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Published by Nox, 2022-06-07 17:54:02

Multiversatility Players Options Pack

Des options de personnage à la pelle (races, origines, archétypes, historiques, dons...)

MULTIVERSATILITY

Player Options Pack

by
FEDERICO PILLERI

ART BY
1manstudio.de, Aaron Lee, Alphonse Mucha, Colby Stevenson, Courtney Hilbig, David Lewis Johnson, David Revoy, Edmund Dulac,

Eugene Delacroix, Gustave Moreau, Hugo Stevenson, Ian MacLean, Ilya Repin, Jason Juta, Jason Nelson, Joyce Maureira, Jean
Auguste Dominique Ingres, John Collier, John Everett Millais, John William Waterhouse, Kathrin “Kitty” Polikeit, Konstantin
Makovski, Konstantin Somov, Luigi Castellani, Mohammed Agbadi, Nicole Cardiff, Sencer_Sarı, Tan Ho Sim
(used with permission)
Proof-Reading: Alessandro Saponara

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of
the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the
Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley
Park, Uxbridge, Middlesex, UB11 1ET, UK.
Not for resale. Permission granted to print or photocopy this document for personal use only.

FOREWORD

When I first started playing D&D one of my previous player’s options have been revised and
favorite activities was to think about new rules tweaked, and I have adjusted the wording to
and class options. And so, when the Dungeon avoid a few sad issues. Artworks are now more
Masters Guild become a thing, I was eager to of a contribution to the text rather than an
submit my 5th edition works to the community. expedient to increase the number of pages.
When new, official options came out and
No one sold really that much, certainly not overlapped with my drafts, I re-purposed them
after I made all my contributions available in a pay as a more specific niche.
what you want format, but to expand the preexisting
rules still remains a hobby of mine. Some of my first Multiversatility – POP is organized in
works are now blatantly out of date, and often full three main sections: the first addresses races
with typos, shabby wording, and plain mistakes, but I and subraces, the second introduces new
never had the dedication to rewrite them all. Until subclasses and class variants, while the third
now. one focuses on backgrounds, feats and familiars.

Multiversatility – Player’s Options From now on all my new class options
Pack is a bundle ff all my previous works as will come as updates of Multiversatility – POP.
much as it is a fresh start for new projects. The

2

INDEX

FOREWORD......................................................................................................................................................................................2

INDEX..................................................................................................................................................................................................3

NEW RACES.......................................................................................................................................................................................6

CHILD OF THE SEA..................................................................................................................................................................................... 7
CHILD OF THE SEA TRAITS...............................................................................................................................................................................................8
ANCIENT BLOOD............................................................................................................................................................................................................8
DEEPBORN........................................................................................................................................................................................................................9
SIRENID..............................................................................................................................................................................................................................9

DHAMPIR..................................................................................................................................................................................................... 11
DHAMPIR TRAITS...............................................................................................................................................................................................................12
LOVEBORN.....................................................................................................................................................................................................................13
TAINTED ONE...............................................................................................................................................................................................................13

FARSPAWN................................................................................................................................................................................................. 15
FARSPAWN TRAITS...........................................................................................................................................................................................................16
FARSPAWN VARIANTS.............................................................................................................................................................................................17
DEFORMITIES OF THE BODY................................................................................................................................................................................18
DEFORMITIES OF THE MIND................................................................................................................................................................................19

FEYBLOOD.................................................................................................................................................................................................. 20
FEYBLOOD TRAITS.............................................................................................................................................................................................................22
FEYBLOOD VARIANTS..............................................................................................................................................................................................22
FAIRY FEATURES........................................................................................................................................................................................................23

GALADHEMA.............................................................................................................................................................................................. 25
GALADHEMA TRAITS........................................................................................................................................................................................................27

KOBELYN..................................................................................................................................................................................................... 28
KOBELYN TRAITS...............................................................................................................................................................................................................30
ARKHE..............................................................................................................................................................................................................................30
GOBHE..............................................................................................................................................................................................................................31
THALATTA......................................................................................................................................................................................................................31

NEW SUBRACES............................................................................................................................................................................32

DWARVEN SUBRACES......................................................................................................................................................................................................33
BRASSKIN DWARF......................................................................................................................................................................................................33
DEEP DWARF (CLOCKWORKED)........................................................................................................................................................................34
OATHSWORN DWARF...............................................................................................................................................................................................35
PACTBOUND DWARF................................................................................................................................................................................................36
SPELLWRIGHT DWARF............................................................................................................................................................................................37
UPLAND DWARF (UPLANDER)............................................................................................................................................................................38

ELVEN SUBRACES...............................................................................................................................................................................................................39
NEFARIOUS FOLK (DOSHAPHALA)....................................................................................................................................................................39
SAVAGE ELF (MALINASYA)....................................................................................................................................................................................40
SEA ELF (SAMUDRIYA)............................................................................................................................................................................................41
VENERABLE ELF (MANYAVARNA).....................................................................................................................................................................42
WANDERING ELF (CARACAPANTHA)..............................................................................................................................................................43
WINGED ELF (SAPAKSHA).....................................................................................................................................................................................44

HALFLING SUBRACES.......................................................................................................................................................................................................46
MELLON HALFLING...................................................................................................................................................................................................46
TAINTED HALFLING..................................................................................................................................................................................................47

VARIANT ORCS......................................................................................................................................................................................... 49
ORC, CORRUPTED ONE....................................................................................................................................................................................................49
CORRUPTED ORC TRAITS.......................................................................................................................................................................................49
ORC, FREE FOLK..................................................................................................................................................................................................................51
FREE ORC TRAITS.......................................................................................................................................................................................................51

CLASS OPTIONS.............................................................................................................................................................................53

3

BARBARIAN................................................................................................................................................................................................ 54

VARIANT CLASS: WHIRLWIND....................................................................................................................................................................................54
NEW PRIMAL PATHS.............................................................................................................................................................................. 55

PATH OF THE BRUTAL BRAWLER.............................................................................................................................................................................55
PATH OF THE CURSED.....................................................................................................................................................................................................56
PATH OF DISCIPLINE........................................................................................................................................................................................................57
PATH OF MADNESS............................................................................................................................................................................................................58
BARD............................................................................................................................................................................................................. 60

VARIANT CLASS: LORESEEKER...................................................................................................................................................................................60
VARIANT CLASS: WORDSEER.......................................................................................................................................................................................61
NEW BARDIC COLLEGES....................................................................................................................................................................... 62

COLLEGE OF DANCE..........................................................................................................................................................................................................62
COLLEGE OF DEMAGOGY................................................................................................................................................................................................63
COLLEGE OF THE EXEMPLAR.......................................................................................................................................................................................64
COLLEGE OF THE FARSHOOTING BRIGHTNESS.................................................................................................................................................65
COLLEGE OF THE HARLEQUIN....................................................................................................................................................................................66
COLLEGE OF LAUGHTER ETERNAL...........................................................................................................................................................................68
COLLEGE OF PRISTINE UTTERANCE........................................................................................................................................................................69
COLLEGE OF SHANTIES...................................................................................................................................................................................................71
CLERIC.......................................................................................................................................................................................................... 74

VARIANT CLASS: CONTEMPLATIVE..........................................................................................................................................................................74
QUICK VARIANT: DIVINE STRIKE...............................................................................................................................................................................75
NEW DIVINE DOMAINS......................................................................................................................................................................... 75

CREATION DOMAIN...........................................................................................................................................................................................................75
DARKNESS DOMAIN..........................................................................................................................................................................................................76
DESTRUCTION DOMAIN..................................................................................................................................................................................................77
PASSION DOMAIN...............................................................................................................................................................................................................78
PRESERVATION DOMAIN...............................................................................................................................................................................................79
REST DOMAIN.......................................................................................................................................................................................................................80
SOLEMNITY DOMAIN........................................................................................................................................................................................................82
DRUID........................................................................................................................................................................................................... 84

NEW DRUID CIRCLES............................................................................................................................................................................. 84

CIRCLE OF APOSTASY.......................................................................................................................................................................................................84
CIRCLE OF THE ENERGY WITHIN...............................................................................................................................................................................87
FIGHTER...................................................................................................................................................................................................... 89

VARIANT MARTIAL ARCHETYPE: ELDRITCH DRAGOON...............................................................................................................................89
FIGHTING STYLE OPTIONS............................................................................................................................................................................................90
NEW MARTIAL ARCHETYPES............................................................................................................................................................. 90

JUGGERNAUT........................................................................................................................................................................................................................90
PUGILIST.................................................................................................................................................................................................................................91
MONK............................................................................................................................................................................................................ 93

NEW MONASTIC TRADITIONS........................................................................................................................................................... 93

WAY OF MERCY....................................................................................................................................................................................................................93
WAY OF ENLIGHTENMENT............................................................................................................................................................................................94
WAY OF MADNESS..............................................................................................................................................................................................................95
PALADIN...................................................................................................................................................................................................... 97

FIGHTING STYLE OPTION...............................................................................................................................................................................................97
NEW SACRED OATHS............................................................................................................................................................................. 97

OATH OF APOCALYPSE....................................................................................................................................................................................................97
OATH OF BALANCE............................................................................................................................................................................................................99
OATH OF LIBERTY...........................................................................................................................................................................................................101
OATH OF MORTALS.........................................................................................................................................................................................................102
OATH OF TYRANNY.........................................................................................................................................................................................................104
OATH OF WARDING........................................................................................................................................................................................................106
RANGER..................................................................................................................................................................................................... 108

FIGHTING STYLE OPTIONS.........................................................................................................................................................................................108
VARIANT CLASS: A RANGER WITHOUT SPELLS...............................................................................................................................................108
RANGER ARCHETYPES SPELLS.................................................................................................................................................................................110
NEW RANGER ARCHETYPE............................................................................................................................................................... 111

LIMINAL WARDEN..........................................................................................................................................................................................................111
ROGUE........................................................................................................................................................................................................ 113

4

VARIANT ROGUISH ARCHETYPE: ARCANE RASCAL......................................................................................................................................113
NEW ROGUISH ARCHETYPE............................................................................................................................................................. 114

BLASPHEMER.....................................................................................................................................................................................................................114
SHIFTY ONE.........................................................................................................................................................................................................................116
WRETCH...............................................................................................................................................................................................................................117
SORCERER................................................................................................................................................................................................ 118
NEW SORCEROUS ORIGINS............................................................................................................................................................... 118
FAIRY BLOODLINE...........................................................................................................................................................................................................118
FATED BLOODLINE.........................................................................................................................................................................................................119
IMPLANTED ONE..............................................................................................................................................................................................................120
WARLOCK................................................................................................................................................................................................. 122
VARIANT CLASS: FAUSTIAN.......................................................................................................................................................................................122
NEW PACT BOONS...........................................................................................................................................................................................................123

PACT OF THE AEGIS................................................................................................................................................................................................123
PACT OF THE CONCOCTIONS.............................................................................................................................................................................123
PACT OF THE CONTRACTS..................................................................................................................................................................................123
PACT OF THE VISIONS...........................................................................................................................................................................................124
NEW PATRONS....................................................................................................................................................................................... 124
THE ANCIENT SCALED ONE........................................................................................................................................................................................124
THE ARCHMAGE...............................................................................................................................................................................................................126
THE ASCENDANT.............................................................................................................................................................................................................127
THE FATE ITSELF.............................................................................................................................................................................................................129
THE LORD OF CHAOS.....................................................................................................................................................................................................130
THE LORD OF ORDER.....................................................................................................................................................................................................133
THE MOTHER NATURE.................................................................................................................................................................................................134
THE PHOENIX.....................................................................................................................................................................................................................136
NEW ELDRITCH INVOCATIONS................................................................................................................................................................................137
WIZARD..................................................................................................................................................................................................... 139
NEW ARCANE TRADITIONS.............................................................................................................................................................. 139
ERUDITE...............................................................................................................................................................................................................................139
SCHOOL OF DARK MAGIC.............................................................................................................................................................................................140
SCHOOL OF WHITE MAGIC..........................................................................................................................................................................................141
SPELLPLATE.......................................................................................................................................................................................................................142
BACKGROUNDS..........................................................................................................................................................................144

NEW BACKGROUNDS........................................................................................................................................................................... 144
INQUISITOR.........................................................................................................................................................................................................................144
PLAGUE DOCTOR..............................................................................................................................................................................................................146
PLANAR REFUGEE...........................................................................................................................................................................................................148
REBORN................................................................................................................................................................................................................................150

EXPANDED BACKGROUND SKILLS................................................................................................................................................ 153

FEATS.............................................................................................................................................................................................154

SPELLS...........................................................................................................................................................................................159

SPELL LISTS............................................................................................................................................................................................. 159
SPELL DESCRIPTIONS......................................................................................................................................................................... 160

FAMILIARS...................................................................................................................................................................................163

CRUORINGO........................................................................................................................................................................................................................163
EYE STALKER.....................................................................................................................................................................................................................164
FEATHERED DOG.............................................................................................................................................................................................................165
GREMLIN..............................................................................................................................................................................................................................165
GUIDING LIGHT.................................................................................................................................................................................................................166
HOUND...................................................................................................................................................................................................................................167
MOON CAT...........................................................................................................................................................................................................................167
PHOENIKIN..........................................................................................................................................................................................................................168
UNBORN................................................................................................................................................................................................................................169
WINGED CAT......................................................................................................................................................................................................................170

5

NEW RACES

The following races, complete with their own cultural balance, as they represent the
subraces, are designed to be added to an uncommon and obscure offspring of
existing campaign world without unsettling its preternatural creatures.

6

CHILD OF THE SEA

“The sweet murmur of refreshing water that Usually, those traits match in giving to a
caresses your lungs… nothing could compare.” single child of the seas a greater or lesser
human appearance, but as noted before the
The waters of the world are wide and deep, as members of this alleged “race” display no such
well as unknown to those who live above, thing as a common appearance. Skin, eyes and
dwelling on dry land and adventuring only hair color are equally various, often reflecting
briefly over the surface of the sea. And yet many the hue inherited from the land-dwelling
races call the depths of the oceans their home, parent.
for numerous are the dwellers of the reef.
Usually they avoid any contact with the surface However, the most beautiful of the
folk, for conflict will certainly follow should shades children of the sea display are those that
such different civilizations meet each other. reflect their waterborne nature: coral-red or
ultramarine hair, aquamarine or teal eyes, even
Those who dwell above often fear and pale green skin.
hate all the sea folk, for among them there are
some violent and vile races, true monsters and SECLUDED, BELOVED, OR HATED
horrors whose raids left their marks on history
and legends alike. As they grow, children of the sea tend to fall into
two broad categories: those whose
Sometimes however the contacts “deformities”,according to the human eye, are
between humans and waterborne races are non-existing or easy to conceal, and those
quite friendly, and bear the sweet fruit of a whose otherness cannot be denied. Among the
child. The result of such unions is a so-called latter, some children of the sea unequivocally
child of the seas, a member of a rare and betray the heritage of vile, savage and despised
enigmatic race of mixed heritage that possesses monstrous humanoids. Their ichthic or
the blessing of the oceans. Sadly, such half- batrachian features are enough to brand them
blooded babies are often abandoned by their as outcasts.
mothers; the ocean in vast and uncharted, and
perhaps those poor souls will never know their On the contrary, the children of the sea
true parents... and sometimes this is a real that display the heritage of a siren or a mermaid
blessing. are usually admired, and often ships contend to
have them on board as living “lucky charms”.
AS MULTIFARIOUS AS THE
LONGING FOR THE OCEAN
WAVES
All the children of the sea share an inborn
Many are the sentient beings that inhabit the affinity with water in all its form: even before
oceans and roam its depths, and every child of they learn to walk, they are capable of
the seas displays the traits of their marine swimming with a confidence that many
parent. Typically, they possess webbed fingers grownup sailors lack.
and toes, while their lungs are equally capable
of breathing air and water; some children of the Thus, many of them seek their destiny
sea, however, show no webbing, or possess across the seas: the ocean is their second, if not
retractable webs, while others have little, first, home, the only place where they can be
functional fins along their limbs, or exhibit little really free, where their diversity becomes an
gills across their neck. advantage; the vast, unexplored expanse of

7

water where they hope to find the truth about Languages. You can speak, read, and
their heritage. write Aquan (a dialect of Primordial) and
Common; you gain an innate understanding of
CHILDREN OF THE SEA NAMES the language of elemental water from your
inhuman parent.
As children of the sea are typically born and
raised among humans, their names tend to Subrace. Three subraces of children of
reflect the tradition of the society they grew the sea are found among the worlds of D&D:
into. Only those who are raised among their ancient bloods, deepborns and sirenids. Choose
marine parents possess peculiar names, one of these subraces.
according to the culture that raised them.
ANCIENT BLOOD
Some of those names are evocative
Aquan words... while others reflect the madness Ancient blooded children of the sea are not, in
that lies at the darkest depths of the oceans. fact, human half-breeds. For their marine parent
is not an inhuman creature, but a peculiar
CHILD OF THE SEA TRAITS human being, one of the last inhabitants of a
long forgotten land, one whose existence
Your child of the sea character has certain transcended into myth many centuries ago. So
characteristics in common with all other advanced was the civilization of those humans
children of the sea. that, according to the legends, the gods
themselves feared them, and decided to punish
Ability Score Increase. Your their hubris by striking down their land; some
Constitution score increases by 1. of them, however, still live, hidden deep
underwater in the ruins of their ancient cities.
Age. Children of the sea mature and age
at the same rate as humans; according to Regardless of the truth, you could pass
legends, when they die they are born anew for a common human being, as very few ancient
among their sea-faring parents, but there are no blood display non-retractable webs. Your
facts to prove this myth. intellect, however, cuts you above common

Alignment. The legacy of a child of the
sea does not predict their alignment: children of
the sea are free to pursue their own dreams and
ideals.

Size. Children of the sea are about the
same size as humans, ranging from 5 to 6 feet
tall. Your size is Medium. Here’s how to
determine your height and weight randomly,
starting with rolling a size modifier:

Size modifier = 2d10
Height = 4 feet 8 inches + your size modifier
in inches
Weight in pounds = 110 + (2d6 x your size
modifier)
Speed. Your base walking speed in 30
feet.
Amphibious. You can breathe air and
water.
Swim. You have a swimming speed of
30 feet.

8

human beings, as does the arcane lore that you You gain an unharmed attack with your bite
somehow seem to know. that deals 1d4 piercing damage on a hit; when
you use the Attack action to make a melee
Ability Score Increase. Your
Intelligence score increases by 2. attack, you can use a bonus action to make a
single unharmed attack with your bite.
Secrets of the Past. You have
proficiency in the Arcana and History skills. Slippery Skin. You have advantage in
Some memories are deep-rooted in the mental ability checks and saving throws made to
schemes you inherited from your sea-delving escape a grapple.
parent.
SIRENID
Strong-Minded. You have advantage on Sailors and fishers tell tales of the beauty of
saving throws against being charmed, and merfolk and sirens, the breathtaking inhabitants
magic can't detect nor read your thoughts; of the sea whose flawless features conquer even
telepathy works with you only if you allow it. the coldest heart.

DEEPBORN When an enamored human is lucky
enough to achieve their dream, and the union
Deepborn children of the sea are the spawn of bears fruit, the resulting baby is a sirenid child
the less humanoid and benevolent races of the of the sea: beautiful beyond words for the
oceans, those who live deep below the surface standards of both the parent races, a sirenid has
and are often regarded as fiends or aberrations. the potential to act as a bridge between two
worlds.
Very often, a deepborn displays features
that not too vaguely suggest their heritage, such Ability Score Increase. Your Charisma
as big, round, fish-like eyes, few – if any – facial score increases by 2.
and body hair, or scaly skin; furthermore, their
teeth are sharp and deadly as the ones of a Beautiful Beguiler. You have
shark. proficiency in one between the Deception and
Persuasion skills.
Despite those quite unsettling traits,
deepborns are not monsters, and they often 9
pridefully embrace the cause of mankind
against their horrible ancestors.

Ability Score Increase. Your Strength
score increases by 2.

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 grey.
You inherited the eyes of your waterborne
parent, accustomed to the darkness of deep
water.

Inhuman Physiology. You gain
Advantage on all saving throws against poison,
as your mixed heritage makes your blood more
resistant to toxins.

Keen Senses. You have proficiency in
the Perception skill.

Shark-Like Teeth. Your numerous,
sharp and pointy teeth are a fearsome weapons.

Siren's Songs. You know the friends … you would like to hint at an Atlantis-like
cantrip. When you reach 3rd level, you can cast human civilization.
the charm person spell once with this trait and … you like the novels of a certain writer from
regain the ability to do so when you finish a Providence and would gladly hint at them.
long rest. When you reach 5th level, you can
also cast the suggestion spell once with this trait Play a child of the sea if...
and regain the ability to do so when you finish a … you want to play a sailor with a really strong
long rest. Charisma is your spellcasting ability connection to the sea, one that even on land
for these spells. remains a true mariner.
… you want your character to be the typical,
Include children of the sea in your campaign stereotyped charmer.
if... … you want to offer your Dungeon Master an
… you want to focus on what represents the interesting story hook regarding your true
better part of a livable world, its oceans and their ancestors.
inhabitants.

10

DHAMPIR

“The childe who's born from life and death alike, milk-white are instead pitch black, dark as the
He bears the mark of grave within his soul. night that spawned them.
His kiss of blood the sweetest death, his gift
The curse he feels within, unquenched thirst.” Eyes and hair colors are more variable,
usually ranging from red to white; black hair
Among the undead abominations that plague and yellow eyes are not unheard of, and some
the Material World vampires are perhaps those dhampirs are lucky enough to inherit those trait
whose charade is the most lifelike. Their nature, from their living parent.
however, is a predatory one, their farce of life
one that requires constant blood sacrifices: POWER OF BLOOD
their very existence is a cancer that drys out
and corrupts natural life. Other undeads are
mockeries of life; vampires are a plague aimed
to consume it.

Thence it's not unexpected that
vampires, only among the undead strains, are
capable of giving life; for their essence is
mingled with blood, and blood is the life. Not
every race, however, is capable of combining
itself with undeath: only humans are adaptable
enough to procreate a child tainted by
vampirism, and only if the nonliving sire is of
human ancestry.

Those children are called usually
dhampir, dhampyr, or simply half-vampires; for
half of their legacy comes from the undead
parasites that walk the night.

CURSED FROM BIRTH Despite such marks of diversity, the
half-vampire acquires some gifts from their
While a vampire is cursed and condemned to immortal sire. All dhampirs tend to display
such an existence at the dawn of its life, a better reflexes than common human beings, and
dhampir is born with the curse in his veins. some of them reveal an unnatural strength, the
Even as a fledgling, among the normal appetites strength of the grave. Other dhampyrs posses
they feel the lust for blood, drinking the red strong personalities and a tantalising look, as
ichor along with mother’s blood in order to well as a lesser version of a vampire's
survive and grow. intoxicating charm.

The light of the sun, while not deadly, is All half-vampires are equally capable of
painful for them to bear, and their very feeding on blood, a practice they must commit
appearance betrays an unnatural parentage. daily in order to remain in their prime. For
The skin of a dhampire is very pale, being among the many powers granted by the legacy
burned and not tanned by sunlight, and gains of vampires there is an unnaturally extended
some complexion only when the child is well lifespan, as long as they are willing to feed on
feed. Those few dhampirs whose skin is not the blood of the living to sustain themselves.

11

FEARED AND AVOIDED among the undead. Dhampirs that embrace
their dark heritage show the colors of true
Given their peculiarities, dhampires don't reach villains, their evil nourished by hate and
adult age unless serious efforts are made by disdain.
their parents in order to protect them. Most
villagers will surely burn the spawn of hell at However, should a half-vampire
stake, along with its family, so the true nature of embrace their human legacy and sharp
a half-vampire must be kept a well-guarder resentment as a weapon against undeath, the
secret. half-monster will be regarded as a true, full-
fledged hero. Such dhampirs are well-known for
Even when fully grown, a dhampir will their skills as vampire hunters; for nobody
always have to keep the utmost secrecy about understands evil like those who suffered its
their parentage and abilities. For, when their cruelty even before they were born.
true nature and appetites are discovered, half-
vampires are met with fear, hate and DHAMPIR NAMES
superstition, and they are often chased off the
cities by an angry mob, right into the welcoming Living among humans, dhampirs tend to be
embrace of their undead parents. named like common human beings, ad best
suited for their country and culture. Many half-
Indeed the most scheming vampires vampire, however, bear no family name, as they
often generate dhampirs in order to use them as were rejected by their kin, or adopt a peculiar
pawns and emissaries when, predictably second name best suited to describe their dual
rejected by mankind, they'll seek acceptance nature.

12 Sometimes, the name of a dhampir will
be imposed by the undead parent, thus
reflecting ancient naming traditions, or the vile
schemes behind the conception of this
unfortunate child.

DHAMPIR TRAITS

Your dhampir character has certain
characteristics in common with all other half-
vampires.

Ability Score Increase. Your Dexterity
score increases by 1.

Age. Dhampirs mature at the same rate
as humans, but age sensibly slower and usually
live more than half past a century.

Alignment. Some dhampirs inherit the
vile nature of their undead progenitor, while
others fight against it and become prized
undead hunters, freeing the world from the
scourge of their brethren. While a good half-
vampire is a conscious companion, the natural
bloodlust of an evil one produces a true villain.
Most half-vampires tend towards neutrality,
driven by their opposite legacies.

Size. Dhampirs are about the same size After you use your vampire bite, you
as humans, ranging from 5 to 6 feet tall. Your can't use it again until you complete a short or
size is Medium. Here’s how to determine your long rest.
height and weight randomly, starting with
rolling a size modifier: Languages. You can speak, read, and
write Common and one extra language of your
Size modifier = 2d10 choice. Half-vampires live among humans, and
Height = 4 feet 8 inches + your size modifier learn to speak as they do.
in inches
Weight in pounds = 110 + (2d4 x your size Subrace. Two subraces of dhampirs are
modifier) found among the worlds of D&D: loveborns and
Speed. Your base walking speed in 30 tainted ones. Choose one of these subraces.
feet.
Darkvision. As a true child of the night, LOVEBORN
you have superior vision in dark and dim
conditions. You can see in dim light within 60 While not always the fruit of genuine passion,
feet of you as if it were bright light, and in these dhampirs are born from a natural act of
darkness as if it were dim light. You can't lovemaking. These half-vampires, be them the
discern color in darkness, only shades of gray. spawn of affection, simple lust or vile coercion,
Bloodlust. In addition to the normal are known as loveborn.
appetites and thirst of a normal human being,
you need to satiate periodically your own Thanks to the act of their conception,
bloodlust in order to avoid exhaustion. It is loveborn dhampirs inherit the most charming
enough to drink a cup of blood once a day, even aspects of vampires, including their seductive
from an animal, in order to satiate this thirst. looks.
Embrace of Shadows. Adept at moving
in the dark like darkness itself, you have Ability Score Increase. Your Charisma
proficiency in the Stealth skill. score increases by 2.
Sunlight Vulnerability. You have
disadvantage on attack rolls and ability checks Seduction of the Blood. You know the
as long as you are in direct sunlight. Thick friends cantrip. When you reach 3rd level, you
clothes or simple shadow remove this penalty, can cast the charm person spell once with this
but you still suffer disadvantage on attack rolls trait and regain the ability to do so when you
and Perception checks that rely on sight if the finish a long rest. When you reach 5th level, you
target of your attack or whatever you are trying can also cast the alter self spell once with this
to perceive is in direct sunlight. trait and regain the ability to do so when you
Vampire Bite. You can use your action finish a long rest. Charisma is your spellcasting
to bite the neck of a grappled, unconscious or ability for these spells.
willing target, drinking his blood to restore your
own energies. The target takes 1d4 necrotic TAINTED ONE
damage, and you regains the same amount of hit
points. The damage increases to 2d4 at 6th Despite their facade of life, few vampires are
level, 3d4 at 11th level and 4d4 at 16th level. If capable of true acts of procreation, and it is
you are unconscious, an adjacent ally can use nearly unheard of a female vampire who bare a
his action to cut his own wrist and let you drink child. But sometimes, when a pregnant woman
his blood, activating your vampire bite with is bitten by a vampire and survives the
himself as the target. experience, the taint of vampirism nevertheless
infects her unborn baby.

Later on, if the fetus survives, it
becomes a strange dhampir, a child “gifted” with
the most unnatural powers of a vampire and its
undead strength.

13

Ability Score Increase. Your Strength … vampires play a pivotal role in your world,
score increases by 2. along with their schemes, progeny and
bloodlines.
Power of the Blood. You know the … you like grim adventures, where even the
message cantrip. When you reach 3rd level, you greatest heroes have dark secrets and unnatural
can cast the fog cloud spell once with this trait needs.
and regain the ability to do so when you finish a
long rest. When you reach 5th level, you can Play a dhampir if...
also cast the spider climb spell once with this … you like to play tormented characters with
trait and regain the ability to do so when you morbid tastes.
finish a long rest. Constitution is your … you want to stay in the darkness and be the
spellcasting ability for these spells. darkness.
… you wanted to play a vampire, but your
Include dhampirs in your campaign if... Dungeon Master said: “NOPE!”

14

FARSPAWN

“My… child? No, that thing is certainly not its best to trace back the origin of the unlucky
related to me! It’s a monster, an abomination event that bounds an unborn human with the
spurned by the Gods themselves!” very essence of that distant plane of existence.

Something is rotten in your bloodline. What is A solid and reassuring fact is that the
the secret of your infamous ancestor? Why did horrors of the Far Realm don't breed with
your father leave behind a promising career as mankind – usually – and thus the birth of
an adventurer to settle down with a peasant girl farsapwn is not the fruit of a blasphemous
in the most remote town of the kingdom? physical conjoining, but of a cursed mark left by
Where the stars shining unnaturally bright the that plane over a single, doomed mortal. In
midnight you were born? And what about that some instances a real anathema can be traced
old prophecy regarding – what was it? – the Far back, as a certain heir of a certain bloodline was
Realm? cursed to bear the seed of the Far Realm.

Whether the case, you were still young Sometimes long-forgotten prophecies or
when the first signs of your heritage were rambling madmen foresaw the birth of a
noticed: a vestigial limb, a little tentacle where specific farspawn. Thus some scholars believe
body-hair should have been, a strange eye color the birth of farspawn to be unrelated to events
or an unnatural complexion, even a not-quite- in the Material Plane, corresponding with the
so-red blood. Your internal organs are perhaps turning of Strange Aeons in the Far Realm.
misplaced, and you may have one more finger Finally, some other times vile cults, swore to the
or one less toe, or your deformities are so aberrant plane, execute unspeakable rituals in
obvious that you can't conceal them. Sometimes order to provide themselves with a farspawn
you hear a strange, alien voice in your head, and child.
small objects seem to move by themselves in
your presence. Clearly, you are not a common For, willingly or not, those unlucky souls
human being. are cursed to act as beacons that anchor the
insanity of the Far Realm to the mortal world.
Were you shunned or did you family try
to protect you? Were you branded a sick
monster and chased away by your own folk, or
were you seen as a fine laboratory specimen by
someone who you trusted? Whether the case,
you grew up to be alone, feared and mistrusted.

But, as an adventurer, you could became
a hero, and discover something about the
inhuman legacy you carry.

GRIM PROPHECIES

Heritage, legacy, lineage... all those are empty
words when addressing the voluptuous abyss of
madness and alien geometries of ever-changing
flesh known as the Far Realm. And yet to
understand how farspawn are born the mind of
mortals must indulge in such concepts, trying

15

MADNESS AND DISFIGUREMENT FARSPAWN TRAITS

The essence of what exists within the Far Realm Your farspawn character shares certain
transcends material definitions of shape, characteristics with all other farspawn.
substance and logic. And, when this
conglomeration of coexisting possibilities Ability Score Increase. Your
touches a human fetus, the unborn child is Constitution score increases by 1, and your
reshaped – or rather misshaped – according to Intelligence increases by 2.
the whims of semi-conscious, ever-changing
matter. Age. Farspawn mature much faster than
humans, reaching adulthood around the age of
Mind and body end up being utterly 12, but then they age sensibly slower and
deformed by the raw forces that transform the sometimes live nearly two centuries.
human-to-be into a farspawn. Lumps, vestigial
limbs and cracked skin are only a few of the Alignment. A dark voice whispers in
many disfigurements that can brand a farspawn. your soul, a voice that urges you towards evil.
However, the worst of the scars left by the Far For a farspawn to choose the path of goodness
Realm are those inside the mind, the everlasting is an endless struggle, but from their knowledge
madness that will always plague a farspawn of ultimate inhuman evil comes out the
with the whispers and reflexes of alien willpower of a true hero. Farspawn equally
unreality. bend towards chaos and order, two opposites
whose influence is hard to deny when felt in the
FARSPAWN NAMES blood itself.

Being born like humans among humans, Size. Farspawn are about the same size
farspawn are generally named according to the as humans, ranging from 5 to 6 feet tall. Your
traditions of their communities. Given their size is Medium. Here’s how to determine your
appearance, however, farspawn are often height and weight randomly, starting with
denied a proper name, and instead they are rolling a size modifier:
referred to with some offensive epithet based
on their deformities; such farspawn, of course, Size modifier = 2d12
lack a family name. Height = 4 feet 6 inches + your size modifier
in inches
When the birth of a farspawn was Weight in pounds = 105 + (2d4 x your size
instigated, planned and supervised by some modifier)
aberrant cult, the newborn's name is given by Speed. Your base walking speed in 30
the cult leaders according the their schemes and feet.
visions, based on whatever insane ideas pushed Darkvision. Your alien, inhuman eyes
them to await the birth of the Far Realm's child. are remarkably good at night vision, not
hindered even by utter darkness. You can see in
Finally, the most insane among dim light within 60 feet of you as if it were
farspawn rename themselves in Deep Speech, a bright light, and in darkness as if it were dim
language that they innately understand, a light. You can't discern color in darkness, only
language so vile and alien that few humans shades of gray.
could properly speak it without chocking. And Inhuman Powers. You know the mage
the fact that farspawn speak it fluently is quite hand cantrip (the hand is invisible). When you
significant of their true nature. reach 3rd level, you can cast the arms of Hadar
spell once with this trait and regain the ability
to do so when you finish a long rest. When you
reach 5th level, you can also cast the crown of
madness spell once with this trait and regain the
ability to do so when you finish a long rest.

16

Intelligence is your spellcasting ability for these once with this trait and regain the ability to do
spells. so when you finish a long rest. When you reach
5th level, you can also cast the hold person spell
Unnatural Resistance. You have once with this trait and regain the ability to do
resistance to poison and psychic damage. so when you finish a long rest. Intelligence is
your spellcasting ability for these spells. This
Perpetual Nightmares. Madness, half- trait replaces the Inhuman Powers trait.
memories, horrific calls and ill-fated visions
have always plagued your sleep; over time, you Living Portal. You know the dancing
learned to live with them, finding out that when lights cantrip. When you reach 3rd level, you
you indulge your nightmares sleep-time is more can cast the arms of Hadar spell once with this
effective. Whenever you take a long rest, you trait and regain the ability to do so when you
can choose to ignore and fight your nightmares, finish a long rest. When you reach 5th level, you
or embrace them; if you resist, you need 8 hours can also cast the blur spell once with this trait
of sleep to complete a long rest. If you indulge and regain the ability to do so when you finish a
your night madness, 4 hours of screams,
maniacal laughs and creepy somnambulism will 17
be enough for you, but it will be impossible for
everybody else to rest properly in your
proximity.

Languages. You can speak, read, and
write Common and Deep Speech.

FARSPAWN VARIANTS

Many are the unnatural powers displayed by
individual farspawn, for the madness of the Far
Realm knows no bonds nor limits. The Dungeon
Master may permit the following variants for
your farspawn character, although Fated Birth
and Flexible Bones are mutually exclusive, as
well as Mind Over Matter, Living Portal, Second
Sight, and Telepathy.

Fated Birth. You were marked since
birth or before, doomed to be the warlock and
mortal agent of some aberrant power. Your
Constitution score increases by 1, and your
Charisma score increases by 2. This trait
replaces the Ability Score Increase trait. Also,
Charisma becomes your spellcasting ability for
your racial spells.

Flexible Bones. Your bones are capable
of turning and folding in unnatural shapes and
angles. Your Dexterity score increases by 1, and
your Intelligence score increases by 2. This trait
replaces the Ability Score Increase trait.

Mind Over Matter. You know the mage
hand cantrip (the hand is invisible). When you
reach 3rd level, you can cast the shield spell

long rest. Intelligence is your spellcasting ability Lesser Deformities
for these spells.This trait replaces the Inhuman d6 Lesser Deformities
Powers trait. 1 You grow teeth on your tongue.

Second Sight. You know the true strike 2 Your feet lack of heels.
cantrip. When you reach 3rd level, you can cast
the detect magic spell once with this trait and 3 Little bone excrescences protrude from
regain the ability to do so when you finish a your joints.
long rest. When you reach 5th level, you can
also cast the see invisibility spell once with this 4 You feed from a lamprey-like appendages
trait and regain the ability to do so when you placed under your tongue.
finish a long rest. Intelligence is your
spellcasting ability for these spells. This trait 5 Your eyes are placed over short and flexible
replaces the Inhuman Powers trait. stalks that protrude from the sockets.

Telepathy. You know the friends 6 You grow hair on the palm of your hands
cantrip. When you reach 3rd level, you can cast and feet.
the Tasha’s hideous laughter spell once with this
trait and regain the ability to do so when you Greater Deformities
finish a long rest. When you reach 5th level, you d6 Greater Deformities
can also cast the detect thoughts spell once with 1 Your mouth opens vertically rather than
this trait and regain the ability to do so when horizontally.
you finish a long rest. Intelligence is your
spellcasting ability for these spells. This trait 2 Small, blind eyes open all over your skin.
replaces the Inhuman Powers trait. Perhaps something else gazes through
them.
DEFORMITIES OF THE BODY
3 You have no skin at all, but an odd-looking
As far as aberrant deformities and unnatural chitin covers and protects your body.
features go, if you need a help deciding which
ones will affect your farspawn character you 4 Your have fat, flexible tentacles in place of
could always roll one or more times on each of fingers.
the following tables – or choose from them the
features that most catch your imagination. 5 Your skin is translucent, making all your
organs and entrails visible.
Unsettling Details
d6 Unsettling Details 6 You grow short, thin tentacles in place of
1 You are totally sterile, often lacking any body and facial hair.
reproductive system.
Unnatural Features
2 You have no fingernails in one or more of d6 Unnatural Features
your limbs. 1 Your foot marks instantly fill with maggots
and worms.
3 Your intestine and urinary system are the
same, and so you defecate a foul smelling 2 When a mirror reflects your figure, there is
guano. always something else at your side.

4 In your eyes the colors of sclera and iris are 3 While other animals don't seem to dislike
inverted. your presence, cats inexorably hiss at you.

5 You have one less or more finger or toe in 4 Wherever you sleep, nightmares plague the
one or more of your appendages. inhabitants of the place till you remain
there.
6 A short tentacle protrudes from your navel.
5 When they see you for the first time,
18 children start laughing hysterically.

6 Madmen across the world seem to
instinctively know your name.

DEFORMITIES OF THE MIND and control them! The worms! Its worms!
They know!”
The very essence of farspawn is infused with
the utter insanity of the Far Realm, making 6 You have an irrational fear of water, for in
them very susceptible to madness. While deep water its star-spawns sleep. You'll
madness is, by definition, polyhedric and never wash yourself willingly, and you
multifaceted, if you want to play a deranged prefer to drink alcohol rather than water –
character, and if you need a little help deciding a habit that strongly contributes to your
the specific insanity – or insanities, why have strange behaviors.
just one? – that afflict your character, you could
always roll on the following table or choose 7 “Well, I think you are all right, but my twin
from it Lumpy doesn't like you. You know Lumpy,
right? It's right here, protruding between
Madness the ribs, say hello Lumpy!”
d8 Madness
1 “I trust the voices in my head over my 8 When you speak with someone, you stare
companions. After all, I just met them, at their shadow rather than at the face:
while the voices were always with me, from your point of view, bodies are just the
always.” colorful shapes cast by shadows.

2 You find it hard to distinguish between Include farspawn in your campaign if...
corpses and living beings. You could … you would like the Far Realms and its denizens,
converse with a cold, dead body and try to of perhaps even “simple” aberrations, to play a
bury a still breathing person. major role in your campaign setting.
… humans are the only race of your world, but
3 “It's not that I fear the night, but among the you want to offer some choice to your players.
stars there are its hungry, sleepless eyes, … you really, really like the aforementioned
and I don't want them to see what I am Solitary of Providence, and you would like to hint
doing when I don't invite it to do so.” at some of his most “human” villains.

4 Whenever you see sprinkled blood, you feel Play a farspawn if...
the urge to laugh maniacally and clap your … you want to play a really inhuman character,
hands. one that isn’t a simple “monster race”.
… you like the challenge of a totally deranged
5 “Beware the sparrows! They eat worms, character, whose madness could even became
and so the worms can reach their brains humorous while still hinting at the tragedy of
their conception.

19

FEYBLOOD

“Come here, and don’t worry. Let’s dance in the
meadow, it would be a shame to waste such a
beautiful moonlight!”

Someone among your ancestors wasn't human. children whole generations after the first union.
You had a fairy grandmother, perhaps, or your As a matter of fact, the most plain-looking half-
grand-grand-mother never quite explained fairies are those who inherit the appearance
where she met the stranger who become her from their human blood: they may display a
husband. Perhaps everyone in your family is somehow feral or gently charming look,
just a dull, plain human, but you suffered from a depending on their heritage, but they can pass
grave illness while just a baby, and your parents for common humans. As many of the fey-folk
sought the help of the mysterious lady in the possess more or less almond-shaped eyes and
woods. pointed ears, the most mundane feyblood can
pass themselves for elves or half-elves, a
Anyway, you grew up to be different charade good enough to fool the members of
from other children – and perhaps even siblings. other races who are not very familiar with the
In the best case, something in your eyes, hair, elven folks.
traits or complexion is not quite human, and
while still young you were capable of true
miracles concerning the natural world: flowers
blossomed as you touched them, the birds
singed with you... the whole natural world
seemed someway familiar to you. This could
have been a gift, as you became a prominent
member of your community, a true blessing for
your family, or a curse, as you were rejected and
seen as a freak by most human beings.

Either the case, soon you reached
adulthood and felt a strange wanderlust, the
desire to discover the truth behind your
heritage... perhaps your fey ancestor is still
alive, after all, and you are eager to meet them.

COUNTLESS APPEARANCES

Despite their common denomination as
members of the same races, no two feyblood are
alike, for, more than humans, fairies come in
many shapes and appearances: different
heritages produce differently looking children.

The mingle of mortals and fey-folk often
produces results that go beyond the simple
fusion of the two creatures, for the nature of
fairies goes beyond the concept of human
heredity, as proven by the birth of feyblood

20

When the legacy of the fairy is stronger, LONGING FOR THE FEYWILD
however, the feyblood cannot possibly pass for
a human, nor for an elf: such children display Every feyblood feels within their soul the call of
some anomalies from birth, but those became the ancestral homeland of fairies, the plane of
more and more undeniable as they grow, existence known as the Feywild. The subtle
reflecting the multifarious facets of nature and whispers and seductions of the distant and fair
fairies. Some feyblood display the traits of thicket echoed through generations, instilling
animal, some others those of plant: bark-like feeling, ideals and desires that the mortals
skin or leaf-like air, as well as fur and horns or struggle to understand, urges that only in the
hooves, are equally represented by individuals realm of fairies can be truly satisfied.
of different heritage.
For a feyblood it may be perfectly
There are those half-fairies that can be normal to stroke the bark of a tree or the hair of
recognized as descendants of a specific type of a new acquaintance as a greeting, to spend the
fey, such as a satyr or a dryad, but more often night laughing under the stars or to dance and
feyblood are marked as heirs of the whole fairy sing in the rain. Strong and unpredictable mood
folk. swings make it difficult, even to close friends, to
truly understand a half-fairy.
LEGENDARY CHANGELINGS
And, when the fey that begot them was a
When a feyblood displays a remarkably foreign member of the Unseelie Court, the inborn urges
appearance since the cradle, and the human of the feyblood tend to be much more cruel and
parents have no idea of the true lineage behind bloodthirsty, often suggesting acts of such a
such an infant, the child is often branded as a wicked vileness that few humans could even
changeling, a spawn of their own that conceive. How the individual half-fey reacts to
mischievous fairies exchanged with the true such tendencies, however, is up to them.
human baby.
FEYBLOOD NAMES
Those changelings are feared and
despised by parents that don't recognize them All feyblood, even those who descend directly
as their own, and they are often abandoned in from the fairy folk, are usually named by the
the woods for their supposed fairy parents to human parent or parents, and thus their names
take, exchanging them back with the human follow the habits of the society they were born
child. and raised in. Despite the custom, however,
sometimes the human parent of a feyblood
Luckily for them, abandoned feyblood names the child according to the memories of
are typically adopted by the most kind the fey that begot them, producing highly poetic
inhabitants of the woods, even by fairies and quite unusual names. Only the rare
themselves: nymphs, satyrs and pixies “changelings” that are raised by fairies receive a
recognize changelings as kindred, and raise fairy name, typically a compound name in
them as their own; once they reach adulthood, Sylvan referring to the salient capabilities and
the children of men will leave the company of traits of the child.
fey-folk and try their best to integrate, as a
foreigner, in human society. In many cases, feyblood decide to
rename themselves after they discover the truth
When it is a druid or ranger that adopts about their heritage, in order to better reflect
the supposed changeling, the child will often their dual nature – or at least the way they
grow to follow the footsteps of the adoptive perceive it.
parent, acting as a guardian of the forest where
they were raised.

21

FEYBLOOD TRAITS you finish a long rest. Charisma is your
spellcasting ability for these spells.
Your feyblood character has certain
characteristics in common with all other fey- Languages. You can speak, read, and
blooded humans. write Common, Sylvan and one extra language
of your choice.
Ability Score Increase. Your Dexterity
score increases by 1, and your Charisma FEYBLOOD VARIANTS
increases by 2.
As noted before, there isn't something as a
Age. Feyblood mature slightly faster typical feyblood. And, while usually all the
than humans, reaching adulthood around age members of this quite loose race share the same
15, and then age sensibly slower and usually characteristics, some of them have traits that
live more than two thousands years. differ from the standard ones. The Dungeon
Master may permit the following variants for
Alignment. The mischievous nature of your feyblood character, although Force of
their heritage bends all feyblood towards chaos, Nature and Whispers-Knower are mutually
as they live for freedom, creativity and beauty. exclusive, as well as Blessings of Nature,
Usually they are of good or neutral alignment, Mischievous Magic, and Winged.
but some twisted feyblood are as evil as the
most vile fey. Little Folk. You descend from one of the
most diminutive and reclusive of fairies, and
Size. Feyblood are about the same size thus you are shorter than the typical human,
as humans, ranging from 5 to 6 feet tall. Your
size is Medium. Here’s how to determine your
height and weight randomly, starting with
rolling a size modifier:

Size modifier = 2d10
Height = 4 feet 6 inches + your size modifier
in inches
Weight in pounds = 100 + (1d6 x your size
modifier)
Speed. Your base walking speed in 30
feet.
Darkvision. Your eyes are naturally
capable of seeing the world in the pale light of
the moon, and to admire the beauty of the night.
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.
Magic of the Fairies. You know the
druidcraft cantrip. When you reach 3rd level,
you can cast the charm person spell once with
this trait and regain the ability to do so when
you finish a long rest. When you reach 5th level,
you can also cast the invisibility spell once with
this trait and regain the ability to do so when

22

usually no taller than 4 feet. Your size is Small FAIRY FEATURES

rather than Medium; however, you gain Many are the features that characterize
feyblood, ranging from the most seducing ones
proficiency in the Stealth skill. Here’s how to to nearly hideous deformities. If you need a help
visualizing a proper appearance for your half-
determine your height and weight randomly, fairy character, you could always roll on the
following tables – or choose from them the
starting with rolling a size modifier: features that most catch your imagination.

Size modifier = 2d4

Height = 3 feet + your size modifier in

inches

Weight in pounds = 30 + (1d4 x your size

modifier)

Force of Nature. You descend from one Build
d6
of the most sturdy but less physically appealing 1 Build
Normal, plainly human-like.
of the fairies. Your Dexterity score increases by 2 Delicate, slim and gracious.

1, and your Strength score increases by 2. This 3 Thin, really too slim for a human.
Slender, too tall and somehow creepy.
trait replaces the Ability Score Increase trait. 4
Athletic, well-proportioned in musculature.
Whispers-Knower. Thanks to your 5
Chubby, cute but a bit overweight.
heritage, you possess an inborn insight greater 6

than the average human's one. Your Wisdom

score increases by 2, and your Charisma score

increases by 1. This trait replaces the Ability

Score Increase trait. Skin
d4
Blessings of Nature. You know the 1 Skin
2 Normal, of a common human complexion.
druidcraft cantrip. When you reach 3rd level, 3 Of an extravagant, inhuman shade.
4 Bark-like.
you can cast the animal friendship spell once Covered by a short fur.

with this trait and regain the ability to do so

when you finish a long rest. When you reach 5th

level, you can also cast the alter self spell once

with this trait and regain the ability to do so

when you finish a long rest. Charisma is your Features
d4 Build
spellcasting ability for these spells. This trait 1 Plain human features.
2 Delicate and elfin.
replaces the Magic of the Fairies trait. 3 Keen and somehow unsettling to behold.
4 Thick, strong features.
Mischievous Magic. You know the

minor illusion cantrip. When you reach 3rd level,

you can cast the disguise self spell once with this

trait and regain the ability to do so when you

finish a long rest. When you reach 5th level, you

can also cast the invisibility spell once with this Body Hair
d6 Build
trait and regain the ability to do so when you 1 Usual human body hair.

finish a long rest. Charisma is your spellcasting 2 Thick, bristle-like body hair.

ability for these spells. This trait replaces the 3 No body hair.

Magic of the Fairies trait. 4 Fur-like body hair.

Winged. You have butterfly-like wings 5 Feather-like body hair.

sprouting from your shoulder blades. You have 6 Leaf-like or grass-like body hair.

a flying speed of 40 feet, but you can't fly while

wearing medium or heavy armor. This trait

replaces the Magic of the Fairies Trait.

23

Hair Build Include feyblood in your campaign if...
d6 Plain human hair. … humans are the only race of your world, but
1 Hair of a shade not found in humans. you want to offer some choice to your players.
Hair of one or more peculiar bright colors. … the influence of the Feywild plays an
2 Feather-like hair. important role in your adventures, and it’s quite
Leaf-like or grass-like hair. common for fairies to mingle with mortals.
3 No hair. … you are not scared of potentially flying
characters.
4 Build
Plain human ears. Play a feyblood if...
5 No lobe. … you want to play a fairy character, but you find
Pointed ears elves to be overused.
6 Animal ears. … you want to play a druid with a really strong
bond to the natural world, or a non druid
Ears character that still possesses a strong bond with
d4 nature.
1

2

3

4

Eyes Build
d6 Plain human eyes.
1 Plain color, slit pupils.
2 Unusual color.
3 Unusual color, slit pupils.
4 No sclera.
5 Slit pupils, no sclera.
6

Characteristic Features
(you can choose or roll 1d4 – 1 times on the following
table)

d8 Build
1 Short animal tail.

2 Paws as feet.

3 Cloven hoofs.

4 Horns or antlers.

5 Thick, claw-like nails.

6 Short fangs.

7 Smell like moss or musk.

8 Smell like blossomed flowers.

24

GALADHEMA

“My health was always excellent, and so I never maker, but comes in fact from a deceased
saw a healer until the time I fell from the roof human.
and broke my legs; the sawbones had to operate,
and only then I discovered that I wasn’t human Whether the case, where galadhemas
at all.” differ is in the exact materials they are carved
from, and as some would say matter clearly
To create life, replicating the miracle that gave matters. While constructs could be crafted from
origin to the mortal races, is the dream of many graft of living or dead flesh, for a proper
an ambitious savant – not to corrupt or splice galadhema to be born their body must be
existing creatures, nor to shape a mindless pile fashioned with rare metals, gems and precious
of stone animated by an elemental spirit, nor stone, shaped into a perfect replica of a human;
reanimating a corpse in a parody of its previous different base material result in different inborn
existence, but shaping inert matter into a capabilities for the new galadhema as soon as
perfected humanoid shape, capable of the life is infused into them. Stone becomes flesh,
ultimate accomplishment: to possess a soul, and gems become eyes and lips and glands, as the
trick even itself into believing to be a mundane metal chiseled heart starts beating and the
creature. lungs expand for the first breath.

Usually even the most sophisticated Even when they become living tissues,
procedures and rituals result in barely the base materials of a galadhema somehow
conscious abominations that incessantly scream retain their previous hue, often resulting in
from their deformed mouths, but sometimes the impossible complexions and exotic eye color. In
promethean dream of mortal creating mortal is choosing the right materials it is even possible
achieved, either by ingenuity, relentless hubris, to create a galadhema that is virtually
or sheer luck. Somehow surprisingly most of indistinguishable from a true human, at least
these man-made mortals share a few common until age starts – or should start – to take its toll:
features, a fact that led the sage to classify them for, as long as they eat and drink properly,
as a single new race: the galadhema. galadhemas’ bodies remain unaltered by the
passing of time, their hair never going gray, the
A LIVING WORK OF ART features of their youth still engraved on their
octogenarian faces.

The most striking trait shared by all galadhemas MANY QUESTIONS, FEW
is their resemblance to humankind: despite the
best – and worst – efforts of their would-be ANSWERS
shapers, it seems impossible to grant the same
degree of sentience and autonomous life to a The specific process behind the creation of a
nonhumanoid figure, or to make it truly mortal single galadhema is always a mystery, for no
and living without reproducing the internal two of them are alike, even when devised by the
organs and structure of the human body. A few same creator. Nevertheless, the existence of
elven-like or dwarven-like, and even smaller every galadhema poses the same disturbing
and larger galadhemas are known to exist, but question: how is it possible for mortal magic to
they are the rarest among the rare. This has grant a true, sentient soul to unliving matter
lead a few scholars to speculate that the soul without stealing a deceased one?
inhabiting a galadhema is not created by the
And yet this is just the most obvious
mystery posed by the created: the more they

25

live, the more they discover how inherently time they are five, they have reached the mental
human and at the same time inhuman. The very age of a young adult.
moment they are created, galadhemas have the
body of an adult – or a child, or an elder… Most galadhemas, however, remember
whether the case, the one they will always live nothing of their upbringing, and many of them
with – and the mind of a newborn. In a few year even have false memories of a completely
their intellectual faculties mature and, by the mundane, and utterly false, life. This could well
be a final suggestion implanted by their creator,
in the same way every galadhemas feels a
natural disposition towards certain skills, but
the fact remains that this convenient amnesia
prevents many a galadhema to investigate their
origins.

REMARKABLE ABOMINATIONS

For many pious devotees the very existence of a
galadhema is a sin against nature and against
the gods that created the mortal races. Even
among those that salute the birth of
galadhemas, many are those who see them as
nothing more than a scientific novelty, a daring
experiment but certainly not a sentient
creature.

For these reason, galadhemas tend to
keep their true nature a secret: many a loved
one has shunned them after learning of how
they came into being. Should a galadhema be
accepted, they could lead a perfectly mundane,
albeit unnaturally long, life, even bearing or
siring children of their own.

GALADHEMA NAMES

A galadhema is usually given a name by their
creator; such names usually tend to follow
human convention, and even when galadhemas
rename themselves they choose mundane
names. A few galadhemas choose instead a new
name that refers to the material they were
fashioned from, their “real family”.

Galadhema Names: Amethyst, Bronze,
Emerald, Goldenbrow, Gypsum, Jet, Marble,
Ironguts, Onyx, Rock, Silverheart, Sulphur, Zinc.

26

GALADHEMA TRAITS Languages. You can speak, read, and
write Common and one other language of your
Your galadhema character has certain choice.
characteristics in common with all other fey-
blooded humans. Include galadhema in your campaign if...
… you like the philosophical implications of a
Ability Score Increase. Your world where mortals can create life.
Constitution score increases by 1, and one other … your campaign world has a very advanced
ability score of your choice increases by 2. magic and technological level, and living
androids are commonplace.
Age. While being virtually born adult, … an ancient civilization left some very living
galadhemas usually need at least 5 years of life testament of their ingenuity.
to mature into adulthood. Galadhemas are
known to live as long as three centuries. Play a galadhema if...
… you want to play an android, versatile and
Alignment. Despite being sometimes resilient.
created with a specific role in mind, galadhemas … you are intrigued by the ambiguity of an
soon mature into being their own beings, and so inhuman character that believes to be perfectly
they show no tendency towards a specific human.
alignment. … you are thrilled by the possibility of
interpreting a character whose very birth is a
Size. Galadhemas are generally about riddle wrapped in a mystery.
the same size as humans, ranging from 4 to 7
feet tall. Your size is Medium. Here’s how to
determine your height and weight randomly,
starting with rolling a size modifier:

Size modifier = 2d10
Height = 4 feet 8 inches + your size modifier
in inches
Weight in pounds = 120 + (2d8 x your size
modifier)
Speed. Your base walking speed in 30
feet.
Living Construct. Your living flesh and
organs retain some of the strength of the
materials they were shaped from. You gain the
following benefits:
• You have advantage on saving throws
against being poisoned, and you have resistance
to poison damage.
• You are immune to disease.
• You can sustain yourself with rotten or
even non edible food, such as bark and dirt, as
long as you have a suitable way of ingesting it.
• Your hit point maximum increases by
1, and it increases by 1 every time you gain a
level.
Implanted Proficiencies. You gain
proficiency with one skill and one tool of your
choice.

27

KOBELYN

“They say that I mutter at their work, that I am Despite all the issues their existence and
an ignorant blasphemer, that I corrupt cataloging poses, some secluded kobelyn still
everything with a simple gaze… it’s envy, sheer exist, living at the edges of humanoid
resentful envy.” civilizations and struggling to keep the legacy of
their once prosperous kind.
Legends around the worlds of the Material
Plane speak of a now extinct race of tricksters, AN ESTRANGED LITTLE FOLK
diminutive humanoids of great magical abilities
and even greater proficiency, whether as The typical kobelyn is a short fellow, usually 3
metalworkers or knaves. to 4 feet tall with a muscular build and long,
thick body air. The head and the hands are
These mythical shapeshifters were slightly disproportionate, with strongly marked
called with many names by different cultures, features and nimble fingers that never rest. Only
and didn’t share a single culture themselves. male kobelyn have face hair, and typically grow
Kobaloi, telkhines, kobeholt, gobelini, kobelyn… long sideburns and beards. The complexion
given their ancient names, some scholars of ranges from fair to tanned, and the typical hair
Multiversal lore have proposed that these color are usually dark, from jet-black to auburn,
humanoids were the common ancestors of even if white haired kobelyn are not unheard of.
goblinoids, kobolds and gnomes, a conjecture
that all interested parties strongly reject. The appearance of kobelyn is usually
quite unkempt, as they favor efficiency and
practicality over fashion: a long shirt and a
pair of trousers, with the occasional cloak
or apron and of course the tools of their
trade, constitute the typical kobelyn
apparel. Even the most accomplished
goldsmith wouldn’t usually wear their own
masterwork jewels. As most of them are
capable of altering their size or shape,
kobelyn favor baggy clothes and loose
apparel, that further enhance their shabby
looks.

HERMITS AND MASTERS

Little or no attention is payed by kobelyn
to the habits of the society they live within:
they are usually content with being alone
and practicing their chosen craft. Every
kobelyn in fact practices a single craft with
peerless skill, so that their work quickly
become the stuff of legends and are much
sought after by the other races. Where
dwarven craft is the result of a long,
centuries-long tradition and development

28

within a highly structured society, the work of a centuries of life are like the blink of an eye for
kobelyn is their and their alone. those that pursue utter perfection in their art.

Rather than sheer genius, it’s tireless AT THE EDGES OF REALITY
practice and fine-tuning that produces kobelyn
masterwork: every single artisan – and every Were the sages to ask the kobelyn rather than
single kobelyn is an artisan of sorts – works ramble endlessly, they would discover that
constantly to improve their craft, pursuing this according to kobelyn lore their kind was one of
single goal for all their live. Other races soon the first races of the world, often trusted with
learn to leave kobelyn masters to their own tasks of the utmost importance by the gods
devices, employing their services when needed themselves. Back then they possessed a proud
and avoiding annoying them. After all every culture, and were the inventors of all the arts
kobelyn knows a thing or two about magic in and crafts that were then passed to the other
order to make their presence scarce, should the races. This lasted until the gods decided to cut
need arise. short kobelyn civilization, and plagued them
with countless calamities. Every single kobelyn
A few kobelyn choose to pursue a craft tried to survive and cope as they could, and so
that stems from their magical gifts, and embrace the different folks and self-centered disposition
a life of crime, their aim always set to more of their kind were established.
daring heists. These knaves are responsible for
the bad reputations of their kind, even if their The fact is, no known chronicles
goal is not the loot, but the sheer skill required corroborate the kobelyn myths, not even the
for a proper theft. Other kobelyn set for even great libraries of immortal scholars beyond the
more exotic – from their point of view – crafts, Material Plane. And, given their secluded ways
such as wizardry, exploration, or and very slow rate of birth, kobelyn should have
warmongering, and find peculiar interest in been long extinct were their race so ancient.
mingling with other humanoids in order to And yet they exist in their perpetual degrading
improve their related skills. Most kobelyn state, as the ideal missing link between
adventurers come from these callings, but it’s goblinoids, gnomes, and kobolds, a missing link
not unheard of from a kobelyn artisan to decide that no one would ever seek were not for the
that in order to reach a better understanding of existence of the kobelyn themselves. Those who
their art they need to spend a few years as an are versed in Multiversal lore and don’t shiver
adventurer, field-testing their own creations in at the idea of countless Material Planes theorize
the most extreme conditions. that the kobelyn are the scattered remains of a
long-gone civilization from a backwater world
Nevertheless, loneliness and that has been forgotten, scattered across the
individualism usually are kobelyn’s favored Multiverse by their inherent magic. A few
companions, as they feel no need to search scholars further postulate that, as objective time
others of their own nor to establish kobelyn has no meaning in the Multiverse at large,
communities. And yet their lives are so long that kobelyn could emerge at any time from their
most kobelyn sooner or later meet with others home world into another Material Plane.
of their kind; in the proper circumstances, these
brief meeting result in the birth of a young one. And what about the strange similarities
One of the parent would then devote a dozen that some point out between kobelyn and the
years to looking after their offspring, providing three aforementioned races? Well, in the
to the newborn until they are able to provide for Multiverse everything is possible… even for
themselves, and have decided what craft they something that should not be to became real as
want to pursue. Parent and child would then more and more people believe it.
depart, perhaps destined to never cross paths
again, without an ounce of regret: even a few 29

KOBELYN NAMES Size. Kobelyn are between 3 and 4 feet
tall and weigh about 40 pounds. Your size is
Kobelyn names are often obscure to the kobelyn Small. Here’s how to determine your height and
themselves, as they inherited naming customs weight randomly, starting with rolling a size
from the ancient times. Male and females use modifier:
the same names with a different suffix. Among
the other races, kobelyn often employ a Size modifier = 2d6
nickname that alludes to their craft, sometimes Height = 2 feet 10 inches + your size
a euphemism of sort. modifier in inches
Given their nonexistent social structure, Weight in pounds = 35 + your size modifier
Kobelyn have no use for family names. Speed. Your base walking speed in 30
Nevertheless, when they encounter one of their feet.
own, they identify themselves with their given Craftmaster. You are proficient with
name, followed by the folk they belong to, one tool of your choice. Whenever you make an
followed by the name of the parent they grew ability check with this chosen tool, roll a d4 and
up with, followed by all their ancestors. add the number rolled to the check’s total.
Thus the adventurer known as “Skulker Demis” Deft. You can take the Search or Use an
would formally introduce themselves as “Demis Object action as a bonus action.
of the thalattha, son of Albhoya, daughter of Tricky Touch. You know the mage
Dwopedya, daughter of Nebhis, son of Prialuya, hand cantrip. Intelligence is your spellcasting
daughter of Kerkasis” to another kobelyn. ability for this cantrip.
Languages. You can speak, read, and
Male Names: Akis, Deukis, Gnois, write Common and one other language of your
Kerdis, Kerkasis, Nebhis, Noghodis, Pezdis, choice.
Sekwis, Weidis. Subrace. Three subraces of kobelyn are
found among the worlds of D&D: arkhe, gobhe,
Female Names: Aikya, Albhoya, Demya, and thalatta. Choose one of these subraces.
Dwopedya, Gwenya, Medhuya, Nobhya,
Prialuya, Semya, Swesorya. ARKHE

Nicknames: Amiable, Blacksmith, The arkhe are the most secluded of the kobelyn
Fletcher, Gaffer, Goody, Jeweler, Kind, Pleasing, subraces, and the ones that most likely still
Sage, Skulker, Sly, Tinkerer, Wisecracker, carry the memory of when their kind were the
Wyrmtongue. chosen servants of the gods, or the first
blacksmiths of the world. An arkhe hair are
KOBELYN TRAITS usually fair, if not white, and often well
groomed. A few of the Old Folk kobelyn even
Your kobelyn character has certain establish small communities of their own,
characteristics in common with all other reminiscent of times long gone.
kobelyns.
Ability Score Increase. Your Wisdom
Ability Score Increase. Your score increases by 1.
Intelligence score increases by 2.
Ancient Memories. You have
Age. Kobelyn mature slightly faster than proficiency in the Arcana skill.
humans and reach adulthood at age 12. They
live well over a century, sometimes up to 250 Vanishing Act. You can cast the
years. invisibility spell on yourself once with this trait,
requiring no material components, and you
Alignment. Kobelyn tend towards regain the ability to cast it this way when you
loneliness and neutrality, their mischievous
deeds and rigorous crafts somehow balancing
themselves.

30

finish a long rest. Intelligence is your Shapeshifting. You can cast the alter
spellcasting ability for this spell. self spell once with this trait, requiring no
material components, and you regain the ability
GOBHE to cast it this way when you finish a long rest.
Intelligence is your spellcasting ability for this
The gobhe are stout, often shaggy, and spell.
sometimes the worst of scoundrels among
kobelyn. Gobhe usually live in humanoid cities, Include kobelyn in your campaign if...
and tend to keep to themselves so much that … you want to mix up the usual race roster with
they often go unnoticed until they decide to something that apparently doesn’t fit.
make their presence manifest. Sometimes a … house goblins are literally a thing in your
gobhe decides to squat into a particularly large campaign.
and comfortable house, helping the inhabitants … you are intrigued by a race whose very idea
with their craft in exchange of food. derived from an etymology. Philologist power!

Ability Score Increase. Your Dexterity Play a kobelyn if...
score increases by 1. … you like the idea of your character being one of
a kind, more or less.
Malleable Form. You can cast the … the possibility of calling every single gnome,
enlarge/reduce spell on yourself once with this goblin, or kobold “my child” intrigues you.
trait, requiring no material components, and … you want your character to be old, and odd.
you regain the ability to cast it this way when
you finish a long rest. Intelligence is your
spellcasting ability for this spell.

Skulker. You have proficiency in the
Stealth skill.

THALATTA

Is common opinion that there is no such thing
as the typical thalatta: the most blatantly
magically gifted among their kind, these
kobelyn share no common feature apart from a
tendency to travel through every means at their
disposal. Most kobelyn adventurers come from
the thalatta folk, and their shapeshifting gift is
perhaps the truth behind the legends of horned
and finned kobelyn.

Ability Score Increase. Your
Constitution score increases by 1.

Nimble Fingers. You have proficiency
in the Sleight of Hand skill.

31

NEW SUBRACES

Elves, dwarves, halflings and orcs, along with subraces. Diversity should be encouraged by
humans, are found across most of the worlds of rules, and must not be a struggle to play a sub
Dungeons & Dragons. But, as implied by the optimal character against all odds.
“multi” in Multiverse, everything could be
different and yet remain the same in a So here they came, a bunch of new
multifaceted kaleidoscope of reflections: the subraces that range from the predictable to the
stars of the infinite Material Planes are as – I hope –refreshingly new, both in mechanics
different as the mortal eyes that gaze upon and flavor. Some of them have been heavily
them. But a difference with no rules to redesigned since they first came out, as new,
corroborate it becomes only a cosmetic factor: official rules were released to fill their previous
different campaign worlds need different niche.

32

DWARVEN SUBRACES

The typical dwarf adventurer is a heavy- For a brasskin dwarf possesses an
armored warrior or cleric, usually equipped inborn resistance to fire and blaze, a feature
with an axe or a hammer to further enhance the that is surely helpful in the forge but that,
stereotype of a sturdy, traditionalist and combined with the superior physical strength of
conservative folk, whose only joys are the rude this subraces, could be the mark of a chosen
pleasures of beer and liquor. Both the hill and flame-breathing monsters’ slayer.
mountain dwarves encourage this type of
character. The gray dwarves, despite being Individual brasskin are documented
surely not as good hearted as their kin, are still through all the chronicles of dwarven history;
a darkened version of the former stereotype: a as they are incapable of breeding true, their
sturdy, proud, and stubborn folk, a race whose birth is always an unexpected event. As nearly
features encourage you to play some kind of every documented brasskin lived an astonishing
warrior. life, becoming a renowned artisan, hero or
leader, the members of this subrace could
When you consider all the different expect to be treated with regards by the
elven subraces that usually exist in most of the common dwarfs, given that they meet the great
D&D worlds, you would think that dwarves expectations the community has for them.
need a bit of love too, wouldn’t you?
Ability Score Increase. Your Strength
BRASSKIN DWARF score increases by 1; your muscles are as strong
as metal.
“You have to do better than this, dragon! Your
fire is colder than an icy mountain peak!” Extra Language. You can speak, read,
and write Ignan (a dialect of Primordial) in
Brasskin are a strange kind of dwarves that addition to Common and Dwarfish.
show remarkable affinities with the elemental
creatures known as azers: their skin is naturally Fireforged. You have resistance to fire
tanned and light makes it shine like metal, while damage. Your very body is somehow
their eyes and hair show the red and yellow impervious to the flames, further highlighting
shades of flame itself. your ties with the creatures of elemental fire
known as azers.
Given that azers are crafted rather than
born, scholars still debate about the exact Include brasskin in your campaign if...
origins of brasskin, as the resemblance is too … you want to suggest a deeper connection
striking to be overlooked, and yet nobody could between the mortal races and the elemental
tell how it was possible for dwarves and azers planes.
to interbreed, as the latter don't breed at all. … your dwarves are a mysterious folk, that holds
Sages believe that potent magic was at work many secrets and perhaps is not totally related to
behind the origins of this strange subrace, but the other mortal races.
no one has a real clue about the birth of such a
splice. Was it the natural influence of the Play a brasskin if...
Elemental Fire that somehow overlapped with … you want your dwarf to be a true champion,
the Earth predisposition of the dwarves? Or is it one whose birth foretold the greatness of the
a curse cast down by giants? Or the ongoing battles won crossing, inured, the flames of hell.
effect of a ritual to first fight the flames of red … you find the common dwarves to be a bit too
dragons? common for the idea of character you have in
mind.

33

DEEP DWARF (CLOCKWORKED) child, had to play their part. Finally, as they
reached the mantle, the journey of the deep
“Give me a moment there, please… here, done, it’s dwarves come to an end: the mind flayer and
opened. Surface locksmiths are certainly a lazy other races had long since stopped pursuing
folk, aren’t they? Even as a child I could design a them, deeming the miserable profit not worth
better mechanism” the effort, and yet new dangers and predators
awaited them in the extreme layers of the
When the most deep-delving of dwarves met Underdark.
the horrors of the Underdark and the voracious
attentions of the mind flayers, some of them By then, the clans had abandoned every
turned to the gods and prayed for salvation; idea of themselves as being of mere flesh and
others, cut down from their surface brethren by bones; and, when it was not necessity to impose
the very horrors they had to fight, decided to graft and implants, it was fashion and ease to
delve yet deeper, seeking solace in places so suggest further enhancements and modification.
remote that not even the illithid had established Secluded in their isolation, with a potentially
any community in their dark corners. endless source of metals and basic materials,
deep dwarves became the ultimate artificers
It was a strenuous, extenuating journey, and clockworkers: deprived of divine magic by
a migration of whole clans that faced scarcity their shunning the gods, they soon developed a
and ambushes on daily basis; it was then that new kind of magic based on solid, tangible
the deep dwarves started to adapt themselves. mechanisms, a magic whose basic implement
The first implants were crude works, grafted could be grafted into their own bodies.
out of necessity with what materials they could
salvage: for the clans to survive, no one had to When some deep dwarves finally
be left behind, and till the heart was still beating emerged from their isolation and meet their
every single dwarf, man or woman, elder or former kin, establishing strong bonds especially
with the gray dwarves, they had become a new
and astonishing subrace: their cerulean eyes
gazed with awe at sunlight, and their pale, red-
tanned skin, burnt by the schorcing light of
magma, was grafted with clocks and gears that
seemed to be part of their own bodies, fueled by
their own bloodstream and brains. It’s not too
astonishing that they were branded “the
clockworked”, nor that their occasional
ambassador or traveler between surfaces
dwarves is often seen as an alien curiosity
rather than as a distant kin.

Ability Score Increase. Your
Intelligence score increases by 1. You are a well-
trained engineer in a world of simpletons.

Superior Darkvision. Your darkvision
has a radius of 120 feet.

Expert Clockworker. Having always
meddled with clocks and gears since you were
young, you gain proficiency with the thieves’
tools and the tinker’s tools.

34

Extra Language. You can speak, read, OATHSWORN DWARF
and write Undercommon in addition to
Common and Dwarfish. “In the days of yore, we were the chosen priests,
the rightful speakers of the god. We still follow
Sunlight Sensitivity. You have the tradition, we still honor the oath swore by
disadvantage on attack rolls and on Wisdom ours forefathers.”
(Perception) checks that rely on sight when you,
the target of your attack, or whatever you are In dwarven culture, tradition is very important:
trying to perceive is in direct sunlight. a clan is a family as much as it is a guild devoted
to a specific profession, a field in which its
Tricks of Clocks. The gears and members are highly specialized. What strangers
clockworks grafted in your body grant you the don't know, however, is that among such a
ability to replicate certain spells and magic conservative race even the call of the gods may
tricks. You know the mending cantrip. When became a family tradition: the sons and
you reach 3rd level, you can cast the expeditious daughters of those who swore an oath of service
retreat spell once with this trait and regain the to the gods are expected to do the same, and the
ability to do so when you finish a long rest. heirs of priests are encouraged to be their
When you reach 5th level, you can also cast the successors at the shrine.
knock spell, targeting a single object that you
touch, once with this trait and regain the ability Generations of traditions thus gave birth
to do so when you finish a long rest. to families and clan whose expected role is that
Constitution is your spellcasting ability for of ministers of the faith; and, while not every
these spells. member of these clans will one day be chosen
by the gods to be their cleric and a miracle-
Include clockworked in your campaign if... worker, all the oathsworn dwarves learn in
… you want to drastically advance the tech level their youths the fundamental orations and
of the dwarves, a race that dealt in prayers of their traditional cult, and are thus
craftsmanship for millennia and could not rewarded with the ability to manifesting a small
possibly be still at Middle-Age level. ounce of divine power. It is among the
… you want a race of good, if a bit strange, folk to oathsworn that the few monastic traditions
come from the Underdark, to overturn the native to dwarves were born, and the wisdom of
stereotype of only bad people living under the the clan is renowned and respected by rulers
surface. and common folk alike.

Play a clockworked if... Whether they embrace the role that
… you are interested in a rational character that dwarven society expects from them or not,
upholds the flame of reason and science in a members of these clans are useful and trusted
world of magic and superstition. companions for those who heed to their
… you want to play a cyberpunk dwarf. sometimes pompous words.
Cyberpunk dwarf. ‘Nuff said.
Ability Score Increase. Your Wisdom
score increases by 1; theological truths and
speculations were a fundamental part of your
upbringing.

Cantrip. The gods always reward their
followers, and thus you are capable of casting
one cantrip of your choice from the cleric spell
list. Wisdom is your spellcasting ability for it.

35

Extra Language. You can speak, read, PACTBOUND DWARF
and write Celestial in addition to Common and
Dwarfish. For every oathsworn dwarf must be “We were in dire need, and we asked, we begged
able to speak with the gods. Moradin for help. He didn't answer. But
something else did. May its name be blessed
Include oathsworns in your campaign if... forever in the depths! Ya! Ya!”
… you want the society of dwarves to be sound
and unchanging, with different clans that hold Grim was the fate of the dwarves, when the
the same position within their society since it was aberrant horrors of the Underdark assaulted
first established. and enslaved them. However, not all the clans
… your dwarves are a pious and religious folk, fell prey to the enemies: they all prayed the
whose culture revolves around the adoration of gods of their fathers for help, but when the gods
their creators and forefathers. kept silent some dwarves were desperate
enough to raise their preys to other entities,
Play an oathsworn if... entities that were closer to them as the depths
… you want to play an interesting dwarf monk, a of the abyssal underworld were their home.
sturdy fist-fighter with a rosary in one hand and
the blood of the heathens in the other. And, from the unspeakable horrors that
… you want your character to be a pious devotee, first spawned their very assailants, came
but not necessarily a cleric. salvation for the desperate dwarves. The
ancient being gave them the power to resist and
counterattack the enemy, the strength to
survive in the direst recesses of the Underdark,
the curse to be slaves for life. For, in escaping
deep below, these dwarves found themselves
entrapped by the cities of their enemies, unable
to reach the surface and join the other clans,
unable to find salvation without subjugation to
a greater evil. Centuries and generations of
servitude shaped a new lineage of dwarves, a
breed tainted by madness and dire need, a race
of albino degenerates that revel in a madness
that disgusts even the gray dwarves, those who
suffered enslavement and broke their chains by
themselves.

While the majority of the – fittingly
named – pactbound dwarves are vile and
deranged cultists, some of them reject the way
of their kind and struggle to a new life, a life free
from their legacy... a legacy whose dubious
“blessings” will nevertheless haunt them
forever.

Ability Score Increase. Your
Intelligence score increases by 1. For you have
seen, and you know things, things that while
eroding your sanity greatly opened your mind.

36

Superior Darkvision. Your darkvision Play a pactbound if...
has a radius of 120 feet. … you want to play the darkest side of dwarfkind,
a cruel – albeit not necessarily evil – reflection of
Blessings of the Deep Lord. The gifts of the common, grumpy but good-hearted, dwarves.
the Unearthly Savior run deep in your blood. … you like to play a dwarven hero who struggles
You know the minor illusion cantrip. When you with the dark heritage of a race of vile cultists, a
reach 3rd level, you can cast the arms of Hadar heritage that will be there forever despite the
spell once with this trait and regain the ability best efforts of the hero.
to do so when you finish a long rest. When you
reach 5th level, you can also cast the alter self SPELLWRIGHT DWARF
spell once with this trait and regain the ability
to do so when you finish a long rest. Intelligence “But of course it could be dangerous, you fool.
is your spellcasting ability for these spells. This is a portal after all, potent magic is at work
here. And now, please, keep silent: I need to
Extra Languages. You can speak, read, concentrate on the right formula.”
and write Deep Speech and Undercommon in
addition to Common and Dwarfish. The tongues Some dwarven clans, often shunned and
of the Underdark horrors are you native ones. condemned by their own clan, have long since
practiced the arcane arts. Often seen as vile
Nightmares of Madness. As the mages, they are more commonly dedicated
inherited memories accompany you forever, scholars that live in seclusion within the secrecy
your sleep is plagued by nightmares and half- of their own hidden cities, for very few dwarven
forgotten recollections of what the pact forced communities will accept them.
you and your kin to do. Nightmares, sleepwalk
and horrible screams are your companions at Spellwright dwarves claim to be the
night. Whenever you take a long rest, you can follower of the ancient way, the last keepers of
choose to ignore and fight these nightmares, or the forgotten dwarven wizard tradition, while
embrace them; if you resist, you need 2 the other clans say that they are a seditious
additional hours to calm yourself, and so you group that left behind the pristine ways of their
will need 10 hours to complete a long rest. If proud folk in order to study the fancy spells of
you succumb to your dreams, 8 hours of elves and dragons. And perhaps both claims are
screams, maniacal laughs and creepy true, for there is a whole Multiverse out there,
somnambulism will be enough for you, but it an endless canvas where everything is possible.
will be impossible for everybody else to rest
properly in your proximity. Ability Score Increase. Your
Intelligence score increases by 1. Spellwright
Sunlight Sensitivity. You have clans put great effort in the education of the
disadvantage on attack rolls and on Wisdom young.
(Perception) checks that rely on sight when you,
the target of your attack, or whatever you are Cantrip. Every spellwright dwarf
trying to perceive is in direct sunlight. possesses a basic magical training. You know
one cantrip of your choice from the wizard spell
Include pactbounds in your campaign if... list. Intelligence is your spellcasting ability for it.
… you want to expand the background of the
most cruel of dwarves, hinting at a grimmer Extra Language. You can speak, read,
truth that hides in the abysses of the underdark. and write Draconic in addition to Common and
… your campaign will be focused in the deepest Dwarfish. The ancient tongue of magic is well
recesses of the underworld, and you need more known among your clan, and often employed
diversity than a single race of deep-delving when secrecy is essential.
dwarves.

37

Include spellwrights in your campaign if... both by their cave-dwelling cousins and by the
… you are sick with the stereotype of not-magic- amazed outlanders that first saw their imposing
dealing dwarves, and want a fresher subrace to homes standing out against the sky.
encourage this new, interesting match of race
and class. The need to deal with the risks of
… you would like to further differentiate dwarven wilderness and savage lands quickly made them
clans, based on their tradition and culture. the ultimate survivors, a clan of shepherds more
than capable of defending their flock against
Play a spellwright if... wolves and marauders alike. Hill dwarves could
… you want to play a dwarven wizard, and not be sturdier, mountain dwarves could be
the full-armorer I’ll-break-you-with-blade-and- stronger and used to literally live in armor, but
magic kind of, but rather the usual, hieratic- no dwarves knows their land as good as the
robed type of wizard. uplanders do.
… you want you dwarf to come from a secretive
clan that give them an edge in most situation, a Sturdy, stubborn and proud even
useful magical edge. beyond the standard of dwarves, the uplanders
are nevertheless content to live in their harsh
UPLAND DWARF (UPLANDER) plateaus, dealing with all the savage humanoids
that the wilderness can throw against them, and
“Surface-dwelling dwarves. Yes, surface. They seldom mingle with other people. When they
don’t excavate halls, instead living in stone- do, however, they are regarded as trusted and
crafted palaces built over the plateaus, and they valiant friends… but those who mock their
prefer to be herders rather than miners. But they peculiar accent will surely meet their fists, or
remain dwarves at heart: proud, too stubborn for worse.
their own good, and the best warriors I ever
met.” Ability Score Increase. Your Strength
score increases by 1. Hard work doesn’t scare
Not all the dwarves live in seclusion inside their you, and when you hit you hit really hard.
mountain – or hill – cities, dug up inside deep
caves and hidden from the outside world. Some Harsh Life. You have proficiency in the
mountain and hill clans, many generations ago, Survival skill.
decided to try a different life, a life that traded
the harshness and the embrace of the stone for Stubborn. You have advantage on
the warmer embrace of the sun and the greater saving throws against being charmed or
perils of the wilderness. Some stories tell a frightened.
different tale, a tale of ban and exile, an exile
that quickly became self-imposed as the Include uplanders in your campaign if...
different culture diverged forever. … in your worlds there is at least one dwarven
culture that has lived for century above the
Whether the case, the dwarves quickly surface, or in secluded uplands.
adapted to a new life in a place where food was … you have recognized what the “dwarven
easier to find, but where danger could come village” below is, and want a similar culture to be
from any direction. Building their megalithic part of your campaign setting.
palaces and villages, reminiscent of the
grandeur of subterranean dwarven Play an uplander if...
architecture, atop elevations and tablelands, … you want to play the ultimate dwarven ranger,
they were quickly branded as “upland dwarves” a woodsman that comes from a culture of
dwarves used to the harsh life of the wilderness.
38 … you have recognized at least one of the not so
hidden inspiration behind this subrace, and you
absolutely want to roll with it.

ELVEN SUBRACES

For a strange reason, there seem to be seems to satiate their lust for unearthly
more ideas of “elf” than the variation of this sensations.
word are: from the tall, strong, immortal elves
of Tolkien to Goethe’s Erlking, and from the While these decadent villains usually
diminutive fairies of tales to Moorcock’s constitute a secluded, shunned and despised
debauched hedonists, many are the inspirations minority among the elven folks, in some
behind this D&D race. The game itself added its unlucky worlds across the Multiverse
own peculiar subraces, such as the sea elves and doshaphalas are the only known elves, and so
the winged one. the elven race as a whole is feared and
mistrusted by the natives of those lands.
The following options aim to provide
rules for many of the iconic “elves” of D&D and Thus, even when single elves try to
fantasy in general. For their naming, I used leave this grim legacy behind and struggle to
Sanskrit as I find that the Hindu culture offers became heroes, they are still seen as pointed-
many interesting hints to portray a different eared skinny fiends by those who suffered
kind of elven society. And, as you will find out, under the tyranny of doshaphalas. And yet a
two of the following subraces are loosely based hero is someone who defies great obstacles
on such a suggestion. across the path to glory, and which obstacle is
greater than prejudice and the inborn cruelty
NEFARIOUS FOLK (DOSHAPHALA) inherited by their own folk?

“Their cries of pain, such a subtle pleasure. No
substance, not even the sweetest of ichors will
ever match this ecstatic sensation.”

There is a secret that all elvenkind tries his best Ability Score Increase. Your Charisma
to hide, the secret of their vile and corrupted score increases by 1. You are as charming as a
surface brethren. While the drows are devil, as the fiends your forefathers made a pact
universally known and feared, most people with.
know nothing about the sadistic ways of this
folk, whose very name is forbidden across elven
cultures and referred to only by allusions and
euphemisms.

Doshaphalas were originally high elves,
but soon they left behind the way of their kind
to pursue a new path made of nefarious power,
decadent pleasures, and unbridled corruption.
Thanks to the dark pacts they forged with many
a Fiend Lord, the doshaphalas are a threat that,
were not for their predisposition to idle
debauchery, would subjugate whole continents.
Still, they often lord it over vast legions of
nonelven slaves, miserable wretches whose life
is worse than death: no pleasure is too extreme
for the doshaphalas, and there is no taboo in
abusing their servant in whatever manner

39

Drug Addiction. You have advantage on Play a doshaphala if...
saving throws against poison, and you have … you want to play a hero or an anti-hero that
resistance to poison damage; in addition, you struggles constantly against their inborn nature
gain proficiency with the poisoner's kit. Drugs, and the traditions inherited from a vile legacy.
poisons and similar substances are of common … you want to play an albino warlock in pact
usage among the doshaphalas, and you are used with a fiend, whose pact blade will be black and a
at brewing them as well as sustaining their thousand times more evil than your PC.
worst effects.
SAVAGE ELF (MALINASYA)
Inured to the Worst. You have
advantage on saving throws against being “We didn't see them coming. Our scout was the
frightened; among your people you have seen first to fall. They come out of the frigging trees, I
literally everything, and there is no evil, no swear it!”
horror, no abomination that could easily scare
you. Sometimes wood elves are called wild elves, but
in the most pristine of forests, in the coldest of
Cruel Weapon Training. You have snow-covered mountains, in the most isolated
proficiency with the longsword, shortsword, corners of the earth still dwell the vicious and
whip, shortbow, and longbow. The weapon nearly forgotten savage elves.
training of your folk comprehends the whip, a
tool often used in your culture to punish and They could be the original subrace, a
humiliate the slaves and those of lower cruel people whose cannibalistic ways are the
standing. heritage of a crude time when elves had to
strive with now unknown perils. Or perhaps
Include doshaphalas in your campaign if... they are the degenerated kin of common wood
… you are tired of drows, and yet you need a vile elves, whose seclusion doomed them to such a
subrace of elves to act as willing servants of a brutal destiny. In different places of the
greater evil. Multiverse both conjectures could be true;
… you need surface dwelling evil elves. certainly, whether fur-clad and snow-delving,
… you need an inhuman folk whose tradition naked jungle marauders, or cruel desert
alone speak of darkness, suffering and deranged ravagers, malinasya across the Million Sphere
pacts.

40

tend to share the same traits, and the same SEA ELF (SAMUDRIYA)
savage predisposition to beastly cruelty.
“Sometimes I feel sorry for my land-dwelling
Savage elves are feared by explorers and cousins: they will never feel the breath of the
adventurer alike, for the menace of their tribes undercurrents, they will never gaze at the
is something not to take lightly: many an majestic beauty of the reef.”
expedition met a tragic end at the hands of a
malinasya marauder party, typically after During their age-long history, elven civilizations
mistaking its members for wood elves. spawned through the whole world. Whether
Conversely, the bad reputation of their savage forced by fate or incited by curiosity, some
kin meant trouble for those elves of the wild tribes decided to settle down below the sea;
that were mistaken for malinasya and killed on perhaps they were escaping from a cataclysm
the spot by remorseless scouts. that destroyed their ancestral lands, perhaps
their lands themselves were sunken
Some members of this subrace, despite underwater by earthquakes and tsunamis; or,
every prejudice, reject the life of their kind and more astonishingly, when their explorers first
try their best to live among the civilized folk, reported about the marvels of undersea, the
typically acting as mercenaries or exotic whole tribes decided to establish a new home in
adventurers, often hiding their true heritage the waters.
even to their companions.
Different tribes and folks of sea elves
Ability Score Increase. Your Strength across the Multiverse surely have different
score increases by 1. You are sturdier than the backstories. Anyway, all the samudriyas used
typical elf. powerful magic to adapt themselves to their
new underwater life, developing the ability to
Fleet of foot. Your base waling speed breath water; generations born and raised
increases to 35 feet. under the sea shaped them as the most vigorous
among the elves, capable swimmers with
Mask of the Wild. You can attempt to delicate features and athletic bodies.
hide even when you are only lightly obscured by
foliage, heavy rain, falling snow, mist, and other As samudriyas never lost their ability to
natural phenomena. breath air, some of their cities are built both
above and below the water, and many of them,
Primeval Weapon Training. You have during their centuries-long lives, spend some
proficiency with the club, greatclub, spear, time in the dry land, curious about a world that
shortbow, blowgun, and net. is exotic to them as the depths of the sea are for
humans and dwarves.
Include malinasyas in your campaign if...
… you need a tribe of primitive and degenerate While the pale, often water-like
elves to inhabit the ruins of a once great elven complexion of sea elves sets them apart from
city deep in the woods. their land-dwelling kin, a samudriya is always
… you are tired of stereotypes and want to recognizable as an elf, and often treated as
substitute the usual orcs and goblins with such. Proud, curious and carefree, a sea elf
something new, something that isn’t a color- makes an excellent adventurer.
coded villain.
Ability Score Increase. Your
Play a malinasya if... Constitution score increases by 1. The depths of
… you want to play an elf warrior that doesn't the oceans aren’t a place for the feeble ones.
give a damn about finesse, a true champion of
the jungle with pointed ears. Amphibious. You can breathe air and
… you want your PC to be a noble savage that water.
struggles against a sinister reputation.
41

Swim. You have a swimming speed of through the ages by the ritualized memorization
40 feet. of complex hymns and prayers.

Underwater Weapon Training. You Manyavarnas are often dark skinned
have proficiency with the spear, trident, light and fair eyed, a peculiar match that sets them
crossbow, net and hand crossbow. Your culture apart from other subraces. Their appearance
abandoned the usual elf weapons for other and culture, anyway, seem to hint to a strong
ones, more useful during undersea battles. connection with high elves, but the venerables
do their best to set themselves apart from other
Extra Language. You can speak, read, subraces. They are typically unkempt and
and write Aquan (a dialect of Primordial) in untidy, with long, uncut and uncured hair that
addition to Common and Elvish. cover bodies marked by an ascetic life, but
when a manyavarna decides to live among other
Include samudriyas in your campaign if... elves, often acting as a priest or officiant, he or
… your campaign setting includes an Atlantis-like she takes care of displaying a look fitting of a
elven civilization, its greatest city lost to the chosen among the great.
ocean but not yet deserted by its former
inhabitants. Ability Score Increase. Your Wisdom
… the waters of your worlds are as much score increases by 1. Introspection and
populated as the dry land, with a plethora of theological studies were the focus of your
races dwelling both above and below the sea. upbringing.

Play a samudriya if... Cantrip. Through stern meditation,
… you want your PC to be an elf, and a really abstinence and ritual chagrin, you proved
exotic one, one that looks with marvel at even the yourself worthy of manifesting a fragment of
most mundane aspects of land-dwelling life. divine magic. You know one cantrip of your
… you want to play with a trump card during a choice from the cleric spell list. Wisdom is your
pirate campaign. Everyone loves pirate spellcasting ability for it.
campaigns!

VENERABLE ELF (MANYAVARNA)

“I'm not surprised of the toils all us elfin folks
have to suffer: the lesser ones all but forgot the
proper ways to please the gods, as well as the
rightful patterns to guide their own meditations
in order to improve themselves.”

Even among the elves, a people known for their
mistrust of strangers and their sense of
superiority, there is a separate caste whose
seclusion and xenophobic views are quite
legendary, and considered excessive even by
their kin.

These self-proclaimed venerable elves
spend their lives in meditation, kindling their
sacred flames and honoring the old traditions of
their folk. Even their young can recall fragments
of ancient lore, preserved and kept pristine

42

Secrets of the Plants. You have caracapantha, the “wandering wanderers”, are
proficiency with the herbalism kit. The hymns constantly moving from one land to another,
of your caste speak of the virtues of every plant. oblivious of wars and borders, inured to the
mistrust of those who see them as scoundrels
Traditional Elf Weapon Training. You and vagrants.
have proficiency with the spear, scimitar,
shortsword, dart, shortbow, and longbow. In time, their travels will bring them
While other elven folks favor the longsword, back to the places they have already visited, and
your people still trains with the scimitar, a for someone as long-lived as an elf this means
weapon dating back to ancient metallurgy. letting whole human generation pass before
going back: the friends they had are long dead,
Include manyavarnas in your campaign if... even the town may lay in ruin, and the caravan
… you want an elven culture to first establish one will settle there in the ghost town, adding to the
or more monk traditions. bad reputation of the wandering elves as rascals
… your elves are divided in castes, and you want and jinx. They are a proud folk, and they are not,
a priest cast separated from standard high elves. as someone says, “too lazy to settle down and
toil like us”, nor “too much of a bunch of
Play a manyavarna if... cowards to go back and retake their homeland”:
… you want to play an elf that thinks even other the existence of a whole wandering culture, an
elves his lesser, a hero whose pride constantly elven culture capable of adapting to constant
treats to be his downfall. change without losing itself, is not a small feat
… you want to play an elven monk or divine to maintain, and the life of a homeless wanderer
caster who is part of a generations-lasting is certainly not a life for the lazy and the
tradition – and generations, among elves, are coward.
quite something.
It would be easier to settle down, and in
WANDERING ELF (CARACAPANTHA) the centuries many caracapantha communities
seemed to have done it, but what for the short-
“Come on, you can trust me. Sure, my kin has a lived races is a whole life for the wandering
bad reputation, but it’s not our fault if the world elves is just an albeit long-lasting stop during
is for the strong to reap. We are not enslaving their endless journey. From their point of view,
conquerors, we have no homeland to defend by even a years-long adventurer career is just a
slaying intruders; we choose a different way, a brief hiatus during the travel.
way that sometimes requires… secrecy.”
Some scholars find a striking parallelism
Bards and poets sing of the marvels of elven between the caracapantha and the strange
lands, of blazing marble cities whose impossible vistani of Ravenloft: both are a folk of
towers reach to the sky, of pristine forest where wanderers with an inborn charisma and an
the trees themselves were shaped by growth in undeserved bad reputation, as well as a
order to accommodate their centuries-old predisposition for magic. Perhaps the two folks
masters. The elves, for the human commoner, are related, perhaps not; or, perhaps, there is a
are a fair folk that inhabits a true fairy land. missing link between them that is lost in the
vast infinitude of the Multiverse.
And then there are the outcasts, the
vagrant with no land, the wanderers with no Ability Score Increase. Your Charisma
home, the restless nomads that seem to defy score increases by 1. Despite their bad
every belief regarding elvenkind. Alone, in small reputation, wandering elves are good at making
groups or, more often, organized in caravans, by friends and always manage to get by.
cart or by vagon or even on foot, these
43

Entertaining Fellow. You gain ruin, its survivors scattered by the cataclysm that
proficiency with one musical instrument or one destroyed their home.
type gaming set of your choice.
Play a caracapantha if...
Extra Language. You can speak, read, … you want to play an elf, but you don’t want
and write one extra language of your choice. your character to be the arrogant one – rather,
you prefer the challenge to play an outcast, and
Magic of the Wanderers. A flicker of an elven one!
magic grants every caracapantha some minor … you like the idea of a good-hearted rascal, a
spellcasting abilities. You know the friends rogue who favors trickery and diplomacy over
cantrip. When you reach 3rd level, you can cast stealth and violence.
the bane or the bless spell once with this trait
and regain the ability to do so when you finish a WINGED ELF (SAPAKSHA)
long rest, targeting a single creature. Charisma
is your spellcasting ability for these spells. “She was... beautiful. Like an angel. An elven
angel. She disappeared behind the peak, the one
Wandering Elf Weapon Training. You with those ruins. Tomorrow I'm going there, will
have proficiency with the shortsword, you come with me?”
shortbow, and longbow. Your culture
abandoned the use of the longsword, as it favors These feathered elves are perhaps the most
diplomacy over violence. reclusive member of their race, a proud and fair
Include caracapanthas in your campaign if... folk that lives in seclusion where those unable
… you want to twist stereotypes and create a of flight cannot even hope to reach them: even
world where the proudest of races is a refugee other elves are not welcome into their cities, as
folk, shunned by the humans that are usually the sapaksha are extremely reluctant to involve
scorned by elves. themselves with others; they are not evil or
… in the ancient history of your campaign world uncaring, they simply want to be left alone.
there was a proud elven kingdom that fell into
For the prospective of winged elves,
44 while they could assist the other races in their
battles, “soil-dwellers” won't even be capable of
helping them in their aerial struggles. And so
they believe that it is for the mutual good that
the two kinds of flying and earthbound elves
remain separated, at least until dire
circumstances require a brief alliance. The
coming of a rescuing warband of sapaksha
when everything seemed lost inspired many a
poem, as the saviors flied away even before they
could be thanked properly.

Winged elves are perhaps the most
aesthetically gifted of their race: their build and
features are delicate and refined, the very
paragon of elfin visage. Hair, eyes and feathers
all come in varied hues, that mingle with the fair
shade of the skin in what appears to elf and
humans – who at times dubbed sapaksha
“angelfs” – as nearly absolute perfection.

Ability Score Increase. Your Charisma determining your carrying capacity and the
score increases by 1. You are beautiful beyond weight you can push, drag, or lift.
words, and your shyness adds to the attractive
mystery of your reputation. Include sapakshas in your campaign if...
… you need to populate the mountain peaks when
Aerial Weapon Training. Winged elves the first elven cities were founded with
favor the less cumbersome weapons that they unforgettable inhabitants.
can use during flight. You have proficiency with … flying cities are, in your campaign, a common
the spear, shortsword, shortbow, and hand sight.
crossbow.
Play a sapaksha if...
Flight. You have a flying speed of 30 … you want to play an elf who walks literally
feet. To use this speed, you can't be wearing above common folks.
medium or heavy armor. … you want to explore ruins, dungeons and
savage lands from a different prospective.
Thin Build. Your hollow bones, while
necessary for flight, strongly compromise your
build. You count as one size smaller when

45

HALFLING SUBRACES

Among the main D&D races, the halfling MELLON HALFLING
stand as a testament of Tolkien’s works’
influences in the game. Where other “I regret my haste, I would have loved to be able
“inspirations” had to change their name for legal to linger in the library, but we have no time. Our
issues, the race of “half men” keeps a name that mission is of the utmost importance. There will
you could read in The Lord of the Rings as an be time when we get back to finally delve into the
epithet for the same creatures. However, as the shelves and their secrets.”
Professor’s legacy stands true, it is hard to
imagine D&D’s halflings as something different Most halflings live across human and dwarven
from Tolkien’s ones; some campaign setting settlements, and only the wandering
tried to, but the nontolkienish halfling soon community visit from time to time the
became something new, something different. magnificent elven kingdoms. There is, however,
an exception to this rule: some halfling families
For better or worse, the halflings are were long ago accepted into elfish cities and
still tied to The Hobbit and its sequels. And so, nations not as passing visitors, not as hired
rather than defying this heritage, I decided to workers, but as estimated members of the
embrace it: here you will find two halfling community.
subraces that wink at Tolkien’s works, two
options designed to fill into a very specific niche The eminent members of these families
that, I’m sure of it, needs no further were named mellon, “friends”, thanks to some
introduction. great services they rendered to the elves, and in
time the name stuck to their descendants. When
compared to other halfling families, the mellon
tend to be more reflective and pensive than
most lightfoot and stout, and they can speak
Elvish with no inflection at all, often composing
touching poetry that rivals the works of the
elves themselves. Their sweet talks, however,
pales in comparison to the force of will that
every single mellon possesses, an inner strength
that goes beyond the proverbial bravery of the
halflings and that hints at some great suffering
that forever marked the family.

Time and generation may pass, but what
made an adventurer a mellon to the elves,
remains, and will eventually surface back in
their heirs that decide to take back the
adventuring career.

Ability Score Increase. Your
Intelligence increases by 1. Thanks to the
constant exchange with the elven culture, you
possess a keen and sharp mind.

Extra Language. You can speak, read,
and write Elvish in addition to Common and
Halfling.

46

Persuasive. You have proficiency in the shun and distance from, but throughout history
Persuasion skill. Despite being less expansive there were circumstances when whole halfling
than other halflings, you have a knack for communities were corrupted by utter darkness,
finding the right words for every situation. and thus the tainted subrace was born.

Strong Will. You have advantage on Where halflings are regarded as
saving throws against being charmed. incarnations of the joy of life, tainted ones are
vileness made flesh: their bodies are twisted,
Include mellon in your campaign if... their minds vicious, their word treacherous and
… you use the halfling subraces to differentiate their motivation utterly egoistic. Despite this,
the families that live within different cultures: tainted halflings share a loose bonds with
lightfoot with humans, stouts with dwarfs, and members of their community, as they all toil
mellon with elfs. towards mutual survival; but, should a single
… you need a subrace to represent a family of member of the community, even a close relative,
halflings that favors lore and knowledge over became a burden or a treat, they will be quick to
secrecy and a quiet life. dispose of the weak link of their chain, typically
integrating it into their food chain. For
Play a mellon if... cannibalism is not the first, nor the worst of
… you want to play a halfling sage, or even a common taboos that tainted halflings break and
halfling wizard. assume as habits.
… you prefer your halfling character not to be the
stereotypical midget thief, nor the typical bare- Given their cruel ways, and their small
footed merry fellow, but rather a contemplative numbers, one would wonder how are such
hero with a strong heart. debased and ultimately weak creatures capable
of surviving in a world full of heroes and greater
TAINTED HALFLING evils. The answer is that, as most halflings do,
they are good at hiding themselves, and their
“I saw the eyes, I swear it. Those fiery eyes true motive too: the inner corruption doesn’t
flashing in the dark, I can’t forget them. Pardon always manifest itself on the outside, and some
me, but I can’t believe that this… this thing is wandering halfling communities are in fact
related to me.” clans of debased marauders and cannibals,
always on the run from their rightful demise.
As sages have often pointed out, halflings Others, the most deranged and hideous ones,
possess an inborn resistance to darkness and hide themselves in the darkest caves of the
corruption that would shame many self- Earth, and often offer their services to a
proclaimed heroes: even in the gloomiest of powerful master in order to survive.
shadows, they can keep going and carry on,
overcoming every obstacle. But this very The tainted halfling adventurers are a
resilience could became a weakness, for as a handful at most, as very few of them would
halfling gets inured to the corruption of reject their corrupted life, and even fewer
darkness this vile taint will slowly take root in would be accepted by a traditional adventuring
their heart, subtly at first, till the very spirit of party. Still, among monstrous and vile ravagers,
the unlucky fellow will be forever marked by a tainted halfling would be a proper addition.
corruption.
Ability Score Increase. Your Strength
Most races would not be still alive by increases by 1. You tap into a savage prowess
then, but a halfling can. Usually it is only a poor that most halfling will never achieve.
sod to be infected by such a taint, a single
individual that the community will promptly Heart of Darkness. You have resistance
against necrotic damage.

47

Superior Darkvision. Your eyes are Include tainted halflings in your campaign
adapted to a life in the darkness, both if...
metaphorical and actual ones. You can see in … you want to illustrate the corruption that took
dim light within 120 feet as if it were bright root in the halfling community during some
light, and in darkness as if it were dim light. You tragic historical events.
can’t discern color in darkness, only shades of … you like to insert an evil subrace for every
gray. common adventurer race, to show that evil can
took root almost everywhere and that personal
Sunlight Sensitivity. You have choices are what, ultimately, makes the
disadvantage on attack rolls and on Wisdom difference.
(Perception) checks that rely on sight when you,
the target of your attack, or whatever you are Play a tainted halfling if...
trying to perceive is in direct sunlight. … you want to play a ruthless marauder that
seeks its precious treasure.

… you are sick with the
chubby, good halfling
fellow stereotype, and
want to play something
totally different.

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VARIANT ORCS

If the field of traditional portrait and testaments, is adamant in its believe that the
D&D rendering there is no race whose orcs were created ex novo by their god,
reputation is as bad as the orcs’ one. In fairy Gruumsh, and that their ancestors were never
tales, orcs and ogres (the two words are strictly anything less than orcs themselves.
related) are the quintessential boogeymen, and
in Tolkien’s works the orcs and goblins are The vileness of the so called “corrupted”
literally hopeless vileness made flesh, a race orcs, according to the chronicles, exceeded that
born from mutilation, slavery, and corruption, of the orc race, nor they seemed to be driven in
an evil folk beyond any hope of redemption. their plunder by any religious zeal.
Furthermore, the sources disagree in regard of
But, since the time of the porcine- the specific appearance of the corrupted ones:
snouted orcs of the first D&D iteration, the many of them seemed to be bent and hunched
fantasy culture has changed much, and in many humanoids, others had animal features and fur,
works the orcs are portrayed in a different, while some could pass for mundane, albeit
better light. The orc race presented on Volo’s bulky, humans. The current orcs resemble a
Guide, however, suffers from trying to be good stabilization of those ancestral monsters, one
for both the vile, bestial, cruel orcs and the bold, that has become a race of its own and doesn’t
strong and valiant ones -a “vanilla” race. Only manifest as a perversion of other humanoids.
recently the new Eberron campaign setting
finally introduced official and not mentally- Despite this, corrupted orcs still live and
impaired orcs. prey upon the weak. Be it as lone predators or
as small families and communities of
But, should you prefer subtly different degenerated, photo-phobic cannibals, they
races for different orc concepts, here they come. quietly come to be even now, their savagery
further adding to the notoriety of Gruumsh’s
ORC, CORRUPTED ONE ones. And a few sages point out the clear
influence of an evil, extremely powerful will
“It was during the famine, Jorason and the others behind their transformation… and to the
were isolated in the mountains by the sudden similarities between the word “orcs” and the
storm. It was not until spring that we were able name “Orcus”, the Demon Prince of undead and
to reach their cabin, and we expected to find no lord of corpse feeders.
one alive. When we opened the door, the stench
of death almost suffocated us: the floor was CORRUPTED ORC TRAITS
littered with dried blood and gnawed human
bones. Of the woodsmen party, only Jorason Ability Score Increase. Your Strength
remained, having feed on his deceased score increases by 2, your Constitution score
companions… but he was now an orc!” increases by 1.

Many legends, ancient inscriptions, and Age. Orcs reach adulthood at age 12 and
mythical chronicles, both in prose and in verses, live up to 50 years.
speak about the wicked mutation that
transformed one or more humanoids into a Alignment. Unlike the common orcs,
crooked, vile creature of pure evil, one that was the corrupted ones are ravaging villains and
soon to be called an orc. The orc race that vicious raiders with no regards for the weaker
currently inhabits the world however, while ones. They are always evil, and usually chaotic
sharing many traits with the orcs of these evil.

Size. As common orcs do, corrupted
ones are usually over 6 feet tall and weigh

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between 230 and 280 pounds. Your size is Strength modifier, instead of the bludgeoning
Medium. damage normal for an unarmed strike. As a
bonus action, after a melee attack, you can make
Speed. Your base walking speed is 30 an additional unarmed attack with your fangs.
feet.
Powerful Build. You count as one size
Superior Darkvision. You can see in larger when determining your carrying capacity
dim light within 120 feet as if it were bright and the weight you can push, drag, or lift.
light, and in darkness as if it were dim light. You
can’t discern color in darkness, only shades of Silent Nightmare. You are trained in
gray. the Intimidation and Stealth skills.

Aggressive. As a bonus action, you can Sunlight Sensitivity. You have
move up to your speed towards an enemy of disadvantage on attack rolls and on Wisdom
your choice that you can see or hear. You must (Perception) checks that rely on sight when you,
end this move closer to the enemy than you the target of your attack, or whatever you are
started. trying to perceive is in direct sunlight.

Flesh-Tearing Fangs. Your bestial Languages. You can speak, read, and
snout is filled with deadly fangs, that you can write Common and Orc.
use to make unarmed strikes. If you hit, you
deal piercing damage equal to 1d4 + your Include corrupted orcs in your campaign if...
… you find the mundane
orcs are now too
overdone, and you want
a subtly different race of
true monsters to haunt
the nightmares of your
players.
… you want corruption
and taint to be, in your
campaign setting, a
tangible darkness that
could potentially pervert
and infect anyone.

Play a corrupted orc
if...
… you want to play a
true boogeyman (and
the other players agree,
of course).
… you want to defy even
utter and ultimate taint,
in playing a hero that
seeks salvation from a
corruption that will be
forever within their soul.

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