diff --git a/FightClub5eXML/CHANGELOG.md b/FightClub5eXML/CHANGELOG.md index 7662bc5..bd11f8f 100644 --- a/FightClub5eXML/CHANGELOG.md +++ b/FightClub5eXML/CHANGELOG.md @@ -3,6 +3,9 @@ ### 2020-01-29 Added remaining monsters from Baldur's Gate: Descent Into Avernus. + +Added subclasses from Guildmaster's Guide To Ravnica. + Added races, feats, and backgrounds from... - Acquisitions Incorporated @@ -10,6 +13,7 @@ Added races, feats, and backgrounds from... - Eberron: Rising From The Last War - Guildmaster's Guide To Ravnica +Renamed some races to avoid naming conflicts. ### 2020-01-28 @@ -19,6 +23,7 @@ Added and separated Artificer and Artificer (UA) spells. ### 2020-01-25 Added Artificer class from Eberron: Rising from the Last War. + Renamed the Artificer from Unearthed Arcana to avoid conflicts. @@ -48,29 +53,30 @@ Added "CoreRulebooks" collection. Updated more monsters for descent into avernus -Death’s Head of Bhaal -Necromite of Myrkul -Skull Lash of Myrkul -Master of Souls -Fiendish Flesh Golem -Hellwasp +- Death’s Head of Bhaal +- Necromite of Myrkul +- Skull Lash of Myrkul +- Master of Souls +- Fiendish Flesh Golem +- Hellwasp ### 2019-11-16 Updated some monsters from Baldur’s Gate descent into avernus. -Crokek’toeck -Fist of Bane -Iron Consul -Black Gauntlet of Bane -Night Blade -Reaper of Bhaal +- Crokek’toeck +- Fist of Bane +- Iron Consul +- Black Gauntlet of Bane +- Night Blade +- Reaper of Bhaal Some typo fixes ### 2019-10-12 Updated and completed the magical items from Baldur’s Gate Descent into Avernus + Updated and added all Infernal Vehicles stats, these can be added as companions in your character sheet. Details on mounted combat and infernal vehicles should be consulted with your DM who is running Avernus. ### 2019-10-01 @@ -83,7 +89,7 @@ Completed Ghosts of saltmarsh ### 2019-09-09 -amended some spell slots for spellcasters to have proper number +Amended some spell slots for spellcasters to have proper number ### 2019-09-08 @@ -96,6 +102,7 @@ Updated more from Ghosts of Saltmarsh, additional pirates, sahuagin. ### 2019-09-05 Added Nimblewright from Waterdeep Dragon Heist + Added more ghosts of saltmarsh merfolk salvager, minotaur living statue, monstrous peryton, various pirates. ### 2019–08-31 @@ -106,24 +113,24 @@ Lots more Typos crushed following an XML validation Updated more Ghosts of Saltmarsh monsters: -Living Iron Statue -Lizardfolk Commoner -Lizardfolk Render -Lizardfolk Scaleshield -Lizardfolk Subchief -Locathah -Locathah Hunter -Maw of Sekolah +- Living Iron Statue +- Lizardfolk Commoner +- Lizardfolk Render +- Lizardfolk Scaleshield +- Lizardfolk Subchief +- Locathah +- Locathah Hunter +- Maw of Sekolah ### 2019-08-12 Updated more Ghosts of Saltmarsh monsters: -Harpy Matriarch -Juvenile Kraken -Koalinth -Koalinth Sergeant -Kysh +- Harpy Matriarch +- Juvenile Kraken +- Koalinth +- Koalinth Sergeant +- Kysh ### 2019-08-08 diff --git a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml index 592b4fd..3eea1d1 100644 --- a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml +++ b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml @@ -1,5 +1,2233 @@ + + + Elf, Mark of Shadow (Eberron) + M + 30 + Dex 2, Cha 1 + Perception + Charisma + + Description + + Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world. + Dwarves + "Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality." + Halflings + "Halflings are people of simple pleasures, and that is not a quality to scorn. They're a good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises." + Humans + "All that haste, their ambitions and drive to accomplish something before their brief lives pass away - human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement." + Source: Eberron: Rising from the Last War p. 49 + + + + Cunning Intuition + When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll a d4 and add the number rolled to the ability check. + + + Shape Shadows + You know the minor illusion cantrip. Starting at 3rd level, you can cast the invisibility spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Shadow Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | disguise self, silent image + 2nd | darkness, pass without trace + 3rd | clairvoyance, major image + 4th | greater invisibility, hallucinatory terrain + 5th | mislead + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + Keen Senses + You have proficiency in the Perception skill. + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. + If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + Slender and Graceful + With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females. + Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry. + + + A Timeless Perspective + Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance. + Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy. + + + Hidden Woodland and Realms + Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining). + Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children. + + + Exploration and Adventure + Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes. + + + Elf Names + + Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names. + On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version. + • Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall + • Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis + • Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia + • Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal) + + + + + Gnome, Mark of Scribing (Eberron) + S + 25 + Int 2, Cha 1 + + Intelligence + + Description + A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. + Source: Eberron: Rising from the Last War p. 47 + + + Gifted Scribe + When you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check. + + + Scribe's Insight + You know the message cantrip. You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the magic mouth spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells. + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | comprehend languages, illusory script + 2nd | animal messenger, silence + 3rd | sending, tongues + 4th | arcane eye, confusion + 5th | dream + + + + Age + Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. + + + Alignment + Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. + + + Size + Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + Gnome Cunning + You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + + Languages + You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. + + + Vibrant Expression + + A gnome's energy and enthusiasm for living shines through every inch his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown face's are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around. + A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels. + + + + Delighted Dedication + + As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can't get in enough of the things they want to do and see. + Gnomes speak as if they can't get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way. + Though gnomes love jokes of all kinds, particularly puns and pranks, they're just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkerers, and inventors. They're willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large. + + + + Bright Burrows + + Gnomes makes their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface where ever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place. + Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkerers. Some human families retained gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life. + + + + Gnome Names + + Gnomes love names, and most have half a dozen or so. A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are truly new inventions. When dealing with humans and others who are "Stuffy" about names, a gnome learns to use no more than three names; A personal name, a clan name, and a nickname, choosing the one in each category that's the most fun to say. + • Male Names: Alston, Alvyn, Boddynock, Brocc, Ettrgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle. Orryn, Roondar, Seebo, Warryn, Wrenn, Zook + • Female Names: Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna + • Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningcl, Raulnor, Seheppen, Timbers, Turen + • Nicknames: Aleslosh, Aslthearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nina, Oneshoe, Pock, Sparklegem, Scumbleduck + + + + Seeing The World + Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as s quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions. + + + Deep Gnomes + A third sub race of gnomes, the deep gnomes (or svirfneblin) live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework. + + + + Half-Elf, Mark of Detection (Eberron) + M + 30 + Cha 2, Wis 2 + + Intelligence + + Description + Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing to adulthood while their peers continue to live as children, growing restless in the timeless elven realms. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life. + Source: Eberron: Rising from the Last War p. 40 + + + Magical Detection + You can cast the detect magic and detect poison and disease spells with this trait. Starting at 3rd level, you can also cast the see invisibility spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don't require material components for them. + + + Spells of the Mark + + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Detection Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | detect evil and good, detect poison and disease + 2nd | detect thoughts, find traps + 3rd | clairvoyance, nondetection + 4th | arcane eye, divination + 5th | legend lore + + + + Age + Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. + + + Alignment + Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. + + + Size + Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. + + + Darkvision + Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + Deductive Intuition + When you make an Intelligence (Investigation) or a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the ability check. + + + Languages + You can speak, read, and write Common, Elvish, and one extra language of your choice. + + + Of Two Worlds + To humans, half-elves look like elves, and to elves, they look human. In height, they're on par with both parents, though they're neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie, somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents. + + + Diplomats or Wanderers + + Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds. + In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some prefer to avoid company altogether, wandering the wilds as foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers. + + + + Half-Elf Names + Half-elves use either human or elven naming conventions. As if to emphasize that they don't really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names. + + + Excellent Ambassadors + Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elves grace without elves aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other). + + + + Half-Elf, Mark of Storm (Eberron) + M + 30 + Cha 2, Cha 2, Dex 1 + + Charisma + + Description + Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing to adulthood while their peers continue to live as children, growing restless in the timeless elven realms. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life. + Source: Eberron: Rising from the Last War p. 50 + + + Storm's Boon + You have resistance to lightning damage. + + + Headwinds + You know the gust cantrip. Starting at 3rd level, you can cast the gust of wind spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Storm Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | feather fall, fog cloud + 2nd | gust of wind, levitate + 3rd | sleet storm, wind wall + 4th | conjure minor elementals, control water + 5th | conjure elemental + + + + Age + Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. + + + Alignment + Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. + + + Size + Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. + + + Darkvision + Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + Windwright's Intuition + When you make a Dexterity (Acrobatics) check or any ability check involving navigator's tools, you can roll a d4 and add the number rolled to the ability check. + + + Languages + You can speak, read, and write Common, Elvish, and one extra language of your choice. + + + Of Two Worlds + To humans, half-elves look like elves, and to elves, they look human. In height, they're on par with both parents, though they're neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie, somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents. + + + Diplomats or Wanderers + Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds. + In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some prefer to avoid company altogether, wandering the wilds as foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers. + + + Half-Elf Names + Half-elves use either human or elven naming conventions. As if to emphasize that they don't really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names. + + + Excellent Ambassadors + Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elves grace without elves aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other). + + + + Half-Orc, Mark of Finding (Eberron) + M + 30 + Str 2, Con 1, Con 1, Wis 2 + + Wisdom + + Description + Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury. + Source: Eberron: Rising from the Last War p. 41 + + + 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. + + + + Hunter's Intuition + When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check. + + + + Finder's Magic + You can cast the hunter's mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | faerie fire, longstrider + 2nd | locate animals or plants, locate object + 3rd | clairvoyance, speak with plants + 4th | divination, locate creature + 5th | commune with nature + + + + + Age + Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. + + + + Alignment + Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil. + + + + Size + Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. + + + + Scarred and Strong + Half-orcs' grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Half-orcs stand between 6 and 7 feet tall and usually weigh between 180 and 250 pounds. + Orcs regard battle scars as tokens or pride and ornamental scars as things of beauty. Other scars, though, mark an Orc, or half-orc as a former slave or a disgraced exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living among humans might display these scars proudly or hide them in shame. + + + + The Mark of Gruumsh + The one-eyed god Gruumsh created the Orcs, and even those orcs who turn away from his worship can't fully escape his influence. The same is true of half orcs, though their human blood moderates the impact of their orcish heritage. Some half-orcs hear the whispers of Grummsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh's exultation when they join in melee combat-and either exult along with him or shiver with fear and loathing. Half-orcs are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it. + Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn't just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures-feasting, drinking, wrestling, drumming, and wild dancing-fill their hearts with joy. They tend to be short tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished half-orcs are those with enough self control to get by in a civilized land. + + + + Half-Orc Names + Half-orcs usually have names appropriate to the culture in which they were raised. A half-orc who wants to fit in among humans might trade an orc name for a human name. Some half-orcs with human names decide to adopt a guttural orc name because they think it makes them more intimidating. + • Male Orc Names: Dench, Feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Mhurren, Ront, Shump, Thokk + • Female Orc Names: Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shautha, Vola, Volen, Yevelda + + + + Grudging Acceptance + Each half-orc finds a way to gain acceptance from those who hate orcs. Some are reserved, trying not to draw attention to themselves. A few demonstrate piety and good-heartedness as publicly as they can (whether or not such demonstrations are genuine). And some simply try to be so tough that others just avoid them. + + + + + Dwarf, Mark of Warding (Eberron) + M + 25 + Con 2, Int 1 + + Intelligence + + Description + + Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs-these common threads unite all dwarves. + Elves + "It's not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc's head, they're as apt to start singing as to pull out a sword. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf's good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do." + Halflings + "Sure, they're pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?" + Humans + "You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin-a daughter or granddaughter, maybe-who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go!. They set their hearts on something, they'll get it whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not." + Source: Eberron: Rising from the Last War p. 51 + + + Warder's Intuition + When you make an Intelligence (Investigation) check or an ability check using thieves' tools, you can roll a d4 and add the number rolled to the ability check. + + + + Wards and Seals + You can cast the alarm and mage armor spells with this trait. Starting at 3rd level, you can also cast the arcane lock spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don't need material components for them when you cast them with this trait. + + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Warding Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | alarm, armor of Agathys + 2nd | arcane lock, knock + 3rd | glyph of warding, magic circle + 4th | Leomund's secret chest, Mordenkainen's faithful hound + 5th | antilife shell + + + + + Age + Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years. + + + + Alignment + Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. + + + + Size + Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. + + + + Speed + Your speed is not reduced by wearing heavy armor. + + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Dwarven Resilience + You have advantage on saving throws against poison, and you have resistance against poison damage. + + + + Dwarven Combat Training + You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. + + + + Tool Proficiency + You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools. + + + + Stonecunning + Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. + + + + Languages + You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. + + + + Short and Stout + Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk. + Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. + Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully. + + + + Long Memory, Long Grudges + Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack. + Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge. + Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud. + + + + Clans and Kingdoms + Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. + The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf. + Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty. + + + + Gods, Gold, and Clan + Dwarves who take up the adventuring life might be motivated by a desire for treasure-for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago. + + + + Dwarf Names + A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual. + A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place. + • Male Names: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal + • Female Names: Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra + • Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart + + + + Duergar + In cities deep in the Underdark live the duergar, or gray dwarves. These vicious, stealthy slave traders raid the surface world for captives, then sell their prey to the other races of the Underdark. They have innate magical abilities to become invisible and to temporarily grow to giant size. + + + + + Human, Mark of Finding (Eberron) + M + 30 + Con 1, Wis 2 + + Wisdom + + Description + + In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds. + Dwarves + "They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though." + Elves + "It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them." + Halflings + "It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling - good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something." + Calishite + Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. + They're found primarily in southwest Faerun. + • Calishite Names:: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, ]asmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, ]assan, Khalid, Mostana, Pashar, Rein + Chondathan + Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerun, around the Inner Sea. + • Chondathan Names:: (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Chessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag + Damaran + Found primarily in the northwest of Faerun, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common. + • Damaran Names:: (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag + Illuskan + Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair. + • Illuskan Names:: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver + Mulan + Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair. + • Mulan Names:: (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt + Rashemi + Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair. + • Rashemi Names:: (Male) Borivik, Faurgar, ]andar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina + Shou + The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerun. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name. + • Shou Names:: (Male) An, Chen, Chi, Fai, ]iang, ]un, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Lia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan + Tethyrian + Widespread along the entire Sword Coast at the western edge of Faerun, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names. + Turami + Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes. + • Turami Names:: (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, ]alana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo + Source: Eberron: Rising from the Last War p. 41 + + + 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. + + + + Hunter's Intuition + When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check. + + + + Finder's Magic + You can cast the hunter's mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells. + + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | faerie fire, longstrider + 2nd | locate animals or plants, locate object + 3rd | clairvoyance, speak with plants + 4th | divination, locate creature + 5th | commune with nature + + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. The best and the worst are found among them. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + A Broad Spectrum + With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century. + + + + Variety in All Things + Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics. + + + + Lasting Institutions + Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone. + Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands. + + + + Exemplars of Ambition + Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups. + + + + + Human, Mark of Handling (Eberron) + M + 30 + Wis 2 + + Wisdom + + Description + In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds. + Dwarves + "They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though." + Elves + "It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them." + Halflings + "It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling - good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something." + Calishite + Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. + They're found primarily in southwest Faerun. + • Calishite Names:: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, ]asmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, ]assan, Khalid, Mostana, Pashar, Rein + Chondathan + Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerun, around the Inner Sea. + • Chondathan Names:: (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Chessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag + Damaran + Found primarily in the northwest of Faerun, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common. + • Damaran Names:: (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag + Illuskan + Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair. + • Illuskan Names:: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver + Mulan + Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair. + • Mulan Names:: (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt + Rashemi + Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair. + • Rashemi Names:: (Male) Borivik, Faurgar, ]andar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina + Shou + The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerun. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name. + • Shou Names:: (Male) An, Chen, Chi, Fai, ]iang, ]un, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Lia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan + Tethyrian + Widespread along the entire Sword Coast at the western edge of Faerun, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names. + Turami + Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes. + • Turami Names:: (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, ]alana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo + Source: Eberron: Rising from the Last War p. 42 + + + Wild Intuition + When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll a d4 and add the number rolled to the ability check. + + + + Primal Connection + You can cast the animal friendship and speak with animals spells with this trait, requiring no material component. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a short or long rest. Wisdom is your spellcasting ability for these spells. + + + + The Bigger They Are + Starting at 3rd level, you can target a beast or monstrosity when you cast animal friendship or speak with animals, provided the creature's Intelligence score is 3 or lower. + + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Handling Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | animal friendship, speak with animals + 2nd | beast sense, calm emotions + 3rd | beacon of hope, conjure animals + 4th | aura of life, dominate beast + 5th | awaken + + + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. The best and the worst are found among them. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + + + A Broad Spectrum + With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century. + + + + Variety in All Things + Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics. + + + + Lasting Institutions + Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone. + Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands. + + + + Exemplars of Ambition + Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups. + + + + + Human, Mark of Making (Eberron) + M + 30 + Int 2 + + Intelligence + + Description + In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds. + Dwarves + "They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though." + Elves + "It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them." + Halflings + "It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling - good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something." + Calishite + Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. + They're found primarily in southwest Faerun. + • Calishite Names:: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, ]asmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, ]assan, Khalid, Mostana, Pashar, Rein + Chondathan + Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerun, around the Inner Sea. + • Chondathan Names:: (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Chessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag + Damaran + Found primarily in the northwest of Faerun, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common. + • Damaran Names:: (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag + Illuskan + Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair. + • Illuskan Names:: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver + Mulan + Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair. + • Mulan Names:: (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt + Rashemi + Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair. + • Rashemi Names:: (Male) Borivik, Faurgar, ]andar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina + Shou + The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerun. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name. + • Shou Names:: (Male) An, Chen, Chi, Fai, ]iang, ]un, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Lia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan + Tethyrian + Widespread along the entire Sword Coast at the western edge of Faerun, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names. + Turami + Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes. + • Turami Names:: (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, ]alana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo + Source: Eberron: Rising from the Last War p. 45 + + + Artisan's Intuition + When you make an Arcana check or an ability check involving artisan's tools, you can roll a d4 and add the number rolled to the ability check. + + + + Maker's Gift + You gain proficiency with one type of artisan's tools of your choice. + + + + Spellsmith + You know the mending cantrip. You can also cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. Once you cast the spell with this trait, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells. + + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | identify, Tenser's floating disk + 2nd | continual flame, magic weapon + 3rd | conjure barrage, elemental weapon + 4th | fabricate, stone shape + 5th | creation + + + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. The best and the worst are found among them. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + + + A Broad Spectrum + With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century. + + + + Variety in All Things + Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics. + + + + Lasting Institutions + Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone. + Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands. + + + + Exemplars of Ambition + Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups. + + + + + Human, Mark of Passage (Eberron) + M + 35 + Dex 2 + + Dexterity + + Description + + In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds. + Dwarves + "They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though." + Elves + "It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them." + Halflings + "It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling - good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something." + Calishite + Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. + They're found primarily in southwest Faerun. + • Calishite Names:: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, ]asmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, ]assan, Khalid, Mostana, Pashar, Rein + Chondathan + Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerun, around the Inner Sea. + • Chondathan Names:: (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Chessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag + Damaran + Found primarily in the northwest of Faerun, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common. + • Damaran Names:: (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag + Illuskan + Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair. + • Illuskan Names:: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver + Mulan + Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair. + • Mulan Names:: (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt + Rashemi + Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair. + • Rashemi Names:: (Male) Borivik, Faurgar, ]andar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina + Shou + The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerun. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name. + • Shou Names:: (Male) An, Chen, Chi, Fai, ]iang, ]un, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Lia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan + Tethyrian + Widespread along the entire Sword Coast at the western edge of Faerun, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names. + Turami + Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes. + • Turami Names:: (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, ]alana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo + Source: Eberron: Rising from the Last War p. 46 + + + Courier's Speed + Your base walking speed increases to 35 feet. + + + + Intuitive Motion + When you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check. + + + + Magical Passage + You can cast the misty step spell once with this trait, and you regain the ability to cast it when you finish a long rest. Dexterity is your spellcasting ability for this spell. + + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Passage Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | expeditious retreat, jump + 2nd | misty step, pass without trace + 3rd | blink, phantom steed + 4th | dimension door, freedom of movement + 5th | teleportation circle + + + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. The best and the worst are found among them. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + + + A Broad Spectrum + With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century. + + + + Variety in All Things + Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics. + + + + Lasting Institutions + Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone. + Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands. + + + + Exemplars of Ambition + Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups. + + + + + Human, Mark of Sentinel (Eberron) + M + 30 + Con 2, Wis 1 + + Wisdom + + Description + In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds. + Dwarves + "They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though." + Elves + "It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them." + Halflings + "It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling - good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something." + Calishite + Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. + They're found primarily in southwest Faerun. + • Calishite Names:: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, ]asmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, ]assan, Khalid, Mostana, Pashar, Rein + Chondathan + Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerun, around the Inner Sea. + • Chondathan Names:: (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Chessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag + Damaran + Found primarily in the northwest of Faerun, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common. + • Damaran Names:: (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag + Illuskan + Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair. + • Illuskan Names:: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver + Mulan + Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair. + • Mulan Names:: (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt + Rashemi + Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair. + • Rashemi Names:: (Male) Borivik, Faurgar, ]andar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina + Shou + The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerun. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name. + • Shou Names:: (Male) An, Chen, Chi, Fai, ]iang, ]un, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Lia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan + Tethyrian + Widespread along the entire Sword Coast at the western edge of Faerun, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names. + Turami + Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes. + • Turami Names:: (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, ]alana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo + Source: Eberron: Rising from the Last War p. 48 + + + Sentinel's Intuition + When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check. + + + + Guardian's Shield + You can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting ability for this spell. + + + + Vigilant Guardian + When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest. + + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Sentinel Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | compelled duel, shield of faith + 2nd | warding bond, zone of truth + 3rd | counterspell, protection from energy + 4th | death ward, guardian of faith + 5th | Bigby's hand + + + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. The best and the worst are found among them. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + + + A Broad Spectrum + With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century. + + + + Variety in All Things + Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics. + + + + Lasting Institutions + Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone. + Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands. + + + + Exemplars of Ambition + Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups. + + + + + Halfling, Mark of Healing (Eberron) + S + 25 + Dex 2, Wis 1 + + Wisdom + + Description + The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver. + Dwarves + "Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?" + Elves + "They're so beautiful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces-surely more than they ever let on." + Humans + "Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers - you have to admire their conviction. And by protecting their own lands, they protect us as well." + Source: Eberron: Rising from the Last War p. 43 + + + Medical Intuition + When you make a Wisdom (Medicine) check or an ability check using an herbalism kit, you can roll a d4 and add the number rolled to the ability check. + + + + Healing Touch + You can cast the cure wounds spell with this trait. Starting at 3rd level, you can also cast lesser restoration with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells. + + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Healing Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | cure wounds, healing word + 2nd | lesser restoration, prayer of healing + 3rd | aura of vitality, mass healing word + 4th | aura of purity, aura of life + 5th | greater restoration + + + + + Age + A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. + + + + Alignment + Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. + + + + Size + Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. + + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + + + Brave + You have advantage on saving throws against being frightened. + + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + + + Small and Practical + The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. + Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors. + Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering. + + + + Kind and Curious + Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing. + Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times. + + + + Blend into the Crowd + Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention. + Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened. + + + + Pastoral Pleasantries + Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires. + Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home. + + + + Exploring Opportunities + Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity. + + + + Halfling Names + A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations. + • Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby + • Female Names: Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna + • Family Names: Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough + + + + + Halfling, Mark of Hospitality (Eberron) + S + 25 + Dex 2, Cha 1 + + Charisma + + Description + The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver. + Dwarves + "Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?" + Elves + "They're so beautiful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces-surely more than they ever let on." + Humans + "Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers - you have to admire their conviction. And by protecting their own lands, they protect us as well." + Source: Eberron: Rising from the Last War p. 44 + + + Ever Hospitable + When you make a Charisma (Persuasion) check or an ability check involving brewer's supplies or cook's utensils, you can roll a d4 and add the number rolled to the ability check. + + + + Innkeeper's Magic + You know the prestidigitation cantrip. You can also cast the purify food and drink and unseen servant spells with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish long rest. Charisma is your spellcasting ability for these spells. + + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Hospitality Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | goodberry, sleep + 2nd | aid, calm emotions + 3rd | create food and water, Leomund's tiny hut + 4th | aura of purity, Mordenkainen's private sanctum + 5th | hallow + + + + + Age + A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. + + + + Alignment + Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. + + + + Size + Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. + + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + + + Brave + You have advantage on saving throws against being frightened. + + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + + + Small and Practical + The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. + Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors. + Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering. + + + + Kind and Curious + Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing. + Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times. + + + + Blend into the Crowd + Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention. + Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened. + + + + Pastoral Pleasantries + Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires. + Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home. + + + + Exploring Opportunities + Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity. + + + + Halfling Names + A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations. + • Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby + • Female Names: Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna + • Family Names: Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough + + + + + Bugbear (Eberron) + M + 30 + Str 2, Dex 1 + Stealth + + + Description + Source: Eberron: Rising from the Last War p. 25 + + + Age + Bugbears reach adulthood at age 16 and live up to 80 years. + + + + Alignment + Bugbears live on the fringes of society even in Darguun, where they value self-sufficiency and violence. They are generally chaotic, organizing in loose tribes under charismatic and powerful leaders. + + + + Size + Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d12 + Height = 6 feet + your size modifier in inches + Weight in pounds = 200 + (2d6 x your size modifier) + + + + 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. + + + + Long-Limbed + When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. + + + + Powerful Build + You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. + + + + Sneaky + You are proficient in the Stealth skill. + + + + Surprise Attack + If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + + Goblin (Eberron) + S + 30 + Dex 2, Con 1 + + + + Description + Whether sniveling in fear, cackling with mad laughter, or snarling in a fury, goblins are wretched and inconsequential—at least in the eyes of most of Ravnica's other folk. In their own minds, though, they are content to lurk in the shadows only until they fully come into their own and receive the recognition they believe they deserve. They are entitled to some credit for their tenacity, agility, crafty ingenuity, and dumb luck, all of which has enabled them to survive in a world overrun with creatures larger and more powerful than they are. + Source: Eberron: Rising from the Last War p. 26 + + + Age + Goblins reach adulthood at age 8 and live up to 60 years. + + + + Alignment + In Eberron, goblins are usually neutral. They tend to look out for themselves, preferably without drawing unwanted attention from any larger, more powerful people. + + + + Size + Your size is Small. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d4 + Height = 3 feet + 5 inches + your size modifier in inches + Weight in pounds = 35 + your size modifier + + + + 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. + + + + Fury of the Small + When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. + + + + Nimble Escape + You can take the Disengage or Hide action as a bonus action on each of your turns. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + Small and Wiry + Standing around 3 feet tall and covered in warty green or red skin, goblins have huge noses and ears. Their wiry bodies are surprisingly strong, and their mouths are full of sharp, crooked teeth. + Most goblins are bald, either by heredity or by choice, but a few boast shocks of red or black hair. Their arms and legs are elongated in proportion to their small bodies, and their fingers and toes are also long and slender. Many goblins prefer to go unshod to leave their toes exposed for climbing. + + + + Unfettered Emotion + Creatures of raw impulse, goblins are found among guilds that value that quality, particularly the Izzet (where they typically serve as attendants for researchers), the Gruul (in camps that form hapless buffers between the clans and civilized regions), the Rakdos (putting their love of explosions to good use), and occasionally the Boros (if they discover a well of discipline and courage within themselves, or find themselves unable to resist the shininess of Boros weapons and armor). Many goblins are guildless and make their way as members of street gangs. + Sometimes driven by wild mood swings, goblins have an inclination toward destruction, which can take a playful form but is often anything but. Some goblins clobber things, others like to light them on fire, and many love to blow things up. + Goblins have an outrageous sense of humor, usually expressed through mischievous pranks. The malicious among them find pleasure in the misfortune of others and tend to cackle maniacally whenever they're amused. They can act with apparent randomness, sometimes just to confuse and befuddle others. + + + + Goblin Names + The Goblin language is fond of certain sounds, and goblin names tend to repeat those sounds to form what can sound like nonsense words. A goblin's name gives no indication of gender. + • Goblin Names: Azzinax, Babolax, Blixanix, Crixizix, Dazzaz, Estrix, Finizix, Juzba, Kaluzax, Lyzaxa, Mizzix, Myznar, Nixispix, Paxizaz, Ravixiz, Stixil, Sunnix, Tozinox, Uxivozi, Vazozav, Wexiny, Zizzix + + + + + Hobgoblin (Eberron) + M + 30 + Con 2, Int 1 + + + + Description + Source: Eberron: Rising from the Last War p. 26 + + + Age + Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs. + + + + Alignment + Hobgoblin society in Eberron is shaped by the ideal of a strict code of honor and rigid martial discipline. Most hobgoblins are lawful, tending toward harsh enforcement of their laws. + + + + Size + Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d10 + Height = 4 feet + 8 inches + your size modifier in inches + Weight in pounds = 110 + (2d4 x your size modifier) + + + + 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. + + + + Martial Training + You are proficient with two martial weapons of your choice and with light armor. + + + + Saving Face + Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + + Orc (Eberron) + M + 30 + Str 2, Con 1, Int -2, Str 2, Con 1 + + + + Description + Source: Eberron: Rising from the Last War p. 31 + + + Age + Orcs reach adulthood at age 12 and live up to 50 years. + + + + Alignment + The orcs of Eberron are a passionate people, given to powerful emotion and deep faith. They are generally chaotic, but can be any alignment. + + + + Size + Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d8 + Height = 5 feet + 4 inches + your size modifier in inches + Weight in pounds = 175 + (2d6 x your size modifier) + + + + 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. + + + + Aggressive + As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started. + + + + Primal Intuition + You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival. + + + + Powerful Build + You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. + + + + Languages + You can speak, read, and write Common and Orc. + + + + + Kalashtar (Eberron) + M + 30 + Wis 2, Cha 1 + + + + Description + I am kalashtar, born of two worlds. Over a thousand years ago, my ancestor bound her bloodline to the spirit Kashtai, and I am a child of that union. Kashtai moves within me. Her memories come to me in dreams, and at times her voice whispers in the silence of my mind. As long as at least one of my sisters is alive, Kashtai will survive—and as long as she lives, she will fight il-Lashtavar. + The kalashtar are a compound people, created from the union of humanity and renegade spirits from the plane of dreams—spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. There is an unmistakable alien quality to the kalashtar, though, as they are haunted by the conflicts of their otherworldly spirits. + Source: Eberron: Rising from the Last War p. 29 + + + Age + Kalashtar mature and age at the same rate as humans. + + + Alignment + The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but some kalashtar resist the virtuous influence of their spirit. + + + Size + + Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d6 + Height = 5 feet + 4 inches + your size modifier in inches + Weight in pounds = 110 + (1d6 x your size modifier) + + + + Dual Mind + You have advantage on all Wisdom saving throws. + + + + Mental Discipline + You have resistance to psychic damage. + + + + Mind Link + You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. + When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it. + + + + Severed from Dreams + Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep. + + + + Languages + You can speak, read, and write Common, Quori, and one other language of your choice. + + + + Bound to Spirits + Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. Kalashtar have symmetrical, slightly angular features, and their eyes often glow when they are focused or expressing strong emotions. + Kalashtar can't directly communicate with their quori spirits. Rather, they might experience this relationship as a sense of instinct and inspiration, drawing on the memories of the spirit when they dream. This connection grants kalashtar minor psionic abilities, as well as protection from psychic attacks. All of these quori dream-spirits are virtuous, but some are warriors and others are more contemplative. Work together with the DM to determine the nature of your linked spirit. Typically, a kalashtar knows the name and nature of their spirit, but some may know nothing of their spirit or the source of their psychic gifts, such as an orphan kalashtar raised among strangers. + The bond to the spirit can cause some kalashtar to display unusual quirks. Consider rolling or selecting a trait from the Kalashtar Quirks table. + d10 | Quirk + 1 | You try to understand the motives and feelings of your enemies. + 2 | You prefer using telepathy over speaking aloud. + 3 | You feel a strong drive to protect the innocent. + 4 | You apply dream logic to mundane situations. + 5 | You discuss things out loud with your quori spirit. + 6 | You suppress your emotions and rely on logic. + 7 | You are strongly influenced by the emotions of those around you. + 8 | You prefer to find nonviolent solutions to problems whenever possible. + 9 | You are driven by a warrior spirit and will fight for any noble cause. + 10 | You are obsessed with Dreaming Dark conspiracies. + + + + Hunted by Nightmares + The virtuous spirits tied to the kalashtar fled from the dream-realm of Dal Quor to escape evil spirits that dominate it. The rebel quori believe that through meditation and devotion, they can change the fundamental nature of Dal Quor, shifting the balance from darkness to light. Most kalashtar communities focus on acts of devotion known as the Path of Light. But the dark powers of Dal Quor have their own plans for Eberron. Through the force known as the Dreaming Dark, these monsters manipulate the folk of Khorvaire to eliminate kalashtar whenever possible. + Many kalashtar defend themselves from the Dreaming Dark by focusing on devotion to the Path of Light. Others, though, seek out the agents of the Dreaming Dark and oppose their plans, or protect the innocent however they can. Still other kalashtar grow up isolated, knowing nothing about Dal Quor or the Dreaming Dark. Such orphans might use their abilities for personal gain or otherwise act against the virtuous instincts of their quori spirits; this can cause internal conflicts and violent mood swings. + + + Kalashtar Names + A kalashtar name adds a personal prefix to the name of the quori spirit within the kalashtar. Such names have no relation to the kalashtar's gender. + Kalashtar orphans are unlikely to know the name of their spirit and take names from another source. + Quori Names: Ashana, Ashtai, Ishara, Hareth, Khad, Kosh, Melk, Nari, Tana, Tari, Tash, Ulad, Vakri, Vash + Kalashtar Names: Coratash, Dalavash, Dolishara, Halakosh, Khoratari, Koratana, Lanhareth, Molavakri, Nevitash, Sorashana, Torashtai, Valakhad, Vishara + + + + Shifter, Beasthide (Eberron) + M + 30 + Con 2, Str 1 + Athletics + + + Description + Geth's ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth's gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal's tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable! + Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can't fully change shape, they can temporarily enhance their animalistic features—a state they call shifting. Each shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization? + Source: Eberron: Rising from the Last War p. 33 + + + Natural Athlete + You have proficiency in the Athletics skill. + + + + Shifting Feature + Whenever you shift, you gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class. + + + + Age + Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old. + + + + Alignment + Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments. + + + + Size + Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d8 + Height = 4 feet + 6 inches + your size modifier in inches + Weight in pounds = 90 + (2d4 x your size modifier) + + + + Speed + Your base walking speed is 30 feet. + + + + Darkvision + You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Shifting + As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. + Once you shift, you can't do so again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common. + + + + The Beast Within + Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time. + A shifter's beast within is reflected by the shifter's subrace. Four subraces are especially common: + Beasthide often signifies the bear or boar: stoic, stubborn, and thick-skinned. + Longtooth shifters typically have lupine traits and prefer to run with a pack. + Swiftstride are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows. + Wildhunt shifters are born from any creature that tracks its prey. + While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character. + + + + Similar and Diverse + Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. + The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral. + + + + The Journey Yet to Come + Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to "always be prepared for the journey yet to come," and most shifters strive to be ready for change or opportunity. + Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith. + + + + Shifter Names + Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use "wandering names" with strangers. These are usually tied to a physical or personality trait. + Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf + + + + + Shifter, Longtooth (Eberron) + M + 30 + Str 2, Dex 1 + Intimidation + + + Description + Geth's ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth's gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal's tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable! + Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can't fully change shape, they can temporarily enhance their animalistic features—a state they call shifting. Each shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization? + Source: Eberron: Rising from the Last War p. 33 + + + Fierce + You have proficiency in the Intimidation skill. + + + + Shifting Feature + While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + + + Age + Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old. + + + + Alignment + Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments. + + + + Size + Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d8 + Height = 4 feet + 6 inches + your size modifier in inches + Weight in pounds = 90 + (2d4 x your size modifier) + + + + Speed + Your base walking speed is 30 feet. + + + + Darkvision + You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Shifting + As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. + Once you shift, you can't do so again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common. + + + + The Beast Within + Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time. + A shifter's beast within is reflected by the shifter's subrace. Four subraces are especially common: + Beasthide often signifies the bear or boar: stoic, stubborn, and thick-skinned. + Longtooth shifters typically have lupine traits and prefer to run with a pack. + Swiftstride are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows. + Wildhunt shifters are born from any creature that tracks its prey. + While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character. + + + + Similar and Diverse + Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. + The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral. + + + + The Journey Yet to Come + Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to "always be prepared for the journey yet to come," and most shifters strive to be ready for change or opportunity. + Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith. + + + + Shifter Names + Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use "wandering names" with strangers. These are usually tied to a physical or personality trait. + Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf + + + + + Shifter, Swiftstride (Eberron) + M + 30 + Dex 2, Cha 1 + Acrobatics + + + Description + Geth's ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth's gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal's tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable! + Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can't fully change shape, they can temporarily enhance their animalistic features—a state they call shifting. Each shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization? + Source: Eberron: Rising from the Last War p. 33 + + + Graceful + You have proficiency in the Acrobatics skill. + + + + Shifting Feature + While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks. + + + + Age + Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old. + + + + Alignment + Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments. + + + + Size + Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d8 + Height = 4 feet + 6 inches + your size modifier in inches + Weight in pounds = 90 + (2d4 x your size modifier) + + + + Speed + Your base walking speed is 30 feet. + + + + Darkvision + You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Shifting + As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. + Once you shift, you can't do so again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common. + + + + The Beast Within + Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time. + A shifter's beast within is reflected by the shifter's subrace. Four subraces are especially common: + Beasthide often signifies the bear or boar: stoic, stubborn, and thick-skinned. + Longtooth shifters typically have lupine traits and prefer to run with a pack. + Swiftstride are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows. + Wildhunt shifters are born from any creature that tracks its prey. + While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character. + + + + Similar and Diverse + Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. + The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral. + + + + The Journey Yet to Come + Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to "always be prepared for the journey yet to come," and most shifters strive to be ready for change or opportunity. + Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith. + + + + Shifter Names + Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use "wandering names" with strangers. These are usually tied to a physical or personality trait. + Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf + + + + + Shifter, Wildhunt (Eberron) + M + 30 + Wis 2, Dex 1 + Survival + + + Description + Geth's ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth's gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal's tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable! + Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can't fully change shape, they can temporarily enhance their animalistic features—a state they call shifting. Each shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization? + Source: Eberron: Rising from the Last War p. 33 + + + Natural Tracker + You have proficiency in the Survival skill. + + + + Shifting Feature + While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated. + + + + Age + Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old. + + + + Alignment + Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments. + + + + Size + Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d8 + Height = 4 feet + 6 inches + your size modifier in inches + Weight in pounds = 90 + (2d4 x your size modifier) + + + + Speed + Your base walking speed is 30 feet. + + + + Darkvision + You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Shifting + As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. + Once you shift, you can't do so again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common. + + + + The Beast Within + Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time. + A shifter's beast within is reflected by the shifter's subrace. Four subraces are especially common: + Beasthide often signifies the bear or boar: stoic, stubborn, and thick-skinned. + Longtooth shifters typically have lupine traits and prefer to run with a pack. + Swiftstride are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows. + Wildhunt shifters are born from any creature that tracks its prey. + While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character. + + + + Similar and Diverse + Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. + The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral. + + + + The Journey Yet to Come + Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to "always be prepared for the journey yet to come," and most shifters strive to be ready for change or opportunity. + Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith. + + + + Shifter Names + Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use "wandering names" with strangers. These are usually tied to a physical or personality trait. + Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf + + + + + Warforged (Eberron) + M + 30 + Con 2 + + + + Description + "Pierce was built by design, while you were built by accident," Lakashtai said. "The soul is what matters, not the shape of the vessel." + "What makes you think he has a soul?" Gerrion said + "What makes you think you do?" + The warforged were built to fight in the Last War. While the first warforged were mindless automatons, House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced sapient soldiers, giving rise to what some have only grudgingly accepted as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold-hearted killer, or a visionary in search of meaning. + Source: Eberron: Rising from the Last War p. 35 + + + Age + A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects. + + + + Alignment + Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served. + + + + Size + Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d6 + Height = 5 feet + 10 inches + your size modifier in inches + Weight in pounds = 270 + (4 x your size modifier) + + + + Constructed Resilience + You were created to have remarkable fortitude, represented by the following benefits: + • You have advantage on saving throws against being poisoned, and you have resistance to poison damage. + • You don't need to eat, drink, or breathe. + • You are immune to disease. + • You don't need to sleep, and magic can't put you to sleep. + + + + Sentry's Rest + When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. + + + + Integrated Protection + Your body has built-in defensive layers, which can be enhanced with armor: + • You gain a +1 bonus to Armor Class. + • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. + • While you live, your armor can't be removed from your body against your will. + + + + Specialized Design + You gain one skill proficiency and one tool proficiency of your choice. + + + + Languages + You can speak, read, and write Common and one other language of your choice. + + + + Living Steel and Stone + Warforged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed. + Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids. + + + + Warforged Personality + The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The Treaty of Thronehold gave them freedom, but many still struggle both to find a place in the post-war world and to relate to the creatures who created them. + The typical warforged shows little emotion. Many warforged embrace a concrete purpose—such as protecting allies, completing a contract, or exploring a land—and embrace this task as they once did war. However, there are warforged who delight in exploring their feelings, their freedom, and their relationships with others. Most warforged have no interest in religion, but some embrace faith and mysticism, seeking higher purpose and deeper meaning. + The typical warforged has a sexless body shape. Some warforged ignore the concept of gender entirely, while others adopt a gender identity. + The more a warforged develops its individuality, the more likely it is to modify its body, seeking out an artificer to customize the look of its face, limbs, and plating. + + + + Quirks + Warforged often display an odd personality trait or two, given how new they are to the world. The Warforged Quirks table contains example quirks. + d8 | Quirk + 1 | You analyze—out loud—the potential threat posed by every creature you meet. + 2 | You often misread emotional cues. + 3 | You are fiercely protective of your friends. + 4 | You try to apply wartime discipline to every situation. + 5 | You don't know how to filter your feelings and are prone to dramatic emotional outbursts. + 6 | You don't understand clothing beyond its utility and assume it denotes a person's function. + 7 | You are obsessed with your appearance and constantly polish and buff yourself. + 8 | War is the only thing that makes sense to you, and you're always looking for a fight. + + + + + Warforged Names + Most warforged were assigned numerical designations for use in military service. Many of them adopted nicknames, often given to them by their comrades. As independent individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor. + Warforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall + + + + + Changeling (Eberron) + M + 30 + Cha 2 + + + + Description + Long ago there was a woman named Jes, and she had one hundred children. Her rivals conspired against her and swore to kill her children. Jes begged the Sovereigns for help, but their only answer was the wind and rain. In the depths of her despair, a lonely traveler took her hand. "I will protect your children if they follow my path. Let them wander the world. They may be shunned and feared, but they will never be destroyed." Jes agreed, and the traveler gave her his cloak. When she draped it over her children, their old faces melted away and they could be whoever they wanted to be. And so it remains. Though the children are shunned by all, the gift of the Traveler protects them still. + Changelings can shift their forms with a thought. Many changelings use this gift as a form of artistic and emotional expression. It's also an invaluable tool for grifters, spies, and others who wish to deceive. This leads many people to treat changelings with suspicion. + Source: Eberron: Rising from the Last War p. 17 + + + Age + Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans. + + + + Alignment + Changelings tend toward pragmatic neutrality, and few changelings embrace evil. + + + + Size + Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d4 + Height = 5 feet + 1 inch + your size modifier in inches + Weight in pounds = 115 + (2d4 x your size modifier) + + + + Shapechanger + As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. + You stay in the new form until you use an action to revert to your true form or until you die. + + + + Changeling Instincts + You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion. + + + + Languages + You can speak, read, and write Common and two other languages of your choice. + + + + A Hidden People + Wherever humans live, changelings reside also; the question is whether their presence is known. + Changelings are born to one of three paths. A few are raised in stable communities where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever knowing another like themselves. Others are part of nomadic changeling clans spread across the Five Nations, families who keep their true nature hidden from the single-skins. Some clans maintain safe havens in major cities and communities, but most prefer to wander the unpredictable path of the god known as the Traveler. + In creating a changeling adventurer, consider the character's relationships with people around them. Does the character conceal their true changeling nature? Do they embrace it? Do they have connections to other changelings or are they alone and in search of companions? + + + + Masks and Personas + In their true form, changelings are pale, with colorless eyes and silver-white hair. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape—one created on the spur of the moment, with no depth or history—is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth. They build an identity over time, crafting a persona with a history and beliefs. This focused identity helps a changeling pinpoint a particular skill or emotion. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat. + Personas can be shared by multiple changelings; there might be three healers in a community, but whoever is on duty will adopt the persona of Tek, the kindly old medic. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona's previous users. + + + + Changeling Names + A changeling might use a different name for each mask and persona and adopt new names as easily as they change faces. The true name of a changeling tends to be simple and monosyllabic; however, there are often accents to a changeling's name that are expressed through shapeshifting, something single-skins will likely miss. So, two changelings might have the name Jin, but one is Jin-with-vivid-blue-eyes and one is Jin-with-golden-nails. + Changelings have a fluid relationship with gender, seeing it as one characteristic to change among many. + Changeling Names: Aunn, Bin, Cas, Dox, Fie, Hars, Jin, Lam, Mas, Nix, Ot, Paik, Ruz, Sim, Toox, Vil, Yug + + + + Artificer diff --git a/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml b/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml index 3a58060..03d696f 100644 --- a/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml +++ b/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml @@ -102,6 +102,256 @@ + + Goblin (Ravnica) + S + 30 + Dex 2, Con 1 + + + + Description + Whether sniveling in fear, cackling with mad laughter, or snarling in a fury, goblins are wretched and inconsequential—at least in the eyes of most of Ravnica's other folk. In their own minds, though, they are content to lurk in the shadows only until they fully come into their own and receive the recognition they believe they deserve. They are entitled to some credit for their tenacity, agility, crafty ingenuity, and dumb luck, all of which has enabled them to survive in a world overrun with creatures larger and more powerful than they are. + Source: Guildmasters' Guide to Ravnica p. 16 + + + Age + Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years. + + + + Alignment + Most of the goblins of Ravnica are chaotic, with no inclination toward good or evil. + + + + Size + Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. + + + + 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. + + + + Fury of the Small + When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. + + + + Nimble Escape + You can take the Disengage or Hide action as a bonus action on each of your turns. + + + + Languages + You can speak, read, and write Common and Goblin. In Ravnica, Goblin is a simplistic language with a limited vocabulary and fluid rules of grammar, unsuited for any sophisticated conversation. + + + + Small and Wiry + Standing around 3 feet tall and covered in warty green or red skin, goblins have huge noses and ears. Their wiry bodies are surprisingly strong, and their mouths are full of sharp, crooked teeth. + Most goblins are bald, either by heredity or by choice, but a few boast shocks of red or black hair. Their arms and legs are elongated in proportion to their small bodies, and their fingers and toes are also long and slender. Many goblins prefer to go unshod to leave their toes exposed for climbing. + + + + Unfettered Emotion + Creatures of raw impulse, goblins are found among guilds that value that quality, particularly the Izzet (where they typically serve as attendants for researchers), the Gruul (in camps that form hapless buffers between the clans and civilized regions), the Rakdos (putting their love of explosions to good use), and occasionally the Boros (if they discover a well of discipline and courage within themselves, or find themselves unable to resist the shininess of Boros weapons and armor). Many goblins are guildless and make their way as members of street gangs. + Sometimes driven by wild mood swings, goblins have an inclination toward destruction, which can take a playful form but is often anything but. Some goblins clobber things, others like to light them on fire, and many love to blow things up. + Goblins have an outrageous sense of humor, usually expressed through mischievous pranks. The malicious among them find pleasure in the misfortune of others and tend to cackle maniacally whenever they're amused. They can act with apparent randomness, sometimes just to confuse and befuddle others. + + + + Goblin Names + The Goblin language is fond of certain sounds, and goblin names tend to repeat those sounds to form what can sound like nonsense words. A goblin's name gives no indication of gender. + • Goblin Names: Azzinax, Babolax, Blixanix, Crixizix, Dazzaz, Estrix, Finizix, Juzba, Kaluzax, Lyzaxa, Mizzix, Myznar, Nixispix, Paxizaz, Ravixiz, Stixil, Sunnix, Tozinox, Uxivozi, Vazozav, Wexiny, Zizzix + + + + + + + Cleric + + + Divine Domain: Order Domain + The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus. + The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities. + Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse. + At each indicated cleric level, you add the listed spells to your spells prepared. + + Cleric Level | Spells + 1st | command, heroism + 3rd | hold person, zone of truth + 5th | mass healing word, slow + 7th | compulsion, locate creature + 9th | commune, dominate person + + Cleric Level | Spells + 1st | command, heroism + 3rd | hold person, zone of truth + 5th | mass healing word, slow + 7th | compulsion, locate creature + 9th | commune, dominate person + + Cleric Level | Spells + 1st | command, heroism + 3rd | hold person, zone of truth + 5th | mass healing word, slow + 7th | compulsion, locate creature + 9th | commune, dominate person + + Cleric Level | Spells + 1st | command, heroism + 3rd | hold person, zone of truth + 5th | mass healing word, slow + 7th | compulsion, locate creature + 9th | commune, dominate person + + Cleric Level | Spells + 1st | command, heroism + 3rd | hold person, zone of truth + 5th | mass healing word, slow + 7th | compulsion, locate creature + 9th | commune, dominate person + + Bonus Proficiencies + When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice). + + Voice of Authority + Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. + If the spell targets more than one ally, you choose the ally who can make the attack. + + Source: Guildmasters' Guide to Ravnica p. 25 + + + + + Channel Divinity: Order's Demand (Order Domain) + Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others. + As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw. + + Source: Guildmasters' Guide to Ravnica p. 25 + + + + + Embodiment of the Law (Order Domain) + At 6th level, you become remarkably adept at channeling magical energy to compel others. + If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. + + Source: Guildmasters' Guide to Ravnica p. 25 + + + + + Divine Strike (Order Domain) + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8. + Blessed Strikes (Order Domain) + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Guildmasters' Guide to Ravnica p. 25 + + + + + Order's Wrath (Order Domain) + Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn. + + Source: Guildmasters' Guide to Ravnica p. 25 + + + + + Druid + + + Druid Circle: Circle of Spores + Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. + These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form. + Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted. + + Circle Spells + Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. + Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. + + Druid Level | Circle Spells + 3rd | blindness/deafness, gentle repose + 5th | animate dead, gaseous form + 7th | blight, confusion + 9th | cloudkill, contagion + + Druid Level | Circle Spells + 3rd | blindness/deafness, gentle repose + 5th | animate dead, gaseous form + 7th | blight, confusion + 9th | cloudkill, contagion + + Druid Level | Circle Spells + 3rd | blindness/deafness, gentle repose + 5th | animate dead, gaseous form + 7th | blight, confusion + 9th | cloudkill, contagion + + Druid Level | Circle Spells + 3rd | blindness/deafness, gentle repose + 5th | animate dead, gaseous form + 7th | blight, confusion + 9th | cloudkill, contagion + + Druid Level | Circle Spells + 3rd | blindness/deafness, gentle repose + 5th | animate dead, gaseous form + 7th | blight, confusion + 9th | cloudkill, contagion + + Halo of Spores + Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. + + Symbiotic Entity + At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits: + • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total. + • Your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. + These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again. + + Rule Tip: Temporary Hit Points Don't Stack + If you have temporary hit points and receive more of them, you don't add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player's Handbook. + + Source: Guildmasters' Guide to Ravnica p. 26 + + + + + Fungal Infestation (Circle of Spores) + At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies. + In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. + + Source: Guildmasters' Guide to Ravnica p. 26 + + + + + Spreading Spores (Circle of Spores) + At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. + Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn. + While the cube of spores persists, you can't use your Halo of Spores reaction. + + Source: Guildmasters' Guide to Ravnica p. 26 + + + + + Fungal Body (Circle of Spores) + At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated. + + Source: Guildmasters' Guide to Ravnica p. 26 + + + diff --git a/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml b/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml index 15c38be..e3ed1c6 100644 --- a/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml +++ b/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml @@ -9735,7 +9735,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Changeling + Changeling (Wayfinder's Guide) M 30 Cha 2 @@ -9849,7 +9849,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Dwarf, Mark of Warding + Dwarf, Mark of Warding (Wayfinder's Guide) M 25 Con 2, Dex 1, Int 1 @@ -9905,7 +9905,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Elf, Aereni High + Elf, Aereni High (Wayfinder's Guide) M 30 Dex 2, Int 1 @@ -9955,7 +9955,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Elf, Aereni Wood + Elf, Aereni Wood (Wayfinder's Guide) M 35 Dex 2, Wis 1 @@ -10077,7 +10077,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Elf, Mark of Shadow + Elf, Mark of Shadow (Wayfinder's Guide) M 30 Dex 2, Cha 1 @@ -10246,7 +10246,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Elf, Valenar High + Elf, Valenar High (Wayfinder's Guide) M 30 Dex 2, Int 1 @@ -10296,7 +10296,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Elf, Valenar Wood + Elf, Valenar Wood (Wayfinder's Guide) M 35 Dex 2, Wis 1 @@ -10630,7 +10630,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Gnome, Mark of Scribing + Gnome, Mark of Scribing (Wayfinder's Guide) S 25 Int 2, Cha 1 @@ -10854,7 +10854,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Halfling, Mark of Healing + Halfling, Mark of Healing (Wayfinder's Guide) S 25 Dex 2, Wis 1 @@ -10898,7 +10898,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Halfling, Mark of Hospitality + Halfling, Mark of Hospitality (Wayfinder's Guide) S 25 Dex 2, Cha 1 @@ -10942,7 +10942,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Half-Elf (High Elf Ancestry) + Half-Elf, High Elf Ancestry M 30 Cha 2 @@ -10994,7 +10994,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Half-Elf (Wood Elf Ancestry) + Half-Elf, Wood Elf Ancestry M 30 Cha 2 @@ -11053,7 +11053,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Half-Elf (Dark Elf Ancestry) + Half-Elf, Dark Elf Ancestry M 30 Cha 2 @@ -11098,7 +11098,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Half-Elf (Aquatic Elf Ancestry) + Half-Elf, Aquatic Elf Ancestry M 30 Cha 2 @@ -11143,7 +11143,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Half-Elf, Mark of Detection + Half-Elf, Mark of Detection (Wayfinder's Guide) M 30 Int 1, Cha 1 @@ -11175,7 +11175,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Half-Elf, Mark of Storm + Half-Elf, Mark of Storm (Wayfinder's Guide) M 30 Dex 1, Cha 1 @@ -11219,7 +11219,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Half-Orc, Mark of Finding + Half-Orc, Mark of Finding (Wayfinder's Guide) M 30 Str 1, Wis 1 @@ -11296,7 +11296,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Human, Mark of Finding + Human, Mark of Finding (Wayfinder's Guide) M 30 Dex 1, Wis 1 @@ -11341,7 +11341,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Human, Mark of Handling + Human, Mark of Handling (Wayfinder's Guide) M 30 Dex 1, Wis 1 @@ -11385,7 +11385,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Human, Mark of Making + Human, Mark of Making (Wayfinder's Guide) M 30 Int 1, Dex 1 @@ -11429,7 +11429,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Human, Mark of Passage + Human, Mark of Passage (Wayfinder's Guide) M 40 Dex 2 @@ -11473,7 +11473,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Human, Mark of Sentinel + Human, Mark of Sentinel (Wayfinder's Guide) M 30 Str 1, Wis 1 @@ -11511,7 +11511,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Kalashtar + Kalashtar (Wayfinder's Guide) M 30 Wis 1, Cha 1 @@ -11727,7 +11727,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Shifter, Beasthide + Shifter, Beasthide (Wayfinder's Guide) M 30 Dex 1, Con 2 @@ -11772,7 +11772,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Shifter, Longtooth + Shifter, Longtooth (Wayfinder's Guide) M 30 Dex 1, Str 2 @@ -11817,7 +11817,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Shifter, Swiftstride + Shifter, Swiftstride (Wayfinder's Guide) M 35 Dex 2, Cha 1 @@ -11868,7 +11868,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Shifter, Wildhunt + Shifter, Wildhunt (Wayfinder's Guide) M 30 Dex 1, Wis 2 @@ -12457,7 +12457,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Warforged Envoy + Warforged Envoy (Wayfinder's Guide) M 30 Con 1 @@ -12524,7 +12524,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Warforged Juggernaut + Warforged Juggernaut (Wayfinder's Guide) M 30 Con 1, Str 2 @@ -12585,7 +12585,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Warforged Skirmisher + Warforged Skirmisher (Wayfinder's Guide) M 30 Con 1, Dex 2