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Revised Races


Heroic ancestries and lineages
for the world’s greatest roleplaying game

Dungeon Master’s Workshop

REVISED RACES

Credits

Lead Designer: Taylor Reisdorf


Editing: Kyle Srygley
Coding: Matthew Doak, Taylor Reisdorf


Cover Illustrator: Kieran Yanner
Interior Illustrators: Cristi Balanescu, Katarzyna Bekus,

Conor Burke, Yongjae Choi, Hristo Chukov, Kent Davis, Paulo Loveranes Galamgam, Robby Johnson, JohnoftheNorth, Jonathan45, Hayo Koekkoek, Olly Lawson, Woo Chul Lee, Mark Li, Jiamin Lin, Anton Nazarenko, P3RC4T, Chris Rahn, Cesar Rizo, Sarasti, Chris Stone, Philip Straub, Yuko Takeshita, Yalu Wen, Randy Vargas, Valeriy Vegera, Magali Villeneuve, © 20th Century Fox, © Bethesda, © Fantasy Flight Games, © Nuare Studio, © Nord Games, © Paizo, © Visionary Realms, © Wētā Workshop, © Wizards of the Coast

Watercolour Stains: Jared Ondricek


Based on the fifth edition rules by

Jeremy Crawford and Mike Mearls,
with Bruce R. Cordell, Robert J. Schwalb, and James Wyatt


Based on the original game created by

E. Gary Gygax and Dave Arneson,
with Brian Blume, Rob Kuntz, James Ward, and Don Kaye


Drawing on further development by

Keith Baker, Rich Baker, David “Zeb” Cook, Monte Cook, Ed Greenwood, Jeff Grubb, and Rob Heinsoo

image

 

Dungeon Master’s Workshop Team

Lead Writer: Taylor Reisdorf
Additional Contributors: Christian Cole, Matthew
   Doak, Tim Reisdorf, Brion “Bearclaw” Woods

On the Cover

Kieran Yanner illustrates a deadly situation as a party of brave heroes is ambushed by some evil goblins. Such encounters have long been part of tabletop RPG history, and in this compendium you will find worldbuilding and gameplay options that embrace these tropes.

Disclaimer: We reached out to orcs, goblinoids, lizardfolk, and other denizens of the world for insight into their racial traits, but all the apprentices we sent were turned into stew, tools, and in one instance a disturbingly stylish cape. If you see such creatures, Dungeon Master’s Workshop urges you to either run away or arm yourself for your own protection.

Contents

Using this Content

The content of this playtest document uses material published under the Open Game License. At present, no original portion of this document is available for unauthorized use.

When playtesting of this content has been completed, many of the final rules will be officially published under the OGL. Until then, permission is only granted to copy this material for personal use.

To join the discussion and playtesting effort for this content, visit Dungeon Master’s Workshop. You can also join our Discord server. And if you would like to to support us and our work, consider becoming a patron on our Patreon.

Art Credit: Hristo Chukov

OPEN GAME LICENSE VERSION 1.0a


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Open Game License v 1.0a © 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 © 2016, Wizards of the Coast, LLC.; Authors: Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
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Preface

THE ORC MAIDEN WINKED AND GESTURED with subtle seduction. The rogue retched dramatically.

It was 1490 DR—or maybe 1491; it’s hard to follow the confusing timeline Wizards of the Coast has used for fifth edition adventures. Whatever the case, it was the first time our group had been back to the official game setting since we played through the Tyranny of Dragons adventure. Having just finished a heavy, two-year campaign, we were running a few one-shot adventures to catch our breath before diving into something new. Players were taking turns in the GM chair, leading the party in all manner of strange tales.

This adventure was a murder mystery set in a small community a few miles outside Ravens Bluff, where the annual mage fair was being held. As typical for the Forgotten Realms, one couldn’t swing a dead cat without hitting a legendary archmage, many of whom were of some nonhuman race.

But there was something strange about the selection of those races in this adventure. Instead of the usual moon elves, shield dwarves, rock gnomes, and lightfoot halflings, the town was full of drow, lizardfolk, goblins, minotaurs, and even the traditional enemy of Ravenians: orcs. Orcs! The same monsters whose regular raids had long kept the population of the Vast crowded along the coast, and who had nearly destroyed the city of Ravens Bluff just over a century before. Now, all of a sudden, these hideous monsters—the ill-begotten spawn of cruel gods—were wearing floral bonnets and paying taxes?

Needless to say, we were suspicious of the overly friendly orc from the beginning and were quick to find incriminating clues that revealed her guilt. Much quicker, it turned out, than the GM had anticipated. Within the hour, we had proven that it was indeed the orc, in the conservatory, with the candlestick.

After the adventure, the GM explained the reason for the strange race choices: the recently released errata to Storm King’s Thunder. While a full examination of this failure in good stewardship is too much to include here, suffice to say that, with these changes, Wizards of the Coast had declared they weren’t simply interested in making the game’s rules setting agnostic—as they claimed when they released Tasha’s Cauldron of Everything and its lacklustre ‘custom origins’ rules—but rather they were intent on dragging every existing D&D world and adventure into this dystopia where every sapient creature is either Human or Reskinned Human.


    It was this choice, more than anything else, that finally prompted me to begin polishing the official rules I used for Taldaras, the game world I have spent the last 20 years building, beginning with revamping all the races the way that Wizards of the Coast should have been doing them. These wouldn’t be haphazardly balanced archetypes with no room for customization, nor—even worse—formless lumps onto which players were expected to slap whatever labels they want, so that ‘race’ becomes as meaningless an entry on the character sheet as ‘hair colour’. These races would be distinct, yet also sufficiently balanced and with room for meaningful player choice.

Of course, while this was the start of Dungeon Master’s Workshop’s so-called “5.5e”, it isn’t the first document to be released under that label. Substantial revisions to classes, magic, and even tools have been put out already. So, why the delay with races?

The simple answer is that the more I got into revising the game’s races, the more worldbuilding entered into the equation. Orc deities to explain half-orc subraces, cultural history to explain halfling racial traits, world events to explain tiefling motivations—so-called ‘fluff’ to contextualize and give meaning to game mechanics, as well as to pre-emptively mollify misguided naysayers on social media, became utterly inextricable from the actual game mechanics and ‘crunch’ of hard rules.

All of these things had previously been included in the books, but in a more subtle, implied manner that the game’s newest wave of critics—the ones pushing the recent and unfortunate changes—would rather ignore. As I worked more and more on these rules, I came to conclude that the biggest mistake the original design team had made with fifth edition was not making it sufficiently clear that the Player’s Handbook describes the races as they appear in an archetypal D&D world using the game’s standard archetypes.

Which is why I finally bit the bullet and decided to release this document with the worldbuilding left in. Taldaras is a love letter to D&D, and it’s my hope that the ways in which I deconstruct the tropes that have been part of the game for decades helps reinvigorate the community’s enthusiasm for them.

Or, more likely, that you’ll steal the parts you like and stick them into your own game world. Come on, don’t look at me like that. I’m a GM, too; I know how it works.

Taylor Reisdorf
November 2022

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PREFACE | DUNGEON MASTER’S WORKSHOP

Races

T ALDARAS IS A POLYCULTURAL WORLD
with many different peoples—immigrants from other worlds brought to Taldaras during great planar events called conjunctions. Many races live in their own nations—elves in their ancient forests, dwarves in their subterranean kingdoms, and humans crowding fertile valleys and coastlines—but most of the North’s major cities inevitably become melting pots of the region’s cultures. It isn’t unusual to see each of the three major races represented in any settlement larger than a small town, along with scattered members of the less common races: diminutive halflings, hulking half-orcs, fearsome draconians, and perhaps even a gnome.

When you create a character in Taldaras, use the options presented here.

Metaraces

Certain races, such as planetouched and tieflings, arise from other races in Taldaras. Most descend from others of their metatype, but new lineages of these metaraces emerge every so often through all manner of magical phenomena that suffuse the world.

Most members of metaraces ultimately descend from humans, as they are the most numerous people of the known world. For this reason, the entries in this chapter assume your character will be as well. Racial traits such as age, speed, and size can be easily adjusted to accommodate for metaraces that arise from other lineages, with your GM’s permission.

Common and Uncommon Races

Given the size of the world, none can say for certain how many races exist in Taldaras. Traveller’s tales of half-giants in the frozen peaks of the far north have prompted bards to pen many epic adventures, and there are fanciful tales of humanoid tortoises and cat-men from the far south, though most dismiss such accounts as the ramblings of malnourished sailors. In the North, the following races are known to exist.

Common Races

The following races make up the vast majority of people in the North.

Humans. By far the most populous people of the North, humans dominate most of the landscape and control all major routes of overland travel.

Dwarves. Most dwarves reside in subterranean kingdoms steeped in ancient tradition. They produce and export more than nine tenths of the North’s gold and silver.

Elves. Once the masters of all the known world before a great calamity shattered their civilization, the elves are a dying people who fight to keep what little they have left.


Uncommon Races

As far as sages can tell, the following races collectively make up less than one in ten of the known population of the North.

Aasimar. Individuals born with the touch of grace, aasimar are descended from or blessed by celestial powers. They are rare and commonly believed to have a great destiny.

Changelings. Shapechanging humanoids of unknown origins, changelings are secretive by nature. Most pass as ordinary people to avoid trouble, and few who encounter a changeling are aware of it.

Draconians. Cruel slavers from the east, draconians are a fearsome sight to behold. However, unless they are breathing fire and rounding up prisoners, most people react to them with caution instead of hostility.

Gnomes. Believed to be the aboriginal people of the world, gnomes are often called the Forgotten Folk because they are so rarely seen. Most gnomes live in extended family units within hidden forest valleys, and many of the rest live alongside dwarves in their ancient subterranean kingdoms.

Half-Elves. The offspring of a human and an elf, half-elves are often outsiders to both worlds. Like other hybrid races, half-elves struggle with infertility and their own identity within society.

Halflings. These diminutive people hail from an archipelago far to the south, beyond the winds of winter. They gather in harbours and riverside communities, and are as equally famed as mariners as they are infamous as pickpockets.

Half-Orcs. Most half-orcs in the North were born after the White Hand War a little over twenty years ago, when a great horde of orcs under the banner of the White Hand descended from the Colovian Mountains and caused widespread destruction. Many half-orcs feel the call of the orcish spirits and either leave to join their people across the mountains, or find productive outlets for their anger and violent impulses.

Planetouched. Most often found around areas of intense elemental influence, planetouched are imbued with raw magic. Most appear no different than other races except when channelling their elemental power, and often pass as ordinary people to avoid potentially unwanted attention.

Tieflings. Most tieflings are scions of the old imperial aristocracy that built the first human empire on dark pacts and blood magic, and who were transformed into monstrous humanoids during the terrible ritual that broke their nation almost two hundred years ago. Almost all tieflings in Taldaras now use their innate magic to glamour themselves into human appearance for fear of persecution.

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Racial Traits

The description of each race includes racial traits that are common to most individuals of such lineage. Many traits, such as proficiencies and languages, are accurate for a typical member of a race in the North. If your character is atypical, speak to your GM about swapping these traits for other traits of a similar kind.

For instance, a stoneborn dwarf raised as a foundling by human priests won’t necessarily be proficient with a traditional dwarven tool and may not even learn the dwarvish language of Khaurth. With the GM’s permission, you might swap these out for calligrapher’s supplies and a human language that you and the GM agree is appropriate for your character.

These following sections appear among the traits of all races, in addition to the traits unique to that race.

Ability Score Increase

Every race increases one or more of a character’s ability scores. You can’t increase an ability above the ability score maximum for your level in this way. If more than one ability score can be increased, you decide which.

Age

The age entry notes the age when a member of the race is physically mature, as well as the race’s expected lifespan. You can choose any age, and your choice could provide an explanation for some of your ability scores. For example, a very young age could explain a low Strength or Wisdom score.

Some longevous races such as elves and dwarves are considered to be young for many years after they are fully grown; their entry will offer guidance on choosing an age for your character. Additionally, the “Maturity of Longevous Peoples” sidebar on page 4 provides helpful information for understanding the maturity of these races.

Alignment

Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character.

Evil Alignments

While there are many shades of grey to be found in Taldaras, most adventures assume that characters will have virtuous motivations. Speak to your GM before making a character with an evil alignment.

Size

Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently.


‘Race’ in RPGs

It has been widely known since the backlash to the Satanic Panic of the ’80s that tabletop RPGs are, by and large, a healthy outlet for creativity and foster open-minded, inclusive attitudes in their players. In recent years, however, this discussion has been reopened by certain individuals who have contrived harmful, bigoted interpretations of certain game mechanics.

As you read through this chapter, it is important to remember that the term ‘race’ is used in many RPGs to appeal to the genre’s roots in medieval fantasy, not as a reference to modern race theory. The term replaces ‘species’—a word which would feel as conspicuously anachronistic to use as other modern terms like ‘genetics’ or ‘kilometres’.

Orcs, dwarves, and other nonhuman races in the game are not fantasy analogues for real-world human ethnic groups. Rather, they are separate species with differing natures. Because some of these races were created by evil gods or corrupted by supernatural curses, any attempt to draw comparisons between a game race and a real human culture is not only inappropriate, but also extremely harmful, and should be denounced.

Small Characters

A small character can’t have a Strength score above 9, and they have disadvantage on attack rolls made using heavy weapons (see “Equipment”). However, they are more difficult to hit, and gain a +1 bonus to their AC as long as they aren’t restrained or incapacitated.

Speed

Your speed determines how far you can move when travelling (see “Adventuring”) and fighting (see “Combat”). Whenever something refers to your base speed, such as your base walking speed, it refers to the speed indicated here.

Languages

By virtue of your race, your character can speak, read, and write certain languages. All characters begin play knowing Nordic, the common language of the North.

Literacy

Literacy rates in the North are very high, with nearly 70 percent of children in some human lands attending six years of public schooling. You are assumed to be literate, but you can choose to be illiterate if you prefer.

Subraces

Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace.

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RACES | DUNGEON MASTER’S WORKSHOP

Dwarves

Dwarves in the world of Taldaras share in a collective soul that has a deep connection to the world itself, which they personify as the Stone. Those who live in the vast, underground dwarven kingdoms can use this spiritual connection to more easily master traditional dwarven arts and practices, while those who live on the surface become detached from this birthright and must find their own way.

Dwarf Traits

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

Ability Score Increase. Your Constitution score increases by 2.

Age. Dwarves reach maturity around the age of 20 but are considered young until sometime around the age of 50. They can live for more than 300 years.


     Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of collective effort.

Size. Dwarves stand between 4 and 5 feet tall and average about 160 pounds. Your size is Medium.

To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d6
Height = 3 feet + 8 inches + your size modifier in inches
Weight in pounds = 80 + (2d6 × your size modifier)

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armour.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light as if it were bright light. Moreover, you can see in darkness out to a range of 60 feet as if it were dim light. You discern colours in darkness only as shades of grey.

Dwarven Resilience. You have advantage on saving throws you make against poison, and to avoid or end the poisoned condition. Moreover, you have resistance to poison damage.

Art Credit: Wētā Workshop (Foreground) / Cesar Rizo (Background)

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DWARVES | DUNGEON MASTER’S WORKSHOP

Maturity of Longevous Peoples

Many races in Taldaras measure their lives in centuries. Not unexpectedly, members of these races take longer to be recognized as adults. This can lead to confusion among humans regarding how these races mature, including misconceptions that they spend decades in their swaddling clothes.

Except for draconians and gnomes, all races reach physical and mental maturity by the age of 20. Even elves of this age are as fully developed in body and mind as an adult human, and are able to undertake the same tasks and hold the same responsibilities.

While humans are expected to settle into adult life as soon as they reach this age, the same does not hold for those of more longevous races. Rather, individuals of these races may spend decades after this engaged in complex mentorship traditions or extended rites of passage until they have shown the necessary maturity to transition to their society’s version of adulthood.

The life of an adventurer is difficult to maintain after starting a family, and a character’s random starting age (see appendix A: “Vital Statistics”) assumes that characters of longevous races will start play in this transitional period before they assume such responsibilities. That said, suggested starting ages shouldn’t get in the way of your character’s story. If you want to play a 200-year-old dwarf, so be it. No doubt many fun roleplaying opportunities will arise from your choice.

    Languages. You can speak, read, and write Nordic and Khaurth. Khaurth is full of hard consonants and guttural sounds, and dwarves often speak other languages with an emphasis on such features.

Subrace. Two main subraces of dwarves populate Taldaras: stoneborn dwarves and stonekin dwarves. Choose one of these subraces.

Stoneborn

You are a true Child of the Stone, a dwarf who has maintained your connection to the earth. You likely were born in one of the subterranean dwarven realms or to parents who had recently left such a place. You feel comfortable in underground places and have a knack for navigating such environments, even being able to sense nearby passageways or instabilities without looking.

Additionally, your proximity to the earth from whence you came makes you hardier than your surface-dwelling cousins, while your mind may be expanded through intense study of dwarven tradition.

Ability Score Increase. Your Strength or your Wisdom score increases by 1.

Dwarven Combat Training. The dim memories of thousands of warriors carried in the shared dwarven soul grants you an innate knowledge of the favoured weapons of dwarvenkind. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.

Dwarven Magic Resistance. You have advantage on saving throws against spells cast at a level equal to or lower than your proficiency bonus. For example, at 1st level, this advantage applies to saves against spells cast at 2nd level or lower.

This natural resistance to has a downside, however: you are unable to cast arcane spells.

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Stone Sense. You have a sixth sense that connects you to the stone around you, granting you the following benefits:

Detection. You can take the Search action to detect concealed doors, hidden compartments, and traps within 5 feet of you as though you were actively looking for them, provided that you are underground and the construction of the door, compartment, or trap is chiefly of stone. The GM will inform you when you can use this feature. When you take the Search action in this way, you can do so as a bonus action.

Navigation. While in a subterranean environment, you always know which way is north as well as your approximate depth beneath the surface. Whenever you make a Wisdom (Survival) check to navigate such environments, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

    Tool Proficiency. You gain proficiency with one of the following artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

Stonekin

Whether because you were born on the surface or because you left the subterranean realms of your kin many years ago, you have lost the innate connection to the Stone and learned to rely on other strengths.

Stonekin dwarves are spiritually homeless, not accepted as dwarves by the more traditional elements of dwarven society and regarded as outsiders by many surface dwellers. Yet, many stonekin serve a vital intermediary role between the subterranean dwarven realms and the larger world.

For all that they might be perceived to have lost, stonekin dwarves have become highly adaptable and are crucial to many industries on the surface. Their superior knowledge of mining and metallurgy has allowed for the constant flow of precious metals that drive the northern economy, and dwarven banks are entrusted with the finances of entire kingdoms.

Ability Score Increase. Two ability scores of your choice increase by 1. You can’t choose Constitution.

Bonus Proficiency. You gain proficiency in one skill of your choice.

Expertise. Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses that proficiency.

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DWARVES | DUNGEON MASTER’S WORKSHOP

 

Elves

Elves in Taldaras are a shadow of their former glory. For thousands of years, elven kingdoms were ascendant in the world, which was steeped in fey magic as it overlapped with the Feywild. When a great cataclysm sundered the planes, the elven kingdoms in Taldaras began to fall as their magic waned. Today, only a few kingdoms remain where the planes are still close.

Elves within the ancient kingdoms retain a semblance of their former splendour, living in beautiful settlements undimmed since the elder days. Elsewhere, elves are sadly treated as second-class citizens.

Elf Traits

Your elf character has a variety of natural abilities they share with most other elves.

Ability Score Increase. Your Dexterity score increases by 2.


 

    Age. Elves reach physical and mental maturity around the age of 20 and can live to be over 400 years old. Among traditional elven societies, individuals are considered to be young until around the age of 50, when they are expected to establish roots and take on the responsibilities of adulthood. The hardships of life often force low elves to assume adult responsibilities sooner, with most starting families decades earlier.

Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.

Size. Your size is Medium. Average heights and weights vary by subrace.

Speed. Your base walking speed is 30 feet.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition, and magic can’t put you to sleep.

Keen Senses. You have proficiency in the Perception skill. Additionally, your hearing is so sharp that you ignore disadvantage to Perception checks based on hearing. You still automatically fail such checks if you are deafened.

Low-Light Vision. Accustomed to twilit forests, you can see in dim light as if it were bright light.

Art Credit: Conor Burke (Foreground) / Wizards of the Coast (background)

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ELVES | DUNGEON MASTER’S WORKSHOP

    Trance. Elves don’t need to sleep. Instead, they enter a form of waking dream for 4 hours a day. (The Nordic word for such meditation is “trance”.) While in this state, you are aware of your surroundings, but are too distracted to hold conversations, read, stand watch, or engage in any other activity that requires your attention. Elves must still spend a total of 8 hours doing nothing more strenuous than light activity in order to benefit from a long rest.

Languages. You can speak, read, and write Nordic and Velarin. Velarin is a beautiful, fluid language with mellifluous intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems can move even the coldest of hearts. Some bard schools are dedicated to recovering the lost secrets of elven music and learning the secrets of the magic it contained.

Subrace. The fragmentation of the old elven realms has divided the elves into three main subraces: high elves, low elves, and wild elves. Choose one of these subraces.

High Elf

You are one of the privileged few, an heir to the greatness of the elves that once spanned the known world, filling it with beauty and wonder. You are a witness to the world as it was before the Calamity and


 

its terrible consequences—the Retreat of your people from the wider world, the Quickening of your lives, and the Withering of your magic.

Though there are now more elves living outside elven lands than there are sharing in what remains of them, you have likely been raised to consider yourself one of the few remaining true elves. Whether you hold this belief yourself or not, it is deep-seated in high elven society, much like everything else of elven tradition.

Ability Score Increase. Your Intelligence or your Wisdom score increases by 1.

Size. Like a flower nourished by the sun, your proximity to sources of fey power in the world has caused you to grow taller and stronger than elves living outside elven nations.

To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d8
Height = 4 feet + 8 inches + your size modifier in inches
Weight in pounds = 90 + (1d4 × your size modifier)

Extended Lifespan. Living close to the fey magic of the elven homelands, high elves have much longer lifespans, often living well into their seventh or even their eighth century.

Art Credit: Magali Villeneuve

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ELVES | DUNGEON MASTER’S WORKSHOP

 


 

    Extra Language. You can speak, read, and write one extra language of your choice.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. While wielding a longsword with one hand, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls; you must use the same modifier for both rolls.

Fey Blessing. You gain one of the following options.

Cantrip. You know one cantrip of your choice from the wizard spell list (if you chose to increase your Intelligence with your Ability Score Increase) or the druid spell list (if you chose to increase your Wisdom). Your spellcasting ability for this cantrip is the same ability you chose for your Ability Score Increase—either Intelligence or Wisdom.

Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Fleet of Foot. Your base walking speed increases to 35 feet.

Low Elf

Low elves are those elves who have been assimilated into human society. Sometimes called ‘naturalized’ elves, they have lost much of their native culture—sometimes even their language. Most are found holding unskilled labour positions and are generally treated as second-class citizens.

Fortunately, a growing movement in human lands is raising awareness of the rich history of the elves, and many Northern leaders are repealing oppressive statutes, allowing a renaissance of elven culture. However, much work is yet to be done to restore the rights and freedoms elves have lost over numerous waves of invasions through the centuries.

Ability Score Increase. One ability score of your choice increases by 1. You can’t increase your Dexterity in this way.

Size. You are somewhat shorter than your high elf kin.

To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d8
Height = 4 feet + 5 inches + your size modifier in inches
Weight in pounds = 80 + (1d4 × your size modifier)

Extra Language. You can speak, read, and write one extra language of your choice.

Streetwise. You gain proficiency with one of the following skills of your choice: Deception, Intimidation, Persuasion, Sleight of Hand, or Stealth.

Urban Camouflage. You can attempt to hide even when you only have half cover or three-quarters cover from crowds or urban features or are only lightly obscured by smog.

Art Credit: Valeriy Vegera

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ELVES | DUNGEON MASTER’S WORKSHOP

Wild Elf

When the Cataclysm disrupted the world’s connection to the original elven homeland, elves sought out places where the mortal realm and fey realm were still close in a mass migration known as the Retreat. Unfortunately, there were too many refugees for the regions with the strongest planar convergences to sustain, leading many elves to seek out regions where small cracks between the worlds still allowed trace amounts of fey magic to seep through.

In the centuries since the Cataclysm, most of these elven tribes have split into smaller, semi-nomadic clans that migrate between several territories, allowing time for each of these regions to replenish its natural resources. This migratory behaviour frequently brings them into conflict with other groups that move into a region they perceived to be empty, only for elves to appear a few years later and claim it to be their home. Many clans have lost their way of life as they were unable to displace newcomers who had claimed their territories.

Wild elves generally live close to the land, careful not to overburden its ability to sustain their populace. They take care not to allow their numbers to grow too large, and usually travel in bands of no more than 100 individuals.


 

    Ability Score Increase. Your Constitution or your Wisdom score increases by 1.

Size. With semiregular exposure to fey magic, your kin are not as stunted as low elves.

To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d8
Height = 4 feet + 6 inches + your size modifier in inches
Weight in pounds = 90 + (1d4 × your size modifier)

Extended Lifespan. While less consistently exposed to the fey magic that sustains their people than high elves, wild elves still have much longer lifespans than their low elf cousins, often living well into their sixth century.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. While wielding a longsword with one hand, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls; you must use the same modifier for both rolls.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Art Credit: Magali Villeneuve

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ELVES | DUNGEON MASTER’S WORKSHOP

Humans

Humans are the most widespread race in Taldaras, spanning dozens of cultures throughout the known world. Multiple groups of humans have arrived in the world at various times over the past millennia, most recently in a massive planar conjunction nearly two hundred years ago.

Human Traits

Humans vary so much in their ambitions and abilities that it’s hard to make generalizations about them, but your human character has these traits.

Ability Score Increase. One ability score of your choice increases by 2, and two other ability scores of your choice increase by 1.

Age. Humans reach adulthood in their late teens and typically live less than a century.


 

    Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d8
Height = 4 feet + 10 inches + your size modifier in inches
Weight in pounds = 100 + (2d4 × your size modifier)

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Nordic and one additional common language of your choice.

Determined. The tenacity of the human spirit allows you to prevail even in the face of defeat. Once per turn when you fail an attack roll, ability check, or saving throw, you can reroll the die and use the new roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Swift Learner. You gain proficiency with two skills of your choice, or with one skill and one tool. Additionally, you complete the Training downtime activity in half the normal amount of time.

Art Credit: Paizo (Foreground) / Mark Li (Background)

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HUMANS | DUNGEON MASTER’S WORKSHOP

 

Aasimar

Aasimar are rare mortals touched by the power of the higher planes. Some are said to be scions of the heavens, descended from celestial beings or living saints, while others were exposed to the divine energies of holy places. They are regarded by scholars as the holy counterpart of tieflings.

An aasimar’s heritage is plain in the comeliness of their appearance, which is both physical and spiritual in nature. Aasimar possess a strong, even magnetic personality that makes them natural leaders against the forces of evil.

Aasimar Traits

Aasimar characters have the following traits.

Ability Score Increase. Your Charisma score increases by 2.

Age. Aasimar mature and age at about the same rate as their base race. Human aasimar live somewhat longer than normal humans, up to 140 years.


 

    Alignment. Driven by their celestial nature, many aasimar tend toward lawful alignments.

Size. Aasimar share the size of their parents, either Medium or Small. You choose your size when you select this race.

Speed. Your base walking speed is 25 feet if you are Small, or 30 feet if you are Medium.

Celestial Resistance. You have resistance to necrotic damage and radiant damage.

Darkvision. The radiance within you allows your vision to cut through darkness. You can see in dim light as if it were bright light. Moreover, you can see in darkness out to a range of 60 feet as if it were dim light. You discern colours in darkness only as shades of grey.

Lightbearer. You can conjure a magical light as a bonus action. The light is a torch-sized, glowing orb that manifests within 30 feet of you. It sheds bright light in a 10-foot radius and dim light for another 10 feet. As a bonus action on each of your subsequent turns while the effect lasts, you can move the orb up to 30 feet. The light lasts for 1 minute, until it moves beyond 30 feet of you, or until you choose to dismiss it (no action required).

Hybrid Nature. You have two creature types: Humanoid and Celestial. You can be affected by a game effect if it works on either of your creature types.

Languages. You can speak, read, and write Nordic and one other common language of your choice.

Subrace. There are two major subraces of aasimar: champion and guardian. Choose one of these subraces.

Art Credit: Paizo (Foreground) / Robby Johnson (Background)

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Champion

Champion aasimar are imbued with a blazing energy that exhorts them to seek out and destroy evil. Some aasimar find this to be a calling, others an obsession. Many champion aasimar find their way to holy orders that combat the forces of evil, or wage a personal war against more metaphorical demons.

Ability Score Increase. Your Strength or your Constitution score increases by 1.

Aspect of War. Starting at 3rd level, you can use a bonus action to channel your divine energy and become a holy avatar with blazing eyes and luminous, incorporeal wings.

Your transformation lasts for 1 minute or until you end it as a bonus action. While transformed, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus, increasing to twice your proficiency bonus starting at 11th level.

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


 

Guardian

Guardian aasimar stand vigilant against the darkness. Their gifts are based on protecting the weak, and many dedicate their lives to defending their community against evil.

Ability Score Increase. Your Constitution or your Wisdom score increases by 1.

Aspect of Mercy. Starting at 3rd level, you can use a bonus action to channel your divine energy, causing holy light to emanate from you.

Your transformation lasts for 1 minute or until you end it as a bonus action. While transformed, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. Creatures of your choice within the bright light (including yourself) gain temporary hit points at the start of each of their turns. The number of temporary hit points equals your proficiency bonus, increasing to twice your proficiency bonus at 11th level.

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

Art Credit: Sarasti

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Changelings

Changelings are a clever people able to change their form with a thought. They live in small, secret communities within larger settlements, careful to avoid revealing their nature to superstitious or unsavoury folks who would victimize or exploit them for their unique abilities.

Changeling Traits

Changeling characters have the following traits.

Ability Score Increase. Your Charisma score increases by 2. In addition, one other ability score of your choice increases by 1.

Age. Changelings have a similar lifespan to humans. While a changeling can transform to conceal their age, they can’t avoid the effects of aging by changing forms.

Alignment. A changeling’s various personas naturally focus the different parts of their psyche, allowing them to more easily approach problems from multiple perspectives. Overall, they tend toward chaos, learning to trust their own instincts over systemic rules.


 

     Size. In your natural form, you are slender and slightly shorter than a human. Your size is Medium.

To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d6
Height = 4 feet + 8 inches + your size modifier in inches
Weight in pounds = 90 + (1d6 × your size modifier)

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Nordic and three extra common languages of your choice.

Changeling Instincts. You gain proficiency with the Deception and Performance skills. Whenever you make a Charisma check to pass yourself off as someone you have shapechanged into, and you would normally add your proficiency bonus, you add twice your proficiency bonus instead.

Shapechanger. As an action, you can magically change your form and your voice to that of another Medium humanoid with the same basic arrangement of limbs that you have. You determine the specifics of the changes, such as skin colour, hair length, and sex. You can also assume a new height and weight. You can make yourself appear as another race, or as an entirely unique appearance. Your statistics are the same no matter what form you take, and your clothing and equipment aren’t changed during this process, possibly causing them to be ruined if you transform into a larger form.

You can choose to transform into a specific individual, duplicating their appearance and voice. You can also learn to mimic their mannerisms by spending at least

Art Credit: Duong CT (Foreground) / Yalu Wen (Background)

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CHANGELINGS | DUNGEON MASTER’S WORKSHOP

 

1 hour studying the individual’s movements and behaviour, listening to them speak, and noting their quirks. At the end of this hour, make a Wisdom (Insight) check against the target’s passive Charisma (Deception) score. If you attempt to transform into an individual without first succeeding this check, individuals close to the person you are impersonating have advantage on all Wisdom (Insight) checks made to detect your ruse.

You stay in the new form until you use an action to revert to your true form or until you die.

As part of your shapeshifting, you can choose one of the following benefits, which lasts until your transformation ends:


 

Camouflage. Your skin gains a pattern or is covered by multicoloured fur. While you are hiding, creatures attempting to find you have disadvantage on Wisdom (Perception) checks that rely on sight.

Natural Armour. You gain a +2 natural armour bonus.

Natural Weapons. You grow claws or fangs with which you can make unarmed strikes. When you hit with them, the strike deals 1d4 + your Strength modifier, instead of the normal damage for an unarmed strike. You deal slashing damage with your claws and piercing damage with your bite.

Speed. You gain a climbing speed or a swimming speed equal to your walking speed.

Art Credit: Katarzyna Bekus

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CHANGELINGS | DUNGEON MASTER’S WORKSHOP

Draconians

Newcomers to Taldaras, Draconians are humanoid saurian slavers ruled by a formidable mage caste. Very few can be found in the North, usually members of exiled houses that scheme to win back their place in the glorious, floating cities of the Valmor Imperium.

Draconian Traits

Draconians are a varied people, but most share the following traits.

Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1.

Age. Draconians grow very slowly, with none of the sudden spurts that mark the development of other humanoids. They reach physical and mental maturity by the age of 50 and can live to be 300 years old.

Alignment. Though draconians are infamous for their slavekeeping practice, they have a strong commitment to justice and are typically lawful. Draconians embrace good and evil as commonly as humans.


 

    Size. Draconians typically stand over 6 feet tall and weigh considerably more than humans of the same height on account of their armoured flesh and larger muscles. Draconians never stop growing, and can reach heights of up to 8 feet. Your size is Medium.

To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d10
Height = 5 feet + 8 inches + your size modifier in inches
Weight in pounds = 180 + (2d6 × your size modifier)

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Nordic and Draconic. Draconic is a language with harsh consonants and sounds humans find difficult to pronounce, and its dialects often favour complex grammar and sesquipedalian verbiage.

Breath Weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of magical fire. Creatures in a 15-foot cone originating from you must make a Dexterity saving throw, taking 2d8 fire damage on a failed save or half as much on a successful one. The damage increases to 3d8 at 5th level, 4d8 at 11th level, and 5d8 at 17th level. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.

You can use your breath weapon a number of times equal to half your proficiency bonus (rounded up). You regain all uses after you finish a long rest.

Draconic Ancestry. By some unknown means, draconians possess the blood of dragons. You have resistance to fire damage.

Art Credit: Jiamin Lin (Foreground) / Yuko Takeshita (Background)

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Hybrid Nature. You have two creature types: Humanoid and Dragon. You can be affected by a game effect if it works on either of your creature types.

Natural Armour. You gain a +2 natural armour bonus to your AC from your tough hide.

Natural Weapons. You can make unarmed strikes with your teeth, claws, and tail. If you hit with these weapons, you can deal damage equal to 1d4 + your Strength modifier, instead of the normal damage for an unarmed strike. You deal piercing damage with a bite, slashing damage with your claws, and bludgeoning damage with your tail.

Art Credit: 20th Century Fox

Gnomes

Gnomes are believed to be the aboriginal people of Taldaras. They are sometimes called the Forgotten Folk, as they are rarely seen, living in reclusive communities.

Gnome Traits

Your gnome character has certain characteristics in common with other gnomes.

Ability Score Increase. Your Intelligence score increases by 2.

Age. Gnomes mature slowly, reaching physical and mental maturity around the age of 30. Most are expected to settle down into an adult life by around age 40. They often live well into their fifth century.

Alignment. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewellers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.


 

    Size. Gnomes are around 3 feet tall and weigh between 25 and 30 pounds. Your size is Small.

To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d4
Height = 2 feet + 7 inches + your size modifier in inches
Weight in pounds = 20 + (1 × your size modifier)

Speed. Your base walking speed is 25 feet.

Darkvision. Accustomed to life underground or in deep forests, you have superior vision in dark and dim conditions. You can see in dim light as if it were bright light. Moreover, you can see in darkness out to a range of 60 feet as if it were dim light. You discern colours in darkness only as shades of grey.

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Languages. You can speak, read, and write Nordic and Golvoth. The Golvoth language uses the same script as Khaurth, and the gnomes and dwarves both claim to have invented it. It is renowned for its technical treatises and its catalogues of knowledge about the natural world.

Subrace. Two subraces of gnomes are found in Taldaras: deep gnomes and forest gnomes. Choose one of these subraces.

Art Credit: Visionary Realms (Foreground) / Philip Straub (Background)

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Deep Gnome

Deep gnomes live alongside dwarves in the vast network of underground settlements that extends beneath much of the known world. They look much the same as their surface kin, though they tend to be somewhat paler.

Ability Score Increase. Your Constitution or your Wisdom score increases by 1.

Deep Magic. You know the druidcraft cantrip. Once you reach 3rd level, you can cast the detect magic spell once, and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the darkness spell once, and regain the ability to do so when you finish a long rest. You can also cast either of those spells using any spell points you have.

Intelligence or Wisdom is your spellcasting ability for these spells when you cast them with this trait; you choose which at 1st level, and it can’t be changed.

Superior Darkvision. You can see in darkness as if it were dim light out to a range of 120 feet.


 

Forest Gnome

Few even among the elves have entered a forest gnome community. They live in perfect harmony with nature, the only mark of their presence being strange faces shaped into the living bark of certain trees.

Ability Score Increase. Your Dexterity or your Wisdom score increases by 1.

Forest Magic. You know the druidcraft cantrip. Once you reach 3rd level, you can cast the entangle spell once, and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the spike growth spell once, and regain the ability to do so when you finish a long rest. You can also cast either of those spells using any spell points you have.

Intelligence or Wisdom is your spellcasting ability for these spells when you cast them with this trait; you choose which at 1st level, and it can’t be changed.

Forest Speech. You have the ability to magically communicate in a limited manner with Beasts and Plants. Such communication is limited to simple concepts, and requires your concentration (as though you were concentrating on a spell). You have advantage on all Charisma checks you make to influence Beasts and Plants you communicate with.

Art Credit: Paizo (Foreground) / JohnoftheNorth (Background)

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GNOMES | DUNGEON MASTER’S WORKSHOP

 

Half-Elves

Half-elves are the offspring of humans and elves, or two half-elves. They can be found anywhere humans and elves live together, though the complex and often unfortunate social factors around human and elven relations typically leads to a half-elf residing with their elven parent. Over the last decade, however, more half-elves are being recognized by human parents.

Half-Elf Traits

Your half-elf character has some qualities in common with elves and some that are unique to half-elves.

Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, with the oldest living 200 years.


 

    Alignment. Half-elves share the chaotic bend of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.

Size. Half-elves are slightly taller than humans, ranging from 5 to 6 feet tall. Your size is Medium.

To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d8
Height = 4 feet + 10 inches + your size modifier in inches
Weight in pounds = 100 + (2d4 × your size modifier)

Speed. Your base walking speed is 30 feet.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition, and magic can’t put you to sleep.

Low-Light Vision. Thanks to your elf blood, you have superior vision in dim conditions. You can see in dim light as if it were bright light.

Skill Versatility. You gain proficiency in two skills of your choice.

Languages. You can speak, read, and write Nordic, Velarin, and one other common language of your choice.

Art Credit: Chris Rahn (Foreground) / Paulo Loveranes Galamgam (Background)

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HALF-ELVES | DUNGEON MASTER’S WORKSHOP

Halflings

Halflings in Taldaras are diminutive in stature but otherwise proportional to humans. They hail from an archipelago to the southwest, where they live in hundreds of micro-nations that are united in certain cultural practices, religious beliefs, and language.

Halflings are among the most proficient mariners in the world, and the sea is said to run in their veins. Even those halflings who live away from the shore rarely venture far from major bodies of water around which their society revolves.

Halfling Traits

Your halfling character has some traits in common with other halflings.

Ability Score Increase. Your Dexterity score increases by 2.

Age. A halfling reaches adulthood around the age of 20 and generally lives into the middle of their second century.


 

     Alignment. Most halflings are chaotic good, valuing freedom and self-discovery over rigid tradition and authoritarianism. Community and camaraderie are some of the closest ideals to a halfling’s heart.

Size. Halflings generally stand a little over 3 feet tall and weigh about 40 pounds. Your size is Small.

To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d4
Height = 2 feet + 11 inches + your size modifier in inches
Weight in pounds = 35 + (1 × your size modifier)

Speed. Your base walking speed is 25 feet.

Brave. You have advantage on saving throws you make to avoid or end the frightened condition.

Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours without expending extra movement.

Languages. You can speak, read, and write Nordic and Hith. The Hith language is primarily an oral tradition, with a limited written corpus. Some halflings aren’t even literate, though they are remarkably capable at committing information to memory through storytelling techniques.

Subrace. Two subraces of halflings are found in Taldaras: lightfoot and seaborn. Choose one of these subraces.

Art Credit: Jonathan45 (background), Paizo (foreground)

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Lightfoot

Over the centuries that they’ve been living in human cities, many halflings have learned to use their natural instincts to survive in a world of Big Folk.

Ability Score Increase. Your Intelligence or your Charisma score increases by 1.

Small but Deadly. When you damage a creature with an attack and the creature’s size is larger than yours, you can cause the attack to deal extra damage to the creature. The extra damage equals your proficiency bonus, increasing to twice your proficiency bonus starting at 11th level.

You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Streetwalk. Other creatures have disadvantage on ability checks made to track you through urban environments, and you can move through difficult terrain made of nonmagical urban features such as broken flooring and strewn crates without expending extra movement.


 

Seaborn

The majority of halflings in Taldaras are seaborn halflings, living off the water in coastal communities.

Ability Score Increase. Your Strength or your Constitution score increases by 1.

Bonus Proficiencies. You gain proficiency with one of the following of your choice: carpenter’s tools, cartographer’s tools, navigator’s tools, or vehicles (water). You also gain proficiency with one of the following skills of your choice: Animal Handling, Nature, or Survival.

Deep Lungs. You can hold your breath for up to 15 minutes at a time underwater.

Friend of the Sea. You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.

Natural Swimmer. You have a swim speed equal to your walking speed.

Sea Legs. You have advantage on ability checks and saving throws made to avoid being knocked prone or fall prone.

Art Credit: Anton Nazarenko

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Half-Orcs

In the elder days, the mighty orc race was created by bloodthirsty gods to be their soldiers. However, their creations proved to be too powerful for them to control. The orcs rose up and slew their gods, but not before the pantheon could imprint their essence on the orc psychic gestalt, forever corrupting their spirit. Their violent and territorial instincts suddenly all but overwhelming their reason, the orcs broke into innumerable warbands, losing almost all trace of their original civilization. Today, they are a scourge that occasionally descends from the mountains, leaving half-orcs in their wake.

Half-Orc Traits

Your half-orc character has certain traits deriving from your orc ancestry.

Ability Score Increase. Your Strength score increases by 2.


 

    Age. Young half-orcs grow quickly, walking within weeks and attaining the size and development of a five-year-old human child within a year. They reach full physical maturity around age 15. They can live well into the second half of their first century, though half-orcs who live among brutal orc tribes are as likely as their kin to see that cut short by the hard nature of their life, and rarely see 40.

Alignment. Though a half-orc’s human heritage allows them to suppress the innate evil of their orcish side, the constant battle against that part of their nature makes them inclined to chaos, as they are forced to rely on their own strength and sense of morality.

Size. Half-orcs are noticeably larger and heavier than humans. They often stand over 6 feet tall and weigh between 200 and 250 pounds. Your size is Medium.

To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d8
Height = 5 feet + 6 inches + your size modifier in inches
Weight in pounds = 150 + (2d8 × your size modifier)

Speed. Your base walking speed is 30 feet.

Low-Light Vision. Thanks to your orc blood, you have superior vision in dim conditions. You can see in dim light as if it were bright light.

Art Credit: Wizards of the Coast (Foreground) / Olly Lawson (Background)

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HALF-ORCS | DUNGEON MASTER’S WORKSHOP

 

    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.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Languages. You can speak, read, and write Nordic and Orc.

Subrace. Four subraces of half-orcs exist: death, shadow, shaman, and warlord. Choose one of them for your character.

Death

The Death spirit holds great sway over you. You are more attuned to the forces of life, giving you a better insight into its mechanisms and how to subvert them. You may have a grim demeanour and seem callous to those around you, but this is only because you recognize the fleeting nature of living energy.

Ability Score Increase. Your Constitution score increases by 1.

Expert Poisoner. You have proficiency with poisoner’s kits.

Poison Resistance. You have advantage on saving throws you make against poison, and to avoid or end the poisoned condition. Moreover, you have resistance to poison damage.


 

Shadow

You are strongly influenced by the Shadow spirit. Subterfuge and misdirection are your tactics of choice, and you are probably a secretive individual. Wherever possible, you are inclined to find the path of least resistance.

Ability Score Increase. Your Dexterity or your Constitution score increases by 1.

Darkvision. You can see in darkness within 60 feet of you as if it were dim light. You discern colours in darkness only as shades of grey.

Hidden Step. As a bonus action when you are in dim light or darkness, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Art Credit: Randy Vargas (Top) / Bethesda (Bottom)

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Shaman

Half-orcs of the Shaman are often considered wise for their deep connection to the mystical aspects of orcish nature. Whether or not it grants you wisdom, your connection to the Shaman grants you the ability to wield a measure of primal magic through the orc psychic gestalt.

Ability Score Increase. Your Constitution or your Wisdom score increases by 1.

Orc Magic. You know the druidcraft cantrip. Once you reach 3rd level, you can cast the beast sense spell once, and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the pass without trace spell once, and regain the ability to do so when you finish a long rest. You can also cast either of those spells using any spell points you have.

Wisdom is your spellcasting ability for these spells when you cast them with this trait.

Warlord

The Warlord influences you strongly, exhorting you to rise to the call of leadership. More aggressive half-orcs of the Warlord are inclined to seize command through strength or cunning, while others find more amicable routes to leadership.

Ability Score Increase. Your Constitution or your Charisma score increases by 1.

Taskmaster. If an ally within 30 feet that you can see misses with an attack roll or fails an ability check or saving throw, you can use your reaction to grant a bonus to the roll equal to your Charisma modifier (minimum of 1), provided that they can hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


 

Orc Hordes & Warlords

All orcs are connected to a gestalt psychic field that was conceived by their gods to allow for more effective co-ordination of tactical manoeuvres. When the orcs rose up and slew their gods, the pantheon struck back by corrupting this field, destroying the unity of the orcs. As a result, orcs are driven to violence in the same way they are driven to eat, and are unable to maintain any kind of civilization more complex than small warbands led by chiefs who are strong enough to influence their followers through the psychic field.

Most of the time, orcs war amongst themselves, with warbands destroying each other over territorial disputes, blood feuds, or some other source of contention. However, on occasion an especially strong orc chief will be able to draw other chiefs into following him, becoming the most terrifying kind of orc: a warlord. As a warlord grows his followers, the psychic field they generate becomes stronger, which in turn draws even more orcs to join. Eventually, such a force reaches a critical mass and becomes a horde, which sweeps out from orcish lands in a tide of bloodlust and carnage, stopping only when they run out of enemies and dissolve to infighting, or the warlord and all his chiefs are slain.

Most half-orcs in human lands grow up in the wake of an orc horde and are often born under the spirit that most strongly influenced the warlord of the horde. The most recent orc horde to sweep the North was the White Hand horde, which was fomented most strongly by the Warlord spirit. As such, most of the half-orcs in the North fall under the Warlord’s influence.

Art Credit: Nuare Studio

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Planetouched

Many believe other planes to be distant realms, but in truth the walls between worlds are often permeable. This is most commonly the case with the elemental planes, the influence of which can be felt throughout the world. One way this affects Taldaras is the rise of planetouched—individuals who have a deep connection to an elemental plane.

Planetouched Traits

Planetouched vary even among their subgroups, but tend to share the following traits.

Ability Score Increase. Your Constitution score increases by 2.


 

    Age. Planetouched mature and age at about the same rate as their base race. Human planetouched live somewhat longer than normal humans, up to 120 years.

Alignment. Independent and self-reliant, planetouched generally favour a neutral alignment.

Size. Planetouched share the size of their parents, either Medium or Small. You choose your size when you select this race.

Speed. Your base walking speed depends on your heritage: 25 feet for Small characters or 30 feet for Medium characters.

Hybrid Nature. You have two creature types: Humanoid and Elemental. You can be affected by a game effect if it works on either of your creature types.

Languages. You can speak, read, and write Nordic and one other common language of your choice.

Subrace. There are four major subraces (called ‘types’) of planetouched: air, earth, fire, and water. Choose one of these subraces.

Air

Air type planetouched are often thought of as flighty and as changeable as the winds that rise to their command. While your mood shifts more regularly than most, you also forgive slights and grudges more easily, and often greet a new day as a fresh start.

Art Credit: Paizo (foreground) / Kent Davis (background)

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    When channelling your elemental power, you typically reveal your nature through minor alterations in your appearance, such as your skin becoming light blue, or strange elemental effects such as your hair stirring in a strong, unseen breeze. Your voice might become breathy and marked by a faint echo.

Ability Score Increase. Your Dexterity or your Charisma score increases by 1.

Acrobatic. Supernaturally light on your feet, you gain proficiency in Acrobatics.

Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.

Skyrunner. Your base walking speed increases to 35 feet, unless it was already higher.

Wind Magic. You know the gust cantrip. When you reach 3rd level, you can cast the levitate spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Once you reach 5th level, you can also cast the thunderwave spell as a 2nd level spell once, and regain the ability to do so when you finish a long rest. You can also cast either of those spells using any spell points you have.

Constitution is your spellcasting ability for these spells when you cast them with this trait.


 

Earth

Earth type planetouched are often considered wise for their tendency to pause and consider all options before taking action. Your affinity with the immovable and solid earth leads you to value strength and stability in your life, eschewing frivolities and fruitless distractions.

When channelling your elemental power, you typically reveal your nature through minor alterations in your appearance, such as your skin becoming stone-like, or strange elemental effects such as small stones levitating nearby. Your voice might become harsh and grinding, reminiscent of stones scraping together.

Ability Score Increase. Your Strength or your Wisdom score increases by 1.

Darkvision. At home in the deepest of caves, you can see in dim light as if it were bright light. Moreover, you can see in darkness out to a range of 60 feet as if it were dim light. You discern colours in darkness only as shades of grey.

Earthwalk. You can move across difficult terrain made of earth or stone without expending extra movement.

Art Credit: Yongjae Choi

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    Earth Magic. You know the shape earth cantrip. When you reach 3rd level, you can cast the armour of earth spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Once you reach 5th level, you can also cast the seismic shock spell as a 2nd-level spell once, and regain the ability to do so when you finish a long rest. You can also cast either of those spells using any spell points you have.

Constitution is your spellcasting ability for these spells when you cast them with this trait.

Stone’s Resilience. You can fortify your body with earth magic to shrug off injury. When you take damage, you can use your reaction to reduce the damage by an amount up to 1d12 + your Constitution modifier.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Fire

Fire type planetouched are often thought of as volatile and impatient, prone to snap judgments and intense temperaments. You are passionate by nature and pursue your goals with tireless fervour.

When channelling your elemental power, you typically reveal your nature through minor alterations in your appearance, such as your hair becoming harmless flames, or strange environmental effects such as a smell of sulphur. Your voice might crackle like fire.

Ability Score Increase. Your Intelligence or your Charisma score increases by 1.

Fiery Burst. When you take the Attack action on your turn, you can replace one of your attacks with a burst of magical flame. Creatures within 10 feet of you must make a Dexterity saving throw, taking 2d8 fire damage on a failed save or half as much on a successful one. The damage increases to 3d8 at 5th level, 4d8 at 11th level, and 5d8 at 17th level. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.

You can use this trait a number of times equal to half your proficiency bonus (rounded up), and you regain all uses after you finish a long rest.

Fire Magic. You know the pyromancy cantrip. When you reach 3rd level, you can cast burning hands as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Once you reach 5th level, you can also cast the scorching ray spell once, and regain the ability to do so when you finish a long rest. You can also cast either of those spells using any spell points you have.

Constitution is your spellcasting ability for these spells when you cast them with this trait.

Heart of Flame. Adapted to scorching environments, you have resistance to fire damage, and you ignore the drawbacks caused by environments of extreme heat.


 

Water

As a river can wear solid stone into deep gorges and the sea can batter down great cliffs, water type planetouched are often aloof to the foibles and nuisances that distract others, confident that their patience and persistence will prevail. Grand, timeless goals appeal to you, and you derive a sense of reward from playing your part in such endeavours.

When channelling your elemental power, you typically reveal your nature through minor alterations in your appearance, such as your hair floating as though underwater, or strange environmental effects such as a smell of sea air. Your voice might seem to issue from a deep well.

Ability Score Increase. Your Strength or your Wisdom score increases by 1.

Speed. You gain a swimming speed equal to your base walking speed.

Amphibious. You can breathe air and water.

Darkvision. You are accustomed to living at water depths below where sunlight can reach. You can see in dim light as if it were bright light. Moreover, you can see in darkness out to a range of 60 feet as if it were dim light. You discern colours in darkness only as shades of grey.

Master of the Depths. Adapted to life in the ocean depths, you have resistance to cold damage, and you ignore the drawbacks caused by underwater environments. You can comfortably live at depths of up to 250 feet.

Water Magic. You know the control water cantrip. When you reach 3rd level, you can cast create or destroy water as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Once you reach 5th level, you can also cast the geyser spell once, and regain the ability to do so when you finish a long rest. You can also cast either of those spells using any spell points you have.

Constitution is your spellcasting ability for these spells when you cast them with this trait.

 

New Spells

The spells in this document are either revised versions of those that appear in other published documents or are entirely original. Descriptions of these spells can be found in appendix B.

Spell Components. With a few exceptions, no spells in Taldaras have verbal, somatic, or material components. Refer to a spell’s description in appendix B for further information.

Spell Points. Spellcasters in Taldaras use spell points instead of spell slots. A full description of this spellcasting system will be contained in a future document.

Art Credit: F3RC4T AKA Excellero (Opposite Page)

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Tieflings

The first human empire of Taldaras once dominated most of the known world, with twelve prefectures encompassing one hundred provinces, allied states, and protectorates. Such a bloated state was possible only through the reckless use of blood magic by its powerful aristocracy, and not unexpectedly this led to disaster. The empire fell almost overnight, and its upper class was transformed by the infernal magic they had channelled.

In the 200 years since the empire fell, the cursed appearance of these surviving aristocrats has passed on to subsequent generations, along with an abiding call to the darkness of their heritage. Many tieflings reject this side of their legacy, but their monstrous appearance means they must still hide their nature from superstitious commoners.


 

Tiefling Traits

Tieflings arise from numerous different lineages, but tend to share the following traits.

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

Age. Tieflings mature and age at about the same rate as their base race. Human tieflings live somewhat longer than normal humans, up to 120 years.

Alignment. Many tieflings are evil, having been raised in traditions carried down from the old imperial aristocracy and instilled with a disdain for those who would jealously deny them their birthright. Even those who abandon their heritage often retain an independent nature that pushes them toward a chaotic alignment.

Size. Tieflings share the size of their parents, either Medium or Small. You choose your size when you select this race. Almost all tieflings are of human descent.

Speed. Your base walking speed depends on your heritage: 25 feet for Small characters or 30 feet for Medium characters.

Darkvision. Thanks to your fiendish heritage, you have superior vision in dark and dim conditions. You can see in dim light as if it were bright light. Moreover, you can see in darkness out to a range of 60 feet as if it were dim light. You discern colours in darkness only as shades of grey.

Languages. You can speak, read, and write Nordic and Infernal.

Art Credit: Paizo (Foreground) / Hayo Koekkoek (Background)

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TIEFLINGS | DUNGEON MASTER’S WORKSHOP

 

    Fiendish Legacy. You know the minor arcana cantrip. When you reach 3rd level, you can cast hellish rebuke as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Once you reach 5th level, you can also cast the darkness spell once, and regain the ability to do so when you finish a long rest. You can also cast either of those spells using any spell points you have.

Charisma is your spellcasting ability for these spells when you cast them with this trait.

Fiendish Resistance. You have resistance to fire damage.

Hybrid Nature. You have two creature types: Humanoid and Fiend. You can be affected by a game effect if it works on either of your creature types.

Shapechanger. As an action, you can magically change your form to that of a normal individual of your original lineage, sometimes called a ‘mask’. Your mask can be no more than 1 foot shorter or taller than your real height, but otherwise the extent of the changes is up to you, within the limitations of your original lineage. Your statistics are unchanged.


 

Tieflings of Other Lineages

While the majority of tieflings in Taldaras arose from the fall of the Tarathi empire, the metarace has occurred on other, less infamous occasions. A child conceived during an infernal ritual, sired by a fiend or cambion, or born in an area tainted by infernal magic can be a tiefling. Tieflings of other lineages may have somewhat different abilities and appearance.

If you wish to be a tiefling of a different lineage, speak to your GM about changing such things as your damage resistance or innate spells.

    Once you determine the appearance of your alternate form, it can’t be changed until you finish a long rest.

You stay in the new form until you use an action to revert to your true form or until you die.

Tiefling Instincts. You gain proficiency with the Deception or Intimidate skill.

Art Credit: Chase Stone

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TIEFLINGS | DUNGEON MASTER’S WORKSHOP

Appendix A: Vital Statistics


This section offers advice as you conceptualize your character’s physical nature.

Age

You can choose or randomly generate your character’s age. If you choose it, it must be at least the minimum age for the character’s race and class (see the Random Starting Ages table). Your character’s minimum starting age is the age of physical and mental maturity for an individual of that race plus the number of dice indicated in the entry corresponding to the character’s race and class, representing training. For example, a wild elf ranger must be at least 24 years old (maturity at 20, plus 4 because the entry for an elf ranger is 4d6).

The starting ages suggested here assume that your character is already established in their abilities, but has yet to truly make their mark. A human fighter might be a newly anointed knight seeking to become a landed lord. An elven wizard might have proven their academic proficiency but not yet gained the standing to open their own workshop.

With age, a character’s physical ability scores decrease and their mental ability scores increase. At each of the age milestones noted in the Aging Effects table, their Strength, Dexterity, and Constitution scores, as well as those ability score maximums, are reduced by 1 (to a minimum of 1), and their Intelligence, Wisdom, and Charisma scores increase by 1, unless they are already at 20 or higher. The effects are cumulative. To calculate when you reach these milestones, roll your age modifier and add it to the number shown in the appropriate column.

For instance, Telana the low elf wants to know when she will reach old age. First, she must resolve when she will reach middle age by rolling her age modifier (3d6) and adding it to 250 (the baseline for middle age in low elves). She rolls 12, meaning that she will reach middle age when she is 262 (250 + 12) years old. Then, to determine when she will be old, she rolls her age modifier again and adds 60 (the baseline bonus for old age in low elves). She rolls 8, meaning she will be old about 68 years after she reaches middle age, or when she turns 330.

At your option, you can choose to make a character who begins play older than the suggested starting age, possibly to explain certain peculiarities in their attributes such as low Strength and high Wisdom. If you wish to create an older character, simply subtract their age category’s cumulative penalties to Strength, Dexterity, and Constitution from 20 to determine the character’s maximum for those statistics and, if necessary, reduce those attributes to their new maximums. Do not improve the character’s Intelligence, Wisdom, or Charisma scores; assume that they are already inclusive of any bonuses from aging.


Random Starting Ages
Race Maturity Barbarian
Rogue
Sorcerer
Bard
Fighter
Paladin
Ranger
Adept
Cleric
Druid
Wizard
Dwarf 20 +2d8 +2d10 +4d6
Elf1 20 +2d10 +4d6 +4d8
Human 16 +1d4 +1d6 +2d6
Aasimar 16 +1d4 +1d6 +2d6
Changeling 16 +1d4 +1d6 +2d6
Draconian 50 +2d8 +2d10 +4d6
Gnome 30 +2d8 +2d10 +4d6
Half-elf 18 +2d6 +1d8 +2d6
Halfling 18 +2d6 +1d8 +2d6
Half-orc 14 +1d4 +1d6 +2d4
Planetouched 16 +1d4 +1d6 +2d6
Tiefling 16 +1d4 +1d6 +2d6

1 Low elves generally use the human starting age modifier.

Aging Effects
Race Age
Mod.
Middle
Age
Old Venerable Max.
Age1
Dwarf 2d8 200 +40 +30 +10
Elf, high2 3d8 400 +150 +90 +20
Elf, low2 3d6 250 +60 +40 +10
Elf, wild2 3d6 300 +120 +60 +10
Human 1d6 30 +20 +15 +0
Aasimar 1d6 40 +50 +20 +5
Changeling 1d6 30 +20 +15 +0
Draconian 2d8 150 +80 +30 +10
Gnome 2d8 180 +150 +80 +20
Half-elf 2d6 80 +50 +20 +10
Halfling 2d6 50 +40 +10 +5
Half-orc 1d4 35 +15 +10 +0
Planetouched 1d6 40 +40 +15 +5
Tiefling 1d6 40 +40 +15 +5

1 This is an ideal figure. Most people succumb to injury or illness before they become venerable.
2 Elves do not grow wizened with age. Do not reduce your physical attributes when you reach an age milestone.

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APPENDIX A: VITAL STATISTICS | DUNGEON MASTER’S WORKSHOP

Spellcasters and Aging

Arcane spellcasters in Taldaras live longer than other members of their race.

When determining the age milestones for a spellcaster, multiply the baseline age for the milestone by 1.5 and roll two additional dice for the character’s age modifier.

For example, an average human mage reaches middle age at 55, old age at 96, venerable age at 129, and dies around age 140. Likewise, a wild elf mage usually reaches middle age at 467, old age at 665, venerable age at 742, and dies around age 775.

Alignment

Any sapient creature in Taldaras is likely to have an alignment, which broadly describes their personal philosophy through identifying that creature’s priorities on two spectrums: morality and ethics.

Morality is measured on a spectrum of good to evil. Good characters attempt to lead lives rooted in compassion and selflessness. They value the needs of the many above the needs of the few, possibly even their own. Evil characters are selfish and willing to exploit those over whom they have power, and may even be homicidal. They value their needs above those of others.

Most adventurers are good, and adventures written for Taldaras generally assume that characters will be of a good alignment. You should obtain approval from your GM before you create a character of a non-good alignment.

Ethics is measured on a spectrum of lawful to chaotic. Lawful creatures value collectivism, tradition, and loyalty, and would rather reform a flawed system than discard it. Chaotic creatures value individualism and self-determination, and are inclined to follow their conscience over inflexible legal systems.

Characters can be neutral on one or both of these spectrums, reflecting a preference for balance. Many ascetic philosophies emphasize that concepts such as ‘good’ and ‘evil’ are two sides of the same coin; that one cannot exist without the other. Some neutral individuals are simply apathetic to the philosophies that drive alignment, holding themselves to other bonds such as truth or magic.

Alignment is merely a description of one’s motives rather than a rigid definition of one’s actions. Two individuals of different alignments can and often do respond to situations in the same way, albeit for different reasons. A lawful neutral character and a chaotic good character might decide to work together in stealing and redistributing wealth from a corrupt sheriff; the lawful neutral character because the money was collected through illegal taxation, and the chaotic good character because they wish to overthrow the tyrannical sheriff in order to free the brutalized populace from his rule.

Not all sapient races in Taldaras span the full range of possible alignments. Some, such as orcs and gnolls, are



compelled to evil alignments. Such compulsions are supernatural, rather than personal, originating in curses or the choice of their creator deity to imbue the race with a limited or skewed moral compass. Equally supernatural methods to alleviate such compulsions for certain individuals may be available at the GM’s discretion, but by and large these races are not suitable for play in typical adventures and are best treated as monsters.

Sex & Gender

Taldaras is a diverse world full of unique people with many forms of identification, some of which are more or less common than others.

Each of the civilized races has a male and female sex, and the large majority of individuals identify with the social expressions and conventions that their culture associates with their sex, which are packaged up under the term gender. The Nordic term for these genders is ‘man’ for the male sex, and ‘woman’ for the female sex. Your choice of sex and gender have no impact on your game statistics.

Of course, not all individuals in Taldaras identify with the gender associated with their sex. Whether it is a male individual who identifies with the feminine gender, a female individual who identifies with the masculine gender, or even someone who doesn’t identify with either gender, such things are widely accepted within civilized society. Some societies include reasons for this diversity within their racial or cultural mythologies, and might even have specific names for additional genders that they recognize, while other cultures simply accept that all things are on a spectrum.

Though these individuals are a minority in any given community, it is not uncommon for them to live in accordance with how they identify, and it is even less common to see such people face reprisal for living truthfully to themselves. By and large, people are recognized and treated according to how they identify, with no judgments passed on the subject, though on occasion it can complicate the perpetuation of dynasties or other matters of inheritance.

Some individuals who don’t identify with the gender associated with their sex also feel as though they exist in the wrong body, sometimes causing enough distress as to interfere with their self image and impair their everyday lives. They may avail themselves of magical solutions if such options are available, though permanent corrections require high-level magic that is difficult to come by and invariably expensive. How you might go about seeking such magic, or how you may have previously found it before play begins, is up to you and the GM, and can be as important or unimportant to the game as you wish it to be.

For example, Gildor the low elf was born female but has identified as a man for as long as he can remember, to the point that he found his own body alien to him. He eventually found a powerful mage willing to permanently alter his body, and agreed to pay off the cost of the service by undertaking a task for the mage, which offers Gildor a hook into the adventure when play begins.

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Height

A character’s height is based on their race, and their racial entry includes how to randomly determine an individual’s height within typical averages. If you do not wish to randomly determine your height, you can choose it instead from anywhere within the given range.

For example, Tosk the half-orc could determine his height by rolling his height modifier (2d8) and adding it to 5’6”, or he could simply choose any height between 5’8” and 6’10”.

At the GM’s option, you can choose to make a character who is shorter or taller than the average range of their race. The new height can be whatever you like, within reason, and the GM might choose to impose restrictions or penalties for exaggerated differences. Your choice can never change your size category, meaning that no heights below 2 feet or above 8 feet are permitted.

Weight

As with height, a character’s weight is determined by their race, but can be adjusted with the GM’s approval.

Remember that adventurers lead extremely active lives and often engage in activities that become more challenging for characters of higher or lower weights. A 25-lb. gnome is not going to be able to help much when it comes to portaging the party’s boat, and a 250-lb. half-orc wearing another 60 lbs. of armour will likely fall through a thatch roof over which he tries to walk.

Likewise, overweight or underweight characters might suffer penalties in certain situations. A character below a healthy weight is more likely to succumb to illness or extreme cold and probably won’t be able to carry as much, while a character above a healthy weight will most likely struggle with the kinds of athletic activities common in adventuring. Such penalties are imposed at the GM’s discretion.


 

Fertility & Mixed Heritage

Though it is unlikely to impact a typical game, the following information about fertility and heritage may be useful during the creation of a character.

Elder Races. Many of the so-called ‘elder races’ reproduce at much slower rates than humans. This is partly due to longer gestation (elven pregnancy, for example, lasts for 13 months), but also because many members of these races live away from the magic that sustains them. This is especially the case with elves living outside traditional elven lands and therefore away from the fey magic of their original home. Only one in three unions between low elves is likely to produce issue.

Hybrid Races. Half-elves and half-orcs, as hybrids, struggle with infertility. The majority are sterile, leading many to erroneously believe that it simply isn’t possible for them to procreate. Hybrids are able to have issue when mating with someone of either of their lineages, as well as inter se. For example, a half-elf can have a child with a human, an elf, or another half-elf.

Hybrids who mate with non-hybrid partners will produce ‘backcrossed’ offspring, sometimes called ‘quadroons’. Such second-generation hybrids will strongly resemble their dominant heritage, though they can still choose to use the hybrid statistics if they prefer. For example, a character with a human and a first-generation half-elven parent could use either the human or half-elf racial traits, but would look completely human save perhaps for a vibrant eye colour or remarkable comeliness.

Metaraces. The primal magic that creates metaraces can be unpredictable, but it will most often pass on to the next generation undiminished, even if one parent is not of a member of the same metarace. If someone’s parentage includes multiple metaraces, one metarace will express itself over all others. More often than not, the tiefling metarace prevails.

For example, Arya is the daughter of a half-elven water planetouched and a human tiefling. She could use the racial traits for a human, a half-elf, a water planetouched, or a tiefling. The most likely of these would be tiefling.

Art Credit: Woo Chul Lee

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APPENDIX A: VITAL STATISTICS | DUNGEON MASTER’S WORKSHOP

Appendix B: Spells


This section contains descriptions of the spells mentioned in this document.

Cantrips (0 Level)
  • Control Water
  • Druidcraft
  • Gust
  • Minor Arcana
  • Pyromancy
  • Shape Earth
1st Level
  • Armour of Earth
  • Create or Destroy Water
  • Detect Magic
  • Entangle
  • Flame Blast
  • Hellish rebuke
  • Seismic Shock
  • Thunderwave
2nd Level
  • Beast Sense
  • Darkness
  • Levitate
  • Geyser
  • Pass Without Trace
  • Scorching Ray
  • Spike Growth

 

Armour of Earth

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 1 minute

You touch a willing creature and encase it in an articulated coating of stone that moves with the creature and doesn’t hinder its movements. For the duration, the target gains a number of temporary hit points equal to your spellcasting ability modifier. While the temporary hit points remain, the target also has a +2 armour bonus to AC.

At Higher Levels. When you cast this spell at 2nd level or higher, the target gains 1d4 additional temporary hit points for each spell level above 1st.

Beast Sense

2nd-level divination (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 1 hour

You touch a willing Beast. For the duration of the spell, you can use your action to perceive through the target’s senses instead of your own, seeing through its eyes, smelling what it smells, hearing what it hears, and so on, until you use an action to return to your normal senses.

While perceiving through the target’s senses, you gain the benefits of any special senses possessed by that creature, such as darkvision, as well as any feature that affects ability checks made to perceive the creature’s surroundings, such as Keen Senses. However, you are unable to perceive through your own senses and are considered blinded and deafened for any ability checks you would make with your own body.


Control Water

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous or up to 1 hour (see text)

You create a minor magical effect within range using an amount of water that fits within a 5-foot cube. Some common effects include:

  • You instantaneously alter the flow of water up to 5 feet in any direction. This movement doesn’t damage creatures or objects along its new course.
  • You freeze the water, provided there are no creatures in it. The water thaws in 1 hour.
  • You create a harmless water effect, such as changing the colour or opacity of the water, or creating simple shapes in the water that animate as you wish. This effect can last for up to 1 hour.

If you cast this spell multiple times, you can have up to three non-instantaneous effects active at one time, and you can dismiss such an effect as an action.

At the GM’s option, you may choose an alternative effect, but it should be no more powerful than those described above. No effect of this spell should deal damage or duplicate the effects of a spell of 1st level or higher. The GM has final say on whether the spell succeeds.

Create or Destroy Water

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous

You either create or destroy water.

Create Water. You create up to 10 gallons of clean water in an open container within range. Alternatively, the water falls as rain in a cube up to 30 feet on each side centred on a point within range, extinguishing exposed flames in the area.

Destroy Water. You destroy up to 10 gallons of water within range in a cube no more than 10 feet on each side. If a creature with a form composed of water is within the area, it must succeed on a Constitution saving throw or be stunned until the start of your next turn. Alternatively, you can destroy for in a cube up to 30 feet on each side centred on a point within range.

At Higher Levels. When you cast this spell at 2nd level or higher, you can create or destroy 10 additional gallons of water, or the maximum size of the cube increases by 5 feet, for each spell level above 1st.

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Darkness

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Concentration, up to 10 minutes

Magical darkness coalesces in a 15-foot-radius sphere based on a point you choose within range. The darkness spreads around corners. Nonmagical light can’t illuminate it, nor can creatures see through the darkness unless they have truesight.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If part of this spell’s area overlaps with an area of light created by a spell of lower level, the light is suppressed until this spell ends. If the effect was created by a spell of the same level, you must succeed on a spellcasting ability check against the spell save DC of the light-generating spell to suppress it. If the spell doesn’t have a save DC, the DC equals 10 + the level of the spell that created the effect.

Detect Magic

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 10 minutes

For the duration, you can sense the presence of magic within 30 feet of you, if you couldn’t already.

As part of casting this spell, and as an action on each subsequent turn while the spell lasts, you can focus your senses on a magical effect you sense within 30 feet of you. When you do so, you can see a faint aura around any visible creature or object affected by that effect, and you can make a spellcasting ability check to learn certain information about it, as shown on the Detect Magic Results table below. You learn the information for the check result you achieve as well as for all lower check results.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Magic Results
 Check
 Result
 Information
 Learned
 5  The spell’s school of magic, if any.
 10  The spell’s level, if any.
 15  The general nature of the spell. If you know the
 spell, you learn which spell it is.
 20  The spell’s save DC, if any.
 25 or
 higher
 Approximately how long ago the spell was cast,
 and whether the caster’s level is higher than,
 lower than, or equal to your own.

Druidcraft

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous

You create one of the following effects within range:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantaneously invigorate a plant you touch, such as making a flower blossom, a leaf bud bloom, or a wilted leaf become rejuvenated.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odour of a skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.

At the GM’s option, you may choose an alternative effect, but it should be no more powerful than those described above. No effect of this spell should deal damage or duplicate the effects of a spell of 1st level or higher. The GM has final say on whether the spell succeeds.

Entangle

1st-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Duration: Concentration, up to 1 minute

You cause grasping weeds and vines to sprout from the ground. You must be in an area where there is soil and vegetation to cast this spell.

When you cast this spell, entangling vegetation sprouts from the ground in a 20-foot square starting from a point you choose within range. For the duration, this vegetation turns the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

At Higher Levels. When you cast this spell at 2nd level or higher, the size of the effect increases by 5 feet for each spell level above 1st.

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Flame Blast

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Duration: Instantaneous

You unleash a roaring sheet of flames before you. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell at 2nd level or higher, the damage increases by 1d6 for each spell level above 1st.

Geyser

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Concentration, up to 1 minute

 


You create a violent eruption of water from the ground at a point within range. The geyser is a cylinder that has a diameter of 5 feet and a height of up to 15 feet. The ground where a geyser appears must be wide enough for its diameter, and you can target the ground under a creature only if that creature is Medium or smaller. Each creature in the area must make a Strength saving throw or be lifted by the geyser and kept aloft, prone, for the duration. A creature held aloft by the geyser that is concentrating on a spell must make a Constitution saving throw against the spell’s save DC at the beginning of each of its turns to maintain concentration.

If the geyser is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the geyser takes 3d6 bludgeoning damage and is restrained, caught between the geyser and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, the creature is no longer restrained and must either move off the geyser or fall off it.

At Higher Levels. When you cast this spell at 3rd level or higher, the damage increases by 1d6 for each spell level above 2nd.

Art Credit: Fantasy Flight Games

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Gust

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous or up to 1 hour (see text)

You create a minor magical effect using air within range. Some common effects include:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet in a direction of your choice.
  • One object weighing no more than 10 pounds that is not being worn or carried is pushed up to 10 feet. The push itself is harmless, but fragile items can be smashed against hard surfaces.
  • You create a harmless air effect, such as causing your hair to blow, a window shutter to close, or a small cyclone of leaves to pick up. This effect can last for up to 1 hour.

If you cast this spell multiple times, you can have up to three non-instantaneous effects active at one time, and you can dismiss such an effect as an action.

At the GM’s option, you may choose an alternative effect, but it should be no more powerful than those described above. No effect of this spell should deal damage or duplicate the effects of a spell of 1st level or higher. The GM has final say on whether the spell succeeds.

Hellish Rebuke

1st-level evocation


  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
  • Range: 60 feet
  • Duration: Instantaneous

You fix your glare on the creature that damaged you, and it is momentarily engulfed in hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell at 2nd level or higher, the damage increases by 1d10 for each spell level above 1st.

Levitate

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Concentration, up to 10 minutes

You gain the ability to gently move or manipulate creatures and objects by thought.

When you cast the spell, and as an action on each subsequent round for the duration, you can exert your will on one Medium or smaller creature or object that you can see within range, causing it to move up to 30 feet in a direction of your choice. An unwilling creature that succeeds on a Constitution saving throw is unaffected. If you do not use your action to move the target on a turn, it remains in place, even if it would be left suspended in midair.

If you target another creature, that creature can only move on its turn by pushing or pulling against a sufficiently heavy or fixed object, creature, or surface within reach (such as a wall or ceiling). An unwilling creature that has secured purchase in this way can only be moved by succeeding a spellcasting ability check contested by the target’s Strength (Athletics) check.

When the spell ends, the target floats gently to the ground if it is still aloft.

At Higher Levels. When you cast this spell at 4th level or higher, you can lift a Large or smaller target. When you cast this spell at 6th level or higher, you can lift a Huge or smaller target.

Minor Arcana

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Duration: Instantaneous or up to 1 hour (see text)

This is a minor utility spell taught to novice spellcasters for practice. You create a small, harmless magical effect within range. Some common effects include:

  • You create an instantaneous sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odour.
  • You instantaneously light or snuff a torch or small campfire.
  • You instantaneously repair a single break or tear in an object you touch, such as a broken chain link, a torn cloak, or a leaking wineskin, as long as the break or tear is no larger than 1 foot in any dimension. (Constructs and magic items repaired in this way do not have their magic restored.)
  • You create an image of an object or creature within range that lasts for 1 hour. The image must be no larger than a 5-foot cube. A successful Intelligence (Investigation) check or physical interaction with the image reveals it to be an illusion.
  • You chill, warm, or flavour up to 1 cubic foot of nonliving material for 1 hour.
  • You lift and manipulate an object up to 10 pounds within range for 1 hour.
  • You cause your voice to boom up to three times as loud as normal for 1 hour.

If you cast this spell multiple times, you can have up to three non-instantaneous effects active at one time, and you can dismiss such an effect as an action.

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    At the GM’s option, you may choose an alternative effect, but it should be no more powerful than those described above. No effect of this spell should deal damage or duplicate the effects of a spell of 1st level or higher. The GM has final say on whether the spell succeeds.

Pass Without Trace

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 1 hour

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +5 bonus to Dexterity (Stealth) checks, and it doesn’t suffer penalties on Dexterity (Stealth) checks from cumbersome armour or being encumbered. A creature that receives this bonus leaves behind no tracks or other traces of its passage and can’t be tracked except by magical means.

Pyromancy

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous or up to 1 hour (see text)

You create a minor magical effect within range using flames that fit within a 5-foot cube. Some common effects include:

  • You instantaneously create or extinguish flames within the cube. Once created, the flames require fuel to be sustained.
  • You double or halve the area of bright and dim light cast by the flame. The change lasts for 1 hour.
  • You create a harmless flame effect, such as the appearance of shapes or patterns within the flames that animate as you wish, or changing the colour of the fire. This effect can last for up to 1 hour.

If you cast this spell multiple times, you can have up to three non-instantaneous effects active at one time, and you can dismiss such an effect as an action.

At the GM’s option, you may choose an alternative effect, but it should be no more powerful than those described above. No effect of this spell should deal damage or duplicate the effects of a spell of 1st level or higher. The GM has final say on whether the spell succeeds.

Scorching Ray

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Instantaneous

You hurl three rays of flame at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels. When you cast this spell at 3rd level or higher, you create one additional ray for each spell level above 2nd.

Seismic Shock

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Duration: Instantaneous

You stomp or strike the ground and trigger a tremor. Each creature other than you in the spell’s area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell at 2nd level or higher, the damage increases by 1d6 for each spell level above 1st.

Shape Earth

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous or up to 1 hour (see text)

You create a minor magical effect within range using an amount of dirt or stone that fits within a 5-foot cube. Some common effects include:

  • An area of loose earth is instantaneously shifted and deposited up to 5 feet away. The earth must move along the ground to reach its new destination, and it doesn’t harm creatures or objects along the way.
  • The dirt or stone in the area becomes difficult terrain. Alternatively, if it was already difficult terrain, it becomes normal terrain. The change lasts for 1 hour.
  • You create a harmless earth effect, such as shaping images or patterns (including letters) in soil or changing the colour of the stone. This effect can last for up to 1 hour.

If you cast this spell multiple times, you can have up to three non-instantaneous effects active at one time, and you can dismiss such an effect as an action.

At the GM’s option, you may choose an alternative effect, but it should be no more powerful than those described above. No effect of this spell should deal damage or duplicate the effects of a spell of 1st level or higher. The GM has final say on whether the spell succeeds.

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Spike Growth

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 150 feet
  • Duration: Concentration, up to 10 minutes

The ground in a 20-foot radius centred on a point within range twists and sprouts hard spikes and thorns. This spell only affects natural terrain made primarily of stone and soil.

The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

At Higher Levels. When you cast this spell at 3rd level or higher, the radius increases by 5 feet for each spell level above 2nd.


 

Thunderwave

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cube or burst)
  • Duration: Instantaneous

A wave of thunderous force blasts out from you. You can choose the shape of the effect: either in a 15-foot cone in front of you or a 15-foot burst centred on you. Each creature in the area (except you) must make a Constitution saving throw. On a failed save, a target takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the target takes half as much damage and isn’t pushed. Unsecured objects completely within the area of effect are pushed even if they succeed their save, and may shatter if they are of fragile make.

This spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell at 2nd level or higher, the damage increases by 1d8 for each spell level above 1st.

Art Credit: Cristi Balanescu

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Appendix C: Generating Ability Scores


The rules in this document are meant to be used with the following revision to ability score generation at character creation. The purpose of this revision is to standardize play experience across different tiers of the game, which can be seriously impacted when characters have ability scores that are too high or too low. These rules are optional, but recommended.

Determining Ability Scores

You determine your ability scores based on your class.

Use the following tables to determine the number of points you have to spend improving them, and the cost of those improvements.

For example, Matthew has decided to make a wizard. He notes that wizards have 30 points to spend, and decides to invest them widely in order to raise several ability scores. His final array is 15, 13, 12, 10, 10, 9.

Ability Score Points by Class
Class Ability Score Points
Adept 34
Barbarian 34
Bard 32
Cleric 30
Druid 30
Fighter 36
Class Ability Score Points
Paladin 34
Ranger 34
Sorcerer 32
Warlock 32
Wizard 30

 

Ability Score Point Cost
Score Point Cost
8
9 1
10 3
11 4
Score Point Cost
12 6
13 7
14 9
15 10

Creating Higher Level Characters

Not all games begin at 1st level. When determining the ability scores of a character you create at a higher level, simply determine what ability scores they had at 1st level and then apply any ability score improvements they have earned by their current level, as long as the ability score could be improved at the level the improvement was offered.

For example, if you’re playing a campaign that begins at 5th level, you would create a character with no ability score above 17. If the character gains four levels in any given class, you would then be able to improve an ability score beyond 17, either through that class’ Ability Score Increase feature or a feat.

 

Maximum Ability Scores

Your maximum in each ability score is determined by your level, as indicated in the Ability Score Maximum by Level table below. For example, a 1st-level character has an ability score maximum of 17, meaning that none of their ability scores can exceed 17.

Items that modify your ability scores, such as gauntlets of ogre power, grant you a temporary ability score that is not limited by your ability score maximum.

Ability Score Maximum by Character Level
Level Ability Score Maximum
1st–3rd 17
4th–7th 19
8th–11th 21
12th–20th 23

Art Credit: Nord Games

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APPENDIX C: ABILITY SCORES | DUNGEON MASTER’S WORKSHOP