Sei sulla pagina 1di 44

Manuale delle Razze del Willain

Razze Terrestri
Elfo 3
Elfo Alto 5
Elfo dei Boschi 6
Halfling 7
Halfling Piedelesto 9
Halfling Tozzo 9
Nano 10
Nano delle Colline 12
Nano delle Montagne 12
Umano 13
Dragonide 16
Dragonide Cromatico 18
Dragonide delle Gemme 19
Dragonide Metallico 20
Gnomo 21
Gnomo delle Foreste 23
Gnomo delle Rocce 23
Mezzelfo 24
Mezzorco 26
Tiefling 28
Genasi 30
Genasi dell’Aria 30
Genasi della Terra 31
Genasi del Fuoco 31
Genasi dell’Acqua 31
Aasimar 32
Aasimar protettore 33
Aasimar flagello 33
Aasimar caduto 33
Morfico 34
Morfico Cacciaselvatica 35
Morfico Passolungo 35
Morfico Pellebestiale 35
Morfico Zannelunghe 35
Forgiato 36
Forgiato Terrestre 37
Orco 38
Razze Marine
Forgiato Marino (Sottorazza del Forgiato) 37
Elfo del Mare 39
Tritone 40
Tortle 41

Razze del Sottomondo


Elfo Oscuro (Sottorazza dell’Elfo) 6
Forgiato del Sottomondo (Sottorazza del Forgiato) 37
Gnomo delle Profondità 42
Duergar 43
Thri-kreen 44
Offrimi un caffè:
paypal.me/mimmi987
Offrimi un caffè:
paypal.me/mimmi987
CHROMATIC DRAGONBORN a failed save, the creature takes ldlO damage of the
type associated with your Chromatic Ancestry. On a
Dragonborn with chromatic ancestry claim the raw
successful save, it takes half as much damage. This
elemental power of chromatic dragons. The vibrant
damage increases by ldlO when you reach 5th level
colors of black, blue, green, red, and white dragons (2d10), 11th level (3d10), and 17th level (4d10).
gleam in those dragonborn's scaled skin and in the You can use your Breath Weapon a number of
deadly energy of their breath weapons. Theirs is the
times equal to your proficiency bonus, and you re-
raw elemental fury of the volcano, of biting arctic
gain all expended uses when you finish a long rest.
winds, and of raging lightning storms, as well as
Draconic Resistance. You have resistance
the subtle whisper of swamp and forest, toxic and
to the damage type associated with your Chro-
corrosive.
matic Ancestry.
CHROMATIC DRAGONBORN TRAITS Chromatic Warding. Starting at 5th level, as an
You have the following racial traits. action, you can channel your draconic energy to
Creature Type. You are a Humanoid. protect yourself. For 1 minute, you become immune
Size. You are Medium. to the damage type associated with your Chromatic
Speed. Your walking speed is 30 feet. Ancestry. Once you use this trait, you can't do so
Chromatic Ancestry. You have a chromatic again until you finish a long rest.
dragon ancestor, granting you a special magical
CHROMATIC ANCESTRY
affinity. Choose one kind of dragon from the Chro-
matic Ancestry table. This determines the damage Dragon Damage Type

type for your other traits, as shown in the table. Black Acid
Breath Weapon. When you take the Attack action Blue Lightning
on your turn, you can replace one of your attacks Green Poison
with an exhalation of magical energy in a 30-foot
Red Fire
line that is 5 feet wide. Each creature in that area
must make a Dexterity saving throw (DC = 8 + your White Cold
Constitution modifier + your proficiency bonus). On

IO CHAPTER l I CHARACTER CREATION


GEM DRAGONBORN save, it takes half as much damage. This damage
increases by ldlO when you reach 5th level (2d10),
Gem dragon born partake of the heritage of gem
11th level (3d10), and 17th level (4d10).
dragons, who claim to be heirs of Sardior, the Ruby
You can use your Breath Weapon a number of
Dragon. The colors and mysterious powers of gem
times equal to your proficiency bonus, and you re-
dragons-amethyst, crystal, emerald, sapphire, and
gain all expended uses when you finish a long rest.
topaz-gleam in these dragonborn's scaled skin and
Draconic Resistance. You have resistance to the
course through their veins. Theirs are the wonders
damage type associated with your Gem Ancestry.
of the mind, the force of will, the brilliant light of
Psionic Mind. You can send telepathic messages
insight, and the resounding echo of discovery-but
to any creature you can see within 30 feet of you.
also the desiccation of despair.
You don't need to share a language with the crea-
GEM DRAGONBORN TRAITS ture for it to understand these messages, but it must
You have the following racial traits. be able to understand at least one language to com-
Creature Type. You are a Humanoid. prehend them.
Size. You are Medium. Gem Flight. Starting at 5th level, you can use a
Speed. Your walking speed is 30 feet. bonus action to manifest spectral wings on your
Gem Ancestry. You have a gem dragon ancestor, body. These wings last for 1 minute. For the dura-
granting you a special magical affinity. Choose one tion, you gain a flying speed equal to your walking
kind of dragon from the Gem Ancestry table. This speed and can hover. Once you use this trait, you
determines the damage type for your other traits, as can't do so again until you finish a long rest.
shown in the table.
GEM ANCESTRY
Breath Weapon. When you take the Attack action
on your turn, you can replace one of your attacks Dragon Damage Type
with an exhalation of magical energy in a 15-foot Amethyst Force
cone. Each creature in that area must make a Dex- Crystal Radiant
terity saving throw (DC = 8 + your Constitution
Emerald Psychic
modifier+ your proficiency bonus). On a failed save,
the creature takes ldlO damage of the type asso- Sapphire Thunder
ciated with your Gem Ancestry. On a successful Topaz Necrotic

CHAPTER 1 I CHARACTE R CREATI O N II


METALLIC DRAGONBORN You can use your Breath Weapon a number of
times equal to your proficiency bonus, and you re-
Dragonborn with metallic ancestry lay claim to the
gain all expended uses when you finish a long rest.
tenacity of metallic dragons- brass, bronze, copper,
Draconic Resistance. You have resistance
gold, and silver-whose hues glint in their scales.
to the damage type associated with your Metal-
Theirs is the fire of hearth and forge, the cold of
lic Ancestry.
high mountain air, the spark of inspiration, and the
Metallic Breath Weapon. At 5th level, you gain
scouring touch of acid that purifies.
a second breath weapon. When you take the Attack
METALLIC DRAGONBORN TRAITS action on your turn, you can replace one of your at-
You have the following racial traits. tacks with an exhalation in a 15-foot cone. The save
Creature Type. You are a Humanoid. DC for this breath is 8 + your Constitution modifier
Size. You are Medium. + your proficiency bonus. Whenever you use this
Speed. Your walking speed is 30 feet. trait, choose one:
Metallic Ancestry. You have a metallic dragon Enervating Breath. Each creature in the cone must
ancestor, granting you a special magical affinity. succeed on a Constitution saving throw or become
Choose one kind of dragon from the Metallic Ances- incapacitated until the start of your next turn.
try table. This determines the damage type for your Repulsion Breath. Each creature in the cone must
other traits, as shown in the table. succeed on a Strength saving throw or be pushed
Breath Weapon. When you take the Attack action 20 feet away from you and be knocked prone.
on your turn, you can replace one of your attacks
with an exhalation of magical energy in a 15-foot Once you use your Metallic Breath Weapon, you
cone. Each creature in that area must make a Dex- can't do so again until you finish a long rest.
terity saving throw (DC = 8 + your Constitution
METALLIC ANCESTRY
modifier+ your proficiency bonus). On a failed save,
the creature takes ldlO damage of the type associ- Dragon Damage Type
ated with your Metallic Ancestry. On a successful Brass Fire
save, it takes half as much damage. This damage Bronze Lightning
increases by ldlO when you reach 5th level (2d10), Copper Acid
11th level (3d10), and 17th level (4d10).
Gold Fire
Offrimi un caffè:
paypal.me/mimmi987
Offrimi un caffè:
paypal.me/mimmi987
LEFT TO RIGHT: EARTH GENASI, WATER GENASI, FIRE GENASI, AND AIR GENASI

Creature Type. You are a Humanoid.


GENAS!
Size. You are Medium or Small. You choose the
Tracing their ancestry to the genies of the Elemental size when you select this race.
Planes, each genasi can tap into the power of one of Speed. Your walking speed is 35 feet.
the elements. Air, earth, fire, and water-these are Darkvision. You can see in dim light within 60
the four pillars of the Material Plane and the four feet of you as if it were bright light and in darkness
types of genasi. Some genasi are direct descendants as if it were dim light. You discern colors in that
of a genie, while others were born to non-genasi darkness only as shades of gray.
parents who lived near a place suffused by a ge- Unending Breath. You can hold your breath indef-
nie's magic. initely while you're not incapacitated.
A typical genasi has a life span of 120 years. Lightning Resistance. You have resistance to
lightning damage.
AIR GENASI TRAITS
Mingle with the Wind. You know the shocking
Air genasi are descended from djinn, the genies of grasp cantrip. Starting at 3rd level, you can cast the
the Elemental Plane of Air. Embodying many of the feather fall spell with this trait, without requiring a
airy traits of their otherworldly ancestors, air genasi material component. Starting at 5th level, you can
can draw upon their connection to the winds. also cast the levitate spell with this trait, without re-
Air genasi's skin tones include many shades quiring a material component. Once you cast feather
of blue, along with the full range of human skin fall or levitate with this trait, you can't cast that spell
tones, with bluish or ashen casts. Sometimes their with it again until you finish a long rest. You can
skin is marked by lines that seem like cracks with also cast either of those spells using any spell slots
bluish-white energy spilling out. An air genasi's hair you have of the appropriate level.
might blow in a phantom wind or be made entirely Intelligence, Wisdom, or Charisma is your spell-
of clouds or vapor. casting ability for these spells when you cast them
As an air genasi, you have the following traits. with this trait (choose when you select this race).

16 CHAPTER 1 I FANTASTICAL RACES


EARTH GENASI TRAITS as if it were dim light. You discern colors in that
darkness only as shades of gray.
Tracing their ancestry to dao, the genies of the El-
Fire Resistance. You have resistance to
emental Plane of Earth, earth genasi inherit dao's
fire damage.
steadfast strength and control over earth.
Reach to the Blaze. You know the produce flame
An earth genasi's skin can be the colors of stone
cantrip. Starting at 3rd level, you can cast the burn-
and earth or a human skin tone with glittering
ing hands spell with this trait. Starting at 5th level,
sparkles like gem dust. Some earth genasi have
you can also cast the flame blade spell with this
lines marking their skin like cracks, either showing
trait, without requiring a material component. Once
glimmering gemlike veins or a dim, yellowish glow.
you cast burning hands or flame blade with this
Earth genasi hair can appear carved of stone or
trait, you can't cast that spell with it again until you
crystal or resemble strands of spun metal.
finish a long rest. You can also cast either of those
As an earth genasi, you have the following traits.
spells using any spell slots you have of the appro-
Creature Type. You are a Humanoid.
priate level.
Size. You are Medium or Small. You choose the
Intelligence, Wisdom, or Charisma is your spell-
size when you select this race.
casting ability for these spells when you cast them
Speed. Your walking speed is 30 feet.
with this trait (choose when you select this race).
Darkvision. You can see in dim light within 60
feet of you as if it were bright light and in darkness WATER GENASI TRAITS
as if it were dim light. You discern colors in that
Water genasi descend from marids, aquatic genies
darkness only as shades of gray.
from the Elemental Plane of Water. Water genasi
Earth Walk. You can move across difficult terrain
are perfectly suited to life underwater and carry the
without expending extra movement if you are using
power of the waves inside themselves.
your walking speed on the ground or a floor.
Their skin is often shades of blue or green, some-
Merge with Stone. You know the blade ward
times a blend of the two. If they have a human skin
cantrip. You can cast it as normal, and you can also
tone, there is a glistening texture that catches the
cast it as a bonus action a number of times equal to
light, like water droplets or nearly invisible fish
your proficiency bonus, regaining all expended uses
scales. Their hair can resemble seaweed, waving as
when you finish a long rest.
if in a current, or it can even be like water itself.
Starting at 5th level, you can cast the pass without
As a water genasi, you have the following traits.
trace spell with this trait, without requiring a mate-
Creature Type. You are a Humanoid.
rial component. Once you cast that spell with this
Size. You are Medium or Small. You choose the
trait, you can't do so again until you finish a long
size when you select this race.
rest. You can also cast it using any spell slots you
Speed. Your walking speed is 30 feet, and
have of 2nd level or higher.
you have a swimming speed equal to your
Intelligence, Wisdom, or Charisma is your spell-
walking speed.
casting ability for these spells when you cast them
Acid Resistance. You have resistance to
with this trait (choose when you select this race).
acid damage.
FIRE GENAS! TRAITS Amphibious. You can breathe air and water.
CaJJ to the Wave. You know the acid splash can-
Descended from efreet, the genies of the Elemental
trip. Starting at 3rd level, you can cast the create or
Plane of Fire, fire genasi channel the flamboyant
destroy water spell with this trait. Starting at 5th
and often destructive nature of flame . They show
level, you can also cast the water walk spell with
their heritage in their skin tones, which can range
this trait, without requiring a material component.
from deep charcoal to shades of red and orange.
Once you cast create or destroy water or water walk
Some bear skin tones common to humanity but with
with this trait, you can't cast that spell with it again
fiery marks, such as slowly swirling lights under
until you finish a long rest. You can also cast either
their skin that resemble embers or glowing red lines
of those spells using any spell slots you have of the
tracing over their bodies like cracks. Fire genasi
appropriate level.
hair can resemble threads of fire or sooty smoke.
Intelligence, Wisdom, or Charisma is your spell-
As a fire genasi, you have the following traits.
casting ability for these spells when you cast them
Creature Type. You are a Humanoid.
with this trait (choose when you select this race).
Size. You are Medium or Small. You choose the
Darkvision. You can see in dim light within 60
size when you s elect this race.
feet of you as if it were bright light, and in darkness
Speed. Your wa lking speed is 30 feet.
as if it were dim light. You discern colors in that
Darkvision. You can see in dim light within 60
darkness only as shades of gray.
feet of you as if it were bright light, and in darkness

CHAPTER 1 I FANTASTICAL RACES I7


AASIMAR -
I SAW HER, WREATHED IN WINGS OF PURE LIGHT, HER
NOTE TO THE OM: PLAYING AN ANGELIC GUIDE
As DM, you take on the role of an aasimar's angetic
guide and decide what kind of advice or omens to send
In dreams.
eyes blazing with the fury of the gods. The bone devils
The deva, or other celestial being, is your chance to add
stopped in their tracks, shielding their faces. Her blade, special roleplaying opportunities to the game. Remember,
now a brand of light, swept once, twice, three times. The a deva lives in a realm of absolute law and good. The deva
might not understand the compromises and hard choices
devils' heads hit the ground, one after another. And thus we that mortals must grapple with in the world. To the deva,
learned that an aasimar traveled in our ragtag band. an aasimar is a prized student who must live up to high,
sometimes inflexible standards.
-Geldon Parl, Of the 1yranny of Dragons

ANGELIC GUIDE
Aasimar bear within their souls the light of the heav-
ens. They are descended from humans with a touch of d6 Name
the power of Mount Celestia, the divine realm of many l Tadriel
lawful good deities. Aasimar are born to serve as cham- 2 Myllandra
pions of the gods, their births hailed as blessed events. 3 Seraphina
They are a people of otherworldly visages, with lumi- 4 Galladia
nous features that reveal their celestial heritage. 5 Mykiel
6 Valandras
CELESTIAL CHAMPIONS
Aasimar are placed in the world to serve as guardians d6 Nature
of law and good. Their patrons expect them to strike at Bookish and lecturing
evil, lead by example, and further the cause of justice.
2 Compassionate and hopeful
From an early age, an aasimar receives visions and
3 Practical and lighthearted
guidance from celestial entities via dreams. These
4 Fierce and vengeful
dreams help shape an aasimar, granting a sense of des-
5 Stern and judgmental
tiny and a desire for righteousness.
Each aasimar can count a specific celestial agent of 6 Kind and parental -----------
the gods as a guide. This entity is typically a deva, an
angel who acts as a messenger to the mortal world. CONFLICTED SOULS
Despite its celestial origin, an aasimar is mortal and
HIDDEN WANDERERS
possesses free will. Most aasimar follow their ordained
While aasimar are strident foes of evil, they typically path, but some grow to see their abilities as a curse.
prefer to keep a low profile. An aasimar inevitably draws These disaffected aasimar are typically content to
the attention of evil cultists, fiends, and other enemies of turn away from the world, but a few become agents of
good, all of whom would be eager to strike down a celes- evil. In their minds, their exposure to celestial powers
tial champion if they had the chance. amounted to little more than brainwashing.
When traveling, aasimar prefer hoods, closed helms, Evil aasimar make deadly foes. The radiant power
and other gear that allows them to conceal their iden- they once commanded becomes corrupted into a horrid,
tities. They nevertheless have no compunction about draining magic. And their angelic guides abandon them.
striking openly at evil. The secrecy they desire is never Even aasimar wholly dedicated to good sometimes
worth endangering the innocent. feel torn between two worlds. The angels that guide
them see the world from a distant perch. An aasimar
AASIMAR GUIDES who wishes to stop and help a town recover from a
An aasimar, except for one who has turned to evil, has drought might be told by an angelic guide to push for-
a link to an angelic being. That being-usually a deva- ward on a greater quest. To a distant angel, saving a few
provides guidance to the aasimar, though this connec- commoners might pale in comparison to defeating a cult
tion functions only in dreams. As such, the guidance is of Orcus. An aasimar's guide is wise but not infallible.
not a direct command or a simple spoken word. Instead,
the aasimar receives visions, prophecies, and feelings. AASIMAR NAMES
The angelic being is far from omniscient. Its guidance Most aasimar are born from human parents, and
is based on its understanding of the tenets of law and they use the same naming conventions as their na-
good, and it might have insight into combating espe- tive culture.
cially powerful evils that it knows about.
As part of fleshing out an aasimar character, consider AASIMAR TRAITS
the nature of that character's angelic guide. The Angelic
Your aasimar character has the following racial traits.
Guide tables offer names and natures that you can use
Ability Score Increase. Your Charisma score in-
to flesh out your character's guide.
creases by 2.
Ase, Aasimar mature at the same rate as humans, but
they can live up to 160 years.

CHAPTER 2 l CHARACTER RACES


104 =================:::::112!=.-~-
Alignment. Imbued with celestial power, most aasi- and at the end of each of your turns, you and each crea-
mar are good. Outcast aasimar are most often neutral or ture within 10 feet of you take radiant damage equal to
even evil. half your level (rounded up). In addition, once on each
Size. Aasimar have the same range of height and of your turns, you can deal extra radiant damage to one
weight as humans. target when you deal damage to it with an attack or a
Speed. Your base walking speed is 30 feet. spell. The extra radiant damage equals your level.
Darkvision. Blessed with a radiant soul, your vision Once you use this trait, you can't use it again until you
can easily cut through darkness. You can see in dim finish a long rest.
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 FALLEN AASIMAR
in darkness, only shades of gray. An aasimar who was touched by dark powers as a youth
Celestial Resistance. You have resistance to necrotic or who turns to evil in early adulthood can become one
damage and radiant damage. of the fallen-a group of aasimar whose inner light has
Healing Hands. As an action, you can touch a crea- been replaced by shadow.
ture and cause it to regain a number of hit points equal Ability Score Increase. Your Strength score in-
to your level. Once you use this trait, you can't use it creases by 1.
again until you finish a long rest. Necrotic Shroud. Starting at 3rd level, you can use
Light Bearer. You know the light cantrip. Charisma is your action to unleash the divine energy within yourself,
your spellcasting ability for it. causing your eyes to turn into pools of darkness and two
Languages. You can speak, read, and write Common skeletal, ghostly, flightless wings to sprout from your
and Celestial. back. The instant you transform, other creatures within
Subrace. Three subraces of aasimar exist: protector 10 feet of you that can see you must each succeed on a
aasimar, scourge aasimar, and fallen aasimar. Choose Charisma saving throw (DC 8 + your proficiency bonus
one of them for your character. + your Charisma modifier) or become frightened of you
until the end of your next turn.
PROTECTOR AASIMAR Your transformation lasts for 1 minute or until you
Protector aasimar are charged by the powers of good to end it as a bonus action. During it, once on each of your
guard the weak, to strike at evil wher,ever it arises, and turns, you can deal extra ne-
to stand vigilant against the darkness. From a young crotic damage to one target
age, a protector aasimar receives advice and directives when you deal damage to
that urge to stand against evil. it with an attack or a spell.
Ability Score Increase. Your Wisdom score in- The extra necrotic damage
creases by 1. equals your level.
Radiant Soul. Starting at 3rd level, you can use your Once you use this trait,
action to unleash the divine energy within yourself, you can't use it again until
causing your eyes to glimmer and two luminous, incor- you finish a long rest.
poreal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end
it as a bonus action. During it, you have a flying speed of
30 feet, and once on each of your turns, you can deal ex-
tra radiant damage to one target when you deal damage
to it with an attack or a spell. The extra radiant damage
equals your level.
Once you use this trait, you can't use it again until you
finish a long rest.

SCOURGE AASIMAR
Scourge aasimar are imbued with a divine energy that
blazes intensely within them. It feeds a powerful desire
to destroy evil-a desire that is, at its best, unflinching
and, at its worst, all-consuming. Many scourge aasimar
wear masks to block out the world and focus on contain-
ing this power, unmasking themselves only in battle.
Ability Score Increase. Your Constitution score in-
creases by 1.
Radiant Consumption. Starting at 3rd level, you can With your DM's consent, you can change your charac·
use your action to unleash the divine energy within your- ter's subrace to fallen aasimar if your protector/scourge
self, causing a searing light to radiate from you, pour out aasimar turns to evil. To do so, replace your subrace ben-
of your eyes and mouth, and threaten to char you. efits, including the ability score increase, with those of a
Your transformation lasts for 1 minute or until you end fallen aasimar.
ii as a bonus action. During it, you shed bright light in Similarly, if your fallen aasimar turns to good, your DM
a 10-foot radius and dim light for an additional 10 feet, might allow you to become a protector or scourge aasimar.

CHAPTER 2 I CHARACTER RA'trES


105
Da sinistra a destra: un
Forgiato Marino, un Forgiato
Terrestre e un Forgiato del
Sottomondo
Adrenaline Rush. You can take the Dash action
0RC
as a bonus action. You can use this trait a number
Ores trace their creation to the one-eyed god of times equal to your proficiency bonus, and you re-
Gruumsh, an unstoppable warrior and powerful gain all expended uses when you finish a long rest.
leader. The divine qualities of Gruumsh resonate Whenever you use this trait, you gain a num-
within ores, granting them a reflection of his tough- ber of temporary hit points equal to your profi-
ness and tenacity that can't be matched, and the ciency bonus.
god equipped his children to be able to live above or Darkvision. You can see in dim light within 60
below ground. feet of you as if it were bright light, and in darkness
On some worlds, such as Eberron, ores were as if it were dim light. You discern colors in that
among the first defenders of the natural order from darkness only as shades of gray.
the encroachments of Fiends and other extrapla- Powerful Build. You count as one size larger
nar threats. Gruumsh's blessings have made ores when determining your carrying capacity and the
tireless guardians and mighty allies wherever they weight you can push, drag, or lift.
are found, even when they turn their devotion to Relentless Endurance. When you are reduced to
other gods. 0 hit points but not killed outright, you can drop to
1 hit point instead. Once you use this trait, you can't
0RC TRAITS
do so again until you finish a long rest.
As an ore, you have the following racial traits.
Creature Type. You are a Humanoid .
Size. You are Medium.
Speed. Your walking speed is 30 feet.
,. . ..
ELVES OF MANY REALMS
Created by the god Corel Ion, the first elves were Fey
beings who cavorted on various planes of existence,
changing their physical forms at will. Outside the glory
of Arvandor, their favorite place was the Feywild-a
realm of unbrid led passion . It was to that place of
splendors that elves fled after they were exi led from
Corel Ion's presence for plotting with their god's rival ,
Lolth. And it was there that they transformed from
Fey creatures into Humanoids and lost their ability to
sha pe-s hift at will. Afterward, they often wept as they
realized what they had lost, their sorrow made even
deeper by the Feywil d's influence. But in the Feywil d,
they also discovered the potential joys of being people
of fi xed forms , and they rediscovered hope once they
renounced Lolth 's treachery.
Most elves eventua lly spread from the Feywild to
other worlds, as wanderlust and curiosity drove them
to the far reaches of the multiverse. In those other
worlds, elves developed the physical forms now as-
sociated with them . Because of their original mutable
nature, each group of elves mystically took on charac-
teristics of the environment with which they bonded,
whether forests (wood elves), fey crossings in the
Material Plane (high elves), the Underdar k (drow),
the Shadowfell (shadar-kai), the Feywild (eladrin), or
oceans (sea elves).
In some places , Corellon has passed from elves '
memory, but the god 's blood flows within them still,
even if they know nothing of its source. That blood is
what causes them to evolve after spending centuries
connected to a particular environment, so it is only a
matter of time before other kinds of elves emerge.

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 discern colors in that
darkness only as shades of gray.
SEA ELF Fey Ancestry. You have advantage on saving
Sea elves fell in love with the wild beauty of the throws you make to avoid or e nd the charmed condi-
ocean in the earliest days of the multiverse. While tion on yourself.
other elves traveled from realm to realm, sea elves Friend of the Sea. Aquatic animals have an
navigated the currents and explored the waters extraordinary affinity with your people. You can
of many worlds. Today these elves can be found communicate simple ideas to any Beast that has a
wherever oceans exist, as well as in the Elemental swi mming speed. It can understand your words,
Plane of Water. though you have no special ability to unde rstand it
Like othe r elves, sea elves can live to be over 750 in return.
years old. Keen Senses. You have proficiency in the Percep-
tion skill.
SEA ELF TRAITS Trance. You don't need to s leep, and magic can't
As a sea elf, you have the following racial traits. put you to sleep. You can finish a long rest in 4
Creature Type. You are a Humanoid. You are also hours if you spend those hou rs in a trancelike medi-
considered an elf for any prerequisite or effect that tation, during which you retain consciousness.
requires you to be an elf. Whenever you finish this trance, you can gain two
Size. You are Medium. proficiencies that you don't have, each one with a
Speed. Your walking speed is 30 feet, a nd weapon or a tool of your choice selected from the
you have a swimming speed equal to your Player's Handbook. You mystically acquire these
walking speed . proficiencies by drawing them from shared elven
Child of the Sea. You can breathe a ir and water, memory, and you retain them until you finish your
and you have resistance to cold damage. next long rest.

30 CHAPTER l I FANTASTICAL RACES


TRITON
Originally from the Elemental Plane of Water, many
tritons entered the Material Plane centuries ago in
response to the growing threat of evil elementals.
Those tritons spread across the worlds' oceans,
protecting the surface from terrors in the deep. Over
time, triton have extended their stewardship over
the sea floor to the ocean's surface.
Tritons have webbed hands and feet, small fins
on their calves, and coloration that favors blues
and greens.

TRITON TRAITS
As a triton, you have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet, and
you have a swimming speed equal to your
walking speed.
Amphibious. You can breathe air and water.
Control Air and Water. You can cast fog cloud Darkvision. You can see in dim light within 60
with this trait. Starting at 3rd level, you can cast feet of you as if it were bright light and in darkness
the gust of wind spell with this trait. Starting at 5th as if it were dim light. You discern colors in that
level, you can also cast the water walk spell with it. darkness only as shades of gray.
Once you cast any of these spells with this trait, you Emissary of the Sea. You can communicate sim-
can't cast that spell with it again until you finish a ple ideas to any Beast, Elemental, or Monstrosity
long rest. You can also cast these spells using any that has a swimming speed. It can understand your
spell slots you have of the appropriate level. words, though you have no special ability to under-
Intelligence, Wisdom, or Charisma is your spell- stand it in return.
casting ability for these spells when you cast them Guardian of the Depths. Adapted to the frigid
with this trait (choose when you select this race). ocean depths, you have resistance to cold damage.

CHAPTER 1 I FANTASTICAL RACES 35


TORTLE
Tortles have a saying: "We wear our homes on our
backs." These turtle folk live on many worlds, most
often journeying up and down coasts, along water-
ways, and across the sea. Tortles don't have a uni-
fied story of how they were created, but they all have
a sense of being mystically connected to the natural
world. Carrying their shelter on their backs gives Hold Breath. You can hold your breath for up
tortles a special feeling of.security wherever they to 1 hour.
go, for even if they visit a far, unknown country, they Natural Armor. Your shell provides you a base
have a place to lay their heads. AC of 17 (your Dexterity modifier doesn't affect this
Tortles exhibit the same range of coloration and number). You can't wear light, medium, or heavy ar-
patterns found among turtles, and many tortles en- mor, but if you are using a shield, you can apply the
joy adorning their shells in distinctive ways. shield's bonus as normal.
Nature's Intuition. Thanks to your mystical con-
TORTLE TRAITS nection to nature, you gain proficiency with one of
As a tortle, you have the following racial traits. the following skills of your choice: Animal Handling,
Creature Type. You are a Humanoid. Medicine, Nature, Perception, Stealth, or Survival.
Size. You are Medium or Small. You choose the SheJJ Defense. You can withdraw into your shell
size when you select this race. as an action. Until you emerge, you gain a +4 bonus
Speed. Your walking speed is 30 feet. to your AC, and you have advantage on Strength
Claws. You have claws that you can use to make and Constitution saving throws. While in your shell,
unarmed strikes. When you hit with them, the strike you are prone, your speed is O and can't increase,
deals ld6 + your Strength modifier slashing dam- you have disadvantage on Dexterity saving throws,
age, instead of the bludgeoning damage normal for you can't take reactions, and the only action you can
an unarmed strike. take is a bonus action to emerge from your shell.

34 CHAPTER 1 I FANTASTICAL RACES


DEEP GNOME
Deep gnomes, or svirfneblin, are natives of the Un-
derdark and are suffused with that subterranean
realm's magic. They can supernaturally ca mouflage
themselves, and their svirfneblin magic renders Gift of the Svirfneblin. Starting at 3rd level, you
them difficult to locate. These abilities have enabled can cast the disguise self spell with this trait. Start-
them to survive for generations among the perils of ing at 5th level, you can also cast the nondetection
the Underdark. spell with it, without requiring a material compo-
Like other gnomes, deep gnomes can live for cen- nent. Once you cast either of these spells with this
turies, up to 500 years. trait, you can't cast that spell with it again until you
finish a long rest. You can a lso cast these spells us-
DEEP GNOME TRAITS ing spell slots you have of the appropriate level.
As a deep gnome, you have the following ra- Intelligence, Wisdom, or Charisma is your spell-
cial traits. casting ability for these spells when you cast them
Creature Type. You are a Humanoid. You are also with this trait (choose when you select this race).
considered a gnome for any prerequisite or effect Gnomish Magic Resistance. You have advantage
that requires you to be a gnome. on Intelligence, Wisdom, and Charisma saving
Size. You a re Small. throws against spells.
Speed. Your walking speed is 30 feet. Svirfneblin Camouflage. When you make a Dex-
Darkvision. You can see in dim light within 120 terity (Stealth) check, you ca n make the check with
feet of you as if it were bright light a nd in darkness advantage. You can use this trait a number of times
as if it were dim li ght. You discern colors in that equal to your proficiency bonus, a nd you regain a ll
darkness on ly as shades of gray. expended uses when you finish a long rest.

CHAPTER 1 I FANTASTICAL RACES II


Darkvision. You can see in dim light within 120
DUERGAR feet of you as if it were bright light and in darkness
Duergar are dwarves whose ancestors were trans- as if it were dim light. You discern colors in that
formed by centuries living in the deepest places of darkness only as shades of gray.
the Underdark. That chthonic realm is saturated Duergar Magic. Starting at 3rd level, you can cast
with strange magical energy, and over generations, the enlarge/reduce spell on yourself with this trait,
early duergar absorbed traces of it. They were fur- without requiring a material component. Starting at
ther altered when mind flayers and other Aberra- 5th level, you can also cast the invisibility spell on
tions invaded and performed horrific experiments yourself with this trait, without requiring a material
on them. Fueled by Underdark magic, those experi- component. Once you cast either of these spells with
ments left early duergar with psionic powers, which this trait, you can't cast that spell with it again until
have been passed down to their descendants. In you finish a long rest. You can also cast these spells
time, they liberated themselves from their aberrant using spell slots you have of the appropriate level.
tyrants and forged a new life for themselves in the Intelligence, Wisdom, or Charisma is your spell-
Underdark and beyond. casting ability for these spells when you cast them
Like other dwarves, duergar typically have a life with this trait (choose when you select this race).
span of 350 years. Dwarven Resilience. You have advantage on sav-
ing throws you make to avoid or end the poisoned
DUERGAR TRAITS condition on yourself. You also have resistance to
As a duergar, you have the following racial traits. poison damage.
Creature Type. You are a Humanoid. You are also Psionic Fortitude. You have advantage on saving
considered a dwarf for any prerequisite or effect that throws you make to avoid or end the charmed or
requires you to be a dwarf. stunned condition on yourself.
Size. You are Medium.
Speed. Your walking speed is 30 feet.

12 CHAPTER 1 I FANTASTICAL RACES

Potrebbero piacerti anche