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UNEARTHED

ARCANA
Races of Ravnica
This document presents versions of several Gifted Stoneworkers
races from the world of Ravnica: loxodons, Simic Loxodons are tireless, patient artisans, with an
hybrids, vedalken, and viashino. unrivaled intuition about their craft. While they
make nurturing spiritual leaders, their gift at
This Is Playtest Content stonework is so natural that they are often at a
The material here is presented for playtesting and to loss when it comes to imparting their knowledge
spark your imagination. These game mechanics are in to others. Among the Selesnya, it primarily falls
draft form, usable in your campaign but not refined by to them to build the guild’s magnificent
final game design. They aren’t officially part of the game cathedral-like arboretum structures.
and aren’t permitted in D&D Adventurers League
events.
If we decide to make this material official, it will be Relentlessly Loyal
refined based on your feedback, and then it will appear Loxodons believe in the value of community and
in a D&D book. life, and thus are most often found in the
Selesnya Conclave. Some who stress the benefits
Loxodon of order have been known to join the Orzhov
Syndicate or the Azorius Senate.
Humanoid elephants, loxodons are often oases of Loxodons believe that the members of a group
calm in the busy streets of Ravnica. They hum or have a responsibility to look out for each other.
chant in their sonorous tones and move slowly Once they have joined a guild or bonded with
or sit in perfect stillness. Provoked to action, other individuals in any capacity, they devote
loxodons are holy terrors—bellowing with rage, themselves to maintaining that bond. They
trumpeting and flapping their ears. Their still coordinate their efforts and are often willing to
wisdom and their furious strength—as well as sacrifice themselves for the sake of the group.
their fierce loyalty and unwavering conviction— They expect the same loyalty and commitment
are tremendous assets to their guilds. from the other members of their communities
and can be severe in their disappointment when
Lumbering Giants their trust is betrayed.
Loxodons tower above most other humanoids, The primary difference among loxodons who
standing over seven feet tall. They have the join different guilds is their sense of the size of
heads—trunks, tusks, ears, and faces—of the communities they belong to. For loxodons in
elephants, and hulking humanoid bodies covered the Selesnya Conclave, the community is the
by thick, leathery skin. Their hands have four world and all living beings in it, all valuable, all
thick digits, and their feet are the flat, oval- meant to live in harmony, and all
shaped feet of elephants. interdependent. For Azorius loxodons,
Like that of an elephant, a loxodon’s trunk is a community primarily means the society of
useful appendage that supplements the hands. In sentient races, who need law and order in order
addition to providing a keen sense of smell, the to function together. For those in the Orzhov
trunk can be used to lift and carry even heavy Syndicate, community means the syndicate, with
objects, and the two finger-like protrusions at its interests taking priority over those of any
the tip are capable of delicate manipulation. The other group.
trunk can be used to carry both food and liquid
to the mouth and can even act as a snorkel. Loxodon Names
A loxodon’s name includes overtones of sound,
produced in a loxodon’s resonant nasal
chambers, that indicate status, family

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connection, and community role. Since most you wear would leave you with a lower AC. A
members of other races can’t hear or distinguish shield’s benefits apply as normal while you use
these tones, let alone produce them, loxodons your natural armor.
often translate them into titles, such as Hierarch, Mason’s Proficiency. You gain proficiency
Revered, Grandmother, Healer, or Saint. with mason’s tools.
Stonecunning. Whenever you make an
Male Names: Bayul, Berov, Brooj, Chedumov, Intelligence (History) check related to the origin
Dobrun, Droozh, Golomov, Heruj, Ilromov, Kel, of stonework, you are considered proficient in
Nikoom, Ondros, Radomov, Svetel, Tamuj, the History skill and add double your normal
Throom, Vasool proficiency bonus to the check, instead of your
Female Names: Ajj, Boja, Dancu, Dooja, Elyuja, normal proficiency bonus.
Fanoor, Irij, Jasoo, Katrun, Lyooda, Mayja, Keen Smell. Thanks to your sensitive trunk,
Radu, Shuja, Soofya, Totoor, Verij, Vesmova, you have advantage on Wisdom (Perception)
Yoolna, Zarij, Zoorja and Intelligence (Investigation) checks that rely
on smell.
Loxodon Traits Languages. You can speak, read, and write
Your loxodon character has the following racial Common.
traits.
Ability Score Increase. Your Constitution
score increases by 2, and your Wisdom score Simic Hybrid
increases by 1. The Simic Combine uses magic to fuse different
Age. Loxodons physically mature at the same life forms together. In recent years, they have
rate as humans, but they live about 450 years. extended this research to humanoid subjects,
They highly value the weight of wisdom and magically transferring the traits of various
experience and are considered young until they animals into humans, elves, and vedalken. The
reach the age of 60.
goal of the so-called Guardian Project is to build
Alignment. Most loxodons are lawful,
a Simic army of superior soldiers, perfectly
believing in the value of a peaceful, ordered life. adapted to a variety of combat situations. These
They also tend toward good. hyper-evolved specimens are called Simic
Size. Loxodons stand between 7 and 8 feet tall. hybrids, though they sometimes call themselves
Their massive bodies weigh between 300 and
guardians.
400 pounds. Your size is Medium.
Powerful Build. You count as one size larger
when determining your carrying capacity and
Extensive Adaptation
the weight you can push, drag, or lift. Simic hybrids share many of the characteristics
of their original race, including their basic
Speed. Your base walking speed is 30 feet.
physical form. Human hybrids are the most
Loxodon Bravery. You have advantage on
versatile, filling a variety of roles. Agile elf
saving throws against being frightened.
hybrids retain the ability to see in darkness,
Natural Armor. You have thick, leathery skin.
When you aren’t wearing armor, your AC is 13 + making them ideal as spies, scouts, and
your Dexterity modifier. You can use your infiltrators. And vedalken hybrids possess the
same calculating intellect as other vedalken,
natural armor to determine your AC if the armor
making them superior tacticians, strategists, and
spellcasters.
Tip: AC Calculations Don’t Stack Hybrids’ biological enhancements can change
When the game gives you more than one way to
their appearance drastically. All hybrids possess
calculate your Armor Class, you can use only one of
some physical characteristics of animals, mostly
them. You choose the one to use. For example, if you
have the loxodon’s Natural Armor trait and the monk’s
aquatic and reptilian creatures. These include
Unarmored Defense feature, you don’t mix them crab claws, squid tentacles, wings that look like
together. Instead, you choose which one determines mays or fins, translucent or camouflaged skin, or
your AC. sharklike maws filled with sharp teeth.

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Hybrids are the product of Simic magic. It’s not Manta Glide. Your ray-like wings can slow your
impossible for a hybrid to leave the Simic fall and allow you to glide. When you fall and
Combine and join another guild, but the Simic aren’t incapacitated, you can subtract up to
would consider the hybrid a deserter and the 100 feet from the fall when calculating falling
new guild might never fully welcome a hybrid damage, and you can move up to 2 feet
who could easily be a Simic spy. horizontally for every 1 foot you descend.
Nimble Climber. You have a climbing speed
Hybrid Names equal to your walking speed.
A hybrid usually bears the name given by their Underwater Adaptation. You can breathe air
human, elf, or vedalken parents. But some and water, and you have a swimming speed
hybrids assume a new name after their equal to your walking speed.
transformation, a name chosen by themselves or At 5th level, choose one of the following
by those who transformed them. options, or choose one of the options you didn’t
take at 1st level:
Simic Hybrid Traits
Your hybrid character has the following racial Grappling Appendages. You have two special
traits. appendages growing alongside your arms.
Ability Score Increase. Your Constitution Choose whether they’re both claws or
score increases by 2, and one other ability score tentacles. Each of these appendages is a
of your choice increases by 1. natural weapon, which you can use to make
Age. Hybrids begin their lives as adult humans, unarmed strikes. If you hit with it, the target
elves, or vedalken. They exhibit signs of slightly takes bludgeoning damage equal to 1d6 + your
accelerated aging, so their maximum lifespans Strength modifier, instead of the bludgeoning
are probably reduced somewhat, but the damage normal for an unarmed strike.
Guardian Project has not been operating long Immediately after hitting, you can try to
enough to observe the full effect of this grapple the target as a bonus action. These
phenomenon. appendages can’t precisely manipulate
Alignment. Most hybrids share the generally anything and can’t wield weapons, magic
neutral outlook of the Simic Combine as a whole. items, or other specialized equipment.
They are more interested in scientific research Carapace. Your skin in places is covered by a
and the standing of their guild than in moral or thick shell. You gain a +1 bonus to AC when
ethical questions. However, those who leave the you’re not wearing heavy armor.
Combine often do so because their philosophical Acid Spit. As an action, you can spray a stream
outlook and alignment are more in line with a of acid from glands in your mouth, targeting
different guild’s. one creature or object you can see within 30
Size. Your size is Medium, within the normal feet of you. The target takes 2d10 acid damage
range of your humanoid base race. unless it succeeds on a Dexterity saving throw
Speed. Your base walking speed is 30 feet. against a DC equal to 8 + your Constitution
Darkvision. You can see in dim light within 60 modifier + your proficiency bonus. This
feet of you as if it were bright light, and in damage increases by 1d10 when you reach
darkness as if it were dim light. You can’t discern 11th level (3d10) and 17th level (4d10).
color in darkness, only shades of gray. Languages. You can speak, read, and write
Animal Enhancement. Your body has been
Common and Elvish.
altered to incorporate certain animal
characteristics. You choose one animal
enhancement now and a second enhancement at Vedalken
5th level.
Nothing is perfect—vedalken believe this and
At 1st level, choose one of the following
rejoice in it. Every imperfection is a chance for
options:
improvement, whether it’s in law or in science,
and progress is an endless march toward a state

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of perfection that might never be reached. This others focus on perfecting society through the
leads vedalken to pursue their work with careful crafting and application of laws.
delighted enthusiasm, never deterred by
setbacks and excited by every opportunity for Vedalken Names
improvement. Vedalken are given names at birth, but usually
choose new names for themselves as part of
Cool Rationality their transition into adulthood. They rarely use
Vedalken are tall and slender, standing almost a family names.
head taller than humans on average but
weighing about the same. Their hairless skin Male Names: Aglar, Bellin, Dallid, Firellan,
covers a range of shades of blue, from pale sky Kavin, Koplony, Lomar, Mathvan, Modar,
blue through bright azure to deep indigo, almost Nebun, Nhillosh, Nitt, Otrovac, Ovlan, Pelener,
purple. Their eyes are darker shades of blue or Rill, Trivaz, Uldin, Yolov, Zataz
violet. They lack external ears, and their noses Female Names: Azi, Barvisa, Brazia, Direll,
are broad and flat. Fainn, Griya, Hallia, Katrille, Kovel, Lilla,
As a rule, vedalken are gregarious in Mirela, Morai, Nedress, Ossya, Pierenn, Roya,
conversation. However, they are private Sestri, Triel, Uzana, Yaraghiya, Zlovol
concerning their personal lives, and they tend to
engage more with ideas than with people. They
Vedalken Traits
form close friendships based on mutual interests Your vedalken character has the following racial
or compelling disagreements, and their traits.
interactions focus on their thoughts about those Ability Score Increase. Your Intelligence score
issues rather than their feelings about them. increases by 2, and your Wisdom score increases
To members of other races, vedalken often by 1.
appear cold, even emotionless. That assessment Age. Vedalken mature at the same rate
isn’t fair—they feel emotion every bit as vividly humans do, and most are expected to settle
as other races, but they are skilled at not down into an adult life around age 40. Their
displaying it. Cool rationality guides their lifespans are typically 350 to 500 years long.
actions, they make and follow careful plans, and Alignment. Vedalken are most often lawful
they are patient enough to do nothing at all and rarely evil.
when the ideal outcome relies on inaction. Size. Vedalken are taller than humans but
slenderer. They are 6 to 6½ feet tall on average
and usually weigh less than 200 pounds. Your
Reasoning toward Perfection size is Medium.
Their curious intellects and rational minds
Speed. Your base walking speed is 30 feet.
incline vedalken strongly toward membership in
Vedalken Dispassion. You have advantage on
the Azorius Senate, the Simic Combine, and (less
all Intelligence, Wisdom, and Charisma saving
often) the Izzet League. Whatever their guild
throws.
affiliation, they put their intelligence to use in
Tireless Precision. You are proficient in one of
crafting and improving things: laws, procedures,
the following skills of your choice: Arcana,
and magical sciences.
History, Investigation, Medicine, Performance, or
Vedalken believe that the path toward the
Sleight of Hand. You are also proficient with one
impossible goal of perfection is built with bricks
tool of your choice.
of education, careful deliberation, and controlled
Whenever you make an ability check with the
experimentation. (Their desire for close control
chosen skill or tool, roll a d4, and add the
to prevent disastrous mistakes makes them
number rolled to the check’s total.
generally less inclined toward the Izzet League,
Languages. You can speak, read, and write
where explosive mistakes are celebrated.) Some
Common.
vedalken direct their energy toward perfecting
themselves, including by means of Simic
bioengineering or through extensive study, while

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Viashino members of other races often have a hard time
keeping track of a viashino’s name.
Many reptiles derive their body warmth and
Viashino Names: Aun, Bay, Bassisk, Cresh, Din,
energy from the sun, but the humanoid viashino
Essek, Fiksh, Gyan, Hsiska, Illati, Izka, Kyri,
are fueled by an inner fire of zeal. Open with
Liszik, Maush, Nyoser, Ossanash, Shekess,
their emotions, viashino can be hot-tempered,
Skellek, Szil, Tenk, Tzia, Villi, Wyoryn, Yom,
but they are also quick to their hissing laughter.
Ztash
And they easily form close bonds of friendship.
They are fierce warriors and passionate Viashino Traits
advocates for their guilds and causes. Your viashino character has the following traits.
Ability Score Increase. Your Dexterity score
Scaled Skin and Tail Blades increases by 2, and your Strength score
Viashino resemble humanoid lizards covered in increases by 1.
green, scaled skin and spiky protrusions. Their Age. Viashino mature quickly, reaching
heads jut forward from their slender necks and adulthood in their early teens. They live violent
bear huge mouths full of sharp teeth. Long, lives and rarely die of old age, but they would
whiplike tails extend from their spines, lashing rarely live past 60 anyway.
behind them—faster and faster as they grow Alignment. Viashino strongly tend toward
more agitated. Their tails are tipped with bony chaotic alignments. They have no particular
blades they can use as weapons. inclination toward good or evil.
Size. Viashino are about as tall as humans, but
Fervent and Fiery they have lithe, wiry frames. Your size is
Viashino are fiercely emotional and often violent, Medium.
and their wizards and sorcerers favor fire spells Speed. Your base walking speed is 30 feet.
that reflect their inner fire. They are most Bite. Your fanged maw is a natural weapon,
common among the Gruul Clans, especially the which you can use to make unarmed strikes. If
Slizt clan. Occasionally they put their zealous fire you hit with it, you deal piercing damage equal
to use in the service of higher ideals, joining the to 1d4 + your Strength modifier, instead of the
Boros Legion. Other viashino instead pursue bludgeoning damage normal for an unarmed
careers in the Izzet League, where they find a strike.
special role wielding Izzet-designed flame- Lashing Tail. Your semi-prehensile tail is
spewing scorchbringers. tipped with a bony blade. Immediately after a
Like fire itself, viashino are quick to leap from creature within 5 feet of you deals damage to
one situation to another, and they are frequently you with a melee attack, you can use your
destructive in the process. They enjoy brawling reaction to make an unarmed strike against that
and often cause more injury than intended, creature with your tail. If you hit, you deal
thanks to their teeth and bladed tails. slashing damage equal to 1d4 + your Strength
They’re also easily distracted, jumping from modifier, instead of the bludgeoning damage
one idea to another in an instant. Likewise, normal for an unarmed strike.
they’re easily bored, and if nothing captures Wiry Frame. You gain proficiency in the
their attention, they’ll do something interesting. Acrobatics or the Stealth skill (your choice).
Languages. You can speak, read, and write
Viashino Names Common and Draconic.
Viashino accept, collect, and discard names
freely, choosing names that fit their current
sense of self or whim. Sometimes they’ll string

two or more names together, because they like
the sound or because all the names feel
meaningful and relevant at the time. As a result,

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