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Published by DnDArchive, 2020-10-27 14:16:17

5th Edition - Unearthed Arcana - 1-74

5th Edition - Unearthed Arcana - 1-74

Each description also includes a list of the Path of Baalzebul trait, that allows a favored
signature spells associated with the cult. If a cult cultist to look good in light of an ally’s failure.
member can cast spells, you can replace any of
those spells with spells from that list, as long as Path of Baalzebul. As a bonus action on its turn, this
the new spell is of the same level as the spell it creature can choose one ally it can see within 30 feet of
replaces. it. Until the start of this creature’s next turn, it gains
advantage on all ability checks and attack rolls, while the
Why Devils Want Cults chosen ally suffers disadvantage on all ability checks,
attack rolls, and saving throws.
For all their might, most devils are effectively trapped in
the Nine Hells. While other planar creatures use magic Cult of Dispater
to move between planes, devils require either a portal
they can physically walk through or a summoning Goals: Power gained and used in secret,
conducted by an entity on a distant plane. They have influence exerted via blackmail, control of
little will in determining where they can go. people and organizations through knowledge
Because of this restriction, on the Material Plane most of their weaknesses and shames
devils work through cults. Cults typically consist of folk
who have used rituals to contact devils and pledge their Typical Cultist: Acolyte, bandit, bandit captain,
souls to them in return for power. The Lords of the Nine cult fanatic, cultist, mage, noble, spy
drive most of the soul trade, and the gifts they can offer
are determined by Asmodeus’s decrees. Signature Spells: Guidance (cantrip), identify
(1st level), see invisibility (2nd level),
Cult of Asmodeus clairvoyance (3rd level)

Asmodeus demands the loyalty of all cultists Dispater trades in secrets, offering them in
who gain power and leadership in the cults of return for a creature’s soul. His cults typically
the Nine. His cult overarches all the others. trade secrets to devils in return for other
Any NPC who leads a diabolical cult must also information. They often hatch conspiracies
acknowledge the power of Asmodeus. In return, aimed at toppling and replacing governments or
the most skilled and worthy of those cult leaders religious orders.
gain the Demands of Nessus trait. Renegade mind flayers sometimes strike pacts
with Dispater in search of the secrets needed to
Demands of Nessus. At the start of each of this forever escape an Elder Brain’s domination.
creature’s turns, this creature can choose one ally it can Cultists can gain the Infernal Insight trait. Cult
see within 30 feet of it. The chosen ally loses 10 hit leaders might also have the Vexing Escape trait.
points, and this creature regains the same number of hit
points. If the creature is incapacitated, it makes no Infernal Insight (Recharges after a Short or Long Rest).
choice; instead, the closest ally within 30 feet is the As a bonus action, this creature gains advantage on all
chosen ally. ability checks and attack rolls it makes until the end of
the current turn.
Cult of Baalzebul
Vexing Escape (1/Day). As a reaction when this creature
Goals: Restoration of honor and respect, at the takes damage, it reduces that damage to 0 and teleports
cost of those who stole it up to 60 feet to an unoccupied space it can see.

Typical Cultist: Any NPC or monster who has Cult of Fierna
suffered a fall from grace
Goals: Control over the emotions of others,
Signature Spells: Minor illusion (cantrip), turning them into puppets and playthings
disguise self (1st level), phantasmal force (2nd
level), major image (3rd level) Typical Cultist: Acolyte, archmage, bandit
captain, cult fanatic, cultist, knight, noble,
Baalzebul typically recruits individuals rather priest, spy
than cults. He offers hope to those whose failures
drive them to seek redemption. Signature Spells: Friends (cantrip), charm
Baalzebul sometimes increases the Charisma person (1st level), suggestion (2nd level),
of those who follow him. He also grants a boon, hypnotic pattern (3rd level)

©2017 Wizards of the Coast LLC 3

Fierna is a master manipulator. Mortals who Cult of Glasya
desire success in love or who seek to become
beloved leaders at the head of a band of fanatics Goals: Power gained by turning a system against
are drawn to striking bargains with her. itself, yielding power that is not only absolute
Fierna grants gifts that allow her cultists to but legitimate on a cultural and legal basis
manipulate emotions; they gain increases to
Charisma, as well as proficiency with skills such Typical Cultist: Bandit, bandit captain, cult
as Persuasion and Intimidation. In addition, fanatic, cultist, knight, noble, spy, thug
cultists can gain the Infernal Loyalty trait. Cult
leaders can also gain the Loyalty beyond Death Signature Spells: Friends (cantrip), charm
trait. person (1st level), invisibility (2nd level), haste
(3rd level)
Infernal Loyalty. This creature has advantage on saving
throws while it can see a creature within 30 feet of it As an expert in finding loopholes and exploiting
that has the Loyalty beyond Death trait. the law for her own good, Glasya is a patron of
thieves and other criminals, especially corrupt
Loyalty beyond Death (Recharges after a Short or Long nobles. Her influence is supposed to strengthen
Rest). As a reaction when an ally this creature can see is family bonds, but she has taken a liberal
reduced to 0 hit points, that ally is instead reduced to 1 interpretation of that and offers gifts that can be
hit point and gains temporary hit points equal to this turned against family members.
creature’s Charisma score + half its number of Hit Dice. Goblins who risk insurrection against their
hobgoblin masters make pacts with Glasya, as do
Cult of Geryon kenku who form criminal gangs.
Glasya grants increases to Charisma and
Goals: Physical prowess, domination of others Dexterity. In addition, cultists can gain the Step
through strength, destruction of all opposition into Shadows trait. Cult leaders can also gain the
Infernal Ring Leader trait.
Typical Cultist: Bandit, bandit captain,
berserker, cult fanatic, cultist, gladiator, thug, Step into Shadows (Recharges after a Short or Long
tribal warrior, veterans Rest). As an action, this creature, along with anything it
is wearing and carrying, magically becomes invisible
Signature Spells: Shillelagh (cantrip), wrathful until the end of its next turn.
smite (1st level), enhance ability (2nd level),
aura of vitality (3rd level) Infernal Ring Leader. As a reaction when this creature is
hit by an attack roll, it can choose one ally it can see
Despite being deposed, Geryon still has the within 5 feet of it and cause that ally to be the target of
ability to strike bargains. He deals especially that attack roll instead.
with those who seek brute strength. Any warlike
monster—such as orcs, ogres, and trolls—can be Cult of Levistus
lured into Geryon’s cult.
Geryon’s cultists typically form fighting Goals: Survival and eventual revenge against
companies and bandit gangs, proving their those who wrong them
strength by defeating others in battle and taking
what they want as loot. Typical Cultist: Assassin, bandit captain, cult
Geryon grants increases to Strength and fanatic, cultist, mage, noble, spy, thug
Constitution. In addition, cultists can gain the
Crushing Blow trait. Cult leaders can also gain Signature Spells: Blade ward (cantrip),
the Indomitable Strength trait. expeditious retreat (1st level), spider climb
(2nd level), gaseous form (3rd level)
Crushing Blow (Recharges after a Short or Long Rest).
As a bonus action, the creature gains a bonus to the Levistus has no cult in the traditional sense.
damage roll of its next melee weapon attack. The bonus Instead, he offers favors to those who are
equals its Strength modifier (minimum of +1). desperate to escape a seemingly inevitable fate.
Drow are sometimes worshipers of Levistus,
Indomitable Strength (Recharge 5–6). As a reaction as their cruel society often pushes them into
when this creature takes damage, it can roll a d10 and situations they feel they can’t escape.
subtract the number rolled from the damage. Levistus usually grants those who pledge their
souls to him a single chance to escape from
©2017 Wizards of the Coast LLC
4

danger, but some cunning folk strike a deal with Typical Cultist: Archmage, cult fanatic, cultist,
Levistus, pledging their souls to him in return for mage, priest
escape at a future date. This boon takes the form
of the Path of Levistus trait. Signature Spells: Fire bolt (cantrip), burning
hands (1st level), flaming sphere (2nd level),
Path of Levistus. This creature magically teleports to a fireball (3rd level)
location of Levistus’s choice within 1 mile of its location.
This ability also restores all of the creature’s hit points. It As a master of the arcane arts, Mephistopheles
can be invoked as an action by the creature or when the finds eager recruits among those who study
creature would die. Once the creature uses it, the magic. Any monster that uses spells, such as
creature can’t use it again. storm giants and oni, might follow him, and
wizards’ guilds and conclaves of sages are the
Cult of Mammon most likely to come under his influence.
Mephistopheles grants spellcasting ability to
Goals: Wealth, secured not only to promise many of his followers. In addition, cultists can
personal comfort and power but to deny gain the Spell Shield trait. Cult leaders can also
wealth and its benefits to others. gain the Spell Leech trait.

Typical Cultist: Bandit, bandit captain, cult Spell Shield. This creature gains advantage on saving
fanatic, cultist, noble, spy, thug throws against spells. If it succeeds on such a saving
throw, it gains temporary hit points equal to the spell’s
Signature Spells: Mending (cantrip), Tenser’s level.
floating disk (1st level), arcane lock (2nd level),
glyph of warding (3rd level) Spell Leech. As a bonus action, this creature chooses
one ally it can see within 30 feet of it. The target loses
Mammon’s greed overwhelms everything else. its lowest-level spell slot, and this creature gains it.
He deals with mortals who desire material
wealth and provides them with the ability to Cult of Zariel
spread that greed like an infection.
The greedy duergar and even some dragons Goals: Conquest, glory in battle, fame and
are prone to falling prey to Mammon’s fortune derived from military conquest
temptations, and merchants and trade guilds are
vulnerable to his bargains. Typical Cultist: Berserker, cult fanatic, cultist,
Mammon’s cultists can gain the Grasping gladiator, guard, knight, veteran
Hands trait. Cult leaders can also gain the
Promise of Wealth trait. Signature Spells: True strike (cantrip), heroism
(1st level), spiritual weapon (2nd level),
Grasping Hands (Recharges after a Short or Long Rest). crusader’s mantle (3rd level)
As a bonus action, this creature makes a Dexterity
(Sleight of Hand) check contested by the Wisdom Zariel’s cult offers martial training and talent. It
(Insight) check of a creature it can see within 15 feet of flourishes in areas wracked by war. Refugees
it. If this creature succeeds, one handheld item of its with the will to fight but lacking experience are
choice that it can see on the target magically teleports drawn to Zariel, as she can provide them with
to its open hand. The item can’t be one that the target is the skills needed to survive. Established
holding, and it must weigh no more than 10 pounds. warriors looking for an edge are otherwise her
most common recruits.
Promise of Wealth (Recharges after a Short or Long Knightly orders, fighters’ guilds, and
Rest). As a bonus action, this creature chooses one mercenary companies are the most likely to
creature it can see. Up to five allies of its choice become come under her sway. Hobgoblins sometimes
convinced that the target carries great wealth. Until the turn to her, but only if they have escaped the
end of this creature’s next turn, those allies gain influence of Maglubiyet and his priests.
advantage on all attack rolls against the target. Zariel gifts her followers with martial prowess.
For example, a simple peasant might gain the
Cult of Mephistopheles abilities of a veteran. In addition, cultists can
gain the Ferocious Surge trait. Cult leaders can
Goals: Magical skill and power, backed with the also gain the Infernal Tactics trait.
will to use it to crush rivals
5
©2017 Wizards of the Coast LLC

Ferocious Surge (Recharges after a Short or Long Rest). see. For the next hour, as a bonus action this creature
When this creature hits with an attack that isn’t a critical learns the current distance and direction to the target if
hit, it can turn the hit into a critical hit. it is on the same plane of existence. The link ends if this
creature is incapacitated or if it uses this ability on a
Infernal Tactics. This creature has a keen eye for seizing different target.
a tactical advantage. Immediately after rolling initiative,
it can choose itself and up to three allies it can see if it Incite the Hunters (Recharges after a Short or Long
isn’t incapacitated. It can swap the initiative results of Rest). As an action, this creature allows each ally within
the chosen creatures among them. 30 feet of it that has the Unerring Tracker trait to make
one weapon attack as a reaction against the target of
Demonic Boons that ally’s Unerring Tracker.

Wicked folk who seek power from demons are Labyrinthine Recall. This creature can perfectly recall
scattered across the multiverse. Some of them any path it has traveled.
gather in cults, but many of them act on their
own or in small groups. Whatever their Demogorgon
organization, they are united in their desire to
draw power from the bottomless evil of the Ability Score Adjustment: Up to a +4 bonus to
Abyss. Strength, Charisma, or both
The following entries outline boons that a DM
can grant to monsters and NPCs dedicated to a Signature Spells: Charm person (1st level),
particular demon lord. The entries also list enlarge/reduce (2nd level), vampiric touch
signature spells associated with a demon lord. If (3rd level)
the monster or NPC can cast spells, you can
replace any of those spells with spells from that Demogorgon’s followers are typically lone killers
list, as long as the new spell is of the same level driven by the whispering voice of their master.
as the spell it replaces. His most blessed followers gain the Two Minds
A demon can impart boons to a number of of Madness trait.
creatures equal to the number of Hit Dice it has.
In contrast, demon lords have no limit on the Two Minds of Madness. This creature has advantage on
number of creatures that can receive their boons. all Intelligence, Wisdom, and Charisma saving throws.
Boons from demons are fickle gifts. They
remain in place only so long as the demon is Fraz-Urb’luu
pleased. Accepting such a boon is a damning act
that corrupts the soul and drives a person Ability Score Adjustment: Up to a +4 bonus to
toward acts of chaos, evil, and madness. Wisdom, Charisma, or both
Rejecting a boon likely provokes a demon’s
wrath. Signature Spells: Minor illusion (cantrip),
disguise self (1st level), invisibility (2nd level),
Baphomet hypnotic pattern (3rd level)

Ability Score Adjustment: Up to a +4 bonus to As a master of deceit, Fraz-Urb’luu teaches his
Strength, Wisdom, or both initiates the secrets of lies and illusions. They
can also gain the Liar’s Eye trait.
Signature Spells: Hunter’s mark (1st level),
beast sense (2nd level), slow (3rd level) Liar’s Eye. This creature has advantage on Wisdom
(Insight or Perception) checks.
Baphomet grants the gifts of cunning and As a bonus action, it automatically detects the
physical power. He grants his rank and file location of all illusions and hidden creatures within 15
followers the Unerring Tracker trait, and cult feet of it.
leaders gain the Incite the Hunters trait. All of his
devotees also gain the Labyrinthine Recall trait. Graz’zt

Unerring Tracker. As a bonus action, this creature Ability Score Adjustment: Up to a +4 bonus to
magically creates a psychic link with one creature it can Constitution, Charisma, or both

Signature Spells: False life (1st level), hold
person (2nd level), fear (3rd level)

©2017 Wizards of the Coast LLC 6

The Lord of Forbidden Pleasures grants his Undying Soul trait, and his cult leaders gain the
cultists the ability to transform even the most Aura of Death trait.
hideous pain into pleasure. His cultists gain the
Joy from Pain trait, while his cult leaders gain the Undying Soul (Recharges after a Short or Long Rest). If
Master of Pleasures trait. this creature is reduced to 0 hit points, it immediately
makes a DC 10 Constitution saving throw. If it succeeds,
Joy from Pain. Whenever this creature suffers a critical it is instead reduced to 1 hit point.
hit, it can make one melee weapon attack as a reaction.
Aura of Death. This creature emanates a deathly aura
Master of Pleasures. As a reaction when this creature that extends 30 feet in every direction from its space
takes damage, it can magically grant 5 temporary hit while it isn’t incapacitated. The aura is blocked by total
points to itself and up to three allies within 30 feet of it. cover. While in the aura, the creature and any friendly
undead are immune to the frightened condition and
Juiblex have resistance to radiant damage. Enemies suffer
disadvantage on death saving throws while in the aura.
Ability Score Adjustment: Up to a +8 bonus to
Constitution, with an equal penalty to Yeenoghu
Intelligence, Wisdom, and Charisma
Ability Score Adjustment: Up to a +4 bonus to
Signature Spells: None Strength and Dexterity, with an equal penalty
to Intelligence and Charisma
The Faceless Lord’s followers are bizarre loners
who prefer the company of slimes and oozes to Signature Spells: Tasha’s hideous laughter (1st
other creatures. They gain the hardiness of a level), crown of madness (2nd level), fear (3rd
slime at the cost of their minds. Lesser followers level)
gain the Liquid Movement trait. The most
dedicated devotees of ooze also gain the Slimy Yeenoghu’s followers form roving packs of
Organs trait. cannibalistic marauders. They grow more like
gnolls in temperament and action with each
Liquid Movement. As an action, this creature can move passing day. His most devoted followers gain the
up to 20 feet through spaces no more than an inch in Gnashing Jaws action option and the Rampage
diameter. It must end this movement in a space that can trait, while cult leaders gain the Aura of
accommodate its full size. Otherwise, it takes 5 force Bloodthirst trait.
damage and returns to the space where it began this
movement. Gnashing Jaws. Melee Weapon Attack: bonus to hit
equal to this creature’s proficiency bonus plus its
Slimy Organs. This creature has resistance to Strength modifier, reach 5 ft., one target. Hit: 1d4 + this
bludgeoning, piercing, and slashing damage from creature’s Strength modifier piercing damage.
nonmagical attacks.
Whenever it suffers a critical hit or is reduced to 0 hit Rampage. When this creature reduces a creature to 0
points, all creatures within 5 feet of it take acid damage hit points with a melee attack on its turn, it can take a
equal to its number of Hit Dice. bonus action to move up to half its speed and make its
Gnashing Jaws attack once.
Orcus
Aura of Bloodthirst. If this creature isn’t incapacitated,
Ability Score Adjustment: Up to a +4 bonus to any creature with the Rampage trait can make its
Intelligence, Wisdom, or both Gnashing Jaws attack as a bonus action while within 10
feet of this creature.
Signature Spells: False life (1st level), ray of
enfeeblement (2nd level), animate dead (3rd Zuggtmoy
level)
Ability Score Adjustment: Up to a +4 bonus to
In most cases, Orcus transforms his followers Constitution, with an equal penalty to
into undead creatures such as ghouls and wights. Intelligence, Wisdom, and Charisma
Sometimes he needs his followers to retain their
mortal forms, to more easily infiltrate a kingdom Signature Spells: None
or city. He grants rank and file cultists the

©2017 Wizards of the Coast LLC 7

Zuggtmoy’s followers are primarily mindless
victims of her children’s strange spores. The
spores burrow into a victim’s brain, turning it
into a fanatic servitor. They gain the Spore
Kissed trait.

Spore Kissed. This creature is immune to the charmed
and frightened conditions. In addition, if it is reduced to
0 hit points, each creature within 10 feet of it takes
poison damage equal to its number of Hit Dice.

Other Demons

Demons of sufficient cunning and power can
attempt to form their own cults, using them as
pawns against their enemies. A demon can grant
a special trait based on its type, as shown below.

Balor

Fiery Soul. This creature has resistance to fire damage.
When it dies, it explodes; each creature within 10 feet of
it takes fire damage equal to its number of Hit Dice.

Goristro

Labyrinthine Recall. This creature can perfectly recall
any path it has traveled.

Marilith

Serpentine Reaction. This creature can take a second
reaction each round.

Nalfeshnee

Guarded Mind. This creature is immune to the
frightened condition.

©2017 Wizards of the Coast LLC 8

Unearthed Arcana: Elf Subraces

This document provides new subrace options for ambition beyond a peaceful coexistence with
elves. nature.
If anyone is fool enough to disturb a grugach
This Is Playtest Material realm, these elves take to arms and fight in
earnest. Grugach master the basic weapons
The material here is presented for playtesting and to needed to hunt and forage in the wood. Every
spark your imagination. These game mechanics are in copse of trees becomes a sniper’s nest, and each
draft form, usable in your campaign but not refined by forest meadow is an ambush point. The grugach
final game design and editing. They aren’t officially part set pits filled with stakes, snares that leave an
of the game and aren’t permitted in D&D Adventurers intruder helpless to grugach arrows, and other
League events. snares designed to kill rather than capture. The
If we decide to make this material official, it will be grugach fight to the death to preserve their
refined based on your feedback, and then it will appear realms.
in a D&D book. Ability Score Increase. Your Strength score
increases by 1.
Subraces Grugach Weapon Training. You have
proficiency with the spear, shortbow, longbow,
When you choose the subrace of your elf and net.
character, you can choose one of the following Cantrip. You know one cantrip of your choice
options, in addition to those in the Player’s from the druid spell list. Wisdom is your
Handbook. spellcasting ability for it.
Languages. Unlike other elves, you don’t
Avariel speak, read, or write Common. You instead speak,
read, and write Sylvan.
The avariel are winged elves. These rare
creatures were more common when the worlds Sea Elf
of the multiverse were young, but frequent
conflicts with dragons much reduced the winged The sea elves fell in love with the wild beauty of
elves’ number. Still, a few colonies persist here the ocean in the earliest days of the multiverse.
and there in the Material Plane and on the Plane While other elves traveled from realm to realm,
of Air. the sea elves navigated the deepest currents and
Flight. You have a flying speed of 30 feet. To explored the waters across a hundred worlds.
use this speed, you can’t be wearing medium or Today, they form small, hidden communities in
heavy armor. the ocean shallows and the Plane of Water.
Languages. You can speak, read, and write Ability Score Increase. Your Constitution
Auran. score increases by 1.
Sea Elf Weapon Training. You have
Grugach proficiency with the spear, trident, light
crossbow, and net.
The grugach of the world of Greyhawk shun Child of the Sea. You have a swimming speed
contact with other folk, preferring the solace of of 30 feet, and you can breathe air and water.
the deepest forests and the companionship of Friend of the Sea. Using gestures and sounds,
wild animals. Even other elves draw their you can communicate simple ideas with Small or
suspicion. smaller beasts that have an inborn swimming
The grugach tend toward chaos and neutrality. speed.
They feel no special duty to anyone beyond their Languages. You can speak, read, and write
own folk and the forest that is their home. Aquan.
Troubles beyond their borders are best kept
there. At the same time, they harbor little

©2017 Wizards of the Coast LLC 1

Shadar-kai Random Height and Weight

Sworn to the Raven Queen’s service, the Base Base Height Weight
mysterious shadar-kai venture into the Material
Plane from the Shadowfell to advance her will. Subrace Height Weight Modifier Modifier
Once they were elves like the rest of their kin,
but now they exist in a strange state between life Avariel 4ʹ8ʺ 90 lb. +2d10 × 1d4 lb.
and death, their skin pale and their bodies
marked by piercings and eerie tattoos. Grugach 4ʹ5ʺ 75 lb. +2d6 × 1d6 lb.
Ability Score Increase. Your Charisma score
increases by 1. Sea Elf 4ʹ6ʺ 90 lb. +2d8 × 1d4 lb.
Cantrip. You know one of the following
cantrips of your choice: chill touch, spare the Shadar-kai 4ʹ8ʺ 90 lb. +2d8 × 1d4 lb.
dying, or thaumaturgy. Charisma is your
spellcasting ability for it.
Blessing of the Raven Queen. As a bonus Height = Base Height + Height Modifier (in inches)
action, you can magically teleport up to 15 feet
to an unoccupied space you can see, and you gain Weight = Base Weight + Height Modifier (in pounds) ×
resistance to all damage until the start of your
next turn. During that time, you appear ghostly Weight Modifier
and translucent. Once you use this ability, you
can’t use it again until you finish a short or long
rest.

©2017 Wizards of the Coast LLC 2

Unearthed Arcana: Three Subclasses

This document provides playtest options for the Circle Spells
druid, the fighter, and the wizard.
Your symbiotic link to fungus and your ability to
This Is Unofficial Material tap into the cycle of life and death grants you
access to certain spells. At 2nd level, you learn
The material here is presented for playtesting and to the chill touch cantrip. At 3rd, 5th, 7th, and 9th
spark your imagination. These game mechanics are in level you gain access to the spells listed for that
draft form, usable in your campaign but not refined by level in the Circle of Spores Spells table.
final game design and editing. They aren’t officially part Once you gain access to one of these spells, you
of the game and aren’t permitted in D&D Adventurers always have it prepared, and it doesn’t count
League events. against the number of spells you can prepare
If we decide to make this material official, it will be each day. If you gain access to a spell that doesn’t
refined based on your feedback, and then it will appear appear on the druid spell list, the spell is
in a D&D book. nonetheless a druid spell for you.

Druid Circle Circle of Spores Spells

At 2nd level, a druid gains the Druid Circle Druid Level Spells
feature. Here is a playtest option for that feature: 3rd gentle repose, ray of enfeeblement
the Circle of Spores. 5th animate dead, gaseous form
7th blight, confusion
Circle of Spores 9th cloudkill, contagion

Druids of the Circle of Spores find beauty in Halo of Spores
decay. They see within mold and other fungi the
ability to transform lifeless material into Starting at 2nd level, you can launch toxic spores
abundant, albeit somewhat strange, life. at other creatures. To do so, you use your
These druids believe that life and death are reaction on your turn to deal 3 poison damage to
portions of a grand cycle, with one leading to the one creature you can see within 10 feet of you.
other and then back again. Death is not the end This damage increases to 6 at 6th level, 9 at 10th
of life, but instead a change of state that sees life level, and 12 at 14th.
shift into a new form.
Druids of this circle have a complex Symbiotic Entity
relationship with the undead. Unlike most other
druids, they see nothing inherently wrong with At 2nd level, you gain the ability to channel
undeath, which they consider to be a companion magic into the spores that infuse you.
to life and death. However, these druids believe When you use your Wild Shape feature, you
that the natural cycle is healthiest when each can awaken those spores, rather than
segment of it is vibrant and changing. Undead transforming. When you do so, you gain 3
that seek to replace all life with undeath, or temporary hit points per level you have in this
avoid passing to a final rest, violate the cycle and class, the damage of your Halo of Spores feature
must be thwarted. doubles, and your melee weapon attacks deal an
extra 1d6 poison damage to any target they hit.
Circle of Spores Features These benefits last for 10 minutes or until you
use your Wild Shape again.
Druid
Level Feature Fungal Infestation
2nd Circle Spells, Halo of Spores,
At 6th level, your spores gain the ability to infest
Symbiotic Entity a humanoid corpse and animate it.
6th Fungal Infestation If you slay a humanoid with your Halo of
10th Spreading Spores Spores damage, the creature rises as a zombie at
14th Fungal Body the end of your turn. It has 1 hit point. In combat,

©2018 Wizards of the Coast LLC 1

its turn is immediately after yours. It obeys your level in this class, as shown on the Brute Bonus
Damage table.
mental commands, and the only action it can
take is the Attack action, making one melee Brute Bonus Damage
Fighter Level Damage Increase
attack. It remains animate for 1 hour, after which
3rd 1d4
time it collapses and dies.

Spreading Spores 10th 1d6

At 10th level, you gain the ability to seed an area 16th 1d8
with deadly spores. As a bonus action, you hurl
20th 1d10
fungal spores up to 30 feet away, where they
Brutish Durability
swirl around in a 10-foot cube for 1 minute.
Beginning at 7th level, your toughness allows
While the cube of spores persists, you can’t use you to shrug off assaults that would devastate
your Halo of Spores feature, but any creature
others.
that starts its turn in the cube takes your Halo of
Whenever you make a saving throw, roll 1d6
Spores damage. The cube of spores vanishes
early if you use this feature again. and add the die to your saving throw total. If
applying this bonus to a death saving throw
Fungal Body
increases the total to 20 or higher, you gain the
At 14th level, the fungal spores in your body
benefits of rolling a 20 on the d20.
alter you: you can’t be blinded, deafened,
Additional Fighting Style
frightened, or poisoned, and if an attack is a
critical hit against you, it doesn’t deal its extra At 10th level, you can choose a second option
from the Fighting Style feature.
damage to you.

Martial Archetype Devastating Critical

At 3rd level, a fighter gains the Martial Starting at 15th level, when you score a critical

Archetype feature. Here is a playtest option for hit with a weapon attack, you gain a bonus to
that feature: the Brute. that weapon’s damage roll equal to your level in

this class.

Brute Survivor

Brutes are simple warriors who rely on mighty At 18th level, you attain the pinnacle of

attacks and their own durability to overcome resilience in battle. At the start of each of your
turns in combat, you regain hit points equal to 5
their enemies. Some brutes combine this
physical might with tactical cunning. Others just + your Constitution modifier (minimum of 1 hit

hit things until those things stop hitting back. point). You don’t gain this benefit if you have 0

Brute Features hit points or if you have more than half of your
hit points left.

Fighter Level Feature Arcane Tradition

3rd Brute Force At 2nd level, a wizard gains the Arcane Tradition

7th Brutish Durability feature. Here is a playtest option for that feature:

10th Additional Fighting Style the School of Invention.

15th Devastating Critical

18th Survivor School of Invention

Brute Force The School of Invention claims credit for

Starting at 3rd level, you’re able to strike with inventing the other schools of magic—a claim

your weapons with especially brutal force. other wizards find absurd. Wizards of this school
Whenever you hit with a weapon that you’re push magic to its limits. They stretch the known

proficient with and deal damage, the weapon’s laws of arcane power and strive to reveal

damage increases by an amount based on your

©2018 Wizards of the Coast LLC 2

important truths about the nature of the Reckless Casting
multiverse.
Adherents of this school believe that Starting at 2nd level, you can attempt to cast a
innovation is best served through spell you don’t have prepared. When you use this
experimentation. They have a reputation for ability, you use your action and choose one of the
acting first, thinking second. Most wizards are following options:
scholars who have mastered their craft through
careful study, rigorous practice, and endless • Roll on the Reckless Casting table for cantrips
hours of repetition. These wizards would rather and cast the resulting spell as part of this
throw spells together and see what happens. action.
Many wizards of this tradition are gnomes,
alchemists, or both, and they take pride in the • Expend a spell slot and roll twice on the
magic-infused armor they don. The armor not Reckless Casting table for its level, or the 5th-
only provides protection, but it is also designed level table if the slot is 6th level or higher. Pick
to help the wizard channel magic in which of the two results you want to use and
unpredictable ways. cast the resulting spell as part of this action.
Wizards of this tradition are regarded as
savants to their faces, but wizards of other If the spell you cast isn’t a wizard spell, it is
traditions often think of them as lunatics. nonetheless a wizard spell for you when you cast
it with this feature.
School of Invention Features
Reckless Casting
Wizard
Level Feature d10 Cantrip
2nd Tools of the Inventor, Arcanomechanical 1 acid splash
2 chill touch
Armor, Reckless Casting 3 fire bolt
6th Alchemical Casting 4 light
10th Prodigious Inspiration 5 poison spray
14th Controlled Chaos 6 ray of frost
7 shocking grasp
Tools of the Inventor 8 sacred flame
9 thorn whip
At 2nd level, you gain proficiency with two tools 10 Roll twice and cast each cantrip, but if you
of your choice. roll another 10 on either die, you cast
nothing, wasting your action.
Arcanomechanical Armor

Innovation is a dangerous practice, at least as far d10 1st-Level Spell
as members of this school practice it. As a shield 1 burning hands
against this risk, you have developed a suit of 2 chromatic orb
arcane armor. 3 color spray
Starting at 2nd level, you gain proficiency with 4 faerie fire
light armor and gain a suit of arcanomechanical 5 false life
armor—a magic item that only you can attune to. 6 fog cloud
While you are attuned to it and wearing it, it 7 jump
grants you resistance to force damage. 8 magic missile
The armor is light armor and provides an AC of 9 thunderwave
12 + your Dexterity modifier. It weighs 8 pounds. 10 Roll twice and cast each spell, but if you roll
You can create a new suit of it at the end of a another 10 on either die, you cast nothing,
long rest by touching a nonmagical suit of wasting your action but not the spell slot.
studded leather armor, which magically
transforms it. Doing so removes the magic from
your previous arcanomechanical armor, turning d10 2nd-Level Spell
it into nonmagical studded leather. 1 blur
2 darkness
©2018 Wizards of the Coast LLC 3 enlarge/reduce
4 gust of wind
5 invisibility

3

6 levitate Alchemical Casting
7 Melf’s acid arrow
8 scorching ray At 6th level, you learn to channel magic through
9 shatter your arcanomechanical armor to augment spells
10 Roll twice and cast each spell, but if you roll in a variety of ways. When you cast a spell while
another 10 on either die, you cast nothing, wearing that armor and attuned to it, you can
wasting your action but not the spell slot. expend one additional spell slot of 1st or 2nd
d10 level to alter the spell. The effect depends on the
1 3rd-Level Spell spell slot you expend.
2 blink A 1st-level slot allows you to manipulate the
3 fear spell’s energy. When you cast a spell that deals
4 feign death acid, cold, fire, lightning, or thunder damage, you
5 fireball can substitute that damage type for another one
6 fly from that list.
7 gaseous form A 2nd-level slot increases the spell’s raw force.
8 lightning bolt If you roll damage for the spell when you cast it,
9 sleet storm increase that damage by 2d10 force damage
10 stinking cloud against one of the spell’s targets (your choice)
Roll twice and cast each spell, but if you roll this turn.
another 10 on either die, you cast nothing,
d10 wasting your action but not the spell slot. Prodigious Inspiration
1
2 4th-Level Spell At 10th level, you have attained a greater
3 blight mastery of spell preparation. As a bonus action,
4 confusion you can replace one spell you have prepared
5 Evard’s black tentacles with another spell from your spellbook. You
6 fire shield can’t use this ability again until you finish a short
7 greater invisibility or long rest.
8 ice storm
9 phantasmal killer Controlled Chaos
10 stoneskin
wall of fire At 14th level, your ability to improvise magic
Roll twice and cast each spell, but if you roll grows stronger. Whenever you roll on a Reckless
d10 another 10 on either die, you cast nothing, Casting table for a spell other than a cantrip, you
1 wasting your action but not the spell slot. can roll on the table that is one level higher than
2 the expended spell slot.
3 5th-Level Spell
4 cloudkill
5 cone of cold
6 destructive wave
7 flame strike
8 hold monster
9 insect plague
10 mass cure wounds
wall of force
wall of stone
Roll twice and cast each spell, but if you roll
another 10 on either die, you cast nothing,
wasting your action but not the spell slot.

©2018 Wizards of the Coast LLC 4

Unearthed Arcana: Into the Wild

This Is Unofficial Material Resolving Travel

The material here is presented for playtesting and to These optional rules break overland travel down
spark your imagination. These game mechanics are in into four different phases.
draft form, usable in your campaign but not refined by
final game design and editing. They aren’t officially part Wilderness Travel Phases
of the game and aren’t permitted in D&D Adventurers Choose destination
League events. Choose activities
Resolve activities and travel
If we decide to make this material official, it will be Camp
refined based on your feedback, and then it will appear
in a D&D book. Choose Destination

The rules for wilderness travel in chapter 5 of Before the party begins traveling for the day, the
the Dungeon Master’s Guide and chapter 8 of the players must choose a destination. A destination
Player’s Handbook allow a DM to track a party’s can be a place the party can reach that same day,
progress for each hour of travel. Those rules or one that requires several days of travel.
work similarly to the rules for dungeon If the characters want to wander an area
navigation, in that the players pick a direction without a specific destination, use the standard
and strike off in search of adventure, adjusting rules for wilderness travel and exploration from
their path as they go. the Dungeon Master’s Guide and the Player’s
What I noticed in my own campaigns, though, Handbook as they venture across your map.
was that players tended to focus primarily on
their destination in wilderness travel. In a Navigation DC
dungeon, players think in terms of opening the
door to the east, or investigating the passage to These rules introduce a new concept called the
the north. Their choices are tactical in nature, navigation DC. Some destinations can be found
and based on the immediate environment. automatically, but others have a DC that
Adventurers might be seeking a lost shrine in a measures the difficulty of finding a path to reach
dungeon, but the decisions they make along the them. The Navigation DC table provides some
way are all important and interesting. examples.
In the wilderness, most situations allow the Some locations might be difficult or even
characters to travel in any direction they choose. impossible to find without the characters first
Their choices are circumstantial rather than meeting a specific prerequisite. Reaching an
tactical. So when the characters decide to seek invisible tower floating in the air might require a
out a ruined temple in the forest, the choices special magic item that leads the characters to it.
they make along the way matter less than that Or if a mundane location is hidden within a thick
initial big-picture decision. mist that fills a valley, characters who find a way
The following approach to wilderness to disperse the mist can lower the navigation DC
exploration and travel provides a new overlay for that location significantly.
for the existing rules from the Dungeon Master’s
Guide and the Player’s Handbook. They’re built
around the idea that the players have a specific
destination in mind as the party sets out for the
day. They also require that you take a new
approach to designing the wilderness regions of
your campaign as a DM.

©2018 Wizards of the Coast LLC 1

Navigation DCs Lost table to determine where the characters
end up. If a result would be impossible—such as
DC Description requiring the characters to travel farther than
None Destination has a clear road, trail, or well- they can in a day—just pick a point between the
characters’ starting point and their intended
marked path leading to it final location that represents one day’s travel.
10 Destination lacks a path but is in open terrain
15 Destination lacks a path but is in dense terrain Becoming Lost

such as forest or mountains d6 Result
20 Destination is hidden, with active efforts made 1–4 2d6 miles in a random direction from

to conceal its existence through mundane destination
means 5–6 After traveling in circles, end 1d6 miles in a
25 Destination is hidden using illusions or other
magic random direction from starting point
30 Destination is hidden using powerful magic,
such as a regional effect that causes a forest’s Random Encounters
trees to slowly shift and force characters onto
the wrong path While traveling using these rules, use the normal
guidelines for random encounters found in the
Choose Activities Dungeon Master’s Guide. As an optional rule for
when the characters are lost, roll twice for each
Each player undertakes an activity while random encounter check to reflect that the
traveling, choosing from among the options characters might blunder into a monster lair or
offered in chapter 8 of the Player’s Handbook— other unusual threat.
but with one modification. In any case where the
destination has a navigation DC, at least one Travel
character must choose to navigate in order to
give the party a chance to reach its destination. After determining if a group becomes lost or has
a random encounter, check your map to
Resolve Activities and Travel determine the characters’ route during the day.
From their starting location, track how far they
Using these rules, a single set of ability checks travel toward their destination. Narrate any
for the characters’ activities resolves a full day’s changes in terrain or any special locations the
worth of travel. The activities from the Player’s characters find along the way, resolving
Handbook function as described, with the encounters as needed.
following exceptions.
Describing the Wilds
Navigation
In the same way that a map and an encounter
If the party’s destination has a navigation DC, key describe a dungeon, the wilderness can be
one character must make a Wisdom (Survival) summarized with a hex map and a collection of
check against that DC, applying normal modifiers interesting features.
for the party’s travel pace and other factors.
With a successful check, the characters make Mapping the Wilderness
progress toward their destination, perhaps even
reaching it if they move quickly enough. If the The guidance given for wilderness mapping in
check fails, or if no character makes a check the Dungeon Master’s Guide applies to these rules,
when the destination has a navigation DC, the with one potential exception. It’s a good idea to
party becomes lost. map out an area that a party can cover in a day
or two of travel, to allow your design to bring out
Becoming Lost the details that make each area unique.
When creating a wilderness, take the time to
If the party becomes lost, the characters end the think about the mood of an area. Is it a hot,
day at the wrong location. Roll on the Becoming

©2018 Wizards of the Coast LLC 2

oppressive desert? Is it a terrifying realm of Athletics. You might require characters to
craggy peaks and rivers of lava, with a massive attempt Strength (Athletics) checks to navigate
fortress-spire built by a god of war looming over difficult terrain such as broken ground or
the landscape? mountain peaks, with failure slowing the party
Take time to also think about what creatures and causing injury.
are active in the wilderness, and why. Are the History. A successful Intelligence (History)
characters moving through a war-torn land, with check might allow a character to locate a
orc patrols harassing the characters? Do forgotten road, identify the origin of ruins, or
hobgoblin legions struggle to tame a wild find a site mentioned in myth or legend.
frontier, building defensive points to help claim Nature. By attempting Intelligence (Nature)
it? Are there legendary, deadly monsters that checks, characters might identify what sorts of
hunt in this region? creatures dwell in an area based on subtle clues,
Pay special attention to friendly settlements or spot the effect of magic on a natural
and roads. The ease of movement roads provide ecosystem.
and the promise of a safe haven make well- Stealth. It’s good to call for Dexterity (Stealth)
traveled and settled areas attractive to most checks in areas that are heavily patrolled or
characters—especially low-level characters. under the watch of a specific creature. Failing the
check or moving too quickly to be stealthy brings
Adventure Locations the characters under scrutiny.
Survival. In an area infested with deadly
Consider each of the potential adventure plants or other natural hazards, successful
locations on your map, and assign navigation Wisdom (Survival) checks can allow the
DCs to them as appropriate. Take into account characters to avoid gathering and eating
the creatures that dwell nearby, a site’s notoriety, poisonous plants, to spot quicksand and other
the presence of any paths or roads leading there, hazards, and to avoid paths or areas where
and so forth. dangerous creatures prowl.

Regional Effects Tactical Terrain

Review the monsters that lair in your wilderness, As a final useful tool, consider creating a quick
and determine if any exert regional effects that table to help you generate terrain for random
you need to account for. Regional effects encounters, or for other events that require a
(described in the Monster Manual) are a great more detailed view as the characters explore. A
tool for showing the players how the presence of random table filled with iconic terrain for an
a powerful creature can alter the environment. area can help inspire you in the moment, and
They also add an element of magic and ensures that the interesting key elements of a
strangeness to areas that might otherwise seem region remain part of the action.
mundane. Start off with at least one or two noteworthy
features that are always present. Then think of a
Determine Checks and DCs few simple but distinctive features that you’d
expect to find in specific areas. If flat grasslands
Take note of the DC needed to forage in an area. are a dominant feature, you might also have low
But also think about DCs for any other ability hills, ruins, watering holes, thorny bushes, and
checks that you feel are relevant for the region. A other less common features to break things up.
few appropriate skills for such checks are noted Once you are done, create a list of all your
below. terrain features and assign each one a
An ability check you call for might be part of an percentage chance to be present in an area
existing activity, it might require a special (including 100 percent for dominant features).
activity relevant to an area, or it might be a check Then when you need to create an encounter area
you ask for only as appropriate. In any case, quickly, you can roll for each feature to see if it is
asking for special checks can help drive home a
region’s unique character and dangers.

©2018 Wizards of the Coast LLC 3

present—thinking of these key features as markers, and so on are common sights,
tactical features that can have an impact on the especially near the roads and the river.
encounter. • Several druids are active in the area, drawn by
the ambient planar energy and its effects on
Sample Region: the land. Though rocky, the soil of the Moon
Moon Hills Hills is bountiful, in part because of the links to
the Feywild and the Plane of Earth. Though in
The Moon Hills are a rugged series of steep hills some areas, the influence of the Shadowfell
at the heart of Nentir Vale. Patrols from Fallcrest renders the land gray and dull.
help keep the area’s organized threats in check, • The maze-like nature of this land promises lots
but monsters often make forays out from the of hidden areas and sudden discoveries. When
Cloak Wood. Strange creatures drawn from the bandits are active here, they thrive on ambush.
Feywild, the Shadowfell, and the Elemental Plane • The variety of terrain and features makes
of Earth are also found here. travel in the Moon Hills challenging. Any
experienced traveler can attempt to navigate
Ambient Mood this place, but the lack of clear sight lines and
the difficulty of long-distance navigation can
The hills are steep and sharp, with jagged make things daunting for the inexperienced.
escarpments forming sprawling, hilly plateaus.
Small groves dot the area, as do the occasional Settlements
burial mound, watchtowers from ancient Saruun
Khel, and other old ruins. The features of the An attack on any of the farms or manors in the
Moon Hills include the following: Moon Hills draws the notice of travelers or locals
within a day or two. While the area has its
• Play up the hills and the jagged cliff faces, secrets, the countryside is civilized overall.
making travel through this area feel like
navigating a maze. Straight and easy paths are Ruins and Dungeons
rare here.
The area is dotted with a few basic types of ruins
• Random boulders are common in the area, and dungeons, including the following:
placed by the influence of elemental earth and
looking as though they were dropped from the • Megaliths have been raised by the druids, with
sky. Wind and rain erode the soil to reveal tunnels and chambers excavated beneath them.
other strange rock formations that develop as They are constructed at points where planar
elemental earth energy seeps into the energy is strongest, putting many in proximity
landscape. with ancient ruins of Saruun Khel.

• The area’s key hook is the presence of many • Ruined watchtowers and small forts built by
crossings to the Feywild and the Shadowfell. the Saruun minotaurs dot the landscape.
The minotaurs of Saruun Khel traveled to both Humanoid monsters use them as temporary
those planes and the Plane of Earth to trade. bases.
The distorted topography of the Moon Hills is
due in part to the influence of earth magic, and • A few abandoned farmhouses and manors are
areas near planar crossings exhibit found in the hills. These are the legacy of raids
otherworldly traits. This doesn’t always imply that took place when this area was not so well
the presence of monsters, but it can leave protected by Fallcrest.
travelers feeling unsettled.
• Undiscovered vaults of Saruun Khel are still
• Plenty of farms and manor houses are found in hidden in the Moon Hills.
the area, owing to its proximity to Fallcrest.
Trails, old fences of wood or stone, property • An earth cult might establish a hidden base in
the area.

©2018 Wizards of the Coast LLC 4

Moon Hills Exploration Moon Hills Planar Confluence

Wracked by energy from the Plane of Earth and d20 Result
dotted with crossings to the Feywild and the 1–16 No effect
Shadowfell, the Moon Hills can be difficult to 17–18 Shadowfell influence causes nightmares or
navigate away from the safety of Fallcrest and its
immediate environs. The hills form a confusing disturbing visions; regain only half spent Hit
mess of paths between their steep slopes. Dice
19 Feywild influence grants vivid, exciting dreams
Moon Hills Summary or visions; gain inspiration
20 Earth influence fortifies and strengthens flesh
Navigation. The steep hills and the winding paths and bones; gain temporary hit points equal to
between them can be confusing, but the sparse character level
vegetation of the hills allows clear views of the sky. If
the characters are off the roads or paths that wind Terrain
through this area, they must always navigate to avoid
becoming lost—even if their destination does not The Moon Hills are an ideal spot for ambush, as
normally require a check. In that case, the check DC is the steep slopes favor a well-planned attack.
10. Bandits and intelligent monsters prefer to open
an assault with missile fire from atop a hill. Their
Foraging. DC 10; water and light game are plentiful. targets can either trudge upslope, enduring
Special Rules. If the characters take a long rest here, attacks along the way, or flee along the gullies
roll on the planar confluence table. between the hills. But with the gullies providing
a predictable path, smart attackers have more
Navigation ambushers in place just around the corner.
Devious foes might even send a group to cut off
If the characters are seeking a specific location, retreat back in the ambushed travelers’ original
use the DCs on the table. Characters who become direction.
lost must make a check to navigate to a
destination, even if they have a map or know the Moon Hills Tactical Terrain
path from having made a prior visit.
% Description
Moon Hills Navigation DCs 100% 1d3 + 1 steep hills (gullies serve as paths

DC Location between them)
None Fallcrest 100% 2d4 + 2 scattered trees
None Watcher’s Point 25% Boulder field (scattered along gullies and with

15 Bandit camp (common criminals) 1d3 still perched on hilltops, ready to be rolled
15 Obsidian standing stones with a successful DC 10 Strength (Athletics)
15 Ruins of the Horned Tower check; Dexterity save DC 10; 2d6 bludgeoning
20 Dungeon of the Sleeping Titan and knocked prone)
25 Pits of the Fang 10% Ruined watchtower of Saruun Khel
30 Lost gate of the Laughing Path 5% Shadowfell influence (disadvantage on death
saving throws in the area)
Planar Confluence 5% Feywild influence (disadvantage on Wisdom
saving throws in the area)
Parties that rest in the Moon Hills risk exposure
to planar magic. Whenever the characters
complete a long rest here, roll a d20 and consult
the table.

©2018 Wizards of the Coast LLC 5

Unearthed Arcana: Order Domain

This document presents a playtest option for the Order Domain Features
cleric: the Order Domain.
Cleric Level Feature
This Is Unofficial Content 1st Bonus Proficiency, Voice of Authority
2nd Channel Divinity: Order’s Demand
The material here is presented for playtesting and to 6th Order’s Dominion
spark your imagination. These game mechanics are in 8th Divine Strike
draft form, usable in your campaign but not refined by 17th Order’s Wrath
final game design and editing. They aren’t officially part
of the game and aren’t permitted in D&D Adventurers Domain Spells
League events.
You gain domain spells at the cleric levels listed
If we decide to make this material official, it will be in the Order Domain Spells table. See the Divine
refined based on your feedback, and then it will appear Domain class feature for how domain spells
in a D&D book. work.

Divine Domain Order Domain Spells

At 1st level, a cleric gains the Divine Domain Cleric Level Spells
feature. At the DM’s discretion, the following 1st command, heroism
domain option is available to a cleric, in addition 3rd enhance ability, hold person
to those offered in the Player’s Handbook. 5th mass healing word, slow
7th compulsion, locate creature
Order Domain 9th commune, dominate person

The Order domain represents discipline, as well Bonus Proficiency
as service to a society or an institution, whether
that service is rendered in obedience to or When you choose this domain at 1st level, you
enforcement of the law—civil, religious, or both. gain proficiency with heavy armor.
Gods on many worlds grant access to this
domain, including Bane, Tyr, Majere, Erathis, Voice of Authority
Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada,
Athena, Anubis, Forseti, and Asmodeus. Starting at 1st level, you can invoke the power of
The ideal of order is obedience to the law law to drive an ally to attack. Immediately after
above all else, rather than to a specific individual you cast a spell on an ally using a spell slot of 1st
or the passing influence of emotion or popular level or higher, that ally can use their reaction to
rule. Clerics of order are typically concerned make one weapon attack against a target of your
with how things are done, rather than whether choice that you can see. If the spell targets more
an action’s results are just. Following the law than one ally, you choose the ally who can make
and obeying its edicts is critical, especially when the attack.
it benefits these clerics and their deities.
More importantly, law establishes hierarchies. Channel Divinity: Order’s Demand
Those selected by the law to lead must be
obeyed. Those who obey must do so to the best Starting at 2nd level, you can use your Channel
of their ability. In this manner, law creates an Divinity to exert an intimidating presence over
intricate web of obligations that allows society to others.
forge order and security in a chaotic multiverse. As an action, you present your holy symbol,
and each creature of your choice that can see or
hear you within 30 feet of you must succeed on a
Wisdom saving throw or be charmed by you
until the end of your next turn or until the
charmed creature takes any damage. You can

©2018 Wizards of the Coast LLC 1

also cause any of the charmed creatures to fall
prone when they fail the saving throw.

Order’s Dominion

At 6th level, you become extraordinarily adept at
channeling magical energy to compel others.
When you cast a spell of the enchantment
school using a spell slot of 2nd level or higher,
you regain one expended spell slot. The slot you
regain must be of a level lower than the spell you
cast and can’t be higher than 5th level.

Divine Strike

At 8th level, you gain the ability to infuse your
weapon strikes with divine energy. Once on each
of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal
an extra 1d8 force damage to the target. When
you reach 14th level, the extra damage increases
to 2d8.

Order’s Wrath

Starting at 17th level, enemies you designate for
destruction wilt under the combined efforts of
you and your allies. If you deal your Divine Strike
damage to a creature, that creature takes an
extra 2d8 force damage the first time each turn
that any ally of yours hits it with a weapon attack.
This benefit lasts until the start of your next turn.

©2018 Wizards of the Coast LLC 2

Unearthed Arcana:
Centaurs and Minotaurs

This document presents the centaur, a new The birth of a foal is always cause for
playtest option for when you choose your festivities. At the same time, centaurs revere the
character’s race. We’ve also included a revised traditions of the past, preserving old ways and
version of the minotaur’s traits, which appeared keeping alive the legends of ancestral heroes.
in a previous installment of Unearthed Arcana. They feel a close kinship with wild animals,
perhaps because of their own hybrid nature, and
This Is Playtest Content delight in the feeling of running alongside herds
and packs of beasts.
The material here is presented for playtesting and to
spark your imagination. These game mechanics are in Centaur Names
draft form, usable in your campaign but not refined by
final game design and editing. They aren’t officially part Centaurs’ given names are passed down through
of the game and aren’t permitted in D&D Adventurers family lines. The name given to a new foal is
League events. typically the name of the most recently deceased
family member of the same gender, keeping alive
If we decide to make this material official, it will be the memory—and, the centaurs believe, some
refined based on your feedback, and then it will appear shard of the spirit—of the departed.
in a D&D book. Centaurs rarely use family names, but wear
symbols that represent their family membership.
Centaur These symbols might include graphical
representations of plants or animals, printed
Roamers at heart, centaurs love open spaces and mottos, braids and beads worn in the hair and
the freedom to travel. As much as they can, tail, or even specific patterns of woven fabric.
centaurs run. They race the wind, hooves
thundering and tails streaming behind them. Centaur Traits

Nature’s Cavalry The following traits are shared by player
characters who are centaurs.
Centaurs have humanoid upper bodies, Ability Score Increase. Your Strength score
displaying all the human variety of skin tones increases by 2, and your Wisdom score increases
and features. In size, they are comparable to a by 1.
human rider mounted on a horse, and they fill Age. Centaurs mature and age at about the
similar roles—as cavalry, messengers, outriders, same rate as humans.
and scouts. Alignment. Centaurs are inclined toward
Centaurs’ ears are slightly pointed, but their neutrality.
faces are more wide and square than those of Size. Your size is Medium, yet you tower over
elves. Below the waist, they have the bodies of most other humanoids.
horses, with coats tending toward brown shades Speed. Your base walking speed is 40 feet.
(chestnut or bay) and darker tails. Charge. If you move at least 20 feet straight
toward a target and then hit it with a melee
Nature and Community weapon attack on the same turn, roll the
weapon’s damage dice twice and add them
Centaurs have a strong sense of the together. Once you use this ability, you can’t use
interconnectedness of the natural world, and it again until you finish a short or long rest.
they celebrate family and community as
microcosms of that greater connection.

©2018 Wizards of the Coast LLC 1

Hooves. Your hooves are natural melee them, the target takes piercing damage equal to
weapons, with which you’re proficient. If you hit 1d6 + your Strength modifier.
with a hoof, the target takes bludgeoning Goring Rush. Immediately after you use the
damage equal to 1d6 + your Strength modifier. Dash action on your turn and move at least as far
Equine Build. You count as one size larger as your speed, you can make one melee attack
when determining your carrying capacity and with your horns as a bonus action.
the weight you can push or drag. Hammering Horns. Immediately after you hit
In addition, any climb that requires hands and a creature with a melee attack as part of the
feet is especially difficult for you because of your Attack action on your turn, you can attempt to
hooves. When you make such a climb, each foot shove that creature with your horns using your
of movement costs you 4 extra feet, instead of reaction. The creature must be no more than one
the normal 1 extra foot. size larger than you and within 5 feet of you. It
Finally, a Medium or smaller creature can ride must make a Strength saving throw against a DC
on your equine back if you allow it. In such a equal to 8 + your proficiency bonus + your
situation, you continue to act independently, not Strength modifier. If it fails, you push it up to 5
as a controlled mount. feet away from you.
Survivor. You have proficiency in the Survival Menacing. You have proficiency in the
skill. Intimidation skill.
Hybrid Nature. You have two creature types: Hybrid Nature. You have two creature types:
humanoid and monstrosity. You can be affected humanoid and monstrosity. You can be affected
by a game effect if it works on either of your by a game effect if it works on either of your
creature types. creature types.
Languages. You can speak, read, and write Languages. You can speak, read, and write
Common and Sylvan. Common and Minotaur.

Minotaur

In 2015, minotaurs appeared as a playtest option
in Unearthed Arcana. Here is a revised set of
traits for minotaur player characters. These
traits are suitable for minotaurs on Krynn and in
other D&D worlds where these people have
avoided the demonic influence of Baphomet.

Minotaur Traits

The following traits are shared by player
characters who are minotaurs.
Ability Score Increase. Your Strength score
increases by 2, and your Constitution score
increases by 1.
Alignment. Most minotaurs lean toward
lawful alignments.
Size. Minotaurs average over 6 feet in height,
and they have strong, stocky builds. Your size is
Medium.
Speed. Your base walking speed is 30 feet.
Horns. Your horns are natural melee weapons,
with which you’re proficient. When you hit with

©2018 Wizards of the Coast LLC 2

UNEARTHED ARCANA

Giant Soul Sorcerer

This document presents a new playtest option Mark of the Ordning
for sorcerers.
At 1st level, you discover innate magical abilities
This Is Playtest Content within yourself that are based on your giant
heritage. Select one of the giant types from the
The material here is presented for playtesting and to Mark of the Ordning table. At 1st and 3rd level,
spark your imagination. These game mechanics are in you learn the spells associated with your choice,
draft form, usable in your campaign but not refined by as shown in the table. These spells count as
final game design and editing. They aren’t officially part sorcerer spells for you, but they don’t count
of the game and aren’t permitted in D&D Adventurers against your number of sorcerer spells known.
League events.
Giant Type Spells at 1st Level Spell at 3rd Level
If we decide to make this material official, it will be Cloud giant fog cloud, minor invisibility
refined based on your feedback, and then it will appear Fire giant illusion flaming sphere
in a D&D book. burning hands,
fire bolt
Sorcerous Origin Frost giant armor of Agathys, hold person
Hill giant ray of frost enlarge/reduce
At 1st level, a sorcerer gains the Sorcerous Stone giant heroism, spike growth
Origin feature. Giant Soul is available as an Storm giant shillelagh gust of wind
option for that feature. entangle,
resistance
Giant Soul shocking grasp,
thunderwave
The giants once dwelled in a fabled realm known
as Ostoria, a paradise for their folk that reflected Soul of Lost Ostoria
their mastery of the mortal realm. In time,
Ostoria fell, and the giants were scattered and Starting at 6th level, you gain a benefit whenever
broken. During that mythic era, the giants you cast one of the spells granted by your Mark
granted a few chosen individuals among the
small folk a shard of their great power. These of the Ordning Feature.
favored people were caught in the same tragedy
that sundered Ostoria. Since that time, they have Cloud Giant. Immediately after you cast any of
spread across the many worlds of the
multiverse. Now and again, one of their your Mark of the Ordning spells, you can
descendants manifests the gifts imparted by the magically teleport as a bonus action. You
giants, granting them sorcerous magic that
allows them to command the elements and gain teleport to an unoccupied space you can see that
the might of a giant. is no farther away than a number of feet equal to

Jotun Resilience 10 + your Constitution modifier.
Fire Giant. You gain a bonus to the damage
The resilience of giants flows through your body.
At 1st level, your hit point maximum increases rolls of your Mark of the Ordning spells. The
by 1, and it increases by 1 again whenever you
gain a level in this class. bonus equals your Constitution modifier
(minimum of +1).

Frost Giant. Immediately after you cast any of

your Mark of the Ordning spells, you gain

temporary hit points equal to your Constitution
modifier (minimum of 1). But if the spell is

armor of Agathys, you instead increase its

temporary hit points by an amount equal to your

Constitution modifier (minimum of 1).

©2018 Wizards of the Coast LLC 1

Hill Giant. Immediately after you cast any of 2
your Mark of the Ordning spells, you can target
up to two creatures within 5 feet of you that you
can see. Each target must succeed on a Strength
saving throw against your spell save DC or be
pushed a number of feet away from you equal to
5 + your Constitution modifier (minimum of +1).
A target can choose to fail this save.
Stone Giant. Immediately after you cast any of
your Mark of the Ordning spells, you gain a
bonus to AC equal to your Constitution modifier
(minimum of +1) until the end of your next turn.
Storm Giant. Immediately after you cast any of
your Mark of the Ordning spells, up to three
creatures of your choice that you can see within
30 feet of you take lightning damage equal to
your Constitution modifier (minimum of 1).

Rage of Fallen Ostoria

Starting at 14th level, you gain the ability to
channel the souls of your ancestors into your
physical form. When you start casting a sorcerer
spell on your turn and expend a spell slot, you
can increase your size by one category—from
Medium to Large, for example.
This increase lasts for 1 minute. It ends early if
you die or are incapacitated. Until it ends, you
enjoy the following benefits:

• Your current hit points and your hit point
maximum both increase by 1 per sorcerer
level.

• Your reach increases by 5 feet.
• Your walking speed increases by 5 feet.
• You have advantage on Strength checks and

Strength saving throws.
• You gain a bonus to the damage rolls of your

melee weapon attacks; the bonus equals your
Constitution modifier (minimum of +1).

Once you use this feature, you can’t use it again
until you finish a short or long rest.

Blessing of the All Father

At 18th level, your Constitution score increases
by 2, up to a maximum of 22.
In addition, you can now use Rage of Fallen
Ostoria twice between rests, but no more than
once on a turn. If you use that feature while
under its effects, its increases to your size, hit
points, reach, and walking speed are cumulative.

©2018 Wizards of the Coast LLC

UNEARTHED ARCANA Hidden People

Races of Eberron Changelings are spread across Khorvaire.
Wherever humans can be found, there are
This document presents versions of several changelings; the question is whether their
races from the D&D world of Eberron: presence is known.
changelings, kalashtar, shifters, and warforged. Changelings are born to one of three paths. A
For more information about that world, see few are born and raised in stable communities,
Wayfinder’s Guide to Eberron, available on the where changelings are true to their nature and
Dungeon Masters Guild (dmsguild.com). deal openly with the people around them. Some
are orphans, raised by other races, who find
This Is Playtest Content their way in the world without ever knowing
another like themselves. Still others are part of
The material here is presented for playtesting and to the nomadic changeling clans spread across the
spark your imagination. These game mechanics are in Five Nations who keep their true nature hidden
draft form, usable in your campaign but not refined by from the single-skins. Some of these clans
final game design and editing. They aren’t officially part maintain safe havens in major cities and
of the game and aren’t permitted in D&D Adventurers communities, but most prefer to wander,
League events. following the unpredictable path of the Traveler.
In creating a changeling adventurer, consider
If we decide to make this material official, it will be the character’s relationships with the people
refined based on your feedback, and then it will appear around them. Does the character conceal their
in a D&D book. true changeling nature, or do they embrace it?
Do they have connections to a changeling
Changelings community or clan, or are they alone and in
search of companions?
Long ago there was a woman named Jes, and she
had one hundred children. Her rivals conspired Masks and Personas
against her and swore to kill her children. Jes
begged the Sovereigns for help, but their only In their natural form, changelings are slender
answer was the wind and rain. In the depths of her and pale with colorless eyes and silver-white
despair, a lonely traveler took her hand. “I will hair. A changeling can alter its physical
protect your children if they follow my path. Let appearance with a thought. While this can be
them wander the world. They may be shunned and used to deceive others, it is a natural form of
feared, but they will never be destroyed.” Jes expression for the changeling. A changeling
agreed, and the traveler gave her his cloak. When shifts shapes the way others might change
she draped it over her children their old faces clothes. A casual shape—one created on the spur
melted away, and they could be whoever they of the moment, with no depth or history—is
wanted to be. And so it remains. Though the called a mask. A changeling mask can be used to
Children are shunned by all, the gift of the express a mood or to serve a specific purpose
Traveler protects them still. and then never used again. However, many
changelings develop identities that have more
— Chance, changeling priest depth. They build an identity over time, crafting
a persona, with history and beliefs. This focused
A changeling can shift its face and form with a identity helps a changeling pinpoint a particular
thought. Many changelings use this gift as a form
of artistic and emotional expression, but it is an
invaluable tool for grifters, spies, and others who
wish to deceive. This leads many people to treat
known changelings with fear and suspicion.

©2018 Wizards of the Coast LLC 1

skill or emotion. A changeling adventurer might Size. In their natural forms, changelings
have personas for many situations, including average between 5 and 6 feet in height, with a
negotiation, investigation, and combat. Personas slender build. Your size is Medium.
can be shared by multiple changelings; there Speed. Your base walking speed is 30 feet.
might be three healers in a community, but Change Appearance. As an action, you can
whoever is on duty will adopt the persona of transform your appearance or revert to your
Tek, the kindly old medic. Personas can even be natural form. You can’t duplicate the appearance
passed down through a family, allowing a of a creature you’ve never seen, and you revert
younger changeling to take advantage of to your natural form if you die.
contacts established by previous users of the You decide what you look like, including your
persona. height, weight, facial features, the sound of your
voice, coloration, hair length, sex, and any other
Changeling Names distinguishing characteristics. You can make
yourself appear as a member of another race,
A changeling might use a different name for each though none of your game statistics change. You
mask and persona, adopting new names as easily also can’t appear as a creature of a different size
as they develop new faces. The true name of a than you, and your basic shape stays the same; if
changeling tends to be monosyllabic; however, you’re bipedal, you can’t use this trait to become
there are often accents to a changeling’s name quadrupedal, for instance. Your clothing and
that are expressed through shapeshifting, other equipment don’t change in appearance,
something single-skins will likely miss. For size, or shape to match your new form, requiring
instance, two changelings might have the name you to keep a few extra outfits on hand to make
Jin, but one is Jin-with-vivid-blue-eyes and one is the most compelling disguise possible.
Jin-with-golden-cheeks. Even to the most astute observers, your ruse is
Changelings have a fluid relationship with usually indiscernible. If you rouse suspicion, or if
gender, seeing it as one characteristic to change a wary creature suspects something is amiss,
among many others. you have advantage on any Charisma
(Deception) check you make to avoid detection.
Changeling Names: Bin, Cas, Dox, Fie, Hars, Jin, Changeling Instincts. You gain proficiency
Lam, Mas, Nix, Ot, Paik, Ruz, Sim, Toox, Vil, Yug with two of the following skills of your choice:
Deception, Insight, Intimidation, or Persuasion.
Changeling Traits Unsettling Visage. When a creature you can
see makes an attack roll against you, you can use
Your changeling character has the following your reaction to impose disadvantage on the roll.
traits. You must use this feature before knowing
Ability Score Increase. Your Charisma score whether the attack hits or misses.
increases by 2, and either your Dexterity or your Using this trait reveals your shapeshifting
Intelligence increases by 1 (your choice). nature to any creature within 30 feet that can
Age. Changelings mature slightly faster than see you. Once you use this trait, you can’t use it
humans but share a similar lifespan—typically a again until you finish a short or long rest.
century or less. While a changeling can Divergent Persona. You gain proficiency with
shapeshift to conceal their age, the effects of one tool of your choice. Define a persona
aging still catch up to them. associated with that proficiency: establish the
Alignment. Changelings hate to be bound in name, race, gender, age, and other details. While
any way, and those who follow the path of the you are in the form of this persona, the related
Traveler believe that chaos and change are proficiency bonus is doubled for any ability
important aspects of life. Most tend toward check you make that uses that proficiency.
pragmatic neutrality as opposed to being Languages. You can speak, read, and write
concerned with lofty ideals. Few changelings Common and two other languages of your
embrace evil. choice.

©2018 Wizards of the Coast LLC 2

Kalashtar The bond to the spirit can cause some
kalashtar to display unusual quirks of behavior.
I am kalashtar, born of two worlds. Over a A kalashtar player can roll or select a trait from
thousand years ago, my ancestor bound her the following table.
bloodline to the spirit Kashtai, and I am a child of
that union. Kashtai moves within me. Her Kalashtar Quirks
memories come to me in dreams, and at times her
voice whispers in the silence of my mind. As long d10 Quirk
as at least one of my sisters is alive, Kashtai will 1 You try to understand the motives and
survive—and as long as she lives, she will fight il- feelings of your enemies.
Lashtavar. 2 You prefer using telepathy over speaking
aloud.
—Lakashtai, servant of the light 3 You feel a strong drive to protect the
innocent.
The kalashtar are a compound race created from 4 You apply dream logic to mundane
the union of humanity with renegade spirits situations.
from the plane of dreams—spirits called the 5 You discuss things out loud with your quori
quori. Kalashtar are often seen as wise, spiritual spirit.
people with great compassion for others. But 6 You suppress your emotions and rely on
there is an unmistakable alien quality to the logic.
kalashtar, and they are haunted by the conflicts 7 You are strongly influenced by the emotions
of their otherworldly spirits. of those around you.
8 You prefer to find nonviolent solutions to
Bound to Spirits problems whenever possible.
9 You are driven by a warrior spirit and will
Every kalashtar has a connection to a spirit of fight for any noble cause.
light, shared by other members of their 10 You are obsessed with Dreaming Dark
bloodline. Physically, kalashtar appear human, conspiracies.
but the spiritual connection affects them in a
variety of ways. Kalashtar have symmetrical, Hunted by Nightmares
slightly angular features. Their movements and
body language are different from those of The virtuous spirits tied to the kalashtar fled
humans; most beings find it graceful, but to some from the dream realm of Dal Quor to escape the
it feels unnerving. The eyes of a kalashtar often evil spirits that dominate the realm. The rebel
glow when it is focused on a task or feeling quori believe that through meditation and
strong emotions. devotion, they can eventually change the
The kalashtar can’t directly communicate with fundamental nature of Dal Quor, shifting the
their quori spirits. A kalashtar might experience balance from darkness to light. Thus, most
the relationship as a sense of instinct and kalashtar communities focus on acts of devotion
inspiration, drawing on the memories of the to the faith known as the Path of Light. But the
spirit when they dream. This connection grants dark powers of Dal Quor have their own plans on
the kalashtar minor psionic abilities, as well as Eberron. Through the force known as the
protection from psychic attacks. All of these Dreaming Dark, these monsters are
dream-spirits are virtuous, but some are manipulating the people of Khorvaire and
warriors, while others are more contemplative eliminating kalashtar whenever possible.
or kind; a kalashtar player and DM can work Many kalashtar defend themselves from the
together to determine the nature of the linked Dreaming Dark by living in close-knit
spirit. Typically, a kalashtar knows the name and communities, focusing on devotion to the Path of
nature of their spirit, but some—for instance, an Light. But some among the kalashtar feel obliged
orphan kalashtar raised among outsiders— to seek out the agents of the Dreaming Dark and
might know nothing of their spirit or the source oppose their plans, or simply to protect the
of their psychic gifts. innocent however they can. There are some
kalashtar who have grown up isolated from their

©2018 Wizards of the Coast LLC 3

kind, who know nothing about Dal Quor or the immediately before or after you roll, but before
Dreaming Dark. Such orphans may use their any of the roll’s effects occur.
abilities for personal gain or otherwise act Mental Discipline. You have resistance to
against the virtuous instincts of their quori psychic damage.
spirits; this can often cause internal conflicts and Mind Link. You can speak telepathically to any
violent mood swings. creature you can see within 60 feet of you. You
don’t need to share a language with the creature
Kalashtar Names for it to understand your telepathic messages,
but the creature must be able to understand at
A kalashtar name is formed by the blend of a least one language or be telepathic itself.
personal prefix tied to the name of the quori As a bonus action when you’re speaking
spirit within the kalashtar. Each spirit has a telepathically to a creature, you can give that
gender identity, but this may or may not match creature the ability to speak telepathically to you
the gender identity of the kalashtar host. Thus, a until the start of your next turn. To use this
female kalashtar might have what others would ability, the creature must be within 60 feet of
consider a masculine name, because she’s tied to you and able to see you.
a spirit with a masculine identity. Kalashtar Psychic Glamour. Choose one of the following
orphans are unlikely to know the names of their skills: Insight, Intimidation, Performance, or
spirits and instead take names from the cultures Persuasion. You have advantage on all ability
they’re raised in. checks you make with that skill.
Severed from Dreams. Kalashtar sleep, but
Male Quori Names: Hareth, Khad, Kosh, Melk, they don’t connect to the plane of dreams as
Tash, Ulad, Vash other creatures do. Instead, their minds draw
from the memories of their otherworldly spirit
Female Quori Names: Ashana, Ashtai, Ishara, while they sleep. As such, you are immune to
Nari, Tana, Tari, Vakri spells and other magical effects that require you
to dream, like the dream spell, but not to spells
Kalashtar Names: Coratash, Dalavash, and effects that put you to sleep, like the sleep
Dolishara, Halakosh, Khoratari, Koratana, spell.
Lanhareth, Molavakri, Nevitash, Sorashana, Languages. You can speak, read, and write
Torashtai, Valakhad, Vishara Common, Quori, and one other language of your
choice.
Kalashtar Traits
Shifters
Your kalashtar character has the following traits.
Ability Score Increase. Your Wisdom and Geth’s ancient heritage rose up from deep within
Charisma scores both increase by 1. In addition, him, spreading out from the core of his being.
one ability score of your choice increases by 1. Some shifters manifested terrible claws, massive
Age. Kalashtar develop physically at the same fangs, astounding speed, or heightened senses.
rate as humans do and have similar lifespans. Geth’s gift from his lycanthrope ancestors was
Alignment. The noble spirit tied to a kalashtar sheer toughness. Strength seeped into his bones
drives it toward lawful and good behavior. Most and flooded his flesh. His skin hardened, and his
kalashtar combine self-discipline with hair became coarse like an animal’s tough hide. A
compassion for all sentient beings, but some sense of invincibility spread through him. For the
kalashtar resist the virtuous influence of their moment, at least, he felt unstoppable!
spirit.
Size. Kalashtar are similar in build to humans, —Don Bassingthwaite, The Binding Stone
though they are typically a few inches taller.
Your size is Medium. Shifters are sometimes called the weretouched,
Speed. Your base walking speed is 30 feet. as many believe that they are the descendants of
Dual Mind. When you make a Wisdom saving humans and lycanthropes. They are humanoids
throw, you can use your reaction to gain with a bestial aspect. While they can’t fully
advantage on the roll. You can use this trait

©2018 Wizards of the Coast LLC 4

change shape, they can temporarily enhance Similar and Diverse
their animalistic features—a state they call
shifting. Whatever their origins, shifters have Shifters are similar to humans in height and
evolved into a unique race. A shifter walks on the build but are more naturally lithe and flexible.
knife’s edge between the wilds and the world Their facial features have a bestial cast, with
around them. Do they embrace their primal large eyes, flat noses, and pointed ears; most
instincts or the path of civilization? shifters also have prominent canine teeth. They
grow fur-like hair on nearly every part of their
The Beast Within bodies.
The traits of the beast within affect a shifter’s
Early in childhood, a shifter forms a bond with a appearance as well. A swiftstride shifter might
beast within: a totemic force that shapes their have catlike eyes and delicate build, while a
body and mind. Some shifters believe that these beasthide shifter is likely a massive brute built
spirits are independent entities, and they might like a bear. While a shifter’s appearance might
speak of Bear or Wolf as ancestors or guides. remind an onlooker of an animal, they remain
Most just see the beast within as a formidable clearly identifiable as shifters even when at their
expression of their inner nature, something that most feral.
emerges over time as the shifter’s personality
takes shape. The beast within is a pool of The Journey Yet to Come
powerful instincts, and its influence is revealed
by the shifter’s personality: a feline shifter might Shifters have a strong presence in the Eldeen
be cool and distant, driven by predatory Reaches, and they often live among humans and
instincts, while a shifter with a lupine spirit is can be found in rural areas across Khorvaire.
drawn to find and protect a pack. When a shifter While they form powerful bonds with friends
fully embraces this beast within, they physically and kin, shifters place great value on self-
transform for a short time. reliance and freedom. It’s a shifter proverb to
This beast within is reflected by the shifter’s “always be prepared for the journey yet to
subrace. The following subraces are especially come,” and most shifters strive to be ready for
common: change or opportunity.
Shifters have a natural inclination toward
Beasthide often signifies the bear or boar: stoic, classes with a primal connection. A shifter
stubborn and thick-skinned. barbarian draws their rage from the beast
within. A shifter ranger indulges their urge to
Longtooth shifters typically have lupine traits wander and hunt. A shifter rogue harnesses their
and are attracted to pack life. own predatory instincts. But shifters can pursue
any path or faith.
Swiftstride shifters are often predatory and
feline, but a swiftstride could also be a cunning Shifter Names
rat who darts through the shadows.
Shifters have no language of their own and often
Wildhunt shifters are born from any creature live in blended communities. As such, shifter
that tracks its prey. names typically overlap with the names of other
cultures in their region. Many shifters prefer to
While the beast within certainly has a physical keep their personal names for their friends and
impact on a shifter, it also has a spiritual and use “wandering names” with strangers. These
psychological effect. Two beasthide shifters are usually tied to an obvious physical or
share the same special ability, but if one has the personality trait.
aspect of the boar and the other is more like a
bear, they’ll be quite different in personality. Shifter Names: Badger, Bear, Cat, Fang, Grace,
With any shifter, identifying the beast within is a Grim, Moon, Rain, Red, Scar, Stripe, Swift,
crucial part of understanding the character. Whiskers, Wolf

©2018 Wizards of the Coast LLC 5

Shifter Traits Shifting Feature. Whenever you shift, you gain
1d6 additional temporary hit points, and while
Your shifter character has the following traits. shifted, you have a +1 bonus to your AC.
Ability Score Increase. Your Dexterity score
increases by 1. Longtooth
Age. Shifters are quick to mature both
physically and emotionally, reaching young Longtooth shifters are fierce and aggressive, but
adulthood at age 10. They rarely live to be more they form deep bonds with their friends. Many
than 70 years old. longtooth shifters have canine traits that become
Alignment. Shifters tend toward neutrality, more pronounced as they shift, but they might
being more focused on survival than concepts of instead draw on tigers, hyenas, or other
good and evil. A love of personal freedom can predators.
drive shifters toward chaotic alignments. Ability Score Increase. Your Strength score
Size. Shifters range from 5 to almost 7 feet tall, increases by 2.
depending on their subrace. Your size is Medium. Fierce. You have proficiency with the
Speed. Your base walking speed is 30 feet. Intimidation skill.
Darkvision. You have superior vision in dark Shifting Feature. While shifted, you can use
and dim conditions. You can see in dim light your elongated fangs to make an unarmed strike
within 60 feet of you as if it were bright light, as a bonus action. If you hit with your fangs, you
and in darkness as if it were dim light. You can’t can deal piercing damage equal to 1d6 + your
discern color in darkness, only shades of gray. Strength modifier, instead of the bludgeoning
Keen Senses. You have proficiency with the damage normal for an unarmed strike.
Perception skill.
Shifting. As a bonus action, you can assume a Swiftstride
more bestial appearance. This transformation
lasts for 1 minute, until you die, or until you Swiftstride shifters are graceful and quick.
revert to your normal appearance as a bonus Typically feline in nature, swiftstride shifters are
action. When you shift, you gain temporary hit often aloof and difficult to pin down physically or
points equal to your level + your Constitution socially.
modifier (minimum of 1 temporary hit point). Ability Score Increase. Your Dexterity and
You also gain additional benefits that depend on Charisma scores both increase by 1.
your shifter subrace, described below. Graceful. You have proficiency with the
Once you shift, you can’t do so again until you Acrobatics skill.
finish a short or long rest. Swift Stride. Your walking speed increases by
Languages. You can speak, read, and write 5 feet.
Common. Shifting Feature. While shifted, your walking
Subrace. Choose one of the following subraces, speed increases by 5 feet. Additionally, you can
representing the beast within: beasthide, move up to 10 feet as a reaction when an enemy
longtooth, swiftstride, or wildhunt. ends its turn within 5 feet of you. This movement
doesn’t provoke opportunity attacks.
Beasthide
Wildhunt
Stoic and solid, a beasthide shifter draws
strength and stamina from the beast within. Wildhunt shifters are sharp and insightful. Some
Beasthide shifters are typically tied to the bear are constantly alert, wary for possible threats.
or the boar, but any creature known for its Others focus on their intuition, searching within.
toughness could apply. Wildhunt shifters are excellent hunters, and they
Ability Score Increase. Your Constitution also tend to become the spiritual leaders of
score increases by 2. shifter communities.
Tough. You have proficiency with the Athletics Ability Score Increase. Your Wisdom score
skill. increases by 2.
Natural Tracker. You have proficiency with
the Survival skill.

©2018 Wizards of the Coast LLC 6

Mark the Scent. As a bonus action, you can while a skirmisher can be crafted from wood and
mark one creature you can see within 10 feet of light mithral to grant it lithe and elegant
you. Until the end of your next long rest, your movement.
proficiency bonus is doubled for any ability While they are formed from stone and steel,
check you make to find the marked creature, and warforged are humanoids. Resting, healing
you always know the location of that creature if magic, and the Medicine skill all provide the
it is within 60 feet of you. You can’t use this trait same benefits to warforged that they do to other
again until you finish a short or long rest. humanoids. A warforged can focus its mind on
Shifting Feature. While shifted, you have its body as it rests, adjusting its shape and form
advantage on Wisdom checks. to assume one of a few defensive postures. A
warforged who expects heavy combat might
Warforged focus on durability, while during a time of peace
they might be content to adopt a lighter, less
“Pierce was built by design, while you were built aggressive form.
by accident,” Lakashtai said. “The soul is what
matters, not the shape of the vessel.” Warforged Personality
“What makes you think he has a soul?” Gerrion
said. The warforged were built to serve and to fight.
“What makes you think you do?” For most of their existence, warforged had a
clearly defined function and were encouraged to
—Keith Baker, The Shattered Land focus purely on that role. The Treaty of
Thronehold gave them freedom, but many
The warforged were built to fight in the Last warforged struggle both to find a place in the
War. The first warforged were mindless post-war world and to relate to the creatures
automatons, but House Cannith devoted vast that created them.
resources to improving these steel soldiers. An The typical warforged shows little emotion.
unexpected breakthrough produced fully Many warforged embrace a concrete purpose—
sentient soldiers, blending organic and inorganic protecting allies, completing a contract, or other
materials. Warforged may be made from wood pursuits—and devote themselves to this task as
and metal, but they can feel pain and emotion. they once did to war. However, there are
Built as weapons, they must now find a purpose warforged who delight in exploring their feelings
beyond the war. A warforged can be a steadfast and their freedom. Most warforged have no
ally, a cold-hearted killing machine, or a interest in religion, but some embrace faith and
visionary in search of purpose and meaning. mysticism, seeking higher purpose and deeper
meaning.
Living Steel and Stone The typical warforged has a muscular, sexless
body shape. Some warforged ignore the concept
Warforged are formed from a blend of organic of gender entirely, while others adopt a gender
and inorganic materials. Root-like cords infused identity in emulation of the creatures around
with alchemical fluids serve as their muscles, them.
wrapped around a framework of steel,
darkwood, or stone. Armored plates form a Quirks
protective outer shell and reinforce joints. All
warforged share a common facial design, with a Whether due to some flaw in their creation or
hinged jaw and crystal eyes embedded beneath a ignorance of how other creatures operate,
reinforced brow ridge. A sigil is engraved into warforged often acquire an odd personality trait
the center of the forehead; this is unique to each or two. A warforged player can choose to roll or
warforged. Beyond these common elements of select a trait from the Warforged Quirks table.
warforged design, the precise materials and
build of a warforged vary based on the purpose
for which it was designed. A juggernaut warrior
is a massive brute sheathed in heavy steel plates,

©2018 Wizards of the Coast LLC 7

Warforged Quirks Alignment. Most warforged take comfort in
order and discipline, tending toward law and
d10 Quirk neutrality, but some have absorbed the
1 You analyze (out loud) the potential threat morality—or lack thereof—of the beings they
posed by every creature you meet. served with.
2 You don’t understand emotions and often Size. Your size is Medium. Most warforged
misread emotional cues. stand between 5 and 6½ feet tall. Build is
3 You are fiercely protective of anyone you affected by your subrace.
consider a friend. Speed. Your base walking speed is 30 feet.
4 You often say the things you are thinking Warforged Resilience. You were created to
aloud without realizing it. have remarkable fortitude, represented by the
5 You try to apply wartime tactics and following benefits:
discipline to every situation.
6 You don’t know how to filter your feelings • You have advantage on saving throws against
and are prone to dramatic emotional being poisoned, and you have resistance to
outbursts. poison damage.
7 You don’t understand clothing beyond its
utility and assume that what a creature • You are immune to disease.
wears denotes its job and status.
8 You are obsessed with your appearance, • You don’t need to eat, drink, or breathe.
and constantly polish and buff your armor.
9 You are deeply concerned with following • You don’t need to sleep and don’t suffer the
proper procedures and protocols. effects of exhaustion due to lack of rest, and
10 War is the only thing that makes sense to magic can’t put you to sleep.
you, and you’re always looking for a fight.
Sentry’s Rest. When you take a long rest, you
Warforged Names must spend at least six hours of it in an inactive,
motionless state, rather than sleeping. In this
Warforged were assigned numerical state, you appear inert, but it doesn’t render you
designations for use in military service. Many of unconscious, and you can see and hear as
them adopted nicknames, often given to them by normal.
their comrades. As free individuals, some have Integrated Protection. Your body has built-in
chosen new names as a way to express their path protective layers, which determine your Armor
in life. A few take on human names, often the Class. You gain no benefit from wearing armor,
name of a fallen friend or mentor. but if you are using a shield, you apply its bonus
as normal.
Warforged Names: Anchor, Banner, Bastion, You can alter your body to enter different
Blade, Blue, Bow, Church, Crunch, Crystal, defensive modes; each time you finish a long
Dagger, Dent, Five, Glaive, Hammer, Iron, rest, choose one mode to adopt from the
Lucky, Mace, Pants, Pierce, Red, Rusty, Scout, Integrated Protection table, provided you meet
Seven, Shield, Slash, Smith, Spike, Stone, the mode’s prerequisite.
Temple, Vault, Wall, Wood
Integrated Protection
Warforged Traits Mode Prerequisite Armor Class
Darkwood None 11 + your Dexterity
Your warforged character has the following core modifier (add proficiency
traits. (unarmored) bonus if proficient with
Ability Score Increase. Your Constitution light armor)
score increases by 1. Composite Medium 13 + your Dexterity
Age. A typical warforged is between two and plating armor modifier (maximum of 2)
thirty years old. The maximum lifespan of the (armor) proficiency + your proficiency bonus
warforged remains a mystery; so far, warforged Heavy plating Heavy armor 16 + your proficiency
have shown no signs of deterioration due to age. (armor) proficiency bonus; disadvantage on
Dexterity (Stealth) checks
©2018 Wizards of the Coast LLC


8

Languages. You can speak, read, and write In developing your integrated tool, remember that
Common. you must have your hands free to use it. Masque, the
Subrace. As a warforged, your body was infiltrator mentioned above, doesn’t shapeshift like a
designed for a specific purpose. Choose one of changeling; she has to manually adjust her appearance.
these subraces: envoy, juggernaut, or skirmisher.
Juggernaut
Envoy
You’re an imposing war machine built for close
As an envoy, you were designed with a certain combat and raw might. You tower over your
specialized function in mind. You might be an comrades: juggernaut warforged stand between
assassin, a healer, or an entertainer, to name a 6 and 7 feet in height and can weigh up to 450
few possibilities. Envoys are the rarest of the pounds.
warforged subraces, and yours could be a unique Ability Score Increase. Your Strength score
design. increases by 2.
Ability Score Increase. Two different ability Iron Fists. When you hit with an unarmed
scores of your choice each increase by 1. strike, you can deal 1d4 + your Strength modifier
Specialized Design. You gain one skill bludgeoning damage, instead of the normal
proficiency of your choice, one tool proficiency damage for an unarmed strike.
of your choice, and fluency in one language of Powerful Build. You count as one size larger
your choice. when determining your carrying capacity and
Integrated Tool. Choose one tool you’re the weight you can push, drag, or lift.
proficient with. This tool is integrated into your
body, and you double your proficiency bonus for Skirmisher
any ability checks you make with it. You must
have your hands free to use this integrated tool. You were built to scout the edges of battle and
outmaneuver your enemies. You are lean and
Envoys: Specialized Design designed for speed.
Ability Score Increase. Your Dexterity score
As the name implies, most warforged were built to fight increases by 2.
in the Last War. The vast majority of warforged are Swift. Your walking speed increases by 5 feet.
juggernauts or skirmishers—soldiers and scouts who Light Step. When you are traveling alone for
fought under the banner of one of the Five Nations. an extended period of time (one hour or more),
Warforged envoys, however, were designed to perform you can move stealthily at a normal pace. (See
other functions. As an envoy, you have a skill, a tool chapter 8 of the Player’s Handbook for
proficiency, and a tool that’s part of your body. When information about travel pace.)
you make an envoy character, consider the following
questions: What is your purpose? How does your skill
and your tool reflect that purpose? What form does
your integrated tool take? If you have embedded
thieves’ tools, for instance, are your fingers actually
lockpicks, or can you produce keys from various parts of
your body? The following characters are examples of
warforged with integrated tools.

Lute is a bard with the entertainer background; his
namesake instrument folds out of his left arm.

Compass Rose is a wizard with the outlander
background. A keen explorer, she uses her built-in
cartographer’s tools to record the paths she travels.

Masque is an infiltrator. A rogue with the charlatan
background and an integrated disguise kit, she was built
to blend in and assassinate. Cannith built six warforged
of her design, and Masque has vowed to hunt down and
destroy the other five.

©2018 Wizards of the Coast LLC 9

UNEARTHED ARCANA Gifted Stoneworkers

Races of Ravnica Loxodons are tireless, patient artisans, with an
unrivaled intuition about their craft. While they
This document presents versions of several make nurturing spiritual leaders, their gift at
races from the world of Ravnica: loxodons, Simic stonework is so natural that they are often at a
hybrids, vedalken, and viashino. loss when it comes to imparting their knowledge
to others. Among the Selesnya, it primarily falls
This Is Playtest Content to them to build the guild’s magnificent
cathedral-like arboretum structures.
The material here is presented for playtesting and to
spark your imagination. These game mechanics are in Relentlessly Loyal
draft form, usable in your campaign but not refined by
final game design. They aren’t officially part of the game Loxodons believe in the value of community and
and aren’t permitted in D&D Adventurers League life, and thus are most often found in the
events. Selesnya Conclave. Some who stress the benefits
of order have been known to join the Orzhov
If we decide to make this material official, it will be Syndicate or the Azorius Senate.
refined based on your feedback, and then it will appear Loxodons believe that the members of a group
in a D&D book. have a responsibility to look out for each other.
Once they have joined a guild or bonded with
Loxodon other individuals in any capacity, they devote
themselves to maintaining that bond. They
Humanoid elephants, loxodons are often oases of coordinate their efforts and are often willing to
calm in the busy streets of Ravnica. They hum or sacrifice themselves for the sake of the group.
chant in their sonorous tones and move slowly They expect the same loyalty and commitment
or sit in perfect stillness. Provoked to action, from the other members of their communities
loxodons are holy terrors—bellowing with rage, and can be severe in their disappointment when
trumpeting and flapping their ears. Their still their trust is betrayed.
wisdom and their furious strength—as well as The primary difference among loxodons who
their fierce loyalty and unwavering conviction— join different guilds is their sense of the size of
are tremendous assets to their guilds. the communities they belong to. For loxodons in
the Selesnya Conclave, the community is the
Lumbering Giants world and all living beings in it, all valuable, all
meant to live in harmony, and all
Loxodons tower above most other humanoids, interdependent. For Azorius loxodons,
standing over seven feet tall. They have the community primarily means the society of
heads—trunks, tusks, ears, and faces—of sentient races, who need law and order in order
elephants, and hulking humanoid bodies covered to function together. For those in the Orzhov
by thick, leathery skin. Their hands have four Syndicate, community means the syndicate, with
thick digits, and their feet are the flat, oval- its interests taking priority over those of any
shaped feet of elephants. other group.
Like that of an elephant, a loxodon’s trunk is a
useful appendage that supplements the hands. In Loxodon Names
addition to providing a keen sense of smell, the
trunk can be used to lift and carry even heavy A loxodon’s name includes overtones of sound,
objects, and the two finger-like protrusions at produced in a loxodon’s resonant nasal
the tip are capable of delicate manipulation. The chambers, that indicate status, family
trunk can be used to carry both food and liquid
to the mouth and can even act as a snorkel. 1

©2018 Wizards of the Coast LLC

connection, and community role. Since most you wear would leave you with a lower AC. A
members of other races can’t hear or distinguish shield’s benefits apply as normal while you use
these tones, let alone produce them, loxodons your natural armor.
often translate them into titles, such as Hierarch, Mason’s Proficiency. You gain proficiency
Revered, Grandmother, Healer, or Saint. with mason’s tools.
Stonecunning. Whenever you make an
Male Names: Bayul, Berov, Brooj, Chedumov, Intelligence (History) check related to the origin
Dobrun, Droozh, Golomov, Heruj, Ilromov, Kel, of stonework, you are considered proficient in
Nikoom, Ondros, Radomov, Svetel, Tamuj, the History skill and add double your normal
Throom, Vasool proficiency bonus to the check, instead of your
normal proficiency bonus.
Female Names: Ajj, Boja, Dancu, Dooja, Elyuja, Keen Smell. Thanks to your sensitive trunk,
Fanoor, Irij, Jasoo, Katrun, Lyooda, Mayja, you have advantage on Wisdom (Perception)
Radu, Shuja, Soofya, Totoor, Verij, Vesmova, and Intelligence (Investigation) checks that rely
Yoolna, Zarij, Zoorja on smell.
Languages. You can speak, read, and write
Loxodon Traits Common.

Your loxodon character has the following racial Simic Hybrid
traits.
Ability Score Increase. Your Constitution The Simic Combine uses magic to fuse different
score increases by 2, and your Wisdom score life forms together. In recent years, they have
increases by 1. extended this research to humanoid subjects,
Age. Loxodons physically mature at the same magically transferring the traits of various
rate as humans, but they live about 450 years. animals into humans, elves, and vedalken. The
They highly value the weight of wisdom and goal of the so-called Guardian Project is to build
experience and are considered young until they a Simic army of superior soldiers, perfectly
reach the age of 60. adapted to a variety of combat situations. These
Alignment. Most loxodons are lawful, hyper-evolved specimens are called Simic
believing in the value of a peaceful, ordered life. hybrids, though they sometimes call themselves
They also tend toward good. guardians.
Size. Loxodons stand between 7 and 8 feet tall.
Their massive bodies weigh between 300 and Extensive Adaptation
400 pounds. Your size is Medium.
Powerful Build. You count as one size larger Simic hybrids share many of the characteristics
when determining your carrying capacity and of their original race, including their basic
the weight you can push, drag, or lift. physical form. Human hybrids are the most
Speed. Your base walking speed is 30 feet. versatile, filling a variety of roles. Agile elf
Loxodon Bravery. You have advantage on hybrids retain the ability to see in darkness,
saving throws against being frightened. making them ideal as spies, scouts, and
Natural Armor. You have thick, leathery skin. infiltrators. And vedalken hybrids possess the
When you aren’t wearing armor, your AC is 13 + same calculating intellect as other vedalken,
your Dexterity modifier. You can use your making them superior tacticians, strategists, and
natural armor to determine your AC if the armor spellcasters.
Hybrids’ biological enhancements can change
Tip: AC Calculations Don’t Stack their appearance drastically. All hybrids possess
some physical characteristics of animals, mostly
When the game gives you more than one way to aquatic and reptilian creatures. These include
calculate your Armor Class, you can use only one of crab claws, squid tentacles, wings that look like
them. You choose the one to use. For example, if you mays or fins, translucent or camouflaged skin, or
have the loxodon’s Natural Armor trait and the monk’s sharklike maws filled with sharp teeth.
Unarmored Defense feature, you don’t mix them
together. Instead, you choose which one determines
your AC.

©2018 Wizards of the Coast LLC 2

Hybrids are the product of Simic magic. It’s not Manta Glide. Your ray-like wings can slow your
impossible for a hybrid to leave the Simic fall and allow you to glide. When you fall and
Combine and join another guild, but the Simic aren’t incapacitated, you can subtract up to
would consider the hybrid a deserter and the 100 feet from the fall when calculating falling
new guild might never fully welcome a hybrid damage, and you can move up to 2 feet
who could easily be a Simic spy. horizontally for every 1 foot you descend.

Hybrid Names Nimble Climber. You have a climbing speed
equal to your walking speed.
A hybrid usually bears the name given by their
human, elf, or vedalken parents. But some Underwater Adaptation. You can breathe air
hybrids assume a new name after their and water, and you have a swimming speed
transformation, a name chosen by themselves or equal to your walking speed.
by those who transformed them.
At 5th level, choose one of the following
Simic Hybrid Traits options, or choose one of the options you didn’t
take at 1st level:
Your hybrid character has the following racial
traits. Grappling Appendages. You have two special
Ability Score Increase. Your Constitution appendages growing alongside your arms.
score increases by 2, and one other ability score Choose whether they’re both claws or
of your choice increases by 1. tentacles. Each of these appendages is a
Age. Hybrids begin their lives as adult humans, natural weapon, which you can use to make
elves, or vedalken. They exhibit signs of slightly unarmed strikes. If you hit with it, the target
accelerated aging, so their maximum lifespans takes bludgeoning damage equal to 1d6 + your
are probably reduced somewhat, but the Strength modifier, instead of the bludgeoning
Guardian Project has not been operating long damage normal for an unarmed strike.
enough to observe the full effect of this Immediately after hitting, you can try to
phenomenon. grapple the target as a bonus action. These
Alignment. Most hybrids share the generally appendages can’t precisely manipulate
neutral outlook of the Simic Combine as a whole. anything and can’t wield weapons, magic
They are more interested in scientific research items, or other specialized equipment.
and the standing of their guild than in moral or
ethical questions. However, those who leave the Carapace. Your skin in places is covered by a
Combine often do so because their philosophical thick shell. You gain a +1 bonus to AC when
outlook and alignment are more in line with a you’re not wearing heavy armor.
different guild’s.
Size. Your size is Medium, within the normal Acid Spit. As an action, you can spray a stream
range of your humanoid base race. of acid from glands in your mouth, targeting
Speed. Your base walking speed is 30 feet. one creature or object you can see within 30
Darkvision. You can see in dim light within 60 feet of you. The target takes 2d10 acid damage
feet of you as if it were bright light, and in unless it succeeds on a Dexterity saving throw
darkness as if it were dim light. You can’t discern against a DC equal to 8 + your Constitution
color in darkness, only shades of gray. modifier + your proficiency bonus. This
Animal Enhancement. Your body has been damage increases by 1d10 when you reach
altered to incorporate certain animal 11th level (3d10) and 17th level (4d10).
characteristics. You choose one animal
enhancement now and a second enhancement at Languages. You can speak, read, and write
5th level. Common and Elvish.
At 1st level, choose one of the following
options: Vedalken

Nothing is perfect—vedalken believe this and
rejoice in it. Every imperfection is a chance for
improvement, whether it’s in law or in science,
and progress is an endless march toward a state

©2018 Wizards of the Coast LLC 3

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

©2018 Wizards of the Coast LLC 4

Viashino members of other races often have a hard time
keeping track of a viashino’s name.
Many reptiles derive their body warmth and
energy from the sun, but the humanoid viashino Viashino Names: Aun, Bay, Bassisk, Cresh, Din,
are fueled by an inner fire of zeal. Open with Essek, Fiksh, Gyan, Hsiska, Illati, Izka, Kyri,
their emotions, viashino can be hot-tempered, Liszik, Maush, Nyoser, Ossanash, Shekess,
but they are also quick to their hissing laughter. Skellek, Szil, Tenk, Tzia, Villi, Wyoryn, Yom,
And they easily form close bonds of friendship. Ztash
They are fierce warriors and passionate
advocates for their guilds and causes. Viashino Traits

Scaled Skin and Tail Blades Your viashino character has the following traits.
Ability Score Increase. Your Dexterity score
Viashino resemble humanoid lizards covered in increases by 2, and your Strength score
green, scaled skin and spiky protrusions. Their increases by 1.
heads jut forward from their slender necks and Age. Viashino mature quickly, reaching
bear huge mouths full of sharp teeth. Long, adulthood in their early teens. They live violent
whiplike tails extend from their spines, lashing lives and rarely die of old age, but they would
behind them—faster and faster as they grow rarely live past 60 anyway.
more agitated. Their tails are tipped with bony Alignment. Viashino strongly tend toward
blades they can use as weapons. chaotic alignments. They have no particular
inclination toward good or evil.
Fervent and Fiery Size. Viashino are about as tall as humans, but
they have lithe, wiry frames. Your size is
Viashino are fiercely emotional and often violent, Medium.
and their wizards and sorcerers favor fire spells Speed. Your base walking speed is 30 feet.
that reflect their inner fire. They are most Bite. Your fanged maw is a natural weapon,
common among the Gruul Clans, especially the which you can use to make unarmed strikes. If
Slizt clan. Occasionally they put their zealous fire you hit with it, you deal piercing damage equal
to use in the service of higher ideals, joining the to 1d4 + your Strength modifier, instead of the
Boros Legion. Other viashino instead pursue bludgeoning damage normal for an unarmed
careers in the Izzet League, where they find a strike.
special role wielding Izzet-designed flame- Lashing Tail. Your semi-prehensile tail is
spewing scorchbringers. tipped with a bony blade. Immediately after a
Like fire itself, viashino are quick to leap from creature within 5 feet of you deals damage to
one situation to another, and they are frequently you with a melee attack, you can use your
destructive in the process. They enjoy brawling reaction to make an unarmed strike against that
and often cause more injury than intended, creature with your tail. If you hit, you deal
thanks to their teeth and bladed tails. slashing damage equal to 1d4 + your Strength
They’re also easily distracted, jumping from modifier, instead of the bludgeoning damage
one idea to another in an instant. Likewise, normal for an unarmed strike.
they’re easily bored, and if nothing captures Wiry Frame. You gain proficiency in the
their attention, they’ll do something interesting. Acrobatics or the Stealth skill (your choice).
Languages. You can speak, read, and write
Viashino Names Common and Draconic.

Viashino accept, collect, and discard names
freely, choosing names that fit their current
sense of self or whim. Sometimes they’ll string
two or more names together, because they like
the sound or because all the names feel
meaningful and relevant at the time. As a result,

©2018 Wizards of the Coast LLC 5

UNEARTHED ARCANA Creating a
Dragonmarked
Dragonmarks Character

This document presents dragonmarks, a playtest Dragonmarks are associated with race and are
option from the D&D world of Eberron that can represented by a combination of variant races
be incorporated when you choose your and subraces.
character’s race. For more information about
Eberron, see the Wayfinder’s Guide to Eberron, • For humans, a dragonmark is a variant race
available on the Dungeon Master’s Guild that replaces the normal traits associated with
(DMsGuild.com). those races.

This Is Playtest Content • For half-elves and half-orcs, a dragonmark is a
variant race. You keep some of the standard
The material here is presented for playtesting and to half-elf traits and replace others with the traits
spark your imagination. These game mechanics are in associated with your mark.
draft form, usable in your campaign but not refined by
final game design and editing. They aren’t officially part • For dwarves, elves, gnomes, and halflings, the
of the game and aren’t permitted in D&D Adventurers dragonmark replaces your subrace. So, if
League events. you’re making an elf character, you can choose
to take the Mark of Shadow instead of being a
If we decide to make this material official, it will be wood elf or high elf.
refined based on your feedback, and then it will appear
in a D&D book. There are two additional options related to
dragonmarks. As your dragonmarked character
A dragonmark is a mystic sigil that appears on grows in level, you can take the Greater
the skin. The mark is a source of mystical power Dragonmark feat to reflect the growing power of
and enhances the bearer’s ability to perform your dragonmark. Alternatively, the Aberrant
certain tasks. In Eberron, each mark is tied to Dragonmark feat grants limited but dangerous
specific bloodlines. The families that carry these magical abilities. Aberrant dragonmarks aren’t
marks joined together to form the tied to the dragonmark houses and can be taken
Dragonmarked Houses, powerful forces that by any character.
dominate different industries. Not every
member of a given family possesses a Intuition Dice
dragonmark; conversely, merely possessing a
dragonmark does not grant special status within A dragonmark improves your ability to perform
the house. In creating a dragonmarked character, a specific type of task. The Mark of Finding
your background can help to establish your sharpens your senses and improves your
relationship to the house. A dragonmarked noble perception, while the Mark of Making guides
may be part of the ruling family. A guild artisan your hands when you work with artisan’s tools.
or entertainer can work in one of the house
guilds. A criminal may have been exiled from Each dragonmark has a trait that allows you to
their house, while an urchin could be an orphan roll an Intuition die, a d4, when you perform an
who never knew they had a tie to one of the ability check with a particular skill or tool. You
dragonmarked families. add the number rolled to the ability check. You
don’t have to be proficient with the skill or tool
©2018 Wizards of the Coast LLC to gain this benefit.

1

Feats, magic items, and other features may 6 Your dragonmark is an unusual color but a
improve your Intuition die. This increases the normal shape.
type of die you roll by one size (d6, d8, d10) to a
maximum of a d10. You can only roll one The Mark of Detection
Intuition die for a check; if you receive Intuition
dice from multiple sources, increase one die by The Mark of Detection is an inquisitive’s dream.
one type and roll that one. It sharpens powers of observation and intuition,
allowing the bearer to draw connections and
For example, if a dragonmarked trait and feat interpret clues others might miss. By actively
both grant intuition with Dexterity (Stealth) drawing on its powers, the bearer can detect
checks, you roll a d6, instead of a d4. Three poisons and study the energies of magic.
instances would increase your Intuition Die to a
d8, and so on. Mark of Detection Traits

Dragonmark The Mark of Detection manifests exclusively on
half-elves. If your character has the Mark of
Appearance Detection, these traits replace the half-elf’s
Ability Score Increase, Skill Versatility, and
A dragonmark is a distinctive symbol that Languages given in the Player’s Handbook.
appears on the skin. There are twelve known
dragonmarks, each unique in design and power. Ability Score Increase. Your Intelligence and
A dragonmark can appear on any part of the Charisma scores both increase by 1. In addition,
body. One half-elf could have the Mark of one ability score of your choice increases by 1.
Detection across an eye, while another has it in
the palm of their hand. Dragonmarks are painted Deductive Intuition. When you make an
in vivid shades of blue and purple and seem to Intelligence (Investigation) or Wisdom (Insight)
shimmer or even move slightly. When used, they check, you can roll one Intuition die, a d4, and
grow warm to the touch and may glow (though add the number rolled to the ability check.
this doesn’t produce useful illumination). A
dragonmark can’t be removed—even if a limb Sense Threats. You can cast the detect magic
bearing a dragonmark is cut away, the mark and detect poison and disease spells, but only as
eventually manifests on another part of the rituals. Intelligence is your spellcasting ability
bearer’s body. All dragonmarks share the same for these spells.
initial appearance but a dragonmark can grow in
size and complexity if a character takes the Languages. You can speak, read, and write
Greater Dragonmark feat or if the mark is tied to Common and Elvish.
class abilities.
The Mark of Finding
While dragonmarks share the same general
appearance, your dragonmark could have a The Mark of Finding sharpens the senses of
unique quality. If you’d like to explore this, roll those who carry it, guiding the hunter to their
on the Dragonmark Quirks table. prey. In Eberron, it first appeared in the Shadow
Marches, where clan hunters used it to find their
Dragonmark Quirks prey. The mark helped unite humans and orcs in
the Marches and brought House Tharashk to the
1d6 Quirk Five Nations.
1 Your dragonmark is unusually small or
remarkably large. Mark of Finding Traits
2 Your dragonmakr slowly moves around your
body. The Mark of Finding only manifests on half-orcs.
3 Your dragonmark glows dramatically when you If your character has the Mark of Finding, these
use it. traits replace the Ability Score Increase,
4 Your dragonmark tingles when you’re near Menacing, Relentless Endurance, and Savage
someone with the same mark. Attacks given in the Player’s Handbook. Despite
5 Your dragonmark tickles when you use it.
2
©2018 Wizards of the Coast LLC

their orcish blood, heirs of the Mark of Finding Ability Score Increase. Your Dexterity and
often resemble their human parents in Wisdom scores both increase by 1. In addition,
appearance and temperament. When you create one ability score of your choice increases by 1.
your character, decide if the signs of your orcish
ancestry are obvious or subtle. Wild Intuition. When you make a Wisdom
(Animal Handling) or Intelligence (Nature)
Ability Score Increase. Your Strength and check, you can roll one Intuition die, a d4, and
Wisdom scores both increase by 1. In addition, add the number rolled to the ability check.
one ability score of your choice increases by 1.
Expert Handling. You can use the Help action
Hunter’s Intuition. Your mark sharpens your to aid an ally animal companion or mount within
senses and helps you find your prey. When you 30 feet of you, rather than 5 feet of you.
make a Wisdom (Perception) or Wisdom
(Survival) check, you can roll one Intuition die, a Primal Connection. You can cast animal
d4, and add the number rolled to the ability friendship once with this trait and regain the
check. ability to do so when you finish a short or long
rest. Wisdom is your spellcasting ability for this
Imprint Prey. As a bonus action, choose one spell.
creature you can see within 30 feet of you. The
target is imprinted in your mind until it dies or The Bigger They Are. When you cast a spell
you use this trait again. Alternatively, you can that affects only beasts, it also affects
imprint a creature as your quarry whenever you monstrosities with an Intelligence score of 3 or
succeed on a Wisdom (Survival) check to track it. lower.
When you are tracking your quarry, double the
result of your Intuition die. When your quarry is The Mark of Healing
within 60 feet of you, you have a general sense of
its location. Your attacks against it ignore half A halfling with the Mark of Healing can save a life
cover. If you can’t see the target when you attack with a touch, restoring vitality and the will to
it, your inability to see it doesn’t impose live. When dealing with mundane medicine, the
disadvantage on the attack roll. Likewise, your mark helps its bearer sense the nature of
quarry doesn’t doesn’t gain advantage on attack maladies and afflictions and find the best
rolls against you due to being hidden or invisible. solution. When enhanced by dragonshard focus
Once you use this trait, you cannot use it again items, the mark can even draw the dead back to
until you finish a short or long rest. life.

Nature’s Voice. When you reach 3rd level you Mark of Healing Traits
gain the ability to cast locate animals or plants,
but only as a ritual. The Mark of Healing manifests exclusively on
halflings. If your character has the Mark of
The Mark of Handling Healing, this is your halfling subrace.

The Mark of Handling gives its bearer a primal Ability Score Increase. Your Wisdom score
connection to beasts and the natural world, increases by 1.
granting the power to calm and coax. This
extends beyond purely natural animals; the Medical Intuition. When you make a Wisdom
mark allows its bearer to guide a hippogriff as (Medicine) check, you can roll one Intuition die,
easily as a horse. a d4, and add the number rolled to the ability
check.
Mark of Handling Traits
Healing Touch. As an action, you can draw
The Mark of Handling only manifests on humans. power from your dragonmark to spend one of
If your character has the Mark of Handing, these your Hit Dice and revitalize yourself or a
traits replace the human’s Ability Score Increase creature you touch. Roll the die, add your
trait given in the Player’s Handbook. Wisdom modifier, and the creature regains a
number of hit points equal to the total. Once you
use this trait, you can’t use it again until you
finish a short or long rest.

©2018 Wizards of the Coast LLC 3

Jorasco’s Blessing. You know the cantrip spare Artisan’s Intuition. When you make an ability
the dying. Wisdom is your spellcasting ability for check with artisan’s tools, roll 1d4 and add it to
this. the result.

The Mark of Hospitality Maker’s Gift. You know the cantrip mending.
You gain proficiency with one type of artisan’s
They may not always have gold, but a halfling tools.
with the Mark of Hospitality is sure to be rich in
friends. The magic of the mark allows the bearer Magecraft. You can create a temporary magic
to keep a place clean, and to heat, chill, and item out of common materials. Choose a cantrip
season food. But it also helps the bearer connect from the wizard spell list. Describe the item
with others, setting troubled minds at ease—a connected to it. As long as you possess the item,
powerful tool, though it can cause anger if you know that cantrip. At the end of a long rest,
abused. you can replace this with a new item and select a
new cantrip from the wizard spell list.
Mark of Hospitality Traits Intelligence is your spellcasting ability for these
cantrips.
The Mark of Hospitality manifests exclusively on
halflings. If your character has the Mark of Spellsmith. You can spend one minute to
Hospitality, this is your halfling subrace. weave a temporary enchantment into a
nonmagical suit of armor or weapon. For the
Ability Score Increase. Your Charisma score next hour the object becomes a magic item,
increases by 1. gaining a +1 bonus to AC if it’s armor or a +1
bonus to hit and damage if it’s a weapon. Once
Innkeeper’s Charms. You know the cantrips you use this trait, you can’t use it again until you
friends and prestidigitation. Charisma is your finish a long rest.
spellcasting ability for them.
The Mark of Passage
Ever Hospitable. When you make a Charisma
(Persuasion) check or an ability check involving The Mark of Passage governs motion, allowing
brewer’s supplies or cook’s utensils, you can roll its bearer to move with uncanny speed and
one Intuition die (a d4) and add the number precision. Running, leaping, climbing—the Mark
rolled to the ability check. of Passage enhances every form of movement.
The bearer of the mark can even slip through
The Mark of Making space, leaping from point to point in the blink of
an eye.
The Mark of Making guides its bearer through
any act of creation. The bearer of the mark can Mark of Passage Traits
mend broken things with a touch, and always
has a minor magic item they’ve been working on. The Mark of Passage only manifests on humans.
An artificer or a wizard will get the most out of If your character has the Mark of Passage, these
the mark, but anyone can find a use for an traits replace the human’s Ability Score Increase
enchanted blade. trait given in the Player’s Handbook.

Mark of Making Traits Ability Score Increase. Your Dexterity score
increases by 2, and one other ability score of
The Mark of Making only manifests on humans. your choice increases by 1.
If your character has the Mark of Making, these
traits replace the human’s Ability Score Increase Courier’s Speed. Your base walking speed
trait given in the Player’s Handbook. increases to 40 ft.

Ability Score Increase. Your Intelligence and Intuitive Motion. When you make a Strength
Dexterity scores increase by 1. Increase either (Athletics) check or any ability check to operate
Intelligence or Dexterity by an additional 1 point. or maintain a land vehicle, you can roll one
Intuition die, a d4, and add the number rolled to
the ability check.

©2018 Wizards of the Coast LLC 4

Orien’s Grace. During your turn, you can The Mark of Sentinel
spend an amount of movement equal to half your
speed to activate this trait. Once you activate The Mark of Sentinel warns and protects. It
Orien’s Grace, you don’t provoke opportunity heightens senses and reflexes, allowing an heir
attacks for the rest of the turn. to respond to threats with uncanny speed. It can
shield its bearer from harm. Whether on the
Shared Passage. You can use your bonus battlefield or the ballroom, someone who carries
action to teleport up to your speed to an the Mark of Sentinel is always prepared for
unoccupied space that you can see. You can danger.
bring one willing creature of your size or smaller
who is carrying gear up to its carrying capacity. Mark of Sentinel Traits
The creature must be within 5 feet of you. Once
you use this trait, you can’t use it again until you The Mark of Sentinel only manifests on humans.
finish a long rest. If your character has the Mark of Sentinel, these
traits replace the human’s Ability Score Increase
The Mark of Scribing trait given in the Player’s Handbook.

The Mark of Scribing deals with Ability Score Increase. Your Strength and
communication—both the written and spoken Wisdom scores both increase by 1. In addition,
word. A gnome who bears the mark can feel one ability score of your choice increases by 1.
words as though they are living creatures,
struggling to make their meaning known. The Sentinel’s Intuition. When you roll for
mark provides a range of gifts. It translates Initiative or make a Wisdom (Perception) check
languages, but it also allows its bearer to speak to notice a threat, you can roll one Intuition die, a
to others at a distance and to inscribe their d4, and add the number rolled to the ability
words wherever they wish. check.

Mark of Scribing Traits Sentinel’s Shield. You know the blade ward
cantrip. You can cast the shield spell once with
The Mark of Scribing manifests exclusively on this trait and you regain ability to do so after you
gnomes. If your character has the Mark of finish a short or long rest.
Scribing, this is your gnome subrace.
Vigilant Guardian. As an action, you can
Ability Score Increase. Your Charisma score designate an ally you can see as your ward. You
increases by 1. have advantage on Wisdom (Insight) and
Wisdom (Perception) checks made to spot
Gifted Scribe. You are proficient with threats to your ward. In addition, when you are
calligrapher’s supplies and forgery kits. When within 5 feet of your ward, and that creature is
you make an ability check using either one of the target of an attack that you can see, you can
these tools, you can roll one Intuition die, a d4, use your reaction to swap places with your ward.
and add the number rolled to the ability check. When you do, you become the target of the
attack.
Scribe’s Insight. You can cast comprehend
languages once with this trait, and you regain the The Mark of Shadow
ability to do so when you finish a long rest.
Intelligence is your spellcasting ability for it. The Mark of Shadows lets an elf weave illusions
from shadows, crafting sounds and images to
Whispering Wind. You know the message distract or delight. The mark also allows its
cantrip. Intelligence is your spellcasting ability bearer to draw on the shadows, making it an
for it. easy matter to avoid detection or even disappear
while in plain sight. It is a valuable tool for an
Extra Language. You can speak, read, and entertainer, a spy, or an assassin; each elf who
write one extra language of your choice. bears it will have to decide which path to follow.

©2018 Wizards of the Coast LLC 5

Mark of Shadow Traits Storm’s Blessing. You have resistance to
lightning damage.
The Mark of Shadow only manifests on elves. If
your character has the Mark of Shadow, this is Headwinds. You know the gust cantrip. When
your elf subrace. you reach 3rd level, you can cast the gust of wind
spell once with this trait and regain the ability to
Ability Score Increase. Your Charisma score do so when you finish a long rest.
increases by 1.
Languages. You can speak, read, and write
Natural Talent. You gain proficiency with one Common and Elvish.
musical instrument or the Performance skill.
Gust
Gift of the Shadows. When you make a
Charisma (Performance) or Dexterity (Stealth) Transmutation cantrip
check, you can roll one Intuition die, a d4, and
add the number rolled to the ability check. Casting Time: 1 action
Range: 30 feet
Shape Shadows. You know the minor illusion Components: V, S
cantrip. Charisma is your spellcasting ability for Duration: Instantaneous
this trait.
You seize the air and compel it to create one of
Slip Into Shadow. You can use the Hide action the following effects at a point you can see
as a bonus action, even if you have no cover or if within range:
you’re under observation. Regardless of whether
you succeed or fail, once you use this ability, you • One Medium or smaller creature that you
can’t use it again until you finish a short or long choose must succeed on a Strength saving
rest. throw or be pushed up to 5 feet away from
you.
The Mark of Storm
• You create a small blast of air capable of
Wind and water welcome the half-elf who moving one object that is neither held nor
carries the Mark of Storms. The wind catches carried and that weighs no more than 5
them when they fall, and they swim with pounds. This object is pushed up to 10 feet
remarkable speed. Those who possess the away from you. It isn’t pushed with enough
Greater Dragonmark and dragonshard focus force to cause damage.
items can call on even greater powers, shaping
the weather and calling on the power of the • You create a harmless sensory effect using air,
storm. such as causing leaves to rustle, wind to slam
shutters closed, or your clothing to ripple in a
Mark of Storm Traits breeze.

The Mark of Storm manifests exclusively on half- The Mark of Warding
elves. If your character has the Mark of
Detection, these traits replace the half-elf’s The Mark of Warding helps its bearers protect
Ability Score Increase, Skill Versatility, and things of value. Using the mark, a dwarf can
Languages given in the Player’s Handbook. weave wards and seal portals with mystic force.
It also provides its bearer with an intuitive
Ability Score Increase. Your Dexterity and understanding of locks and mechanisms used to
Charisma scores both increase by 1. In addition, protect and seal. The decision each heir has to
one ability score of your choice increases by 1. make is whether they’ll use this power to keep
things safe, or whether they’re more interested
Sea Monkey. Your base walking speed is 30 in opening locks and taking what’s inside.
feet, and you have a swim speed of 30 feet.
6
Windwright’s Intuition. When you make a
Dexterity (Acrobatics) check or any ability check
involving operating or maintaining a water or air
vehicle, you can roll one Intuition die, a d4, and
add the number rolled to the ability check.

©2018 Wizards of the Coast LLC

Mark of Warding Traits increase in both the size of the dragonmark and
the powers it bestows.
The Mark of Warding manifests exclusively on
dwarves. If your character has the Mark of Only a fraction of dragonmarked heirs ever
Warding, this is your dwarf subrace. develop a Greater Dragonmark. The powers that
they possess are more powerful than the wide
Ability Score Increase. Your Dexterity and magic that serves as the foundation of the
Intelligence scores increase by 1. magical economy. Teleportation, instant
communication across vast distances—these
Master of Locks. When you make an services are rare, remarkable, and largely unique
Intelligence (History), Intelligence to the dragonmarked houses.
(Investigation), or Thieves' Tools check
involving lock and trap mechanisms, you can roll Greater Dragonmark
one Intuition die, a d4, and add the number
rolled to the ability check. Prerequisite: 8th level, Character must possess a
dragonmark
Wards and Seals. You can use your mark to
cast the alarm spell as a ritual. Starting at 3rd Your dragonmark has grown in size and power.
level you can cast arcane lock once with this trait This enhances your existing dragonmark, and
and you regain the ability to do so when you the benefits are based on the mark that you
finish a long rest. Intelligence is your spellcasting already possess. A greater dragonmark provides
ability for these spells. the following benefits:

New Feat: Greater • The die type of your dragonmarked Intuition
Die increases by one.
Dragonmarks
• Increase one ability score by 1, to a maximum
The Greater Dragonmark feat represents the of 20. The abilities available to you are based
evolution of a dragonmark—an exponential on your mark, as shown on the Greater
Dragonmark Benefits table.

Greater Dragonmark Benefits

Dragonmark Ability Score Increase Spells Spellcasting Ability Rest Required
see invisibility, true seeing
Detection Charisma or Intelligence Long
find the path, locate creature
Intelligence
beast sense, dominate beast
Finding Dexterity, Strength, or greater restoration, mass Wisdom Long
healing word
Wisdom Mordenkainen’s magnificent
mansion, sanctuary
Handling Dexterity or Wisdom creation, fabricate Wisdom Long
Wisdom Long
Healing Dexterity or Wisdom blink, teleportation circle

Hospitality Charisma or Dexterity sending, tongues Charisma Long

Making Dexterity or compelled duel, warding bond Intelligence Long
Intelligence nondetection, mislead
Passage Dexterity or control water, control winds Constitution Long
Constitution glyph of warding, knock,
Scribing Intelligence or Leomund’s secret chest* Intelligence Long or Short
Charisma
Sentinel Strength or Wisdom Wisdom Long or Short
Shadow Charisma or Dexterity Charisma Long
Storm Charisma or Dexterity Charisma Long
Warding Dexterity or Intelligence Long
Intelligence

©2018 Wizards of the Coast LLC 7

• You learn a set of spells, each of which you can side. Creatures that end a fall within the cube
cast once without expending a spell slot or take only half damage from the fall. When a
using a material component. The list of spells, creature in the cube makes a vertical jump, the
the spellcasting ability for these spells, and the creature can jump up to 10 feet higher than
type of rest you must complete in order to normal.
regain the use of these spells are shown on the
Greater Dragonmark Benefits table. Aberrant Dragonmarks

To cast Leomund's secret chest using this feat and The twelve dragonmarks are tied to specific
the Mark of Warding, you must have a Siberys bloodlines and passed down through families.
dragonshard with a value of at least 100 gp. They are reliable and predictable, and their
While you have this dragonshard in hand, it powers are constructive. They create; they heal;
serves as the spell's focus, and you can use it to they protect.
summon and dismiss the chest.
But there is another kind of dragonmark:
Control Winds marks that are unpredictable and dangerous to
both the bearer and the people around them.
5th-level transmutation Someone with such a mark can kill with a touch
or control minds with a glance. Aberrant marks
Casting Time: 1 action often appear when people from different
Range: 300 feet dragonmarked families produce a child, and for
Components: V, S this reason such unions are absolutely forbidden
Duration: Concentration, up to 1 hour by the Twelve. But aberrant dragonmarks can
appear on members of any race, at any age,
You take control of the air in a 100-foot cube that regardless of bloodline. No two aberrant
you can see within range. Choose one of the dragonmarks are exactly alike; even if they grant
following effects when you cast the spell. The the same power, they may appear and manifest
effect lasts for the spell’s duration, unless you in different ways. If two aberrant marks might
use your action on a later turn to switch to a grant fire bolt, one mark may be formed from
different effect. You can also use your action to scar tissue while another is traced on the skin in
temporarily halt the effect or to restart one lines of cold fire.
you’ve halted.
While aberrant dragonmarks can be
Gusts. A wind picks up within the cube, disturbing, on the surface an aberrant mark
continually blowing in a horizontal direction you seems no more dangerous or threatening than
designate. You choose the intensity of the wind: the powers of a sorcerer. So, what makes them
calm, moderate, or strong. If the wind is significant? Aberrant marks always have flaws.
moderate or strong, ranged weapon attacks that These may not actively hurt a character, but they
enter or leave the cube or pass through it have are always a burden in some way—a burden that
disadvantage on their attack rolls. If the wind is could drive a weak-willed person to madness. If
strong, any creature moving against the wind you develop an aberrant mark, you can choose a
must spend 1 extra foot of movement for each flaw from this list, or you and the DM can
foot moved. develop a unique flaw of your own.

Downdraft. You cause a sustained blast of Aberrant Mark Flaw
strong wind to blow downward from the top of 1d8 Aberrant Mark Flaw
the cube. Ranged weapon attacks that pass 1 Your mark is a source of constant pain.
through the cube or that are made against 2 Your mark whispers to you, though you may
targets within it have disadvantage on their not understand what it says.
attack rolls. A creature must make a Strength 3 In times of stress, your mark may trigger a
saving throw if it flies into the cube for the first cantrip effect involuntarily.
time on a turn or starts its turn there flying. On a 4 The skin around your mark has an unusual
failed save, the creature is knocked prone. appearance: burned, scaly, withered, etc.

Updraft. You cause a sustained updraft within 8
the cube, rising upward from the cube’s bottom

©2018 Wizards of the Coast LLC

5 Mundane animals become uneasy around
you.

6 You have dramatic mood swings any time you
use your mark.

7 Your appearance changes in some minor way
every time you use your mark.

8 You have horrific nightmares after you use
your mark.

Aberrant Dragonmark

Prerequisite: No existing dragonmark.

You have manifested an aberrant dragonmark.
Determine its appearance and the flaw
associated with it. You gain the following
benefits.

• Increase your Constitution score by 1, to a
maximum of 20.

• You learn a cantrip from the sorcerer spell list.
In addition, choose a 1st-level spell from the
sorcerer spell list. You learn that spell and can
cast it at its lowest level. Once you cast it, you
must finish a long rest before you can cast it
again. Constitution is your spellcasting ability
for these spells.

• You can increase the power of your aberrant
spells at the risk of your own vitality. When
you cast a spell with your aberrant mark, you
can use one of your Hit Die to increase the
spell’s level by 1. Immediately after you cast
the spell, roll the Hit Die. You take damage
equal to the number rolled.

©2018 Wizards of the Coast LLC 9

Unearthed Arcana: Magic Items of
Eberron

This document a selection of magic items drawn Imbued Wood
from the D&D world of Eberron that can be
incorporated into your campaign. For more Wondrous item, common (requires attunement)
information about Eberron, see the Wayfinder’s
Guide to Eberron, available on the Dungeon Powerful manifest zones can infuse local trees
Master’s Guild (DMsGuild.com). with planar energies. A gifted artificer can tap
into this to create a wand, staff, or rod that is
This Is Playtest Content especially effective at channeling a particular
type of energy.
The material here is presented for playtesting and to When you cast a spell that deals damage of the
spark your imagination. These game mechanics are in type associated with the material your arcane
draft form, usable in your campaign but not refined by focus is made from, the spell gains a +1 bonus to
final game design and editing. They aren’t officially part one damage roll of that spell. The materials and
of the game and aren’t permitted in D&D Adventurers their associated damage types are listed below.
League events.
If we decide to make this material official, it will be • Fernian ash: Fire damage.
refined based on your feedback, and then it will appear • Irian rosewood: Radiant damage.
in a D&D book. • Kythrian manchineel: Acid or poison damage.
• Lamannian oak: Lightning or thunder damage.
Arcane magic plays a vital role in the world of • Mabaran ebony: Necrotic damage.
Eberron. Common magic items are part of • Quori beech, Xorian wenge: Psychic damage.
everyday life. In the nation of Aundair, • Risian pine: Cold damage.
wandslingers are beginning to outnumber those • Shavarran birch: Force damage.
who use swords and bows.
Orb of Shielding
Arcane Focuses
Wondrous item, common (requires attunement)
Go to the Bazaar in Sharn or any enclave of
House Cannith and you’ll find a wide selection of An orb of shielding is made from crystal or stone
arcane focuses to choose from. For a aligned to one of the planes. While you are
wandslinger, the choice of an arcane focus holding the orb and take damage of the type
carries the same weight as a duelist deciding associated with the material your orb is made
between a rapier or a maul. Do you use a wand from, you can use your reaction to reduce the
of Fernian ash to focus your fire bolt, or do you damage by 1d4. The materials and their
harness defensive energies with a Risian orb? associated damage types are listed below.
An arcane focus is a tool, and only provides its
benefits while you’re actively using it. • Fernian basalt: Fire damage
In Khorvaire, arcane focus items are recognized • Irian quartz: Radiant damage
as weapons: if guards are securing swords and • Kythrian skarn: Acid or poison damage
bows, they’ll also require you to turn over your • Lamannian flint: Lightning or thunder damage
staff. • Mabaran obsidian: Necrotic damage
• Quori celestine, Xorian marble: Psychic damage
• Risian shale: Cold damage
• Shavaran chert: Force damage

©2018 Wizards of the Coast LLC 1

Optional Rule: Everbright Lantern
Two-Handed Arcane Focuses
Wondrous item, common
In Eberron, an arcane focus is a weapon. As such, it can
be interesting to give a focus some of the same trade- An everbright lantern contains an Eberron
offs as mundane weapons: do you sacrifice your free dragonshard imbued with the effect of a
hand for greater power? continual flame spell. This bright light is
If you use this optional rule, when a caster uses a two- mounted inside a normal bullseye lantern,
handed arcane focus to cast an offensive cantrip (a allowing the light to be shuttered off. An
cantrip requiring a saving throw or an attack roll), the everbright lantern provides clear illumination in
range of the cantrip is increased by 50 percent. a 60-foot cone and shadowy illumination in a
By this rule, a staff always requires two hands, while 120-foot cone, just like a mundane bullseye
rods can be used with either one or two hands. Using a lantern, but its flame never goes out.
two-handed arcane focus fulfills the somatic component
requirement for a spell. Feather Token

Common Magic Items Wondrous item, common

Arcane magic is a part of everyday life in the Five This small metal disk is inscribed with the image
Nations of Khorvaire. Powerful magic items of a feather. When you fall while the token is in
remain rare and remarkable, but the streets are your possession, you descend 60 feet per round
lit with everbright lanterns and nobles flaunt and take no damage from falling. The token
their wealth with fine glamerweave clothing. becomes nonmagical after you land. While it’s an
These are just a few examples of common items expensive form of insurance, frequent airship
you might find in Eberron. travelers and citizens of Sharn often appreciate
the security it provides.
Band of Loyalty
Glamerweave
Ring, common (requires attunement)
Wondrous item, common
If you are reduced to zero hit points while
wearing this ring, you instantly die. These rings Glamerweave clothing is imbued with cosmetic
are favored by spies who can’t afford to fall into illusions. Traditionally, these patterns are
enemy hands. contained within the cloth, but higher-end
glamerweave can have more dramatic effects.
Cleansing Stone You could have a gown that appears to be
wreathed in flames, or a hat that’s orbited by
Wondrous item, common illusory butterflies. Regardless of the design,
these are cosmetic effects and have no impact on
A cleansing stone is a stone sphere one foot in combat.
diameter, engraved with mystic sigils. When
touching the stone, you can use an action to Shiftweave
activate it and remove dirt and grime from your
garments and your person. Cleansing stones are Wondrous item, common
often embedded into pedestals in public squares
in Aundair or found in high-end Ghallanda inns. Transmutation magic is woven into the fabric of
shiftweave clothing. When a suit of shiftweave is
created, up to five different outfits can be
embedded into the cloth. While wearing this
outfit, you can utter a command word as an
action to transform your shiftweave outfit into
one of the other designs contained within it. To

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determine the price of a suit of shiftweave, Magic Armblades
combine the value of all of the outfits it contains
and add 25 gp to that amount. An armblade isn’t inherently considered to be a magic
weapon for purposes of overcoming damage resistance.
Spellshard However, any sort of magical melee weapon could be
created as an armblade, so you could acquire a vicious
Wondrous item, common armblade or a vorpal armblade.

A spellshard is a polished Eberron dragonshard, Docent
sized to fit into the palm of a hand. The shard is
imbued with a particular work of literature. By Wondrous item, very rare (requires attunement by
holding the shard and concentrating, you can see a warforged)
its pages in your mind’s eye. Thinking of a
particular phrase or topic will draw you to the A docent is a small metal sphere, approximately
first section that addresses it, and a simple ritual 2 inches across, studded with dragonshards.
allows you to add content to the shard. Despite a strong magical aura, it has no obvious
A wizard can use a spellshard instead of a abilities. When you attune to a docent, the
spellbook; the spellshard costs 1 gp per “page” in sphere becomes embedded in your chest and
the shard, and otherwise functions as a mundane comes to life—literally.
spellbook. Spellshards can also be used as diaries Sentience. A docent is a sentient item of any
or journals. More advanced (and uncommon) alignment with an Intelligence of 16, a Wisdom
shards can require a particular mental of 14, and a Charisma of 14. It can perceive the
passphrase to access the contents of the shard. world through your senses.

Warforged Components A docent communicates telepathically with its
wielder and can speak, read, and understand
The warforged are living constructs. House Common and Giant.
Cannith has designed a number of magic items Personality. A docent is designed to advise and
that can interface directly with the body of a assist the warforged it’s attached to. One of the
warforged. Once attached, a component cannot simple functions of a docent is to serve as a
be removed unless the warforged allows it. translator. The docent’s properties are under its
The armblade is an example of an item created control, and if you have a bad relationship with
by House Cannith. Docents are mysterious your docent it may refuse to assist you… or
wondrous items discovered in Xen’drik. These simply lie about information that it obtains.
are just a few of the components that can be However, if you treat your docent well it could
encountered across Eberron. serve as a useful ally.

Armblade The origin of docents is a great mystery. House
Cannith created the first warforged thirty years
Weapon (any one-handed melee weapon), ago. But the docents come from the distant land
common (requires attunement by a warforged) of Xen’drik and appear to be thousands of years
old. Were they created to interface with some
An armblade is a weapon designed to integrate other form of construct? Or are the modern
with the forearm of a warforged. If you’re a warforged a new interpretation of an ancient
warforged, you can attach an armblade by design? The docents claim to have forgotten their
attuning to it. An attached armblade cannot be creators… but this is a mystery waiting to be
disarmed or removed from you against your will, unraveled. While all docents come from Xen’drik,
but while the weapon is attached you cannot use some have been brought to Khorvaire by
that hand for other actions. You can spend one explorers and it’s possible to encounter them in
minute to end the attunement and remove the the Five Nations.
armblade. Languages. All docents understand Common
and Giant, but a docent knows up to four
additional languages. Elvish and Draconic are

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common options. If a docent knows less than six spend one minute to end the attunement and
languages in total, it can add new languages to remove the wand sheath.
its repertoire after encountering them. So a You can insert a wand into the sheath as an
docent found in Xen’drik may have never action. While the wand is sheathed, you gain the
encountered a dwarf before… but after spending following benefits:
some time in Khorvaire studying dwarves, it
could pick up the Dwarvish language. • You can retract the wand into your forearm or
Properties. A docent possesses up to three of the extend it from your forearm as a bonus action.
following properties: While it is retracted, it cannot be damaged or
removed.
• The docent can cast the detect magic spell at
will. • While the wand is extended, you can use it as if
you were holding it, but your hand remains
• The docent can cast the detect evil and good free for other actions.
spell at will.
• If the sheathed wand requires attunement, you
• The docent can detect any form of divination must attune to the wand before you can use it.
or scrying targeting it and its warforged host. However, the wand sheath and the attached
wand only count as a single item for purposes
• The docent has a +7 bonus to Intelligence of the maximum number of items you can be
(Arcana) checks. attuned to. If you remove the wand from the
sheath, you immediately lose your attunement
• The docent has a +7 bonus to Intelligence to the wand.
(History) checks.

• The docent has a +7 bonus to Intelligence
(Investigation) checks.

• The docent has a +7 bonus to Intelligence
(Nature) checks.

• The docent has a +6 bonus to Wisdom (Insight)
checks.

• The docent has a +6 bonus to Wisdom
(Perception) checks.

• The docent has a +6 bonus to Wisdom
(Medicine) checks targeting its warforged host.
If the host is rendered unconscious, the docent
will automatically attempt to stabilize them
once each turn.

You can use a bonus action on your turn to
request that the docent use one of its properties
on your behalf.

Wand Sheath

Wondrous item, common (requires attunement by
a warforged)

A wand sheath is designed to integrate with the
forearm of a warforged. If you’re a warforged,
you can attach a wand sheath by attuning to it.
While the wand sheath is attached, it cannot be
removed from you against your will. You can

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