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Introduction

Imagine a universe where square worlds spin around gemstone suns. Where planets lie cradled in the roots of an oak tree so vast its leaves twirl around brightly burning suns. Where ships of wood sail the void between worlds, and battle each other with catapult and ballista, spell and sword. Where an asteroid may be a safe harbor, a slaver's den, or a hungry creature eager to devour any that pass by. Where daring swashbucklers and scoundrels race for fantastic treasures and literally touch the stars. Where terrifying beasts with the power to destroy whole worlds roam.

Welcome . . . to the universe of Spelljammer!

In the Spelljammer campaign, the fantastic is possible and one is limited only by the depths of their imagination. Sailing ships, enwrapped in bubbles of air, travel empty Wildspace, moved by the power of their mystic helms. Gravity is a matter of convenience, where a captain can tour the bottom of his ship, and worlds come in all shapes and sizes. Whole solar systems are surrounded by colossal spheres made of an unbreakable, crystal-like substance to protect them from an ocean of swirling light and color, the flammable Phlogiston, which divides the void between stars.

Wildspace

Wildspace is what comes to mind when we talk of "space." It is the vast emptiness that lies between the planets and the stars. All the celestial bodies within a crystal shell float in the airless void called wildspace. Conventional (meaning "those that take place on the prime material plane") interplanetary journeys around a solar system take place within wildspace. It is mostly vacuum. (More correctly, most regions of wildspace are vacuum. But the cosmos is a big place and there are exceptions to almost every rule, as shall be shown later.) Wildspace is not truly a void, however, even though it is often referred to that way. The simple fact that there is "space" rules out its being a true void.

Crystal Shells

All wildspace is bounded by crystal shells or crystal spheres. Inside the crystal sphere is the vacuum of wildspace, the planets, and stars. Outside the crystal sphere is the rainbow ocean of phlogiston and more crystal spheres. The size of a crystal sphere is determined by the size of the planetary system inside. Usually a sphere has a radius at least twice as big as the orbital radius of the outermost celestial body in the system (i.e., the distance from the shell to the outermost body of the system is the same as the distance from that outermost body to the center point of the system).

Because of their great size, the outside of a crystal sphere appears perfectly flat. The curvature is so gradual that it is. completely undetectable to anyone who is close enough to see the crystal sphere through the obscuring phlogiston. The spheres consist of an unbreakable, dark, ceramic material of unknown origin. Some legends state (and various theologians agree) that the smooth-surfaced shells were created and positioned by the gods themselves to protect their worlds from the ravages of the phlogiston, which is held to be the prime matter of the universe. Less charitable philosophers maintain that such shells were placed by an even higher authority to keep gods and men in and confine their activities.

Whatever their origin, the crystal shells are uniform throughout space. All appear as great, dark, featureless spheres of unidentifiable matter. The crystal spheres are definitely solid. They have no gravity along either their interior or exterior sides (an exception to the rule that all large objects have gravity). No magic has been found that can damage or alter the surface of a shell, except for those spells which cause portals to open. Even this, however, is believed to be nothing more than an artificial triggering of a natural phenomenon, since portals also occur naturally and seemingly at random. They are apparently immune to the effects of wishes and even the wills of the outer planar powers (though this does not rule out the possibility that the outer planar powers created them, perhaps they were wise enough to prevent even their own tampering).

The Phlogiston

The phlogiston is a turbulent, unstable, multicolored, fluorescent gas (or gaslike medium) which fills the regions between the crystal spheres. Very little is known for certain about the phlogiston or this region. Every planetary system known is encased within a crystal sphere. Essentially, the crystal sphere keeps the wildspace in and the phlogiston out (this, of course, is a tremendous simplification, but it is easy to grasp). Like the phlogiston, crystal spheres are a great mystery; their origins and substance are unknown. Within wildspace are the celestial bodies: planets, suns, moons, asteroids, and a host of other items collectively lumped together under the heading "planetoids." Most celestial bodies have an atmosphere of some sort although it is dangerous to assume that this is an inviolable rule.

Gravity

The reason everything drags its own atmosphere around through space is gravity. This is also the reason why people can stand on a spacesailing ship without falling off its deck and can stand on a spherical planet without falling off the bottom side. Every body in space has its own gravity. Gravity is an accommodating force in that its direction seems to be "that which is most convenient." In an object the size of a planet, gravity is directed toward a point at the center of the planet so that people can stand anywhere on the surface and dropped objects fall perpendicular to the surface. In smaller objects, like space craft, gravity is not a central point but rather a plane which cuts horizontally through the object.

Significantly, this gravity plane is two-directional; it attracts from both top and bottom. A sailor can actually stand on the bottom of the ship's hull and move around as easily as if he was walking on deck. In this case, "down" is actually "up," back toward the plane of gravity that cuts through the ship. One of the stranger side effects of all this is that an object falling off the side of a spelljammer can oscillate back and forth across the plane of gravity, falling first in one direction until it crosses the plane, then reversing direction and falling back across the plane again, and so on until something causes it to stop. To a person standing on the deck, the object appears to fall down, then up, then down, then up. This trick is commonly used to amuse passengers new to space travel. More than one groundling has gotten in trouble for standing at the ship's rail and tossing an endless stream of apples overboard just to watch them bob.

Air

All objects drag air with them whenever they leave an air envelope. A typical human, for example, will drag enough fresh air with him/her to breathe for 2-20 minutes. After that time runs out the air will turn foul for a like period of time and then become deadly and unbreathable.

The amount of air a spelljamming ship carries with it is based on its size. The larger the vessel, the more air is dragged into its pocket. The amount of air is equal to its keel length x beam length /2 + its HP (KxB/2+HP). For example, a man-o-war has a keel of 200ft, a beam of 20ft, and its HP is 550. 200x20/2+550 is 2550, which means its minimum crew size of 10 people can survive 255 days. When a vessel reaches its air limit the air becomes fouled; it smells bad and is stale and humid. All attacks and proficiency checks in a fouled atmosphere are at disadvantage. Air remains fouled for the same amount of time it remained fresh, once that time wears out it becomes deadly; each turn everyone aboard must save versus poison or pass out. If unconcious each turn they must save versus poison or die.

While important, air is relatively easy to replenish. Entering a larger air envelope like that of a planet or astroid is one of the most popular and cheapest methods. Green plants will refresh air, some vessels make great use of these for just this purpose. Many astroid colonies keep at least half their surface area reserved for plants for this reason as well.

Factions

Most spacefaring character races are similar to their more familiar, terrestrial counterparts as far as abilities and capabilities are concerned. A void elf may have a different societal background than a valley elf from Oerth, a moon elf from ToriI, or one of the Qualinesti from Krynn, but they all still think they are better than you. Some races are wildly different than their terrestrial counterparts however, so make sure to check their disposition before making any assumptions.

The Imperial Elven Navy is elven superiority, look down on non-elves and even non-starborn elves. They allow such beings into their fleet as mercs or foreign-legion style crew but don't treat them with a whole lot of respect overall. Any individual captain or commander/admiral might be less rude about it, but the fleet as a whole is arrogant.

The Green Concern is made of an alliance between orcs and goblinoids, out to defend themselves from genocide by the Elven fleets (so they say), but in practice it's a way for them to unite for larger raids on outlying Crystal Spheres or loose planets/planetoids. They allow non-goblinoids/orcs in, as long as they prove strong and willing to obey the orders of their commanders, no matter how treacherous or violent the order might be.

The Arcane Consortium is a trade alliance between various Arcane (blue giants with an affinity for magic, trade, and the construction of spelljamming components), they supply ships and refittings to anyone with the money for it. They are always looking to make a deal, or open new trade networks. They defend what's theirs with as much devotion as they put towards trying to sell what's theirs to you.

The Fleshdealers are a large splinter group of Beholders, Illithid, and Neogi who, unlike much of their bretheren, would rather BUY slaves than take them violently. As such, they make a better impression on those they meet, and have actual diplomats and embassies in various territories, as well as markets for their goods and services. They prefer to trade for slaves, but gold will do in places where that is illegal!

The Treasure Fleet is a number of Kara-turan (and gaijin) ships and sailors travelling the spheres, making trade connections and gathering information to take back home. They hold no ports out of Realmspace, but their influence is felt in many ports despite that, with large Tura-towns springing up from members of the fleet deciding they like a new port instead of home. To make up for shedding the occasional cluster of crew, a not insignifigant portion of their fleet are made of those they've hired on along the way.

The Beholder Sovereignty are vicious slaving monsters, using their superior selves to power superior ships, which strike to capture as many slaves as possible before fleeing.

The Illithid Union are, while not quite as unreasonable as planet-bound Illithid, still not likely to see you as anything but food or a slave. They do, however, respect diplomatic alliances, and generally obey the common Wildspace law. That does not mean you should trust a Union ship met alone in wildspace, merely that they MIGHT not attack first if you are flying a flag they have a treaty with.

The Githyanki hold a few territories, but make few friends for their utter unwillingness to negotiate with the Illithid at any point, and frequent slaving raids. They prefer the Astral plane, and as such generally just appear for such raids, or to butcher Illithid.

The Gith Pirates are made up of outcasts from both factions of Gith, feared by all for their extreme violence and rumors of cannibalism. They can be anywhere. Within a Sphere they can appear out of the Astral plane, or perhaps appear from an asteroid fortress. The only thing you can count on them doing is being extremely violent.

The Helm

Ships travel through wildspace by means of the helm-a magical device which converts mystical energy into motive force, the push that moves the spelljammer. This allows rapid movement from planet to planet. Some of the specifics vary from race to race. In general, however, most ships are equipped with a magical device known as a spelljamming helm.

A mage or priest sits at the helm and acts as a living engine, providing the magical power to move the ship through wildspace and to perform some basic maneuvering as well. Any magic can move a ship through wildspace. The more powerful the magic, the faster and further the ship can move. Helms come in a variety of power levels that can also influence how far the same level of magic can get you.

Your Spelljammer Ship and You!

A Spelljamming ship is outstandingly fast, even a mountain with a spelljamming helm will travel at around 100,000,000 miles per day in the Phlogeston. However, within Wildspace, they are slowed down to a mere 400 miles per day per ship's rating point. That is still outstanding, however!

In atmosphere the speed is lowered to 60ft per ship rating (per round), and has the ability to hover. It retains the same Maneuverability Class it has when in Wildspace, though class 5 becomes class 4 (as class 5 generally started life as seafaring ships, and are not quite as clumsy in atmosphere as they are in Wildspace).

Maneuverability Classes
Class Effect
0 Can change facing at will, in any direction. Does not expend SR when changing facing
1 Can change facing up to 2 hex sides on a single hex per 1 SR, up to a max of 2 per hex.
2 Can change facing up to 2 hex sides on a single hex at 1 SR each, up to a max of 2 per hex.
3 Can change facing up to 1 hex side per hex. Can change facing 1 for each hex moved.
4 Can change facing up to 1 side per hex. Can change can change facing 1 for every hex moved. Cannot change facing on the hex you start in.
5 Cannot change facing as the first action, they must move into the hex they are facing at the start of the turn before any turning is allowed, at 1 side every other hex.

Movement and Facing

In order to move about in a Tactical combat, you spend SR (Ship Rating). Moving 1 hex costs 1 SR, as does turning 1 hex face. The amount you can rotate in any given hex is defined under the Maneuverability Class of your ship, in the table above. Your Ship Rating, however, is determined by who is at the Spelljammer Helm. There are two sorts of basic Spelljammer Helms: Minor and Major helms. Both use the power of a spellcaster with the Spelljamming proficiency. While attuned to the Helm, you are unable to cast more than a cantrip, and are unable to get up from the throne. After getting off the throne, you are still unable to cast spells for 1d4 rounds, as you un-attune. There are other sorts of Helms, such as Lifejammers or Pooljammers, but they are beyond the scope of what a player will be able to control. The Helmsman has control of the ship's movement, and requires all his attention at this task, preventing them from being able to defend themselves or participate in combat unless they wish the ship to become a sitting duck. Rare Helms allow for multiple Helmsmen to contribute to the overall SR, but they are either the Sequence Helms of the Illithid that rely on Psionics, or are otherwise extremely rare, and extremely powerful. There are even Ki-helms in the Treasure Fleet of Kara-Tur, allowing their sailor population to take the Helm should it become necessary. Guiding the ship through Wildspace makes the position of Helmsman the most important on the ship, and certainly the most dangerous.

Ship Rating
Level of Helmsman Major Helm Minor Helm
1 1 1
2 1 1
3 1 1
4 2 1
5 2 1
6 3 2
7 3 2
8 4 2
9 4 3
10 5 3
11 5 3
12 6 4
13 6 4
14 7 4
15 7 5
16 8 5
17 8 5
18 9 6
19 9 6
20 10 6

Terminology

Attributes of Ships Cost– This is the cost to purchase a ship in gold pieces.

Crew Min/Max- These two numbers indicate the minimum number of crew required to operate the ship and the maximum occupancy of the ship.

Maneuverability Rating (MR)– Your ships ability to turn accelerate and maneuver.

Armor Class (AC)- Difficulty of hitting a ship based on its construction and maneuverability.

Hit Points (HP)- Hit Points for ships are identical to Hit Points for characters and monsters. They measure the amount of damage the ship can sustain before it is destroyed.

Damage Threshold– You must deal more damage than the DT for your attack to deal damage. An attack lower than the threshold deals none, while an attack even one point higher than the threshold deals full. A ship with 100 or more Hit Points has a Damage Threshold of 10. This number goes up by 5 for every additional 200 Hit Points the ship has up to 500. Above 500 Hit Points the Damage Threshold goes up by 5 for every additional 500 Hit Points the ship has to a maximum of 30.

Keel Length- This is the length of the ship from fore to aft (that’s front to back for you landlubbers). This number will become important when dealing with gravity and the air pocket that surrounds a ship.

Beam Length- This is the measurement of the widest part of the ship from port to starboard (left to right). This measurement will be important for gravity and air.

Standard Armaments- This is the amount and type of weaponry that can installed on a ship. Ship weapons range from medium weapons such as a light ballista to huge weapons like a trebuchet.

Helm Type- The final ship attribute is helm type. This indicates what type of Spelljammer Helm can be used to run the ship. Most ships can be run off either a Major or Minor Helm, but other require a Major Helm or a special type of Helm.

Combat rules

On the Tactical scale, specifically while on a ship, you roll initiative for each ship rather than each crew member. The initiative is modified by the Maneuverability Class of the ship. This also includes movement rules. Your ship turn consists of moving and turning as you wish, ending where you wish. A combat round is 1 minute in Tactical mode.

Fire from personal missile weapons, spells, and siege weapons can occur during any of the phases above, but must follow the initiative order within each phase. That is to say, you can fire off your turn as ships pass each other (or get tangled together in grappling, ramming, or the like)

Keep in mind that in space, each hex represents 500 yds across. Most "personal" weapons can only be fired when vessels are within the same hex, a few (longbow, heavy crossbow, for example) might have the range to shoot out of the hex, barely. Spell ranges should be carefully considered as well. Generally, those with a range of at least 100 yards can be cast at targets within the same hex, those with less then 100 yards range can only be cast at grappled or rammed targets. Some spells only work when the air envelopes are mixed.

Ships move on a hex grid. Beside each vessel counter, the ship will have a 3-d indicator showing the ship's height above or below that combat's "0" level. Each vessel's bow will point to a hex side, not the joint between two hex sides. Movement is determined by SR, and how often the ship can turn is also determined by SR but how far the ship can turn is determined by MC.

Ship weapons: Weapon's have "ranges" which are really the SR of their projectile. The range of a light catapult is 5, which means its stone moves 2500 yards each round until it hits something or goes off into infinity. In planetary atmospheres the range is reduced to normal earthbound ranges.

Ramming: Ship's equipped with rams can inflict massive amounts of damage. When ramming the To-Hit is that of the helmsman, modified by their spellcasting stat. If a hit is scored damage is equal to the damage of the ram. Ships which attempt to ram vessels more then three times their size in tonnage, or vessels which ram without having a ram 'crash' instead. The crashing ship usually takes a great deal damage, though it might inflict significant damage in return. A 'crash' does damage as if you were rammed by the larger ship.

Shearing: Ship's equipped with piercing rams or shearing blades may attempt to shear away the rigging of opposing vessels. This is treated as a ram attack, except no damage is done. Instead, for each successful shear attack the target's MC is reduced 1 step until repaired (usually after the battle).

Grappling: First, the relative speed difference between vessels cannot be more then 1 SR when attempting to grapple (grappling rams exclude this). This is a contested roll, both ships being required to roll 1d20+MR+SR. Grappler has advantage if more than 50% greater size than the opponent, whether as initiator or defender. Degrappling is automatic if both vessels desire it, otherwise it's resolved just as a standard grappling roll except the defender ("degrappler") makes the rolls.

Critical Hits: Crewed weapons often have a chance of inflicting a critical hit, this is listed in that weapon's statistics. Other events (ramming, some spells, turbulence, failing a save in high winds) can also cause critical hits. Finally, a vessel reduced to 50% of its hull points takes a critical hit. Note, since some critical hits reduce the ship's hull points there can be a short cascading of critical hits in this manner. When a critical hit occurs the result is determined by the following chart:

Crit Table
d20 Roll Effect
1 Loss of 5 Hull points
2 Deck crew casualty
3 Interior crew casualty
4 Ship Shaken
5 Large weapon damaged
6 Deck crew casualty
7 Hull holed
8 Maneuverability loss
9 Loss of 10 Hull points
10 Ship Shaken
11 Fire!
12 Loss of SR
13 Deck crew casualty
14 Large weapon damaged
15 Ship Shaken
16 Hull Holed
17 Maneuverability loss
18 Loss of 10 Hull points
19 Helm hit
20 Spelljammer Shock!

Deck crew casualty: One exposed crewmember is struck and suffers the same damage as the ship. Choose the target randomly from exposed crew. All characters within 5 ft of that individual must make a DC 10 Dex save or suffer the same damage.

Interior crew casualty: Same as a Deck casualty, but everyone aboard is a potential target, including prisoners, the captain, and the spelljamming Helmsman. This reflects not so much the missile itself, but shattered parts of the ship bouncing around during combat.

Ship Shaken: All characters not sitting or otherwise firmly tied down (the spelljamming Helmsman is considered secure) must make a DC 13 Dex save or fall prone.

Large Weapon Damaged: One large weapon (chosen randomly) is inoperable until repaired, it's crew is unharmed.

Hull Holed: The attack punches a sizable hole in the ship, the DM decides where.

Fire!: A fire starts somewhere in the ship, determined by the DM. If a fire is somehow unable to start (all lights on the ship are magical, there is nothing flammable onboard, the ship is made entirely of rock, ect) go to next entry.

Loss of SR: The ship's SR drops by 1 point for the next 1d10 rounds while the Helmsman readjusts his mental balance. Additional losses are cumulative.

Maneuverability Loss: The ship drops 1 MC for 1d10 turns. A ship with Class 5 maneuverability cannot drop any further, so the next entry is taken instead.

Spelljammer Shock!: The spelljamming Helmsman must make a DC 15 Int save or fall immediately into a coma which lasts 1d4 days. In the case of multiple Helmsmen, they all must make the save. In the case of foundries, artifurnaces, or other drives not using a Helmsman, the drive itself is rendered nonfunctional for 1d4 days. If no replacement is available, the ship immediately becomes SR 0 and can only move in a straight line at it's present speed.

Breaking Up

If a ship is reduced to 0 HP, it's internal structure is destroyed and it begins to fall apart. Some victors will sift through the debris for prisoners, while others will abandon them. It's possible for survivors to lash up some of the vessel to save themselves with a temporary helm and air pocket.

Ship Weapons

NAME SIZE AC HIT POINTS ATTACK MODIFIER RANGE DAMAGE IDEAL CREW COST NOTES
Light Catapult Medium 15 90 +5 2,500 yds/2,286 m 22 (4d10) bludgeoning 3 1,000 gp Can't hit targets within 120 ft. (37 m) of it
Medium Catapult Large 15 120 +5 2,000 yds/1,829 m 33 (6d10) bludgeoning 4 2,500 gp Can't hit targets within 90 ft. (27 m) of it
Trebuchet Huge 15 150 +5 1,500 yds/1,372 m 44 (8d10) bludgeoning 5 5,000 gp Counts as two large weapon installations, can't hit targets within 60 ft. (18 m) of it
Light Ballista Medium 15 30 +6 3,000 yds/2,743 m 5 (1d10) piercing 2 500 gp
Medium Ballista Large 15 50 +6 2,000 yds/1,829 m 16 (3d10) piercing 3 1,000 gp
Heavy Ballista Huge 15 70 +6 1,000 yds/914 m 27 (5d10) piercing 4 1,500 gp Counts as two large weapon installations
Cannon Large 19 75 +6 1,000 yds/914 m 44 (8d10) bludgeoing 3 20,000 gp
Light Jettison Medium 15 90 +5 1,500 yds/ 1,372 m 3 (1d6) bludgeoning to all creatures in a 5 ft. (1.5m) radius 2 1,000 gp
Medium Jettison Large 15 120 +5 1,000 yds/ 914 m 7 (2d6) bludgeoning to all creatures in a 10ft (3 m) radius 3 2, 500 gp
Heavy Jettison Huge 15 150 +5 500 yds/ 457 m 10 (3d6) blugeoning to all creatures in a 15 ft (4.5 m) radius 4 5, 000 gp Counts as two large weapon installations
Greek Fire Projector Large 19 80 +6 500 yds/ 457 m 27 (5d10) fire 4 10,000 gp Starts fires

Ships

SHIP TYPE COST CREW MIN/MAX MR AC HP DAMAGE THRESHOLD KEEL LENGTH BEAM LENGTH STANDARD ARMAMENT HELM TYPE
Flitter 10,000 gp 1/1 1 14 40 N/A 20 ft/ 6.1 m 5 ft/ 1.5 m None Major or Minor Helm
Mosquito 15,000 gp 1/6 2 17 75 10 100 ft/ 30.5 m 15 ft/ 4.6 m None Major or Minor Helm
Caravel 10,000 gp 8/10 5 13 75 10 70 ft/ 21.3 m 20 ft/ 6.1 m 1 large weapon Major or Minor Helm
Dragonfly 40,000 gp 3/10 2 14 100 10 100 ft/ 30.5 m 20 ft/ 6.1 m 1 medium weapon Major or Minor Helm
Damselfly 50,000 gp 2/10 3 18 100 10 100 ft/ 30.5 m 20 ft/ 6.1 m 1 huge weapon Major or Minor Helm
Wasp 20,000 gp 8/18 3 16 150 15 80 ft/ 24.4 m 20 ft/ 6.1 m 1 huge weapon Major or Minor Helm
Tyrant Ship 100,000 gp 15/23 2 22 200 20 100 ft/ 30.5 m 100 ft/ 30.5 m Special Orbus
Tradesman 15,000 gp 10/25 3 17 200 20 120 ft/ 36.6 m 30 ft/ 9.1 m 1 medium weapon and 1 large weapon Major or Minor Helm
Gnomish Sidewheeler 40,000 gp 20/30 4 15 250 20 120 ft/ 36.6 m 25 ft/ 7.6 m None Gnomish
Nautiloid 40,000 gp 10/35 3 18 300 20 180 ft/ 54.9 m 30 ft/ 9.1 m 5 large weapons Series Helm or Pool Helm
Mindspider 60,000 gp 3/40 2 18 400 25 40 ft/ 12.2 m 15 ft/ 4.6 m 3 large weapons Lifejammer
Galleon 50,000 gp 20/40 4 15 400 25 130 ft/ 39.6 m 30 ft/ 9.1 m 1 medium weapon and 2 large weapons Major or Minor Helm
Squid Ship 45,000 gp 12/45 3 17 450 25 250 ft/ 76.2 m 25 ft/ 7.6 m 2 large weapons and 1 huge weapon Major or Minor Helm
Dragonship 60,000 gp 20/45 3 17 450 25 150 ft/ 45.7 m 20 ft/ 6.1 m 2 large weapons Major or Minor Helm
Hammership 50,000 gp 24/60 3 16 550 30 250 ft/ 76.2 m 25 ft/ 7.6 m 3 huge weapons Major or Minor Helm
Man-o-War 100,000 gp 10/60 2 15 550 30 200 ft/ 61 m 20 ft/ 6.1 m 4 large weapons Major or Minor Helm
Deathspider 100,000 gp 30/100 4 17 1000 30 175 ft/ 53.3 m 50 ft/ 15.2 m 6 huge weapons Major Helm
Armada 125,000 gp 40/100 3 17 1000 30 300 ft/ 91.4 m 30 ft/ 9.1 m 14 huge weapons Major Helm
Citadel 1,000,000 gp 100/300 4 22 2000 30 250 ft/ 76.2 m 200 ft/ 61 m 7 huge weapons, 8 large weapons and 12 medium weapons Forge

Bullywug

Froglike humanoids endemic to the swamplands of The Dying Sea, bullywugs come in a wide variety of colors and sizes. A bullywug can secrete a slippery mucus to help them escape from danger and their saliva and blood contain potent toxins which they are capable of delivering with a lash of their tongue and which also render them highly resistant to poisons. Formerly living in loose tribal groups throughout the swamp, the bullywugs joined the Elven Dominion of Shal Thalas in massive numbers after it conquered the Dying Sea, and are now the third most numerous member of Elven Dominion.

Bullywug Traits


  • Ability Scores: Your Constitution score increases by 2, and your Dexterity by 1.
  • Size: Bullywugs are often between 4' and 6', and weigh between 100 to 300 lbs. Their size is Medium
  • Speed: 30 feet
  • Languages: Common, Bullywug
  • Amphibious: You can breath water and you have a swim speed equal to your speed
  • Poisonous Metabolism: You have advantage on saving throws against poison and resistance to poison damage.
  • Slippery: You have advantage on dexterity (acrobatics) checks made to escape a grab or restraints
  • Tongue Lash: As an action on your turn you can lash out at an enemy within 10ft of you with your tongue to deliver a dose of your natural poison. Make a ranged attack roll against the target (with proficiency) on a hit the target takes 1d8 poison damage and must make a constitution saving throw or be poisoned until the end of its next turn. After you hit with this attack you cannot use it again until you finish a short or long rest. Damage increases to 2d8 at 6th level, 3d8 at 12th level, 4d8 at 18th level, and 5d8 at 20th level.

Ambitious and Cynical


  • Bullywugs lust for power, and go about their means of
  • finding it in the most cowardly of ways. Bullywugs
  • can rarely ever be trusted, and will
  • gladly backstab their allies if it seem
  • to gain them power. Bullywugs
  • loathe just about everything
  • imaginable, including themselves.
  • Most Bullywugs will believe
  • nearly any way one describes
  • them. Finding a truly good
  • Bullywug is like finding a needle
  • in a haystack. The only time
  • a Bullywug can ever be truly
  • happy is when they are in
  • complete and total control
  • of everybody around them.
  • Sometimes, Bullywugs will
  • band together to accomplish
  • their goals, but these alliances
  • almost always end in a quick
  • and bloody power struggle.

Amphibious Allies

Bullywugs speak a language that allows them to communicate over large areas by croaking like frogs. News of intruders or other events in the swamp spread within minutes across this crude communication system. Simple concepts in the language are understandable to frogs and toads. Bullywugs use this capability to form strong bonds with giant frogs, which they train as guardians and hunters. Larger specimines are sometimes used as mounts as well. The frogs' ability to swallow creatures whole gives a bullywug hunting band an easy means of carrying prey back to their villages.

Slippery and Evasive

Bullywugs are slimy frog-like creatures who make good use of their slime, using it to slip out of sticky situations. Holding down a fleeing Bullywug is a tough task, involving much coordination to take them down. However, they are not the strongest of the races, and usually prefer to act through pawns. A Bullywug fighter is a rare sight indeed.

Elven Allies

The Bullywugs quickly allied with the far superior and dominant Elven Dominion as soon as the Elves first marched on the Dying Sea. Unlike their fellow residents, the Shifters, the Bullywugs humbled themselves before the Elves, cementing a powerful alliance. There is a strenuous peace held at all times, though the Bullywugs have been able to serve the Elves faithfully and humbly, despite their ambition. Cowardice won out in the end.

Bullywug Names

A common Bullywug is named after the conditions of its birth. Last names are a strange conglomerate of the mother's and father's names, the front half of the father's name taken and added with the last half of the mother's name.

Shifter

Natives of the Pockets of Dry within the Dying Sea, the people now called shifters used to dominate the entire island chain until defeated in the brief and bloody War of the Dying Sea by the Elves, who wrested control of the islands from the over 100 years ago. In contemporary Shifter society several islands have been designated as reserves for the displaced shifters who still wish to live according to ancestral tradition, but many shifters have chosen to live amongst the other races of the Elven Dominion. With long distance sea travel now readily available to them, many Shifters are choosing to become adventurers and wanderers as well.

Shifter Traits


  • Ability Scores: Your Strength and Dexterity score increase by 1. Longtooth gains +1 Strength, Razorclaw +1 Dexterity.
  • Size: Shifters are often between 5'6" and 6", and weigh 130-180 lbs on average. Their size is Medium
  • Speed: 30 feet
  • Vision: Normal (Longtooth), Darkvision to 60 feet (Razorclaw)
  • Languages: Common
  • Animalistic Heritage: Your ancestors were therianthropes and you come from one of the major subgroups. Pick a bloodline from the following list, your other racial features depend on the bloodlines that you pick. Longtooth (werewolf), Razorclaw (weretiger)
  • Keen Senses: You gain proficiency in the perception skill.

    • Longtooth: Due to your keen sense of smell, you have advantage on perception checks to detect hidden creatures and locate scents
    • Razorclaw: You have Darkvision out to 60 feet.
  • Speak with Small Animals: You can speak with certain animals based on your bloodline

    • Longtooth: Wolves, Dogs, and other canine creatures
    • Razorclaw: Lions, Tigers, and other feline creatures
  • Shifting: On your turn, you can take a bonus action to shapeshift into a more animalistic form reminiscent of your distant ancestors. The effect of your shifting depends on your bloodline, and lasts 1 minute. Once you use this feature you cannot use it again until you finish a long rest.

    • Longtooth: At the start of each of your turns you regain 1 hit point, This effect doubles if you are below half health. At 9th level, this regeneration increases to 2 hit points per round, and at 17th level it increases to 3 hit points per round.
    • Razorclaw: Your movement speed increases by 10 feet, and you gain advantage on dexterity saving throws

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Wild Survivors

Due to their animal instincts, Shifters often have trouble controlling their emotions. They feel certain emotions in a sort of primal sense, and often cannot suppress them. This especially comes into play when on the hunt or in combat, where Shifters let their primal instincts take over. That being said, Shifters feel strongly towards their companions, often treating them as family.

Primal Society

Most Shifters see no value in the mental arts, instead focusing on feats of strength and agility. Shifter communities are constantly engaging in games of speed, strength, and stealth. Some few Shifters focus on the more druidic aspects of their societies, and serve as community mystics and healers. These mystics are held in high regard and often elevated to better positions in society.

Animalistic Features

Shifters very closely humans, with sharp pointed features setting them apart. Shifters are characteristically hairy, and tend to adopt features similar to their shifting bloodline. A Razorclaw Shifter might adorn their skin with black stripped tattoos, while a Longtooth Shifter may wear clothing made of wolf fur. Shifters feel strong ties to the animals related with their Shifter heritage, and hold them in a near sacred place in their minds.

Shifter Names

Shifter names are closely related to the natural climes they reside in. They are simple one word names that personify the shifter.

Male Names Silver, Ash, Oak, Cinder, Claw, Thistle, Basalt, Grove, Vermin, Rock, Char, Scar, Flint, Dash, North

Female Names Rain, Breeze, Spring, Shade, Feather, Snow, Ruby, Abyss, Willow, Scarlet, Raven, Dawn, Hazel

Warforged

Marvels of modern thaumaturgical engineering, warforged are sentient, learning constructs. Manufactured almost exclusively within the ancient dwarven halls beneath the Red Hills, warforged were made en-masse to defend against the brutal chromatic dragons. In times of relative peace, Warforged serve as city guards, scouts, and soldiers in other conflicts. Warforged are still being created today, to make up for their lost ranks.

Warforged Traits


  • Ability Scores: Your Constitution score increases by 2 and your Strength score by 1.
  • Size: The average height of common Warforged is between 6 to 7 feet, and weigh anywhere from 250-300 lbs. Their size is Medium
  • Speed: 30 feet
  • Languages: Common, Dwarvish
  • Living Construct: You are a living construct, and do not eat, drink, breathe. You do not need to sleep, and instead enter a state of inactivity for six hours to gain the benefits of a long rest. While in this state you are aware of approaching enemies and other events taking place.
  • Components: You may embed weapons and armor with which you are proficient directly into your body. Embedded weapons may be drawn or stowed as a bonus action and all attempts to disarm you have disadvantage. You never need to take off embedded armor for any reason and suffer no penalty for resting while wearing armor. Additionally, embedded weapons and armor count as though they weigh half as much as normal.
  • Warforged Resilience: You gain +1 AC

    Marvelous Constructs

    Warforged can have unique personality traits though, being constructs, they are restricted in some ways. They experience anger, pain, fear and hatred like their human creators; not all warforged are incredibly reserved and pensive, hiding an array of emotions behind their metallic face. Their faces were not designed to display facial expressions and so it can seem like they are distant to the conversation. Despite their lack of physical facial expressions they're not completely without them as their eyes tend to brighten when experiencing strong or specific emotions.

Programmed with a Purpose

Warforged often have little life experience as they spent most of their time assigned to one specific duty, usually soldiering. If there is one interest all warforged share it is the love of working and many create endless lists of goals and chores. They take pride in their work and work incredibly hard which makes them dislike idleness and failure. Warforged can excel at most tasks having a single-minded efficiency, especially in combat related roles.


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Specifically Created Beings

The warforged are made of stone, metal and wood fibres. The core of a warforged is a skeletal frame made of metal and stone with wood fibres acting as a muscular system. Covering the warforged is an outer shell of metal and stone plates. An internal network of tubes run through the warforged's body, these tubes are filled with a blood like fluid that is designed to lubricate and nourish their systems. Their hands have only two thick fingers and a thumb whilst their feet only have two broad toes.


The warforged's face loosely resembles their human creators though they have a toothless jaw, heavy brow line and are lacking noses and hair. Each warforged has a ghulra engraved upon their foreheads. Each of these runes are unique to the warforged giving them a sense of individuality.


The warforged have a sexless form and are considered to be mono-gender. The warforged are able to be repaired and modified by artificers or even themselves giving them an endless possibility to their appearances.

Warforged Names

Warforged are first given a simple code based name, etched onto their arms. However, after a year of service, a warforged is permitted to go about another purpose, freeing them from the dwarven hosts if they so choose. However, many choose to stay. In addition, they often choose to replace the etching with another, bearing a commonly used nickname or a name they choose for themselves.

Example Names Azm, Book, Bulwark, Cart, Charger, Cutter, Falchion, Graven, Hammer, Mark, Morg, Nameless, Pierce, Pious, Relic, Rune, Steeple, Sword, Three, Titan, Unsung, Victor, Watcher, Zealot.

Thri-Kreen

THEY WERE UPON ALTHEA GALANODEL BEFORE SHE realized it. The sand dunes she had thought concealed her work revealed themselves to be the very prying eyes she had been so worried about. More of them came, jumping so high and so quickly that she first thought them to be flying. This was not the swarm Althea had been afraid of. This was a hunting pack.

She ran and they herded her along the path, straight into the waiting mandibles of yet more creatures. One of them took a bite out of her arm and Althea could feel the venom rush into her veins. Her vision blurred as they closed in, mandibles clicking and antennae waving.

She should not have tried to twist the desert to her own ends. She should have known the thri-kreen would come for her.

--Malark Greycastle, The Specter's Crystal


The thri-kreen thrive in the hot deserts and savannas of the world, inhospitable places where most creatures only barely manage to survive. It is here that these deadly hunters make their home.

Desert Wanderers

The thri-kreen have adapted to wander the desert in search of nourishment. They look like giant mantises at first glance, though they lack the large abdomen common in many insects. Four of their limbs are used as arms while the other two are legs. When standing upright on these legs, thri-kreen males average a height of 6 feet while the larger females can be up to 8 feet tall. Due to their size and carapaces, most thri-kreen can weigh over 300 pounds.

Blending in with the desert can be vital to survival, so thri-kreen carapaces are usually colored a sandy orange or brown. Some dark green thri-kreen have been seen from time to time, but these mutants are usually the first to fall in a skirmish due to the ease at which they are spotted. The thri-kreen generally wear ragged loincloths and little else, though some have been known to adorn their carapaces with painted symbols or jewelry.

Packs and Clutches

A thri-kreen is loyal to three things: its clutch, its pack, and itself. It is through these cultural lenses that the thri-kreen interact with the world. Anything else is probably irrelevant or food.

A thri-kreen's clutch is the group of thri-kreen it was born in to, similar to a tribe. Some clutches are larger than others, some interbreed, and some skirmish with each other occasionally.

Packs are the social groups of the thri-kreen, but they also serve an important purpose in organizing the different thri-kreen in a clutch into different jobs. Most often, a thri-kreen is a member of either a hunting or raiding pack. A thri-kreen can belong to more than one pack and there are also packs of scholars, builders, and nature-loving priests. Thri-kreen adventurers tend to view their adventuring party as a pack.


Brutal Efficiency

The desert is an unforgiving environment, so the thri-kreen must make the most of what they have. Any biological matter that is not useful for something else is considered food. Usually this applies to other races, especially those delicious, juicy elves, but thri-kreen have been known to eat each other.

If a thri-kreen eats another of its kind, it is generally because the one being eaten is either dead or defective in some way. A defect could be anything from a leg that will never heal correctly to hatching malformed. The calories and protein of the defective thri-kreen need to be reclaimed for the good of the clutch.

Thri-Kreen Names

The thri-kreen language is better at showing emotions and reactions than it is with proper nouns like names, so very few thri-kreen use a real name when talking about each other. When referring to a specific person, it is usually someone within the same pack that is associated with a particular emotion or other concept that can be easily communicated with the thri-kreen language. Other thri-kreen in the same pack understand this as well as humans do unique names. Because a thri-kreen's identifier is based on the context of a pack, the same thri-kreen may be identified in different ways depending on who is talking about it.

Within some clutches, high-ranking leaders are given unique identifiers. These are usually concepts like "awe", "loyalty", or "respect". While the same identifier may be used for thri-kreen in different packs, no other thri-kreen shares the same identifier as one of the high-ranking ones.

When interacting with races that use a more conventional language, thri-kreen initially have difficulty picking out a name. The concept of a stable identifier that they give instead of someone else referring to their personality in different contexts is a completely alien concept. Those that do manage to integrate with other races tend to pick names like "friend" or are simply referred to by their profession, like "fighter".

Thri-Kreen Traits

Your thri-kreen character shares much in common with other thri-kreen.

Ability Score Increase: Your Dexterity score increases by 1.

Age: Thri-kreen do not waste a moment of their short lives. Thri-kreen reach maturity by the end of their first year and live into their 30s.

Alignment: Thri-kreen tend to ignore social mores and evaluate people based on usefulness, so most other races view them as chaotic. They do not have a strong tendency towards good or evil, but their utilitarian outlook is sometimes mistaken for an evil desire to eat sentient creatures

Size: Male thri-kreen are generally 6 feet tall while the females can be up to 8 feet tall. Your size is medium.

Speed: Your base walking speed is 30 feet.

Additional Arms: You have 2 additional arms below your main ones. Each of these arms can hold no more than 10 pounds and cannot effectively wield a shield. If you use one of these arms to attack with a weapon that is not light, you have disadvantage on the attack roll. You may stow or retrieve one additional item each turn.

Darkvision: Often being up when the sun is not, 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.

Sleepless: You do not require sleep, and magic can't put you to sleep. You can spend 4 hours doing nothing more strenuous than eating, drinking, reading, tending wounds, standing guard, or walking at a slow pace. At the end of this rest, you gain the same benefit that a human does from 8 hours of sleep.

Thri-Kreen Weapon Training: You have proficiency with the gythka and the chatkcha.

Languages: You can speak, read, and write common and thri-kreen. The thri-kreen language uses the clicking of mandibles and the waving of antennae to communicate emotions. Most creatures that are not thri-kreen are completely unable to speak this language, though they may understand it with some difficulty.

Subrace: Long ago some clutches mutated so that the offspring would not express all of the thri-kreen traits. These weaker thri-kreen required less nourishment to keep themselves in shape and more of these eggs could be laid at a time because they were less taxing to produce. Even though they do not fully express all of the traditional thri-kreen traits, their increased numbers allowed them to overcome this disadvantage. In a harsh environment like the desert, the adaptation to need less food to perform a task is a major advantage. As such, clutches that spawn thri-kreen-khe, thri-kreen-ret, or thri-kreen-tir are becoming more numerous. Choose one of these sub races.


Thri-Kreen-Khe

As a thri-kreen-khe, your carapace is not unlike armored plating swirling with different colors. You can control these colors with some focus, allowing you to hide very well or maintain a uniform color. In battle however, emotions run hot and crimson wisps tend to float across the surface of your natural armor.

Ability Score Increase: Your Constitution score increases by 1.

Chameleon Carapace: You can change the color of your carapace to match the color and texture of your surroundings. When you are not wearing armor, you have advantage on Dexterity (Stealth) checks to hide.

Natural Armor: When you are not wearing armor, your AC equals 12 + your Dexterity modifier.

Thri-Kreen-Ret

Your thri-kreen-ret character has highly developed mandibles able to inject venom into anything you bite. The venom stiffens the muscles of your target, making it much harder for them to attack or run away. Then, grasping the poor creature with vicious claws, thri-kreen-ret usually drag their prey back to their pack.

Ability Score Increase: Your Strength score increases by 1.

Mandibles: You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.

Venomous: When you hit a creature with an unarmed strike, that creature must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On failure, the creature is poisoned for 1 turn. On a successful saving throw or after 1 turn of being poisoned, the creature is immune to this trait for 24 hours.

Thri-Kreen-Tir

Unlike the other subraces, thri-kreen-tir usually have to rely on their cunning more than direct combat capabilities when fighting. Their speed and ability to leap over many creatures makes them incredibly mobile, but their true power comes from knowing when to use this mobility to strike.

Ability Score Increase: Your Wisdom score increases by 1.

Powerful Legs: Your base walking speed increases to 40 feet.

Standing Leap: When you long jump, you can cover a number of feet equal to twice your Strength score with or without a running start. When you high jump, you can cover a number of feet equal to 10 + your Strength modifier with or without a running start.

Hadozee

"So far we've charted a new island in the Spice Archipelago, fished four dragon turtles, visited the Pearl Citadel of the sea-elves, and escaped from pirates no less than seven times. And this voyage isn't over yet. What fun!"

--Bansh Midnightchild, Hadozee Deckhand


A race of simian-like humanoids, hadozee are often referred to as "winged deck apes." It's easy to see where they would come by such a moniker: They are covered in light brown fur, with a slightly stooped posture, a shaggy mane, and a fanged muzzle. And they have flaps of skin that hang beneath their arms that enable gliding, if not true flight. Because they're also good climbers and balancers, hadozee are particularly suited for life aboard a ship sailing the seas of adventure.

Simian Similarities

Hadozee look quite impressive. Standing about 7 ft. tall and being quite slender, hadozee have (well groomed) brown fur covering their whole bodies, with a shaggy mane surrounding all of the head except for the face. Their mouth is a protruding muzzle with several long fangs. The most unusual feature of a Hadozee is the membrane of skin that normally hangs loosely from the creature's arms and legs. When a Hadozee raises its hands over its head, this membrane is stretched taut and the creature has a limited gliding ability, as explained below. The Hadozee´s feet are fully as dexterous as their hands, even to the extent of having opposable thumbs. Hadozee are tailless.

Usually, Hadozee wear no clothing beyond the occasional harness or loincloth, since it would hinder their movements too much. When in foreign ports, they sometimes adopt loose, flowing caftans, and some warriors wear Hadozee armor.

At Home Amongst the Stars

Hadozee earn their money in wildspace as deckhands and mercenaries, and consequently get along quite well with most races. The highest honor for a Hadozee is it to serve aboard a warship of the Elven Imperial Navy; ever since the first Unhuman Wars, when the Hadozee aided the elves, it is a tradition in the EIN to take on Hadozee crewmen. Though the Hadozee are employed willingly and paid very well, the elves in no way consider the deck apes an equal race.

Hadozee Names

Hadozee names are usually short, often monosyllabic. Example names are Tuk, Konn, or Koto. It is unknown whether there is a difference between female and male names.

In contrast to these short names, clan names are often highly prosaic, such as cloudjumper or dawnchaser.


Hadozee Traits


  • Ability Scores: Your Dexterity increases by 1, your Strength increases by 1, and your Constitution increases by 1
  • Size: Hadozee stand between 6 and 7 feet tall, and weigh between 150 to 250 pounds. Your size is Medium.
  • Speed: Your speed is 35ft
  • Languages: Hadozee, Common
  • Dexterious Lineage: You have proficiency in Acrobatics, and you have a climb speed equal to your move speed.
  • Helping Hands: Hadozee have extremely flexible feet, and can use them as a second set of hands. You are considered to always have a free hand, even when both primary hands are holding an object. You cannot use them to wield a weapon or shield, but can be used for activities that require a free hand, such as (but not limited to) grappling, casting spells with a somatic components, performing an object interaction and loading crossbows.
  • Limited flight: The Hadozee's wing-membranes allow them to fly with a speed of 50ft while they are wearing armor that does not impose a stealth disadvantage. They can only glide from an elevated position (minimum height: 10 ft.) and can only descend. For every two feet they glide forward, they also lose one foot of height. They also can use their wing membranes to break a fall. If there is enough room for gliding, they can turn a fall into glide. If not, they take only half damage from a fall.
  • Freedom of Movement: Hadozee value their freedom of movement above everything else. They have no proficiency in heavy armor even if the class(es) they have state otherwise.

Giff

The giff are a race of powerfully muscled mercenaries. They are civilized, though they lack mages among their own race. Giff hire on with various groups throughout the universe as mercenaries, bodyguards, enforcers, and general legbreakers. The giff is humanoid, with stocky, flat, cylindrical legs and a humanoid torso, arms, and fingers. Its chest is broad and supports a hippopotamus head with a natural helmet of flexible, chitinous plates. Giff come in colors ranging from black to gray to a rich gold, and many have colorful tattoos that leave their bodies a patchwork record of past victories.

Mercenary Minded

The giff are military-minded, and organize themselves into squads, platoons, companies, corps, and larger groups. The number of giff in a platoon varies according to the season, situation, and level of danger involved. A giff “platoon” hired to protect a gambling operation may number two, while a platoon hired to invade an illithid stronghold may number well over a hundred. The giff pride themselves on their weapon skills, and any giff carries a number of swords, daggers, maces, and similar tools on hand to deal with troublemakers.

A giff’s true love in weaponry is the gun. A misfiring weapon matters little to the giff (occasional fatalities are expected), the flash, noise, and damage is what most impresses them.

Even unarmed, the giff are powerful opponents. They will wade into a brawl just for the pure fun of it, tossing various combatants on both sides around to prove themselves the victors. Once a weapon is bared, the giff consider all restrictions off – the challenge is to the death.

The top of the giff’s head and snout are plated with thick, chitinous plates, flexible enough to permit motion, but giving the creature a natural helmet. The giff prize themselves as mercenaries, and to that end have made elaborate suits of armor. These include full helms with other monsters on the crests, inlaid with ivory and bone along the edges. Armor repair is a major hobby among the giff.

Finally, giff are somewhat magic resistant. They are deeply suspicious of magic, magicians, and magical devices.

Law and Order

The giff are happiest among their own race – they consider larger races such as giants threatening and complain about the fragility of the smaller races. Outside their own platoons, the giff are happiest among military organizations with a strong chain of command.

Every giff, male, female, and giffling, has a rank within society, which can only be changed by someone of higher rank. Within this rank are subranks and within those subranks are color markings and badges. The highest-ranking giff gives the orders, the others obey. It does not matter if the orders are foolish or even suicidal – following them is the purpose of the giff in the universe. A quasi-mystical faith among the giff mercenaries confirm that all things have their place, and the giff’s is to follow orders.


Giff Traits


  • Ability Scores: Your Constitution increases by 2, and your Strength increases by 1.
  • Size: Giff stand between 8 to 9 feet tall. They can weigh up to 400 pounds. Your size is Medium.
  • Speed: Your speed is 30ft.
  • Languages: Giff, Common
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.
  • Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
  • Menacing: You gain proficiency in the Intimidation skill, and use your Strength bonus instead of Charisma when making Intimidate skill checks.
  • 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.
  • Head Butt: If you move at least 20ft on your turn directly towards a creature and hit them with an attack, the creature must make a Strength saving throw (the DC is equal to 8 + the Giff's Strength Modifider) or be knocked Prone.
  • Magic Resistance: The Giff are both resistant to magic and have difficulty casting it. You cannot cast a spell that requires a Somatic Component. You have advantage on savings throws against spells that require a Constitution or Wisdom save.
Created By c0re

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