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Published by teh_aristocrats, 2023-09-22 00:08:01

5e Unearthed Arcana (2022) no cover

5e Unearthed Arcana (2022) no cover

Keywords: 5e DnD,DnD,5e D&D,5e Unearthed Arcana (2022),5e supplement book,ttrpg,Dungeons and Dragons

©2017 Wizards of the Coast LLC 3 Each description also includes a list of signature spells associated with the cult. If a cult member can cast spells, you can replace any of those spells with spells from that list, as long as the new spell is of the same level as the spell it replaces. Why Devils Want Cults For all their might, most devils are effectively trapped in the Nine Hells. While other planar creatures use magic to move between planes, devils require either a portal they can physically walk through or a summoning conducted by an entity on a distant plane. They have little will in determining where they can go. Because of this restriction, on the Material Plane most devils work through cults. Cults typically consist of folk who have used rituals to contact devils and pledge their souls to them in return for power. The Lords of the Nine drive most of the soul trade, and the gifts they can offer are determined by Asmodeus’s decrees. Cult of Asmodeus Asmodeus demands the loyalty of all cultists who gain power and leadership in the cults of the Nine. His cult overarches all the others. Any NPC who leads a diabolical cult must also acknowledge the power of Asmodeus. In return, the most skilled and worthy of those cult leaders gain the Demands of Nessus trait. Demands of Nessus. At the start of each of this creature’s turns, this creature can choose one ally it can see within 30 feet of it. The chosen ally loses 10 hit points, and this creature regains the same number of hit points. If the creature is incapacitated, it makes no choice; instead, the closest ally within 30 feet is the chosen ally. Cult of Baalzebul Goals: Restoration of honor and respect, at the cost of those who stole it Typical Cultist: Any NPC or monster who has suffered a fall from grace Signature Spells: Minor illusion (cantrip), disguise self (1st level), phantasmal force (2nd level), major image (3rd level) Baalzebul typically recruits individuals rather than cults. He offers hope to those whose failures drive them to seek redemption. Baalzebul sometimes increases the Charisma of those who follow him. He also grants a boon, the Path of Baalzebul trait, that allows a favored cultist to look good in light of an ally’s failure. Path of Baalzebul. As a bonus action on its turn, this creature can choose one ally it can see within 30 feet of it. Until the start of this creature’s next turn, it gains advantage on all ability checks and attack rolls, while the chosen ally suffers disadvantage on all ability checks, attack rolls, and saving throws. Cult of Dispater Goals: Power gained and used in secret, influence exerted via blackmail, control of people and organizations through knowledge of their weaknesses and shames Typical Cultist: Acolyte, bandit, bandit captain, cult fanatic, cultist, mage, noble, spy Signature Spells: Guidance (cantrip), identify (1st level), see invisibility (2nd level), clairvoyance (3rd level) Dispater trades in secrets, offering them in return for a creature’s soul. His cults typically trade secrets to devils in return for other information. They often hatch conspiracies aimed at toppling and replacing governments or religious orders. Renegade mind flayers sometimes strike pacts with Dispater in search of the secrets needed to forever escape an Elder Brain’s domination. Cultists can gain the Infernal Insight trait. Cult leaders might also have the Vexing Escape trait. Infernal Insight (Recharges after a Short or Long Rest). As a bonus action, this creature gains advantage on all ability checks and attack rolls it makes until the end of the current turn. Vexing Escape (1/Day). As a reaction when this creature takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see. Cult of Fierna Goals: Control over the emotions of others, turning them into puppets and playthings Typical Cultist: Acolyte, archmage, bandit captain, cult fanatic, cultist, knight, noble, priest, spy Signature Spells: Friends (cantrip), charm person (1st level), suggestion (2nd level), hypnotic pattern (3rd level)


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


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


©2017 Wizards of the Coast LLC 6 Ferocious Surge (Recharges after a Short or Long Rest). When this creature hits with an attack that isn’t a critical hit, it can turn the hit into a critical hit. Infernal Tactics. This creature has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them. Demonic Boons Wicked folk who seek power from demons are scattered across the multiverse. Some of them gather in cults, but many of them act on their own or in small groups. Whatever their organization, they are united in their desire to draw power from the bottomless evil of the Abyss. The following entries outline boons that a DM can grant to monsters and NPCs dedicated to a particular demon lord. The entries also list signature spells associated with a demon lord. If the monster or NPC can cast spells, you can replace any of those spells with spells from that list, as long as the new spell is of the same level as the spell it replaces. A demon can impart boons to a number of creatures equal to the number of Hit Dice it has. In contrast, demon lords have no limit on the number of creatures that can receive their boons. Boons from demons are fickle gifts. They remain in place only so long as the demon is pleased. Accepting such a boon is a damning act that corrupts the soul and drives a person toward acts of chaos, evil, and madness. Rejecting a boon likely provokes a demon’s wrath. Baphomet Ability Score Adjustment: Up to a +4 bonus to Strength, Wisdom, or both Signature Spells: Hunter’s mark (1st level), beast sense (2nd level), slow (3rd level) Baphomet grants the gifts of cunning and physical power. He grants his rank and file followers the Unerring Tracker trait, and cult leaders gain the Incite the Hunters trait. All of his devotees also gain the Labyrinthine Recall trait. Unerring Tracker. As a bonus action, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current distance and direction to the target if it is on the same plane of existence. The link ends if this creature is incapacitated or if it uses this ability on a different target. Incite the Hunters (Recharges after a Short or Long Rest). As an action, this creature allows each ally within 30 feet of it that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that ally’s Unerring Tracker. Labyrinthine Recall. This creature can perfectly recall any path it has traveled. Demogorgon Ability Score Adjustment: Up to a +4 bonus to Strength, Charisma, or both Signature Spells: Charm person (1st level), enlarge/reduce (2nd level), vampiric touch (3rd level) Demogorgon’s followers are typically lone killers driven by the whispering voice of their master. His most blessed followers gain the Two Minds of Madness trait. Two Minds of Madness. This creature has advantage on all Intelligence, Wisdom, and Charisma saving throws. Fraz-Urb’luu Ability Score Adjustment: Up to a +4 bonus to Wisdom, Charisma, or both Signature Spells: Minor illusion (cantrip), disguise self (1st level), invisibility (2nd level), hypnotic pattern (3rd level) As a master of deceit, Fraz-Urb’luu teaches his initiates the secrets of lies and illusions. They can also gain the Liar’s Eye trait. Liar’s Eye. This creature has advantage on Wisdom (Insight or Perception) checks. As a bonus action, it automatically detects the location of all illusions and hidden creatures within 15 feet of it. Graz’zt Ability Score Adjustment: Up to a +4 bonus to Constitution, Charisma, or both Signature Spells: False life (1st level), hold person (2nd level), fear (3rd level)


©2017 Wizards of the Coast LLC 7 The Lord of Forbidden Pleasures grants his cultists the ability to transform even the most hideous pain into pleasure. His cultists gain the Joy from Pain trait, while his cult leaders gain the Master of Pleasures trait. Joy from Pain. Whenever this creature suffers a critical hit, it can make one melee weapon attack as a reaction. Master of Pleasures. As a reaction when this creature takes damage, it can magically grant 5 temporary hit points to itself and up to three allies within 30 feet of it. Juiblex Ability Score Adjustment: Up to a +8 bonus to Constitution, with an equal penalty to Intelligence, Wisdom, and Charisma Signature Spells: None The Faceless Lord’s followers are bizarre loners who prefer the company of slimes and oozes to other creatures. They gain the hardiness of a slime at the cost of their minds. Lesser followers gain the Liquid Movement trait. The most dedicated devotees of ooze also gain the Slimy Organs trait. Liquid Movement. As an action, this creature can move up to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where it began this movement. Slimy Organs. This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Whenever it suffers a critical hit or is reduced to 0 hit points, all creatures within 5 feet of it take acid damage equal to its number of Hit Dice. Orcus Ability Score Adjustment: Up to a +4 bonus to Intelligence, Wisdom, or both Signature Spells: False life (1st level), ray of enfeeblement (2nd level), animate dead (3rd level) In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights. Sometimes he needs his followers to retain their mortal forms, to more easily infiltrate a kingdom or city. He grants rank and file cultists the Undying Soul trait, and his cult leaders gain the Aura of Death trait. Undying Soul (Recharges after a Short or Long Rest). If this creature is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point. Aura of Death. This creature emanates a deathly aura that extends 30 feet in every direction from its space while it isn’t incapacitated. The aura is blocked by total cover. While in the aura, the creature and any friendly undead are immune to the frightened condition and have resistance to radiant damage. Enemies suffer disadvantage on death saving throws while in the aura. Yeenoghu Ability Score Adjustment: Up to a +4 bonus to Strength and Dexterity, with an equal penalty to Intelligence and Charisma Signature Spells: Tasha’s hideous laughter (1st level), crown of madness (2nd level), fear (3rd level) Yeenoghu’s followers form roving packs of cannibalistic marauders. They grow more like gnolls in temperament and action with each passing day. His most devoted followers gain the Gnashing Jaws action option and the Rampage trait, while cult leaders gain the Aura of Bloodthirst trait. Gnashing Jaws. Melee Weapon Attack: bonus to hit equal to this creature’s proficiency bonus plus its Strength modifier, reach 5 ft., one target. Hit: 1d4 + this creature’s Strength modifier piercing damage. Rampage. When this creature reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make its Gnashing Jaws attack once. Aura of Bloodthirst. If this creature isn’t incapacitated, any creature with the Rampage trait can make its Gnashing Jaws attack as a bonus action while within 10 feet of this creature. Zuggtmoy Ability Score Adjustment: Up to a +4 bonus to Constitution, with an equal penalty to Intelligence, Wisdom, and Charisma Signature Spells: None


©2017 Wizards of the Coast LLC 8 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 1 Unearthed Arcana: Elf Subraces This document provides new subrace options for elves. This Is Playtest Material The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. Subraces When you choose the subrace of your elf character, you can choose one of the following options, in addition to those in the Player’s Handbook. Avariel The avariel are winged elves. These rare creatures were more common when the worlds of the multiverse were young, but frequent conflicts with dragons much reduced the winged elves’ number. Still, a few colonies persist here and there in the Material Plane and on the Plane of Air. Flight. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor. Languages. You can speak, read, and write Auran. Grugach The grugach of the world of Greyhawk shun contact with other folk, preferring the solace of the deepest forests and the companionship of wild animals. Even other elves draw their suspicion. The grugach tend toward chaos and neutrality. They feel no special duty to anyone beyond their own folk and the forest that is their home. Troubles beyond their borders are best kept there. At the same time, they harbor little ambition beyond a peaceful coexistence with nature. If anyone is fool enough to disturb a grugach realm, these elves take to arms and fight in earnest. Grugach master the basic weapons needed to hunt and forage in the wood. Every copse of trees becomes a sniper’s nest, and each forest meadow is an ambush point. The grugach set pits filled with stakes, snares that leave an intruder helpless to grugach arrows, and other snares designed to kill rather than capture. The grugach fight to the death to preserve their realms. Ability Score Increase. Your Strength score increases by 1. Grugach Weapon Training. You have proficiency with the spear, shortbow, longbow, and net. Cantrip. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it. Languages. Unlike other elves, you don’t speak, read, or write Common. You instead speak, read, and write Sylvan. Sea Elf The sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they form small, hidden communities in the ocean shallows and the Plane of Water. Ability Score Increase. Your Constitution score increases by 1. Sea Elf Weapon Training. You have proficiency with the spear, trident, light crossbow, and net. Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water. Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with Small or smaller beasts that have an inborn swimming speed. Languages. You can speak, read, and write Aquan.


©2017 Wizards of the Coast LLC 2 Shadar-kai Sworn to the Raven Queen’s service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were elves like the rest of their kin, but now they exist in a strange state between life and death, their skin pale and their bodies marked by piercings and eerie tattoos. Ability Score Increase. Your Charisma score increases by 1. Cantrip. You know one of the following cantrips of your choice: chill touch, spare the dying, or thaumaturgy. Charisma is your spellcasting ability for it. Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 15 feet to an unoccupied space you can see, and you gain resistance to all damage until the start of your next turn. During that time, you appear ghostly and translucent. Once you use this ability, you can’t use it again until you finish a short or long rest. Random Height and Weight Subrace Base Height Base Weight Height Modifier Weight Modifier Avariel 4ʹ8ʺ 90 lb. +2d10 × 1d4 lb. Grugach 4ʹ5ʺ 75 lb. +2d6 × 1d6 lb. Sea Elf 4ʹ6ʺ 90 lb. +2d8 × 1d4 lb. Shadar-kai 4ʹ8ʺ 90 lb. +2d8 × 1d4 lb. Height = Base Height + Height Modifier (in inches) Weight = Base Weight + Height Modifier (in pounds) × Weight Modifier


©2018 Wizards of the Coast LLC 1 Unearthed Arcana: Three Subclasses This document provides playtest options for the druid, the fighter, and the wizard. This Is Unofficial Material The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. Druid Circle At 2nd level, a druid gains the Druid Circle feature. Here is a playtest option for that feature: the Circle of Spores. Circle of Spores Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are portions of a grand cycle, with one leading to the other and then back again. Death is not the end of life, but instead a change of state that sees life shift into a new form. Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. However, these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or avoid passing to a final rest, violate the cycle and must be thwarted. Circle of Spores Features Druid Level Feature 2nd Circle Spells, Halo of Spores, Symbiotic Entity 6th Fungal Infestation 10th Spreading Spores 14th Fungal Body Circle Spells Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. Circle of Spores Spells Druid Level Spells 3rd gentle repose, ray of enfeeblement 5th animate dead, gaseous form 7th blight, confusion 9th cloudkill, contagion Halo of Spores Starting at 2nd level, you can launch toxic spores at other creatures. To do so, you use your reaction on your turn to deal 3 poison damage to one creature you can see within 10 feet of you. This damage increases to 6 at 6th level, 9 at 10th level, and 12 at 14th. Symbiotic Entity At 2nd level, you gain the ability to channel magic into the spores that infuse you. When you use your Wild Shape feature, you can awaken those spores, rather than transforming. When you do so, you gain 3 temporary hit points per level you have in this class, the damage of your Halo of Spores feature doubles, and your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. These benefits last for 10 minutes or until you use your Wild Shape again. Fungal Infestation At 6th level, your spores gain the ability to infest a humanoid corpse and animate it. If you slay a humanoid with your Halo of Spores damage, the creature rises as a zombie at the end of your turn. It has 1 hit point. In combat,


©2018 Wizards of the Coast LLC 2 its turn is immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. It remains animate for 1 hour, after which time it collapses and dies. Spreading Spores At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action, you hurl fungal spores up to 30 feet away, where they swirl around in a 10-foot cube for 1 minute. While the cube of spores persists, you can’t use your Halo of Spores feature, but any creature that starts its turn in the cube takes your Halo of Spores damage. The cube of spores vanishes early if you use this feature again. Fungal Body At 14th level, the fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and if an attack is a critical hit against you, it doesn’t deal its extra damage to you. Martial Archetype At 3rd level, a fighter gains the Martial Archetype feature. Here is a playtest option for that feature: the Brute. Brute Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back. Brute Features Fighter Level Feature 3rd Brute Force 7th Brutish Durability 10th Additional Fighting Style 15th Devastating Critical 18th Survivor Brute Force Starting at 3rd level, you’re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table. Brute Bonus Damage Fighter Level Damage Increase 3rd 1d4 10th 1d6 16th 1d8 20th 1d10 Brutish Durability Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others. Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style feature. Devastating Critical Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class. Survivor At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left. Arcane Tradition At 2nd level, a wizard gains the Arcane Tradition feature. Here is a playtest option for that feature: the School of Invention. School of Invention The School of Invention claims credit for inventing the other schools of magic—a claim other wizards find absurd. Wizards of this school push magic to its limits. They stretch the known laws of arcane power and strive to reveal


©2018 Wizards of the Coast LLC 3 important truths about the nature of the multiverse. Adherents of this school believe that innovation is best served through experimentation. They have a reputation for acting first, thinking second. Most wizards are scholars who have mastered their craft through careful study, rigorous practice, and endless hours of repetition. These wizards would rather throw spells together and see what happens. Many wizards of this tradition are gnomes, alchemists, or both, and they take pride in the magic-infused armor they don. The armor not only provides protection, but it is also designed to help the wizard channel magic in unpredictable ways. Wizards of this tradition are regarded as savants to their faces, but wizards of other traditions often think of them as lunatics. School of Invention Features Wizard Level Feature 2nd Tools of the Inventor, Arcanomechanical Armor, Reckless Casting 6th Alchemical Casting 10th Prodigious Inspiration 14th Controlled Chaos Tools of the Inventor At 2nd level, you gain proficiency with two tools of your choice. Arcanomechanical Armor Innovation is a dangerous practice, at least as far as members of this school practice it. As a shield against this risk, you have developed a suit of arcane armor. Starting at 2nd level, you gain proficiency with light armor and gain a suit of arcanomechanical armor—a magic item that only you can attune to. While you are attuned to it and wearing it, it grants you resistance to force damage. The armor is light armor and provides an AC of 12 + your Dexterity modifier. It weighs 8 pounds. You can create a new suit of it at the end of a long rest by touching a nonmagical suit of studded leather armor, which magically transforms it. Doing so removes the magic from your previous arcanomechanical armor, turning it into nonmagical studded leather. Reckless Casting Starting at 2nd level, you can attempt to cast a spell you don’t have prepared. When you use this ability, you use your action and choose one of the following options: • Roll on the Reckless Casting table for cantrips and cast the resulting spell as part of this action. • Expend a spell slot and roll twice on the Reckless Casting table for its level, or the 5thlevel table if the slot is 6th level or higher. Pick which of the two results you want to use and cast the resulting spell as part of this action. If the spell you cast isn’t a wizard spell, it is nonetheless a wizard spell for you when you cast it with this feature. Reckless Casting d10 Cantrip 1 acid splash 2 chill touch 3 fire bolt 4 light 5 poison spray 6 ray of frost 7 shocking grasp 8 sacred flame 9 thorn whip 10 Roll twice and cast each cantrip, but if you roll another 10 on either die, you cast nothing, wasting your action. d10 1st-Level Spell 1 burning hands 2 chromatic orb 3 color spray 4 faerie fire 5 false life 6 fog cloud 7 jump 8 magic missile 9 thunderwave 10 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. d10 2nd-Level Spell 1 blur 2 darkness 3 enlarge/reduce 4 gust of wind 5 invisibility


©2018 Wizards of the Coast LLC 4 6 levitate 7 Melf’s acid arrow 8 scorching ray 9 shatter 10 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. d10 3rd-Level Spell 1 blink 2 fear 3 feign death 4 fireball 5 fly 6 gaseous form 7 lightning bolt 8 sleet storm 9 stinking cloud 10 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. d10 4th-Level Spell 1 blight 2 confusion 3 Evard’s black tentacles 4 fire shield 5 greater invisibility 6 ice storm 7 phantasmal killer 8 stoneskin 9 wall of fire 10 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. d10 5th-Level Spell 1 cloudkill 2 cone of cold 3 destructive wave 4 flame strike 5 hold monster 6 insect plague 7 mass cure wounds 8 wall of force 9 wall of stone 10 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. Alchemical Casting At 6th level, you learn to channel magic through your arcanomechanical armor to augment spells in a variety of ways. When you cast a spell while wearing that armor and attuned to it, you can expend one additional spell slot of 1st or 2nd level to alter the spell. The effect depends on the spell slot you expend. A 1st-level slot allows you to manipulate the spell’s energy. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type for another one from that list. A 2nd-level slot increases the spell’s raw force. If you roll damage for the spell when you cast it, increase that damage by 2d10 force damage against one of the spell’s targets (your choice) this turn. Prodigious Inspiration At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this ability again until you finish a short or long rest. Controlled Chaos At 14th level, your ability to improvise magic grows stronger. Whenever you roll on a Reckless Casting table for a spell other than a cantrip, you can roll on the table that is one level higher than the expended spell slot.


©2018 Wizards of the Coast LLC 1 Unearthed Arcana: Into the Wild This Is Unofficial Material The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. The rules for wilderness travel in chapter 5 of the Dungeon Master’s Guide and chapter 8 of the Player’s Handbook allow a DM to track a party’s progress for each hour of travel. Those rules work similarly to the rules for dungeon navigation, in that the players pick a direction and strike off in search of adventure, adjusting their path as they go. What I noticed in my own campaigns, though, was that players tended to focus primarily on their destination in wilderness travel. In a dungeon, players think in terms of opening the door to the east, or investigating the passage to the north. Their choices are tactical in nature, and based on the immediate environment. Adventurers might be seeking a lost shrine in a dungeon, but the decisions they make along the way are all important and interesting. In the wilderness, most situations allow the characters to travel in any direction they choose. Their choices are circumstantial rather than tactical. So when the characters decide to seek out a ruined temple in the forest, the choices they make along the way matter less than that initial big-picture decision. The following approach to wilderness exploration and travel provides a new overlay 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. Resolving Travel These optional rules break overland travel down into four different phases. Wilderness Travel Phases Choose destination Choose activities Resolve activities and travel Camp Choose Destination Before the party begins traveling for the day, the players must choose a destination. A destination can be a place the party can reach that same day, or one that requires several days of travel. If the characters want to wander an area without a specific destination, use the standard rules for wilderness travel and exploration from the Dungeon Master’s Guide and the Player’s Handbook as they venture across your map. Navigation DC These rules introduce a new concept called the navigation DC. Some destinations can be found automatically, but others have a DC that measures the difficulty of finding a path to reach them. The Navigation DC table provides some examples. Some locations might be difficult or even impossible to find without the characters first meeting a specific prerequisite. Reaching an invisible tower floating in the air might require a special magic item that leads the characters to it. Or if a mundane location is hidden within a thick mist that fills a valley, characters who find a way to disperse the mist can lower the navigation DC for that location significantly.


©2018 Wizards of the Coast LLC 2 Navigation DCs DC Description None Destination has a clear road, trail, or wellmarked path leading to it 10 Destination lacks a path but is in open terrain 15 Destination lacks a path but is in dense terrain such as forest or mountains 20 Destination is hidden, with active efforts made to conceal its existence through mundane means 25 Destination is hidden using illusions or other magic 30 Destination is hidden using powerful magic, such as a regional effect that causes a forest’s trees to slowly shift and force characters onto the wrong path Choose Activities Each player undertakes an activity while traveling, choosing from among the options offered in chapter 8 of the Player’s Handbook— but with one modification. In any case where the destination has a navigation DC, at least one character must choose to navigate in order to give the party a chance to reach its destination. Resolve Activities and Travel Using these rules, a single set of ability checks for the characters’ activities resolves a full day’s worth of travel. The activities from the Player’s Handbook function as described, with the following exceptions. Navigation If the party’s destination has a navigation DC, one character must make a Wisdom (Survival) check against that DC, applying normal modifiers for the party’s travel pace and other factors. With a successful check, the characters make progress toward their destination, perhaps even reaching it if they move quickly enough. If the check fails, or if no character makes a check when the destination has a navigation DC, the party becomes lost. Becoming Lost If the party becomes lost, the characters end the day at the wrong location. Roll on the Becoming Lost table to determine where the characters end up. If a result would be impossible—such as requiring the characters to travel farther than they can in a day—just pick a point between the characters’ starting point and their intended final location that represents one day’s travel. Becoming Lost d6 Result 1–4 2d6 miles in a random direction from destination 5–6 After traveling in circles, end 1d6 miles in a random direction from starting point Random Encounters While traveling using these rules, use the normal guidelines for random encounters found in the Dungeon Master’s Guide. As an optional rule for when the characters are lost, roll twice for each random encounter check to reflect that the characters might blunder into a monster lair or other unusual threat. Travel After determining if a group becomes lost or has a random encounter, check your map to determine the characters’ route during the day. From their starting location, track how far they travel toward their destination. Narrate any changes in terrain or any special locations the characters find along the way, resolving encounters as needed. Describing the Wilds In the same way that a map and an encounter key describe a dungeon, the wilderness can be summarized with a hex map and a collection of interesting features. Mapping the Wilderness The guidance given for wilderness mapping in the Dungeon Master’s Guide applies to these rules, with one potential exception. It’s a good idea to map out an area that a party can cover in a day or two of travel, to allow your design to bring out the details that make each area unique. When creating a wilderness, take the time to think about the mood of an area. Is it a hot,


©2018 Wizards of the Coast LLC 3 oppressive desert? Is it a terrifying realm of craggy peaks and rivers of lava, with a massive fortress-spire built by a god of war looming over the landscape? Take time to also think about what creatures are active in the wilderness, and why. Are the characters moving through a war-torn land, with orc patrols harassing the characters? Do hobgoblin legions struggle to tame a wild frontier, building defensive points to help claim it? Are there legendary, deadly monsters that hunt in this region? Pay special attention to friendly settlements and roads. The ease of movement roads provide and the promise of a safe haven make welltraveled and settled areas attractive to most characters—especially low-level characters. Adventure Locations Consider each of the potential adventure locations on your map, and assign navigation DCs to them as appropriate. Take into account the creatures that dwell nearby, a site’s notoriety, the presence of any paths or roads leading there, and so forth. Regional Effects Review the monsters that lair in your wilderness, and determine if any exert regional effects that you need to account for. Regional effects (described in the Monster Manual) are a great tool for showing the players how the presence of a powerful creature can alter the environment. They also add an element of magic and strangeness to areas that might otherwise seem mundane. Determine Checks and DCs Take note of the DC needed to forage in an area. But also think about DCs for any other ability checks that you feel are relevant for the region. A few appropriate skills for such checks are noted below. An ability check you call for might be part of an existing activity, it might require a special activity relevant to an area, or it might be a check you ask for only as appropriate. In any case, asking for special checks can help drive home a region’s unique character and dangers. Athletics. You might require characters to attempt Strength (Athletics) checks to navigate difficult terrain such as broken ground or mountain peaks, with failure slowing the party and causing injury. History. A successful Intelligence (History) check might allow a character to locate a forgotten road, identify the origin of ruins, or find a site mentioned in myth or legend. Nature. By attempting Intelligence (Nature) checks, characters might identify what sorts of creatures dwell in an area based on subtle clues, or spot the effect of magic on a natural ecosystem. Stealth. It’s good to call for Dexterity (Stealth) checks in areas that are heavily patrolled or under the watch of a specific creature. Failing the check or moving too quickly to be stealthy brings the characters under scrutiny. Survival. In an area infested with deadly plants or other natural hazards, successful Wisdom (Survival) checks can allow the characters to avoid gathering and eating poisonous plants, to spot quicksand and other hazards, and to avoid paths or areas where dangerous creatures prowl. Tactical Terrain As a final useful tool, consider creating a quick table to help you generate terrain for random encounters, or for other events that require a more detailed view as the characters explore. A random table filled with iconic terrain for an area can help inspire you in the moment, and ensures that the interesting key elements of a region remain part of the action. Start off with at least one or two noteworthy features that are always present. Then think of a few simple but distinctive features that you’d expect to find in specific areas. If flat grasslands are a dominant feature, you might also have low hills, ruins, watering holes, thorny bushes, and other less common features to break things up. Once you are done, create a list of all your terrain features and assign each one a percentage chance to be present in an area (including 100 percent for dominant features). Then when you need to create an encounter area quickly, you can roll for each feature to see if it is


©2018 Wizards of the Coast LLC 4 present—thinking of these key features as tactical features that can have an impact on the encounter. Sample Region: Moon Hills The Moon Hills are a rugged series of steep hills at the heart of Nentir Vale. Patrols from Fallcrest help keep the area’s organized threats in check, but monsters often make forays out from the Cloak Wood. Strange creatures drawn from the Feywild, the Shadowfell, and the Elemental Plane of Earth are also found here. Ambient Mood The hills are steep and sharp, with jagged escarpments forming sprawling, hilly plateaus. Small groves dot the area, as do the occasional burial mound, watchtowers from ancient Saruun Khel, and other old ruins. The features of the Moon Hills include the following: • Play up the hills and the jagged cliff faces, making travel through this area feel like navigating a maze. Straight and easy paths are rare here. • Random boulders are common in the area, placed by the influence of elemental earth and looking as though they were dropped from the sky. Wind and rain erode the soil to reveal other strange rock formations that develop as elemental earth energy seeps into the landscape. • The area’s key hook is the presence of many crossings to the Feywild and the Shadowfell. The minotaurs of Saruun Khel traveled to both those planes and the Plane of Earth to trade. The distorted topography of the Moon Hills is due in part to the influence of earth magic, and areas near planar crossings exhibit otherworldly traits. This doesn’t always imply the presence of monsters, but it can leave travelers feeling unsettled. • Plenty of farms and manor houses are found in the area, owing to its proximity to Fallcrest. Trails, old fences of wood or stone, property markers, and so on are common sights, especially near the roads and the river. • Several druids are active in the area, drawn by the ambient planar energy and its effects on the land. Though rocky, the soil of the Moon Hills is bountiful, in part because of the links to the Feywild and the Plane of Earth. Though in some areas, the influence of the Shadowfell renders the land gray and dull. • The maze-like nature of this land promises lots of hidden areas and sudden discoveries. When bandits are active here, they thrive on ambush. • The variety of terrain and features makes travel in the Moon Hills challenging. Any experienced traveler can attempt to navigate this place, but the lack of clear sight lines and the difficulty of long-distance navigation can make things daunting for the inexperienced. Settlements An attack on any of the farms or manors in the Moon Hills draws the notice of travelers or locals within a day or two. While the area has its secrets, the countryside is civilized overall. Ruins and Dungeons The area is dotted with a few basic types of ruins and dungeons, including the following: • Megaliths have been raised by the druids, with tunnels and chambers excavated beneath them. They are constructed at points where planar energy is strongest, putting many in proximity with ancient ruins of Saruun Khel. • Ruined watchtowers and small forts built by the Saruun minotaurs dot the landscape. Humanoid monsters use them as temporary bases. • A few abandoned farmhouses and manors are found in the hills. These are the legacy of raids that took place when this area was not so well protected by Fallcrest. • Undiscovered vaults of Saruun Khel are still hidden in the Moon Hills. • An earth cult might establish a hidden base in the area.


©2018 Wizards of the Coast LLC 5 Moon Hills Exploration Wracked by energy from the Plane of Earth and dotted with crossings to the Feywild and the Shadowfell, the Moon Hills can be difficult to navigate away from the safety of Fallcrest and its immediate environs. The hills form a confusing mess of paths between their steep slopes. Moon Hills Summary Navigation. The steep hills and the winding paths between them can be confusing, but the sparse vegetation of the hills allows clear views of the sky. If the characters are off the roads or paths that wind through this area, they must always navigate to avoid becoming lost—even if their destination does not normally require a check. In that case, the check DC is 10. Foraging. DC 10; water and light game are plentiful. Special Rules. If the characters take a long rest here, roll on the planar confluence table. Navigation If the characters are seeking a specific location, use the DCs on the table. Characters who become lost must make a check to navigate to a destination, even if they have a map or know the path from having made a prior visit. Moon Hills Navigation DCs DC Location None Fallcrest None Watcher’s Point 15 Bandit camp (common criminals) 15 Obsidian standing stones 15 Ruins of the Horned Tower 20 Dungeon of the Sleeping Titan 25 Pits of the Fang 30 Lost gate of the Laughing Path Planar Confluence 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. Moon Hills Planar Confluence d20 Result 1–16 No effect 17–18 Shadowfell influence causes nightmares or disturbing visions; regain only half spent Hit Dice 19 Feywild influence grants vivid, exciting dreams or visions; gain inspiration 20 Earth influence fortifies and strengthens flesh and bones; gain temporary hit points equal to character level Terrain The Moon Hills are an ideal spot for ambush, as the steep slopes favor a well-planned attack. Bandits and intelligent monsters prefer to open an assault with missile fire from atop a hill. Their targets can either trudge upslope, enduring attacks along the way, or flee along the gullies between the hills. But with the gullies providing a predictable path, smart attackers have more ambushers in place just around the corner. Devious foes might even send a group to cut off retreat back in the ambushed travelers’ original direction. Moon Hills Tactical Terrain % Description 100% 1d3 + 1 steep hills (gullies serve as paths between them) 100% 2d4 + 2 scattered trees 25% Boulder field (scattered along gullies and with 1d3 still perched on hilltops, ready to be rolled with a successful DC 10 Strength (Athletics) check; Dexterity save DC 10; 2d6 bludgeoning and knocked prone) 10% Ruined watchtower of Saruun Khel 5% Shadowfell influence (disadvantage on death saving throws in the area) 5% Feywild influence (disadvantage on Wisdom saving throws in the area)


©2018 Wizards of the Coast LLC 1 Unearthed Arcana: Order Domain This document presents a playtest option for the cleric: the Order Domain. This Is Unofficial Content The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. Divine Domain At 1st level, a cleric gains the Divine Domain feature. At the DM’s discretion, the following domain option is available to a cleric, in addition to those offered in the Player’s Handbook. Order Domain The Order domain represents discipline, as well as service to a society or an institution, whether that service is rendered in obedience to or enforcement of the law—civil, religious, or both. Gods on many worlds grant access to this domain, including Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus. The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action’s results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their deities. More importantly, law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse. Order Domain Features Cleric Level Feature 1st Bonus Proficiency, Voice of Authority 2nd Channel Divinity: Order’s Demand 6th Order’s Dominion 8th Divine Strike 17th Order’s Wrath Domain Spells You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature for how domain spells work. Order Domain Spells Cleric Level Spells 1st command, heroism 3rd enhance ability, hold person 5th mass healing word, slow 7th compulsion, locate creature 9th commune, dominate person Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with heavy armor. Voice of Authority Starting at 1st level, you can invoke the power of law to drive an ally to attack. Immediately after you cast a spell on an ally using a spell slot of 1st level or higher, that ally can use their reaction to make one weapon attack against a target of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Channel Divinity: Order’s Demand Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others. As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can


©2018 Wizards of the Coast LLC 2 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 1 Unearthed Arcana: Centaurs and Minotaurs This document presents the centaur, a new playtest option for when you choose your character’s race. We’ve also included a revised version of the minotaur’s traits, which appeared in a previous installment of Unearthed Arcana. This Is Playtest Content The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. Centaur Roamers at heart, centaurs love open spaces and the freedom to travel. As much as they can, centaurs run. They race the wind, hooves thundering and tails streaming behind them. Nature’s Cavalry Centaurs have humanoid upper bodies, displaying all the human variety of skin tones and features. In size, they are comparable to a human rider mounted on a horse, and they fill similar roles—as cavalry, messengers, outriders, and scouts. Centaurs’ ears are slightly pointed, but their faces are more wide and square than those of elves. Below the waist, they have the bodies of horses, with coats tending toward brown shades (chestnut or bay) and darker tails. Nature and Community Centaurs have a strong sense of the interconnectedness of the natural world, and they celebrate family and community as microcosms of that greater connection. The birth of a foal is always cause for festivities. At the same time, centaurs revere the traditions of the past, preserving old ways and keeping alive the legends of ancestral heroes. They feel a close kinship with wild animals, perhaps because of their own hybrid nature, and delight in the feeling of running alongside herds and packs of beasts. Centaur Names Centaurs’ given names are passed down through family lines. The name given to a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the memory—and, the centaurs believe, some shard of the spirit—of the departed. Centaurs rarely use family names, but wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals, printed mottos, braids and beads worn in the hair and tail, or even specific patterns of woven fabric. Centaur Traits The following traits are shared by player characters who are centaurs. Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1. Age. Centaurs mature and age at about the same rate as humans. Alignment. Centaurs are inclined toward neutrality. Size. Your size is Medium, yet you tower over most other humanoids. Speed. Your base walking speed is 40 feet. Charge. If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon’s damage dice twice and add them together. Once you use this ability, you can’t use it again until you finish a short or long rest.


©2018 Wizards of the Coast LLC 2 Hooves. Your hooves are natural melee weapons, with which you’re proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d6 + your Strength modifier. Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount. Survivor. You have proficiency in the Survival skill. Hybrid Nature. You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types. Languages. You can speak, read, and write Common and Sylvan. 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 them, the target takes piercing damage equal to 1d6 + your Strength modifier. Goring Rush. Immediately after you use the Dash action on your turn and move at least as far as your speed, you can make one melee attack with your horns as a bonus action. Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can attempt to shove that creature with your horns using your reaction. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 5 feet away from you. Menacing. You have proficiency in the Intimidation skill. Hybrid Nature. You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types. Languages. You can speak, read, and write Common and Minotaur.


©2018 Wizards of the Coast LLC 1 UNEARTHED ARCANA Giant Soul Sorcerer This document presents a new playtest option for sorcerers. This Is Playtest Content The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. Sorcerous Origin At 1st level, a sorcerer gains the Sorcerous Origin feature. Giant Soul is available as an option for that feature. Giant Soul The giants once dwelled in a fabled realm known as Ostoria, a paradise for their folk that reflected their mastery of the mortal realm. In time, Ostoria fell, and the giants were scattered and broken. During that mythic era, the giants granted a few chosen individuals among the small folk a shard of their great power. These favored people were caught in the same tragedy that sundered Ostoria. Since that time, they have spread across the many worlds of the multiverse. Now and again, one of their descendants manifests the gifts imparted by the giants, granting them sorcerous magic that allows them to command the elements and gain the might of a giant. Jotun Resilience The resilience of giants flows through your body. At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. Mark of the Ordning At 1st level, you discover innate magical abilities within yourself that are based on your giant heritage. Select one of the giant types from the Mark of the Ordning table. At 1st and 3rd level, you learn the spells associated with your choice, as shown in the table. These spells count as sorcerer spells for you, but they don’t count against your number of sorcerer spells known. Giant Type Spells at 1st Level Spell at 3rd Level Cloud giant fog cloud, minor illusion invisibility Fire giant burning hands, fire bolt flaming sphere Frost giant armor of Agathys, ray of frost hold person Hill giant heroism, shillelagh enlarge/reduce Stone giant entangle, resistance spike growth Storm giant shocking grasp, thunderwave gust of wind Soul of Lost Ostoria Starting at 6th level, you gain a benefit whenever you cast one of the spells granted by your Mark of the Ordning Feature. Cloud Giant. Immediately after you cast any of your Mark of the Ordning spells, you can magically teleport as a bonus action. You teleport to an unoccupied space you can see that is no farther away than a number of feet equal to 10 + your Constitution modifier. Fire Giant. You gain a bonus to the damage rolls of your Mark of the Ordning spells. The 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 2 Hill Giant. Immediately after you cast any of 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 1 UNEARTHED ARCANA Races of Eberron This document presents versions of several races from the D&D world of Eberron: changelings, kalashtar, shifters, and warforged. For more information about that world, see Wayfinder’s Guide to Eberron, available on the Dungeon Masters Guild (dmsguild.com). This Is Playtest Content The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. Changelings Long ago there was a woman named Jes, and she had one hundred children. Her rivals conspired against her and swore to kill her children. Jes begged the Sovereigns for help, but their only answer was the wind and rain. In the depths of her despair, a lonely traveler took her hand. “I will protect your children if they follow my path. Let them wander the world. They may be shunned and feared, but they will never be destroyed.” Jes agreed, and the traveler gave her his cloak. When she draped it over her children their old faces melted away, and they could be whoever they wanted to be. And so it remains. Though the Children are shunned by all, the gift of the Traveler protects them still. — Chance, changeling priest A changeling can shift its face and form with a 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. Hidden People Changelings are spread across Khorvaire. Wherever humans can be found, there are changelings; the question is whether their presence is known. Changelings are born to one of three paths. A few are born and raised in stable communities, where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever knowing another like themselves. Still others are part of the nomadic changeling clans spread across the Five Nations who keep their true nature hidden from the single-skins. Some of these clans maintain safe havens in major cities and communities, but most prefer to wander, following the unpredictable path of the Traveler. In creating a changeling adventurer, consider the character’s relationships with the people around them. Does the character conceal their true changeling nature, or do they embrace it? Do they have connections to a changeling community or clan, or are they alone and in search of companions? Masks and Personas In their natural form, changelings are slender and pale with colorless eyes and silver-white hair. A changeling can alter its physical appearance with a thought. While this can be used to deceive others, it is a natural form of expression for the changeling. A changeling shifts shapes the way others might change clothes. A casual shape—one created on the spur of the moment, with no depth or history—is called a mask. A changeling mask can be used to express a mood or to serve a specific purpose and then never used again. However, many changelings develop identities that have more depth. They build an identity over time, crafting a persona, with history and beliefs. This focused identity helps a changeling pinpoint a particular


©2018 Wizards of the Coast LLC 2 skill or emotion. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat. Personas can be shared by multiple changelings; there might be three healers in a community, but whoever is on duty will adopt the persona of Tek, the kindly old medic. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by previous users of the persona. Changeling Names A changeling might use a different name for each mask and persona, adopting new names as easily as they develop new faces. The true name of a changeling tends to be monosyllabic; however, there are often accents to a changeling’s name that are expressed through shapeshifting, something single-skins will likely miss. For instance, two changelings might have the name Jin, but one is Jin-with-vivid-blue-eyes and one is Jin-with-golden-cheeks. Changelings have a fluid relationship with gender, seeing it as one characteristic to change among many others. Changeling Names: Bin, Cas, Dox, Fie, Hars, Jin, Lam, Mas, Nix, Ot, Paik, Ruz, Sim, Toox, Vil, Yug Changeling Traits Your changeling character has the following traits. Ability Score Increase. Your Charisma score increases by 2, and either your Dexterity or your Intelligence increases by 1 (your choice). Age. Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can shapeshift to conceal their age, the effects of aging still catch up to them. Alignment. Changelings hate to be bound in any way, and those who follow the path of the Traveler believe that chaos and change are important aspects of life. Most tend toward pragmatic neutrality as opposed to being concerned with lofty ideals. Few changelings embrace evil. Size. In their natural forms, changelings average between 5 and 6 feet in height, with a slender build. Your size is Medium. Speed. Your base walking speed is 30 feet. Change Appearance. As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, or Persuasion. Unsettling Visage. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest. Divergent Persona. You gain proficiency with one tool of your choice. Define a persona associated with that proficiency: establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency. Languages. You can speak, read, and write Common and two other languages of your choice.


©2018 Wizards of the Coast LLC 3 Kalashtar I am kalashtar, born of two worlds. Over a thousand years ago, my ancestor bound her bloodline to the spirit Kashtai, and I am a child of that union. Kashtai moves within me. Her memories come to me in dreams, and at times her voice whispers in the silence of my mind. As long as at least one of my sisters is alive, Kashtai will survive—and as long as she lives, she will fight ilLashtavar. —Lakashtai, servant of the light The kalashtar are a compound race created from the union of humanity with renegade spirits from the plane of dreams—spirits called the quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. But there is an unmistakable alien quality to the kalashtar, and they are haunted by the conflicts of their otherworldly spirits. Bound to Spirits Every kalashtar has a connection to a spirit of light, shared by other members of their bloodline. Physically, kalashtar appear human, but the spiritual connection affects them in a variety of ways. Kalashtar have symmetrical, slightly angular features. Their movements and body language are different from those of humans; most beings find it graceful, but to some it feels unnerving. The eyes of a kalashtar often glow when it is focused on a task or feeling strong emotions. The kalashtar can’t directly communicate with their quori spirits. A kalashtar might experience the relationship as a sense of instinct and inspiration, drawing on the memories of the spirit when they dream. This connection grants the kalashtar minor psionic abilities, as well as protection from psychic attacks. All of these dream-spirits are virtuous, but some are warriors, while others are more contemplative or kind; a kalashtar player and DM can work together to determine the nature of the linked spirit. Typically, a kalashtar knows the name and nature of their spirit, but some—for instance, an orphan kalashtar raised among outsiders— might know nothing of their spirit or the source of their psychic gifts. The bond to the spirit can cause some kalashtar to display unusual quirks of behavior. A kalashtar player can roll or select a trait from the following table. Kalashtar Quirks d10 Quirk 1 You try to understand the motives and feelings of your enemies. 2 You prefer using telepathy over speaking aloud. 3 You feel a strong drive to protect the innocent. 4 You apply dream logic to mundane situations. 5 You discuss things out loud with your quori spirit. 6 You suppress your emotions and rely on logic. 7 You are strongly influenced by the emotions of those around you. 8 You prefer to find nonviolent solutions to problems whenever possible. 9 You are driven by a warrior spirit and will fight for any noble cause. 10 You are obsessed with Dreaming Dark conspiracies. Hunted by Nightmares The virtuous spirits tied to the kalashtar fled from the dream realm of Dal Quor to escape the evil spirits that dominate the realm. The rebel quori believe that through meditation and devotion, they can eventually change the fundamental nature of Dal Quor, shifting the balance from darkness to light. Thus, most kalashtar communities focus on acts of devotion to the faith known as the Path of Light. But the dark powers of Dal Quor have their own plans on Eberron. Through the force known as the Dreaming Dark, these monsters are manipulating the people of Khorvaire and eliminating kalashtar whenever possible. Many kalashtar defend themselves from the Dreaming Dark by living in close-knit communities, focusing on devotion to the Path of Light. But some among the kalashtar feel obliged to seek out the agents of the Dreaming Dark and oppose their plans, or simply to protect the innocent however they can. There are some kalashtar who have grown up isolated from their


©2018 Wizards of the Coast LLC 4 kind, who know nothing about Dal Quor or the Dreaming Dark. Such orphans may use their abilities for personal gain or otherwise act against the virtuous instincts of their quori spirits; this can often cause internal conflicts and violent mood swings. Kalashtar Names A kalashtar name is formed by the blend of a personal prefix tied to the name of the quori spirit within the kalashtar. Each spirit has a gender identity, but this may or may not match the gender identity of the kalashtar host. Thus, a female kalashtar might have what others would consider a masculine name, because she’s tied to a spirit with a masculine identity. Kalashtar orphans are unlikely to know the names of their spirits and instead take names from the cultures they’re raised in. Male Quori Names: Hareth, Khad, Kosh, Melk, Tash, Ulad, Vash Female Quori Names: Ashana, Ashtai, Ishara, Nari, Tana, Tari, Vakri Kalashtar Names: Coratash, Dalavash, Dolishara, Halakosh, Khoratari, Koratana, Lanhareth, Molavakri, Nevitash, Sorashana, Torashtai, Valakhad, Vishara Kalashtar Traits Your kalashtar character has the following traits. Ability Score Increase. Your Wisdom and Charisma scores both increase by 1. In addition, one ability score of your choice increases by 1. Age. Kalashtar develop physically at the same rate as humans do and have similar lifespans. Alignment. The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine self-discipline with compassion for all sentient beings, but some kalashtar resist the virtuous influence of their spirit. Size. Kalashtar are similar in build to humans, though they are typically a few inches taller. Your size is Medium. Speed. Your base walking speed is 30 feet. Dual Mind. When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll’s effects occur. Mental Discipline. You have resistance to psychic damage. Mind Link. You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. As a bonus action when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and able to see you. Psychic Glamour. Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill. Severed from Dreams. Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like the dream spell, but not to spells and effects that put you to sleep, like the sleep spell. Languages. You can speak, read, and write Common, Quori, and one other language of your choice. Shifters Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, massive fangs, astounding speed, or heightened senses. Geth’s gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal’s tough hide. A sense of invincibility spread through him. For the moment, at least, he felt unstoppable! —Don Bassingthwaite, The Binding Stone Shifters are sometimes called the weretouched, as many believe that they are the descendants of humans and lycanthropes. They are humanoids with a bestial aspect. While they can’t fully


©2018 Wizards of the Coast LLC 5 change shape, they can temporarily enhance their animalistic features—a state they call shifting. Whatever their origins, shifters have evolved into a unique race. A shifter walks on the knife’s edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization? The Beast Within Early in childhood, a shifter forms a bond with a beast within: a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they might speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges over time as the shifter’s personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by the shifter’s personality: a feline shifter might be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit is drawn to find and protect a pack. When a shifter fully embraces this beast within, they physically transform for a short time. This beast within is reflected by the shifter’s subrace. The following subraces are especially common: Beasthide often signifies the bear or boar: stoic, stubborn and thick-skinned. Longtooth shifters typically have lupine traits and are attracted to pack life. Swiftstride shifters are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows. Wildhunt shifters are born from any creature that tracks its prey. While the beast within certainly has a physical impact on a shifter, it also has a spiritual and psychological effect. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they’ll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character. Similar and Diverse Shifters are similar to humans in height and build but are more naturally lithe and flexible. Their facial features have a bestial cast, with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. The traits of the beast within affect a shifter’s appearance as well. A swiftstride shifter might have catlike eyes and delicate build, while a beasthide shifter is likely a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral. The Journey Yet to Come Shifters have a strong presence in the Eldeen Reaches, and they often live among humans and can be found in rural areas across Khorvaire. While they form powerful bonds with friends and kin, shifters place great value on selfreliance and freedom. It’s a shifter proverb to “always be prepared for the journey yet to come,” and most shifters strive to be ready for change or opportunity. Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith. Shifter Names Shifters have no language of their own and often live in blended communities. As such, shifter names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use “wandering names” with strangers. These are usually tied to an obvious physical or personality trait. Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Whiskers, Wolf


©2018 Wizards of the Coast LLC 6 Shifter Traits Your shifter character has the following traits. Ability Score Increase. Your Dexterity score increases by 1. Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old. Alignment. Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments. Size. Shifters range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Keen Senses. You have proficiency with the Perception skill. Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest. Languages. You can speak, read, and write Common. Subrace. Choose one of the following subraces, representing the beast within: beasthide, longtooth, swiftstride, or wildhunt. Beasthide Stoic and solid, a beasthide shifter draws strength and stamina from the beast within. Beasthide shifters are typically tied to the bear or the boar, but any creature known for its toughness could apply. Ability Score Increase. Your Constitution score increases by 2. Tough. You have proficiency with the Athletics skill. Shifting Feature. Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC. Longtooth Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators. Ability Score Increase. Your Strength score increases by 2. Fierce. You have proficiency with the Intimidation skill. Shifting Feature. While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Swiftstride Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially. Ability Score Increase. Your Dexterity and Charisma scores both increase by 1. Graceful. You have proficiency with the Acrobatics skill. Swift Stride. Your walking speed increases by 5 feet. Shifting Feature. While shifted, your walking speed increases by 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. Wildhunt Wildhunt shifters are sharp and insightful. Some are constantly alert, wary for possible threats. Others focus on their intuition, searching within. Wildhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities. Ability Score Increase. Your Wisdom score increases by 2. Natural Tracker. You have proficiency with the Survival skill.


©2018 Wizards of the Coast LLC 7 Mark the Scent. As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can’t use this trait again until you finish a short or long rest. Shifting Feature. While shifted, you have advantage on Wisdom checks. Warforged “Pierce was built by design, while you were built by accident,” Lakashtai said. “The soul is what matters, not the shape of the vessel.” “What makes you think he has a soul?” Gerrion said. “What makes you think you do?” —Keith Baker, The Shattered Land The warforged were built to fight in the Last War. The first warforged were mindless automatons, but House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced fully sentient soldiers, blending organic and inorganic materials. Warforged may be made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond the war. A warforged can be a steadfast ally, a cold-hearted killing machine, or a visionary in search of purpose and meaning. Living Steel and Stone Warforged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. All warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. A sigil is engraved into the center of the forehead; this is unique to each warforged. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed. A juggernaut warrior is a massive brute sheathed in heavy steel plates, while a skirmisher can be crafted from wood and light mithral to grant it lithe and elegant movement. While they are formed from stone and steel, warforged are humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids. A warforged can focus its mind on its body as it rests, adjusting its shape and form to assume one of a few defensive postures. A warforged who expects heavy combat might focus on durability, while during a time of peace they might be content to adopt a lighter, less aggressive form. Warforged Personality The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The Treaty of Thronehold gave them freedom, but many warforged struggle both to find a place in the post-war world and to relate to the creatures that created them. The typical warforged shows little emotion. Many warforged embrace a concrete purpose— protecting allies, completing a contract, or other pursuits—and devote themselves to this task as they once did to war. However, there are warforged who delight in exploring their feelings and their freedom. Most warforged have no interest in religion, but some embrace faith and mysticism, seeking higher purpose and deeper meaning. The typical warforged has a muscular, sexless body shape. Some warforged ignore the concept of gender entirely, while others adopt a gender identity in emulation of the creatures around them. Quirks Whether due to some flaw in their creation or ignorance of how other creatures operate, warforged often acquire an odd personality trait or two. A warforged player can choose to roll or select a trait from the Warforged Quirks table.


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


©2018 Wizards of the Coast LLC 9 Languages. You can speak, read, and write Common. Subrace. As a warforged, your body was designed for a specific purpose. Choose one of these subraces: envoy, juggernaut, or skirmisher. Envoy As an envoy, you were designed with a certain specialized function in mind. You might be an assassin, a healer, or an entertainer, to name a few possibilities. Envoys are the rarest of the warforged subraces, and yours could be a unique design. Ability Score Increase. Two different ability scores of your choice each increase by 1. Specialized Design. You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Integrated Tool. Choose one tool you’re proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool. Envoys: Specialized Design As the name implies, most warforged were built to fight in the Last War. The vast majority of warforged are juggernauts or skirmishers—soldiers and scouts who fought under the banner of one of the Five Nations. Warforged envoys, however, were designed to perform other functions. As an envoy, you have a skill, a tool proficiency, and a tool that’s part of your body. When 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. In developing your integrated tool, remember that you must have your hands free to use it. Masque, the infiltrator mentioned above, doesn’t shapeshift like a changeling; she has to manually adjust her appearance. Juggernaut You’re an imposing war machine built for close combat and raw might. You tower over your comrades: juggernaut warforged stand between 6 and 7 feet in height and can weigh up to 450 pounds. Ability Score Increase. Your Strength score increases by 2. Iron Fists. When you hit with an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage, instead of the normal damage for an unarmed strike. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Skirmisher You were built to scout the edges of battle and outmaneuver your enemies. You are lean and designed for speed. Ability Score Increase. Your Dexterity score increases by 2. Swift. Your walking speed increases by 5 feet. Light Step. When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. (See chapter 8 of the Player’s Handbook for information about travel pace.)


©2018 Wizards of the Coast LLC 1 UNEARTHED ARCANA Races of Ravnica This document presents versions of several races from the world of Ravnica: loxodons, Simic hybrids, vedalken, and viashino. This Is Playtest Content The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. Loxodon Humanoid elephants, loxodons are often oases of calm in the busy streets of Ravnica. They hum or chant in their sonorous tones and move slowly or sit in perfect stillness. Provoked to action, loxodons are holy terrors—bellowing with rage, trumpeting and flapping their ears. Their still wisdom and their furious strength—as well as their fierce loyalty and unwavering conviction— are tremendous assets to their guilds. Lumbering Giants Loxodons tower above most other humanoids, standing over seven feet tall. They have the heads—trunks, tusks, ears, and faces—of elephants, and hulking humanoid bodies covered by thick, leathery skin. Their hands have four thick digits, and their feet are the flat, ovalshaped feet of elephants. Like that of an elephant, a loxodon’s trunk is a useful appendage that supplements the hands. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects, and the two finger-like protrusions at the tip are capable of delicate manipulation. The trunk can be used to carry both food and liquid to the mouth and can even act as a snorkel. Gifted Stoneworkers Loxodons are tireless, patient artisans, with an unrivaled intuition about their craft. While they make nurturing spiritual leaders, their gift at stonework is so natural that they are often at a loss when it comes to imparting their knowledge to others. Among the Selesnya, it primarily falls to them to build the guild’s magnificent cathedral-like arboretum structures. Relentlessly Loyal Loxodons believe in the value of community and life, and thus are most often found in the Selesnya Conclave. Some who stress the benefits of order have been known to join the Orzhov Syndicate or the Azorius Senate. Loxodons believe that the members of a group have a responsibility to look out for each other. Once they have joined a guild or bonded with other individuals in any capacity, they devote themselves to maintaining that bond. They coordinate their efforts and are often willing to sacrifice themselves for the sake of the group. They expect the same loyalty and commitment from the other members of their communities and can be severe in their disappointment when their trust is betrayed. The primary difference among loxodons who join different guilds is their sense of the size of the communities they belong to. For loxodons in the Selesnya Conclave, the community is the world and all living beings in it, all valuable, all meant to live in harmony, and all interdependent. For Azorius loxodons, community primarily means the society of sentient races, who need law and order in order to function together. For those in the Orzhov Syndicate, community means the syndicate, with its interests taking priority over those of any other group. Loxodon Names A loxodon’s name includes overtones of sound, produced in a loxodon’s resonant nasal chambers, that indicate status, family


©2018 Wizards of the Coast LLC 2 connection, and community role. Since most members of other races can’t hear or distinguish these tones, let alone produce them, loxodons often translate them into titles, such as Hierarch, Revered, Grandmother, Healer, or Saint. Male Names: Bayul, Berov, Brooj, Chedumov, Dobrun, Droozh, Golomov, Heruj, Ilromov, Kel, Nikoom, Ondros, Radomov, Svetel, Tamuj, Throom, Vasool Female Names: Ajj, Boja, Dancu, Dooja, Elyuja, Fanoor, Irij, Jasoo, Katrun, Lyooda, Mayja, Radu, Shuja, Soofya, Totoor, Verij, Vesmova, Yoolna, Zarij, Zoorja Loxodon Traits Your loxodon character has the following racial traits. Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1. Age. Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60. Alignment. Most loxodons are lawful, believing in the value of a peaceful, ordered life. They also tend toward good. Size. Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Speed. Your base walking speed is 30 feet. Loxodon Bravery. You have advantage on saving throws against being frightened. Natural Armor. You have thick, leathery skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. Mason’s Proficiency. You gain proficiency with mason’s tools. Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your normal proficiency bonus to the check, instead of your normal proficiency bonus. Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on smell. Languages. You can speak, read, and write Common. Simic Hybrid The Simic Combine uses magic to fuse different life forms together. In recent years, they have extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the so-called Guardian Project is to build a Simic army of superior soldiers, perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes call themselves guardians. Extensive Adaptation Simic hybrids share many of the characteristics of their original race, including their basic physical form. Human hybrids are the most versatile, filling a variety of roles. Agile elf hybrids retain the ability to see in darkness, making them ideal as spies, scouts, and infiltrators. And vedalken hybrids possess the same calculating intellect as other vedalken, making them superior tacticians, strategists, and spellcasters. Hybrids’ biological enhancements can change their appearance drastically. All hybrids possess some physical characteristics of animals, mostly aquatic and reptilian creatures. These include crab claws, squid tentacles, wings that look like mays or fins, translucent or camouflaged skin, or sharklike maws filled with sharp teeth. Tip: AC Calculations Don’t Stack When the game gives you more than one way to calculate your Armor Class, you can use only one of them. You choose the one to use. For example, if you have the loxodon’s Natural Armor trait and the monk’s Unarmored Defense feature, you don’t mix them together. Instead, you choose which one determines your AC.


©2018 Wizards of the Coast LLC 3 Hybrids are the product of Simic magic. It’s not impossible for a hybrid to leave the Simic Combine and join another guild, but the Simic would consider the hybrid a deserter and the new guild might never fully welcome a hybrid who could easily be a Simic spy. Hybrid Names A hybrid usually bears the name given by their human, elf, or vedalken parents. But some hybrids assume a new name after their transformation, a name chosen by themselves or by those who transformed them. Simic Hybrid Traits Your hybrid character has the following racial traits. Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1. Age. Hybrids begin their lives as adult humans, elves, or vedalken. They exhibit signs of slightly accelerated aging, so their maximum lifespans are probably reduced somewhat, but the Guardian Project has not been operating long enough to observe the full effect of this phenomenon. Alignment. Most hybrids share the generally neutral outlook of the Simic Combine as a whole. They are more interested in scientific research and the standing of their guild than in moral or ethical questions. However, those who leave the Combine often do so because their philosophical outlook and alignment are more in line with a different guild’s. Size. Your size is Medium, within the normal range of your humanoid base race. Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Animal Enhancement. Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level. At 1st level, choose one of the following options: Manta Glide. Your ray-like wings can slow your fall and allow you to glide. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. Nimble Climber. You have a climbing speed equal to your walking speed. Underwater Adaptation. You can breathe air and water, and you have a swimming speed equal to your walking speed. At 5th level, choose one of the following options, or choose one of the options you didn’t take at 1st level: Grappling Appendages. You have two special appendages growing alongside your arms. Choose whether they’re both claws or tentacles. Each of these appendages is a natural weapon, which you can use to make unarmed strikes. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can’t precisely manipulate anything and can’t wield weapons, magic items, or other specialized equipment. Carapace. Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you’re not wearing heavy armor. Acid Spit. As an action, you can spray a stream of acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). Languages. You can speak, read, and write Common and Elvish. 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 4 of perfection that might never be reached. This leads vedalken to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement. Cool Rationality Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin covers a range of shades of blue, from pale sky blue through bright azure to deep indigo, almost purple. Their eyes are darker shades of blue or violet. They lack external ears, and their noses are broad and flat. As a rule, vedalken are gregarious in conversation. However, they are private concerning their personal lives, and they tend to engage more with ideas than with people. They form close friendships based on mutual interests or compelling disagreements, and their interactions focus on their thoughts about those issues rather than their feelings about them. To members of other races, vedalken often appear cold, even emotionless. That assessment isn’t fair—they feel emotion every bit as vividly as other races, but they are skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing at all when the ideal outcome relies on inaction. Reasoning toward Perfection Their curious intellects and rational minds incline vedalken strongly toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever their guild affiliation, they put their intelligence to use in crafting and improving things: laws, procedures, and magical sciences. Vedalken believe that the path toward the impossible goal of perfection is built with bricks of education, careful deliberation, and controlled experimentation. (Their desire for close control to prevent disastrous mistakes makes them generally less inclined toward the Izzet League, where explosive mistakes are celebrated.) Some vedalken direct their energy toward perfecting themselves, including by means of Simic bioengineering or through extensive study, while others focus on perfecting society through the careful crafting and application of laws. Vedalken Names Vedalken are given names at birth, but usually choose new names for themselves as part of their transition into adulthood. They rarely use family names. Male Names: Aglar, Bellin, Dallid, Firellan, Kavin, Koplony, Lomar, Mathvan, Modar, Nebun, Nhillosh, Nitt, Otrovac, Ovlan, Pelener, Rill, Trivaz, Uldin, Yolov, Zataz Female Names: Azi, Barvisa, Brazia, Direll, Fainn, Griya, Hallia, Katrille, Kovel, Lilla, Mirela, Morai, Nedress, Ossya, Pierenn, Roya, Sestri, Triel, Uzana, Yaraghiya, Zlovol Vedalken Traits Your vedalken character has the following racial traits. Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1. Age. Vedalken mature at the same rate humans do, and most are expected to settle down into an adult life around age 40. Their lifespans are typically 350 to 500 years long. Alignment. Vedalken are most often lawful and rarely evil. Size. Vedalken are taller than humans but slenderer. They are 6 to 6½ feet tall on average and usually weigh less than 200 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Vedalken Dispassion. You have advantage on all Intelligence, Wisdom, and Charisma saving throws. Tireless Precision. You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. Whenever you make an ability check with the chosen skill or tool, roll a d4, and add the number rolled to the check’s total. Languages. You can speak, read, and write Common.


©2018 Wizards of the Coast LLC 5 Viashino Many reptiles derive their body warmth and energy from the sun, but the humanoid viashino are fueled by an inner fire of zeal. Open with their emotions, viashino can be hot-tempered, but they are also quick to their hissing laughter. And they easily form close bonds of friendship. They are fierce warriors and passionate advocates for their guilds and causes. Scaled Skin and Tail Blades Viashino resemble humanoid lizards covered in green, scaled skin and spiky protrusions. Their heads jut forward from their slender necks and bear huge mouths full of sharp teeth. Long, whiplike tails extend from their spines, lashing behind them—faster and faster as they grow more agitated. Their tails are tipped with bony blades they can use as weapons. Fervent and Fiery Viashino are fiercely emotional and often violent, and their wizards and sorcerers favor fire spells that reflect their inner fire. They are most common among the Gruul Clans, especially the Slizt clan. Occasionally they put their zealous fire to use in the service of higher ideals, joining the Boros Legion. Other viashino instead pursue careers in the Izzet League, where they find a special role wielding Izzet-designed flamespewing scorchbringers. Like fire itself, viashino are quick to leap from one situation to another, and they are frequently destructive in the process. They enjoy brawling and often cause more injury than intended, thanks to their teeth and bladed tails. They’re also easily distracted, jumping from one idea to another in an instant. Likewise, they’re easily bored, and if nothing captures their attention, they’ll do something interesting. Viashino Names 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, members of other races often have a hard time keeping track of a viashino’s name. Viashino Names: Aun, Bay, Bassisk, Cresh, Din, Essek, Fiksh, Gyan, Hsiska, Illati, Izka, Kyri, Liszik, Maush, Nyoser, Ossanash, Shekess, Skellek, Szil, Tenk, Tzia, Villi, Wyoryn, Yom, Ztash Viashino Traits Your viashino character has the following traits. Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1. Age. Viashino mature quickly, reaching adulthood in their early teens. They live violent lives and rarely die of old age, but they would rarely live past 60 anyway. Alignment. Viashino strongly tend toward chaotic alignments. They have no particular inclination toward good or evil. Size. Viashino are about as tall as humans, but they have lithe, wiry frames. Your size is Medium. Speed. Your base walking speed is 30 feet. Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Lashing Tail. Your semi-prehensile tail is tipped with a bony blade. Immediately after a creature within 5 feet of you deals damage to you with a melee attack, you can use your reaction to make an unarmed strike against that creature with your tail. If you hit, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Wiry Frame. You gain proficiency in the Acrobatics or the Stealth skill (your choice). Languages. You can speak, read, and write Common and Draconic.


©2018 Wizards of the Coast LLC 1 UNEARTHED ARCANA Dragonmarks This document presents dragonmarks, a playtest option from the D&D world of Eberron that can be incorporated when you choose your character’s race. For more information about Eberron, see the Wayfinder’s Guide to Eberron, available on the Dungeon Master’s Guild (DMsGuild.com). This Is Playtest Content The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. A dragonmark is a mystic sigil that appears on the skin. The mark is a source of mystical power and enhances the bearer’s ability to perform certain tasks. In Eberron, each mark is tied to specific bloodlines. The families that carry these marks joined together to form the Dragonmarked Houses, powerful forces that dominate different industries. Not every member of a given family possesses a dragonmark; conversely, merely possessing a dragonmark does not grant special status within the house. In creating a dragonmarked character, your background can help to establish your relationship to the house. A dragonmarked noble may be part of the ruling family. A guild artisan or entertainer can work in one of the house guilds. A criminal may have been exiled from their house, while an urchin could be an orphan who never knew they had a tie to one of the dragonmarked families. Creating a Dragonmarked Character Dragonmarks are associated with race and are represented by a combination of variant races and subraces. • For humans, a dragonmark is a variant race that replaces the normal traits associated with those races. • For half-elves and half-orcs, a dragonmark is a variant race. You keep some of the standard half-elf traits and replace others with the traits associated with your mark. • For dwarves, elves, gnomes, and halflings, the dragonmark replaces your subrace. So, if you’re making an elf character, you can choose to take the Mark of Shadow instead of being a wood elf or high elf. There are two additional options related to dragonmarks. As your dragonmarked character grows in level, you can take the Greater Dragonmark feat to reflect the growing power of your dragonmark. Alternatively, the Aberrant Dragonmark feat grants limited but dangerous magical abilities. Aberrant dragonmarks aren’t tied to the dragonmark houses and can be taken by any character. Intuition Dice A dragonmark improves your ability to perform a specific type of task. The Mark of Finding sharpens your senses and improves your perception, while the Mark of Making guides your hands when you work with artisan’s tools. Each dragonmark has a trait that allows you to roll an Intuition die, a d4, when you perform an ability check with a particular skill or tool. You add the number rolled to the ability check. You don’t have to be proficient with the skill or tool to gain this benefit.


©2018 Wizards of the Coast LLC 2 Feats, magic items, and other features may improve your Intuition die. This increases the type of die you roll by one size (d6, d8, d10) to a maximum of a d10. You can only roll one Intuition die for a check; if you receive Intuition dice from multiple sources, increase one die by one type and roll that one. For example, if a dragonmarked trait and feat both grant intuition with Dexterity (Stealth) checks, you roll a d6, instead of a d4. Three instances would increase your Intuition Die to a d8, and so on. Dragonmark Appearance A dragonmark is a distinctive symbol that appears on the skin. There are twelve known dragonmarks, each unique in design and power. A dragonmark can appear on any part of the body. One half-elf could have the Mark of Detection across an eye, while another has it in the palm of their hand. Dragonmarks are painted in vivid shades of blue and purple and seem to shimmer or even move slightly. When used, they grow warm to the touch and may glow (though this doesn’t produce useful illumination). A dragonmark can’t be removed—even if a limb bearing a dragonmark is cut away, the mark eventually manifests on another part of the bearer’s body. All dragonmarks share the same initial appearance but a dragonmark can grow in size and complexity if a character takes the Greater Dragonmark feat or if the mark is tied to class abilities. While dragonmarks share the same general appearance, your dragonmark could have a unique quality. If you’d like to explore this, roll on the Dragonmark Quirks table. Dragonmark Quirks 1d6 Quirk 1 Your dragonmark is unusually small or remarkably large. 2 Your dragonmakr slowly moves around your body. 3 Your dragonmark glows dramatically when you use it. 4 Your dragonmark tingles when you’re near someone with the same mark. 5 Your dragonmark tickles when you use it. 6 Your dragonmark is an unusual color but a normal shape. The Mark of Detection The Mark of Detection is an inquisitive’s dream. It sharpens powers of observation and intuition, allowing the bearer to draw connections and interpret clues others might miss. By actively drawing on its powers, the bearer can detect poisons and study the energies of magic. Mark of Detection Traits The Mark of Detection manifests exclusively on half-elves. If your character has the Mark of Detection, these traits replace the half-elf’s Ability Score Increase, Skill Versatility, and Languages given in the Player’s Handbook. Ability Score Increase. Your Intelligence and Charisma scores both increase by 1. In addition, one ability score of your choice increases by 1. Deductive Intuition. When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. Sense Threats. You can cast the detect magic and detect poison and disease spells, but only as rituals. Intelligence is your spellcasting ability for these spells. Languages. You can speak, read, and write Common and Elvish. The Mark of Finding The Mark of Finding sharpens the senses of those who carry it, guiding the hunter to their prey. In Eberron, it first appeared in the Shadow Marches, where clan hunters used it to find their prey. The mark helped unite humans and orcs in the Marches and brought House Tharashk to the Five Nations. Mark of Finding Traits The Mark of Finding only manifests on half-orcs. If your character has the Mark of Finding, these traits replace the Ability Score Increase, Menacing, Relentless Endurance, and Savage Attacks given in the Player’s Handbook. Despite


©2018 Wizards of the Coast LLC 3 their orcish blood, heirs of the Mark of Finding often resemble their human parents in appearance and temperament. When you create your character, decide if the signs of your orcish ancestry are obvious or subtle. Ability Score Increase. Your Strength and Wisdom scores both increase by 1. In addition, one ability score of your choice increases by 1. Hunter’s Intuition. Your mark sharpens your senses and helps you find your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. Imprint Prey. As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Wisdom (Survival) check to track it. When you are tracking your quarry, double the result of your Intuition die. When your quarry is within 60 feet of you, you have a general sense of its location. Your attacks against it ignore half cover. If you can’t see the target when you attack it, your inability to see it doesn’t impose disadvantage on the attack roll. Likewise, your quarry doesn’t doesn’t gain advantage on attack rolls against you due to being hidden or invisible. Once you use this trait, you cannot use it again until you finish a short or long rest. Nature’s Voice. When you reach 3rd level you gain the ability to cast locate animals or plants, but only as a ritual. The Mark of Handling The Mark of Handling gives its bearer a primal connection to beasts and the natural world, granting the power to calm and coax. This extends beyond purely natural animals; the mark allows its bearer to guide a hippogriff as easily as a horse. Mark of Handling Traits The Mark of Handling only manifests on humans. If your character has the Mark of Handing, these traits replace the human’s Ability Score Increase trait given in the Player’s Handbook. Ability Score Increase. Your Dexterity and Wisdom scores both increase by 1. In addition, one ability score of your choice increases by 1. Wild Intuition. When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. Expert Handling. You can use the Help action to aid an ally animal companion or mount within 30 feet of you, rather than 5 feet of you. Primal Connection. You can cast animal friendship once with this trait and regain the ability to do so when you finish a short or long rest. Wisdom is your spellcasting ability for this spell. The Bigger They Are. When you cast a spell that affects only beasts, it also affects monstrosities with an Intelligence score of 3 or lower. The Mark of Healing A halfling with the Mark of Healing can save a life with a touch, restoring vitality and the will to live. When dealing with mundane medicine, the mark helps its bearer sense the nature of maladies and afflictions and find the best solution. When enhanced by dragonshard focus items, the mark can even draw the dead back to life. Mark of Healing Traits The Mark of Healing manifests exclusively on halflings. If your character has the Mark of Healing, this is your halfling subrace. Ability Score Increase. Your Wisdom score increases by 1. Medical Intuition. When you make a Wisdom (Medicine) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. Healing Touch. As an action, you can draw power from your dragonmark to spend one of your Hit Dice and revitalize yourself or a creature you touch. Roll the die, add your 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 4 Jorasco’s Blessing. You know the cantrip spare the dying. Wisdom is your spellcasting ability for this. The Mark of Hospitality They may not always have gold, but a halfling with the Mark of Hospitality is sure to be rich in friends. The magic of the mark allows the bearer to keep a place clean, and to heat, chill, and season food. But it also helps the bearer connect with others, setting troubled minds at ease—a powerful tool, though it can cause anger if abused. Mark of Hospitality Traits The Mark of Hospitality manifests exclusively on halflings. If your character has the Mark of Hospitality, this is your halfling subrace. Ability Score Increase. Your Charisma score increases by 1. Innkeeper’s Charms. You know the cantrips friends and prestidigitation. Charisma is your spellcasting ability for them. Ever Hospitable. When you make a Charisma (Persuasion) check or an ability check involving brewer’s supplies or cook’s utensils, you can roll one Intuition die (a d4) and add the number rolled to the ability check. The Mark of Making The Mark of Making guides its bearer through any act of creation. The bearer of the mark can mend broken things with a touch, and always has a minor magic item they’ve been working on. An artificer or a wizard will get the most out of the mark, but anyone can find a use for an enchanted blade. Mark of Making Traits The Mark of Making only manifests on humans. If your character has the Mark of Making, these traits replace the human’s Ability Score Increase trait given in the Player’s Handbook. Ability Score Increase. Your Intelligence and Dexterity scores increase by 1. Increase either Intelligence or Dexterity by an additional 1 point. Artisan’s Intuition. When you make an ability check with artisan’s tools, roll 1d4 and add it to the result. Maker’s Gift. You know the cantrip mending. You gain proficiency with one type of artisan’s tools. Magecraft. You can create a temporary magic item out of common materials. Choose a cantrip from the wizard spell list. Describe the item connected to it. As long as you possess the item, you know that cantrip. At the end of a long rest, you can replace this with a new item and select a new cantrip from the wizard spell list. Intelligence is your spellcasting ability for these cantrips. Spellsmith. You can spend one minute to weave a temporary enchantment into a nonmagical suit of armor or weapon. For the next hour the object becomes a magic item, gaining a +1 bonus to AC if it’s armor or a +1 bonus to hit and damage if it’s a weapon. Once you use this trait, you can’t use it again until you finish a long rest. The Mark of Passage The Mark of Passage governs motion, allowing its bearer to move with uncanny speed and precision. Running, leaping, climbing—the Mark of Passage enhances every form of movement. The bearer of the mark can even slip through space, leaping from point to point in the blink of an eye. Mark of Passage Traits The Mark of Passage only manifests on humans. If your character has the Mark of Passage, these traits replace the human’s Ability Score Increase trait given in the Player’s Handbook. Ability Score Increase. Your Dexterity score increases by 2, and one other ability score of your choice increases by 1. Courier’s Speed. Your base walking speed increases to 40 ft. Intuitive Motion. When you make a Strength (Athletics) check or any ability check to operate 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 5 Orien’s Grace. During your turn, you can spend an amount of movement equal to half your speed to activate this trait. Once you activate Orien’s Grace, you don’t provoke opportunity attacks for the rest of the turn. Shared Passage. You can use your bonus action to teleport up to your speed to an unoccupied space that you can see. You can bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you. Once you use this trait, you can’t use it again until you finish a long rest. The Mark of Scribing The Mark of Scribing deals with communication—both the written and spoken word. A gnome who bears the mark can feel words as though they are living creatures, struggling to make their meaning known. The mark provides a range of gifts. It translates languages, but it also allows its bearer to speak to others at a distance and to inscribe their words wherever they wish. Mark of Scribing Traits The Mark of Scribing manifests exclusively on gnomes. If your character has the Mark of Scribing, this is your gnome subrace. Ability Score Increase. Your Charisma score increases by 1. Gifted Scribe. You are proficient with calligrapher’s supplies and forgery kits. When you make an ability check using either one of these tools, you can roll one Intuition die, a d4, and add the number rolled to the ability check. Scribe’s Insight. You can cast comprehend languages once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for it. Whispering Wind. You know the message cantrip. Intelligence is your spellcasting ability for it. Extra Language. You can speak, read, and write one extra language of your choice. The Mark of Sentinel The Mark of Sentinel warns and protects. It heightens senses and reflexes, allowing an heir to respond to threats with uncanny speed. It can shield its bearer from harm. Whether on the battlefield or the ballroom, someone who carries the Mark of Sentinel is always prepared for danger. Mark of Sentinel Traits The Mark of Sentinel only manifests on humans. If your character has the Mark of Sentinel, these traits replace the human’s Ability Score Increase trait given in the Player’s Handbook. Ability Score Increase. Your Strength and Wisdom scores both increase by 1. In addition, one ability score of your choice increases by 1. Sentinel’s Intuition. When you roll for Initiative or make a Wisdom (Perception) check to notice a threat, you can roll one Intuition die, a d4, and add the number rolled to the ability check. Sentinel’s Shield. You know the blade ward cantrip. You can cast the shield spell once with this trait and you regain ability to do so after you finish a short or long rest. Vigilant Guardian. As an action, you can designate an ally you can see as your ward. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks made to spot threats to your ward. In addition, when you are within 5 feet of your ward, and that creature is the target of an attack that you can see, you can use your reaction to swap places with your ward. When you do, you become the target of the attack. The Mark of Shadow The Mark of Shadows lets an elf weave illusions from shadows, crafting sounds and images to distract or delight. The mark also allows its bearer to draw on the shadows, making it an easy matter to avoid detection or even disappear while in plain sight. It is a valuable tool for an entertainer, a spy, or an assassin; each elf who bears it will have to decide which path to follow.


©2018 Wizards of the Coast LLC 6 Mark of Shadow Traits The Mark of Shadow only manifests on elves. If your character has the Mark of Shadow, this is your elf subrace. Ability Score Increase. Your Charisma score increases by 1. Natural Talent. You gain proficiency with one musical instrument or the Performance skill. Gift of the Shadows. When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. Shape Shadows. You know the minor illusion cantrip. Charisma is your spellcasting ability for this trait. Slip Into Shadow. You can use the Hide action as a bonus action, even if you have no cover or if you’re under observation. Regardless of whether you succeed or fail, once you use this ability, you can’t use it again until you finish a short or long rest. The Mark of Storm Wind and water welcome the half-elf who carries the Mark of Storms. The wind catches them when they fall, and they swim with remarkable speed. Those who possess the Greater Dragonmark and dragonshard focus items can call on even greater powers, shaping the weather and calling on the power of the storm. Mark of Storm Traits The Mark of Storm manifests exclusively on halfelves. If your character has the Mark of Detection, these traits replace the half-elf’s Ability Score Increase, Skill Versatility, and Languages given in the Player’s Handbook. Ability Score Increase. Your Dexterity and Charisma scores both increase by 1. In addition, one ability score of your choice increases by 1. Sea Monkey. Your base walking speed is 30 feet, and you have a swim speed of 30 feet. 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. Storm’s Blessing. You have resistance to lightning damage. Headwinds. You know the gust cantrip. When you reach 3rd level, you can cast the gust of wind spell once with this trait and regain the ability to do so when you finish a long rest. Languages. You can speak, read, and write Common and Elvish. Gust Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You seize the air and compel it to create one of the following effects at a point you can see within range: • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. This object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze. The Mark of Warding The Mark of Warding helps its bearers protect things of value. Using the mark, a dwarf can weave wards and seal portals with mystic force. It also provides its bearer with an intuitive understanding of locks and mechanisms used to protect and seal. The decision each heir has to make is whether they’ll use this power to keep things safe, or whether they’re more interested in opening locks and taking what’s inside.


©2018 Wizards of the Coast LLC 7 Mark of Warding Traits The Mark of Warding manifests exclusively on dwarves. If your character has the Mark of Warding, this is your dwarf subrace. Ability Score Increase. Your Dexterity and Intelligence scores increase by 1. Master of Locks. When you make an Intelligence (History), Intelligence (Investigation), or Thieves' Tools check involving lock and trap mechanisms, you can roll one Intuition die, a d4, and add the number rolled to the ability check. Wards and Seals. You can use your mark to cast the alarm spell as a ritual. Starting at 3rd level you can cast arcane lock once with this trait and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. New Feat: Greater Dragonmarks The Greater Dragonmark feat represents the evolution of a dragonmark—an exponential increase in both the size of the dragonmark and the powers it bestows. Only a fraction of dragonmarked heirs ever develop a Greater Dragonmark. The powers that they possess are more powerful than the wide magic that serves as the foundation of the magical economy. Teleportation, instant communication across vast distances—these services are rare, remarkable, and largely unique to the dragonmarked houses. Greater Dragonmark Prerequisite: 8th level, Character must possess a dragonmark Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: • The die type of your dragonmarked Intuition Die increases by one. • Increase one ability score by 1, to a maximum of 20. The abilities available to you are based on your mark, as shown on the Greater Dragonmark Benefits table. Greater Dragonmark Benefits Dragonmark Ability Score Increase Spells Spellcasting Ability Rest Required Detection Charisma or Intelligence see invisibility, true seeing Intelligence Long Finding Dexterity, Strength, or Wisdom find the path, locate creature Wisdom Long Handling Dexterity or Wisdom beast sense, dominate beast Wisdom Long Healing Dexterity or Wisdom greater restoration, mass healing word Wisdom Long Hospitality Charisma or Dexterity Mordenkainen’s magnificent mansion, sanctuary Charisma Long Making Dexterity or Intelligence creation, fabricate Intelligence Long Passage Dexterity or Constitution blink, teleportation circle Constitution Long Scribing Intelligence or Charisma sending, tongues Intelligence Long or Short Sentinel Strength or Wisdom compelled duel, warding bond Wisdom Long or Short Shadow Charisma or Dexterity nondetection, mislead Charisma Long Storm Charisma or Dexterity control water, control winds Charisma Long Warding Dexterity or Intelligence glyph of warding, knock, Leomund’s secret chest* Intelligence Long


©2018 Wizards of the Coast LLC 8 • You learn a set of spells, each of which you can cast once without expending a spell slot or using a material component. The list of spells, the spellcasting ability for these spells, and the type of rest you must complete in order to regain the use of these spells are shown on the Greater Dragonmark Benefits table. To cast Leomund's secret chest using this feat and the Mark of Warding, you must have a Siberys dragonshard with a value of at least 100 gp. While you have this dragonshard in hand, it serves as the spell's focus, and you can use it to summon and dismiss the chest. Control Winds 5th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S Duration: Concentration, up to 1 hour You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal. Aberrant Dragonmarks The twelve dragonmarks are tied to specific bloodlines and passed down through families. They are reliable and predictable, and their powers are constructive. They create; they heal; they protect. But there is another kind of dragonmark: marks that are unpredictable and dangerous to both the bearer and the people around them. Someone with such a mark can kill with a touch or control minds with a glance. Aberrant marks often appear when people from different dragonmarked families produce a child, and for this reason such unions are absolutely forbidden by the Twelve. But aberrant dragonmarks can appear on members of any race, at any age, regardless of bloodline. No two aberrant dragonmarks are exactly alike; even if they grant the same power, they may appear and manifest in different ways. If two aberrant marks might grant fire bolt, one mark may be formed from scar tissue while another is traced on the skin in lines of cold fire. While aberrant dragonmarks can be disturbing, on the surface an aberrant mark seems no more dangerous or threatening than the powers of a sorcerer. So, what makes them significant? Aberrant marks always have flaws. These may not actively hurt a character, but they are always a burden in some way—a burden that could drive a weak-willed person to madness. If you develop an aberrant mark, you can choose a flaw from this list, or you and the DM can develop a unique flaw of your own. Aberrant Mark Flaw 1d8 Aberrant Mark Flaw 1 Your mark is a source of constant pain. 2 Your mark whispers to you, though you may not understand what it says. 3 In times of stress, your mark may trigger a cantrip effect involuntarily. 4 The skin around your mark has an unusual appearance: burned, scaly, withered, etc.


©2018 Wizards of the Coast LLC 9 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 1 Unearthed Arcana: Magic Items of Eberron This document a selection of magic items drawn from the D&D world of Eberron that can be incorporated into your campaign. For more information about Eberron, see the Wayfinder’s Guide to Eberron, available on the Dungeon Master’s Guild (DMsGuild.com). This Is Playtest Content The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. Arcane magic plays a vital role in the world of Eberron. Common magic items are part of everyday life. In the nation of Aundair, wandslingers are beginning to outnumber those who use swords and bows. Arcane Focuses Go to the Bazaar in Sharn or any enclave of House Cannith and you’ll find a wide selection of arcane focuses to choose from. For a wandslinger, the choice of an arcane focus carries the same weight as a duelist deciding between a rapier or a maul. Do you use a wand of Fernian ash to focus your fire bolt, or do you harness defensive energies with a Risian orb? An arcane focus is a tool, and only provides its benefits while you’re actively using it. In Khorvaire, arcane focus items are recognized as weapons: if guards are securing swords and bows, they’ll also require you to turn over your staff. Imbued Wood Wondrous item, common (requires attunement) Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. When you cast a spell that deals damage of the type associated with the material your arcane focus is made from, the spell gains a +1 bonus to one damage roll of that spell. The materials and their associated damage types are listed below. • Fernian ash: Fire damage. • Irian rosewood: Radiant damage. • Kythrian manchineel: Acid or poison damage. • Lamannian oak: Lightning or thunder damage. • Mabaran ebony: Necrotic damage. • Quori beech, Xorian wenge: Psychic damage. • Risian pine: Cold damage. • Shavarran birch: Force damage. Orb of Shielding Wondrous item, common (requires attunement) An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb and take damage of the type associated with the material your orb is made from, you can use your reaction to reduce the damage by 1d4. The materials and their associated damage types are listed below. • Fernian basalt: Fire damage • Irian quartz: Radiant damage • Kythrian skarn: Acid or poison damage • Lamannian flint: Lightning or thunder damage • Mabaran obsidian: Necrotic damage • Quori celestine, Xorian marble: Psychic damage • Risian shale: Cold damage • Shavaran chert: Force damage


©2018 Wizards of the Coast LLC 2 Optional Rule: Two-Handed Arcane Focuses In Eberron, an arcane focus is a weapon. As such, it can be interesting to give a focus some of the same tradeoffs as mundane weapons: do you sacrifice your free hand for greater power? If you use this optional rule, when a caster uses a twohanded arcane focus to cast an offensive cantrip (a cantrip requiring a saving throw or an attack roll), the range of the cantrip is increased by 50 percent. By this rule, a staff always requires two hands, while rods can be used with either one or two hands. Using a two-handed arcane focus fulfills the somatic component requirement for a spell. Common Magic Items Arcane magic is a part of everyday life in the Five Nations of Khorvaire. Powerful magic items remain rare and remarkable, but the streets are lit with everbright lanterns and nobles flaunt their wealth with fine glamerweave clothing. These are just a few examples of common items you might find in Eberron. Band of Loyalty Ring, common (requires attunement) If you are reduced to zero hit points while wearing this ring, you instantly die. These rings are favored by spies who can’t afford to fall into enemy hands. Cleansing Stone Wondrous item, common A cleansing stone is a stone sphere one foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person. Cleansing stones are often embedded into pedestals in public squares in Aundair or found in high-end Ghallanda inns. Everbright Lantern Wondrous item, common An everbright lantern contains an Eberron dragonshard imbued with the effect of a continual flame spell. This bright light is mounted inside a normal bullseye lantern, allowing the light to be shuttered off. An everbright lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone, just like a mundane bullseye lantern, but its flame never goes out. Feather Token Wondrous item, common This small metal disk is inscribed with the image of a feather. When you fall while the token is in your possession, you descend 60 feet per round and take no damage from falling. The token becomes nonmagical after you land. While it’s an expensive form of insurance, frequent airship travelers and citizens of Sharn often appreciate the security it provides. Glamerweave Wondrous item, common Glamerweave clothing is imbued with cosmetic illusions. Traditionally, these patterns are contained within the cloth, but higher-end glamerweave can have more dramatic effects. You could have a gown that appears to be wreathed in flames, or a hat that’s orbited by illusory butterflies. Regardless of the design, these are cosmetic effects and have no impact on combat. Shiftweave Wondrous item, common 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


©2018 Wizards of the Coast LLC 3 determine the price of a suit of shiftweave, combine the value of all of the outfits it contains and add 25 gp to that amount. Spellshard Wondrous item, common A spellshard is a polished Eberron dragonshard, sized to fit into the palm of a hand. The shard is imbued with a particular work of literature. By holding the shard and concentrating, you can see its pages in your mind’s eye. Thinking of a particular phrase or topic will draw you to the first section that addresses it, and a simple ritual allows you to add content to the shard. A wizard can use a spellshard instead of a spellbook; the spellshard costs 1 gp per “page” in the shard, and otherwise functions as a mundane spellbook. Spellshards can also be used as diaries or journals. More advanced (and uncommon) shards can require a particular mental passphrase to access the contents of the shard. Warforged Components The warforged are living constructs. House Cannith has designed a number of magic items that can interface directly with the body of a warforged. Once attached, a component cannot be removed unless the warforged allows it. The armblade is an example of an item created by House Cannith. Docents are mysterious wondrous items discovered in Xen’drik. These are just a few of the components that can be encountered across Eberron. Armblade Weapon (any one-handed melee weapon), common (requires attunement by a warforged) An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. Magic Armblades An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. Docent Wondrous item, very rare (requires attunement by a warforged) A docent is a small metal sphere, approximately 2 inches across, studded with dragonshards. Despite a strong magical aura, it has no obvious abilities. When you attune to a docent, the sphere becomes embedded in your chest and comes to life—literally. Sentience. A docent is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It can perceive the world through your senses. A docent communicates telepathically with its wielder and can speak, read, and understand Common and Giant. Personality. A docent is designed to advise and assist the warforged it’s attached to. One of the simple functions of a docent is to serve as a translator. The docent’s properties are under its control, and if you have a bad relationship with your docent it may refuse to assist you… or simply lie about information that it obtains. However, if you treat your docent well it could serve as a useful ally. The origin of docents is a great mystery. House Cannith created the first warforged thirty years ago. But the docents come from the distant land of Xen’drik and appear to be thousands of years old. Were they created to interface with some other form of construct? Or are the modern warforged a new interpretation of an ancient design? The docents claim to have forgotten their creators… but this is a mystery waiting to be unraveled. While all docents come from Xen’drik, some have been brought to Khorvaire by explorers and it’s possible to encounter them in the Five Nations. Languages. All docents understand Common and Giant, but a docent knows up to four additional languages. Elvish and Draconic are


©2018 Wizards of the Coast LLC 4 common options. If a docent knows less than six languages in total, it can add new languages to its repertoire after encountering them. So a docent found in Xen’drik may have never encountered a dwarf before… but after spending some time in Khorvaire studying dwarves, it could pick up the Dwarvish language. Properties. A docent possesses up to three of the following properties: • The docent can cast the detect magic spell at will. • The docent can cast the detect evil and good spell at will. • The docent can detect any form of divination or scrying targeting it and its warforged host. • The docent has a +7 bonus to Intelligence (Arcana) checks. • The docent has a +7 bonus to Intelligence (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 spend one minute to end the attunement and remove the wand sheath. You can insert a wand into the sheath as an action. While the wand is sheathed, you gain the following benefits: • You can retract the wand into your forearm or extend it from your forearm as a bonus action. While it is retracted, it cannot be damaged or removed. • While the wand is extended, you can use it as if you were holding it, but your hand remains free for other actions. • If the sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand only count as a single item for purposes of the maximum number of items you can be attuned to. If you remove the wand from the sheath, you immediately lose your attunement to the wand.


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