SELÛNE'S GRIMOIRE

A collection of new grim and extraordinary options for the world's greatest roleplaying game.

Contents
















































Front Cover Art

Lycan vs. Vampire by Roberto Akeiron

Back Cover Art

Wolfheart by Alex Horley

CONTENTS

Character Races

Ursine

Ursine (or Bearfolk) are a notoriously jovial people, relishing in nature and physical prowess. They can often be found among the cities of the world in drinking establishments bringing merriment wherever they go. They are a welcome sight in any adventuring party as their strength is unrivaled by the smaller races. But be warned, it's not wise to upset the ursine, they have been known to pull people’s arms out of their sockets.

Ursine Traits

Your ursine character has certain traits deriving from your bestial origins.

Ability Score Increase. Your Constitution score increases by 2.

Age. Ursine reach adulthood around 20 years of age and live to around 150 years.

Alignment. Ursine are a hardy folk and live wholesome lives helping where their assistance is needed. They generally align as good.

Size. Ursine are usually over 7 feet tall and weigh between 300 and 350 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet. Your speed is not reduced by wearing heavy armor.

Maul. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

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

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

Subraces. Two main subraces of ursine populate the worlds of D&D: Gladiolus ursine and Lotus ursine.

Gladiolus Ursine

As gladiolus ursine, fighting is your life. The idea of pushing yourself in combat consumes you.

Ability Score Increase. Your Strength score increases by 1.

Avatar of the Wild. You have proficiency in the Strength (Athletics) skill.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Lotus Ursine

As lotus ursine, living in the wild is your normal way of life. They are innate climbers and often use their environment for the building of small forest communities. Lotus ursine tend to be smaller than their muscular cousins.

Ability Score Increase. Your Wisdom score increases by 1.

Natural Hunter. You have proficiency in the Wisdom (Survival) skill.

Nimble Climber. You have a climbing speed equal to your walking speed.


Art

Bear by Dan Cha

CHARACTER RACES | URSINE

Dhampir

One of the rarest races to exist in the multiverse, dhampirs are half-human and half-vampire. Born from a human mother that is dying from a vampire bite. The vampirism disease is passed into the child as the vampire spawn (to be) will try to expel the life from within their body. If such a child of life and death can survive, they may be put into hiding and live among the mortal races or a darker fate may befall them and be taken by their vampire liege.

Dhampir Traits

Your dhampir character has certain traits deriving from your vampiric origins.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Dhampir reach maturity in their late teens and will live to around 500 years

Alignment. Dhampir inherit a choatic tendency from their vampiric ancestry. They have however, overcome the darker parts of their nature.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Undead Resistance. You have resistance to necrotic damage.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

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

Subraces. Two main subraces of dhampir populate the worlds of D&D: wethrin dhampir and strigoi dhampir.

Wethrin Dhampir

As a wethrin dhampir, you may have been raised among civilised company. Either hidden, observed and made to blend in or escaped the dark life of your Vampire lord and left it behind to discover the living world that you crave to join.

Ability Score Increase. Your Charisma score increases by 1.

Unnatural Charm. You have proficiency in one of the following skills: Deception, Intimidation, or Persuasion

Vampiric Lineage. You know the friends cantrip. Once you reach 3rd level, you can cast the charm person spell once per day. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.



Strigoi Dhampir

As a strigoi dhampir, passing as a human is much more difficult as your feral tendancies are more apparent. Shunned from society, you have learnt to live in the shadows.

Ability Score Increase. Your Wisdom score increases by 1.

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

Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Blood Thirst. If you hit a creature with your bite unarmed strike, during the same turn, you can use your bonus action to gain hit points equal to half the amount of damage dealt (minimum of 1). This trait has no effect on undead or constructs. Once you use this trait, you can't use it again until you finish a short or long rest.

Nightstalker. You have proficiency in the Dexterity (Stealth) skill.


Art

Vampire by Gong Cheng

CHARACTER RACES | DHAMPIR

Gargoyle

Nightmarish tales of statues come to life are often told around the dim lit fire but little know that in lands beyond the forgotten passes, an ancient people stand watch. A long forgotten army had travelled through these passes and came across a temple to Selûne. They had slaughtered her followers and pillaged her shrines. In Selûne's rage, she changed their skin to stone, transforming them into hellish visage's of their inner self. Each day they must turn to stone and keep watch as a reminder that they are not more powerful than the moon that watches over us all.

Gargoyle Traits

Your gargoyle character has inherited many traits and abilities linked to the curse of stone.

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

Age. Gargoyles reach adulthood at the age of 100. A gargoyle can live to be 900 years old at which they will take their final rest and petrify.

Alignment. Gargoyles are spectators of history, often preferring to watch events unfold rather than intervene.

Size. Your size is medium.

Speed. Your base walking speed is 25 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Flight. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.

Natural Armor. You have tough, stone skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Curse of Stone. Gargoyles don’t need to sleep. Instead, your skin begins to harden and you become an inanimate statue, remaining semiconscious, for 4 hours a day. While inanimate, you gain the benefits of a long rest. If you do not enter this state within 24 hours of the last time you used this trait, you suffer one level of exhaustion.

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



Art

Dreadlord by AJ Nazzaro

RACES | GARGOYLE

Half-Dryad

Fey who fall in love with mortals are punished, their spirit bound to trees by greater fey and transformed into dryads. The children of the consumation are also transformed. Due to their mortal heritage however, the transformation doesn't bind them completely but instead grants them fey like power. These hald-dryad children will roam the forests as protects and liasons to the mortal world. half-dryad's have a close relationship to wood elves and firbolgs.

Half-Dryad Traits

Your half-dryad character has inherited many traits and abilities linked to the Feywild.

Ability Score Increase. Your Charisma score increases by 2, and you Dexterity score increases by 1.

Age. Half-dryads, due to their fey heritage, have a lifespan similar to Elves.

Alignment. Half-dryads abeing connected to the Feywild, lead independant lives and tend towards choatic

Size. Half-dryads our about the same size as humans. Your size is Medium.

Speed. You have a base walking speed of 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Fey Magic. You have some magic abilities gained through your fey ancestry. You know the druidcraft cantrip. Once you reach 3rd level, you can cast the charm person spell once per day. Upon reaching 5th level, you can cast the pass without trace spell once per day. Charisma is your spellcasting ability for these spells.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Languages. You can speak, read, and write Common, Elvish and Sylvan.



Art

Elf Ranger with Barkskin by Cynthia Sheppard

CHARACTER RACES | HALF-DRYAD

Human, Variant

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

Human Traits

It’s hard to make generalizations about humans, 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 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.

Speed. Your base walking speed is 30 feet.

Skill Versatility. You gain proficiency in one skill of your choice.

Tool Versatility. You gain proficiency in one tool of your choice.

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.



Art

Knight on Lion by Wes Talbott

CHARACTER RACES | HUMAN, VARIANT

Lycan

Once upon a time, there was a grandfather, who told his grandson, "Grandson, there are two wolves inside of me. One wolf is white, good and altruistic, generous and kind, and the other wolf is black, mean and greedy, violent and angry. The two wolves are in a constant fight within me." The grandson, with wide eyes, says, "But which one will win, grandpa?" And the grandfather says, "The one which I feed." -- Native American proverb

Tragic Past

Not much is known of lycans, their beginnings are shrouded in mystery and fear. Many do not differentiate a lycan from a werewolf and those that can't, often do not get the chance to find out which may be stalking them.

The belief is that they were disciples of the Moon Goddess Selûne that had contracted lycanthropy in their devotion to her. Selûne, having taken pity on her loyal servants, gave them the wisdom and knowledge to control the curse. Often called 'the moon cursed', they went into isolation. It took generations of hardship to survive with what they had become. They can only pass their particlar strain of lycanthropy to their offspring which is why they are accepted in a few adventuring parties and communities outside of their pack, as there is no fear of an outbreak.












Hiding in plain sight

Lone lycans will generally only reveal their true nature to trusted companions. A lycan that is forced to reveal their secrets too early can be a dangerous beast. Feeling forced they may choose to destroy the evidence before being betrayed (this would include any witnesses to their transformation).


Duality

Their will has become their own and living a life as both man and beast can be a trialling existence. Lycans are mostly unwelcome in all lands for their anthromorphic resemblence to werewolves, a feared and hostile monstrosity. Lycans have never abandoned their humanity and spent generations to perfect the ability to change their shape to their human counterpart. Allowing them to trade and grow alongside other humanoid civilisations.

Most beings could not tell a human and lycan apart when they have shapeshifted. However, when the heat of battle starts, a lycans feral blood may not be satisifed and it's true strength can come forth. It is because of this, they have learned to create armor and weapons that can be used in both forms. The strapping and plates moulding to the wearer's changing shape.

Pack Life

Lycans live in packs consistent to Human families. Often these families will take in travelling lycans as pack members. Most packs will be governed by a Alpha lycan. Disagreement in leadership will generally cause infighting or form another pack.

Lycan Names

As most packs stay together, names will tend to be similiar amongst pack memnbers. Lycans that choose to be a lone wolf may take on a human name to better integrate into their surroundings.


  • Male lycan Names: Lucian, Huan, Karkaras, Drauglir, Fenrir, Volfir, Thurin, Caracaroth, Tilion
  • Female lycan Names: Luthien, Hunen, Khugan, Drauglin, Fenris, Volfin, Luin, Orome, Gwath

CHARACTER RACES | LYCAN

Lycan Traits

Your lycan character has certain traits deriving from your lycanthropic ancestry.

Ability Score Increase. Your Strength score increases by 2.

Age. Lycan reach maturity in their late teens and live less than a century, similiar to humans.

Alignment. Lycans inherit a choatic tendency from their lycanthropic ancestry. Many other races perceive them as dangerous and they are happy to encourage the stereotype. They have however, overcome the more bestial parts of their nature.

Size. Lycans vary in height, from around 5 feet to well over 6 feet tall, with a muscular build. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Keen Senses You have proficiency in the Perception skill.

Shapeshifter. You can use a bonus action to transform into a human, or back into your true lycan form (wolf-humanoid hybrid). You can speak, use equipment, and wear armor in either form and your human form always looks the same. You automatically revert to your true lycan form if you fall unconscious, drop to 0 hit points, or die.

While in human form, combat or stress may cause you to change against your will. To resist this change, you must make a Wisdom saving throw (DC is half the amount of damage you took). If you fail your saving throw, you immediately change into your lycan form.

Predatory Strikes (lycan form only). Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

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

Subraces. Two main subraces of lycan populate the worlds of D&D: Draug lycan and Ithilien lycan.

Ithilien lycan

Ithilien lycans (or moon pack) are known to be the largest and oldest pack in lycan history. Believed to have originated directly from the Selûne servants who managed to first control the lycanthropy curse, they command much respect and fear in those that cross their path.

Ability Score Increase. Your Charisma score increases by 1.



Design Note

Discuss with your DM about what roleplaying aspects may cause you to change against your will.


Pack Leader (lycan form only). You can use your action to howl and inspire your allies. When you do so, friendly creatures within 10 feet of you that can hear you have advantage on Attack rolls against creatures until the end of your next turn. Once you use this trait, you can't use it again until you finish a short or long rest.


Draug lycan

Draug lycans are known to be more isolated, often abandoning their packs to live a life of solidarity in the wild. If travel's do come across a lycan, it is most likely a draug lycan, joining adventuring parties as hunters or scouts.

Ability Score Increase. Your Wisdom score increases by 1.

Natural Stalker. You have proficiency in the Survival skill.

Feral Sprint (lycan form only). When you make a Dash action, your movement speed increases by an amount equal to half your speed (rounded down).


Art

Basic Land Forest by Andreas Rocha
Worgen from Behind the Gate by Glenn Rane
Curse of the Worgen #2 Cover by Wei Wang

CHARACTER RACES | LYCAN

Lythari

The Ly'Tel'Quessir have the ability to polymorph into wolves. Unlike werewolves, lythari don't have a hybrid form and aren't afflicted by a curse. They dwell together in secretive packs, primarily in wolf form, living free in the deep wilds of the world.

Lythari packs are almost exclusively found in wood elf lands or on the isle of Evermeet. Lythari propagate using a ritual of bonding that will turn the other party into a lythari. This ritual only works if both parties agree to the transformation. It leaves a permanent scar on the transformed, which resembles a wolf bite.

Physical combat is abhorrent to lythari. If they aid in warfare at all it would be in a scouting capacity or as a messenger, using their speed to their advantage. However, if cornered or forced to defend their kin, they have a powerful bite which they can use to great effect. Otherwise, they only attack when hunting, preferring deer, rabbit and wild boar, much like a wolf.

Lythari packs are small, usually numbering no more than thirty, a dozen or so of which will be too young to fend for themselves. They do not fashion metal objects of any kind and the rare spellcasters amongst them tend to be priests of one of the nature deities. All members of a lythari pack are treated equally, with no real leaders. As such, these packs tend to be quite anarchic and are increasingly rare. Lone lythari are readily accepted within normal wolf packs and treated deferentially but are left out of the pack hierarchy.

The lythari is an additional elf subrace.

Lythari Traits

Lythari are true lycanthropes and are born as were-creatures to lycanthrope parents or changed through rituals.

Ability Score Increase. Your Wisdom score increases by 1.

Lythari Shapeshifter. You can use your action to transform into a wolf, or back into your humanoid form, otherwise the transformation lasts for a number of hours equal to half your character level (rounded down), or until you drop to 0 hit points or die. Your game statistics are replaced by the statistics of a wolf, but you retain your alignment, and Intelligence, Wisdom, and Charisma scores.

You assume the hit points of a wolf, and when you revert to your humanoid form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your humanoid form. As long as the excess damage doesn’t reduce your humanoid form to 0 hit points, you are not knocked unconscious.

While transformed, you are limited in the actions you can perform by the nature of your wolf form, and you can’t speak or cast spells. Your gear melds into your wolf form. You can’t activate, wield, or otherwise benefit from any of your equipment.

At 11th level, you transform into a dire wolf instead of a wolf. After you use this trait, you can't use it again until you finish a short or long rest.



Art

Rabid Wolf by Anna Podedworna

CHARACTER RACES | LYTHARI

Minotaur

For all their cruelty, minotaurs are bound by a powerful sense of honor. Each victory brings greater honor to both individual minotaurs and their families. Defeat invokes a stain that only death can fully wash away. Honor demands that minotaurs keep their word once it is offered, and each minotaur remains faithful to friends and clan above all else. Minotaurs rarely befriend folk of other races, as they all too often encounter them only in battle. If a minotaur does strike up a friendship, it is typically with other creatures that display the minotaurs’ virtues and love of battle. To such friends, a minotaur becomes an ally whose support will never waver.

Minotaur Traits

Your minotaur character possesses a number of traits that reflect the power and superiority of your kind.

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

Age. Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.

Alignment. Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.

Size. Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Horns. Your horns are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hammering Horns. When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.

Labyrinthine recall. You can perfectly recall any path you have traveled.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

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



Art

Rimblat Earthshatter by John Polidora

RACES | MINOTAUR

Satyr

Satyrs are fey creatures that decide to live among the mortal races. Satyrs aesthetically look similiar to humans but with the lower body and cloven hooves of goats. Horns develop from their heads, ranging in shape from a pair of small nubs to large, curling rams' horns. They are a carouse and hedonistic race, often overindulging their curiosity and pleasure.

Satyr Traits

Your Satyr character has certain traits deriving from their heritage.

Ability Score Increase. Your Charisma score increases by 2.

Age. Satyr reach maturity in their late teens and will live to around 200 years

Alignment. Satyrs are self-indulgent and follow only their curiosity.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Ram. Your horns are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier. It must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Languages. You can speak, read, and write Common and Sylvan.

Subraces. Two main subraces of satyr populate the worlds of D&D: forest satyr and dark satyr.

Forest Satyr

Of all the minstrel's in the multiverse, many cannot compare to the poets and lyrists of the forest satyr people. their love of music and story telling is sought by those wanting to become verse makers themselves. Those that seek their tutelage come to realize that they are not so easily found, however some forest satyr's do take to the civilized world to share their love of music and dance.

Ability Score Increase. Your Dexterity score increases by 1.

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.

Musician. You gain proficiency with one musical instrument of your choice and proficiency in the Performance skill.


Dark Satyr

their are some creatures of the fey that cannot sate their desire. Those s hiatyr that choose this path often become twisted vestiges of their former self. Small covens have grown of satyr's that have made dark pacts with otherworldly patrons. In return they are gifted with immense power and a lust for more.

Ability Score Increase. Your Constitution score increases by 1.

Dark Bargain. You know the chill touch cantrip. Once you reach 3rd level, you can cast the sleep spell once per day. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.


Art

Herald of the Fel by Richie Marella

CHARACTER RACES | SATYR

Shade

Shades are humans who have bargained their soul for a taste of the Shadowfell's dark power. A shade will undergo a dark ritual of rebirth to become a shadow incarnate, a creature of gloom and secrecy, caught between the twilight of life and death. their soul forever tainted by the Shadowfell.

Shade Traits

Your shade character has certain traits deriving from their bargain with the Shadowfell.

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

Age. Trading your soul for power double a shade's normal human life.

Alignment. Standing between life and death, shade's tend towards a choatic alignment.

Size. Shades will be the same as their previous life which varies 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.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Practiced Sneak. You have proficiency in the Dexterity (Stealth) skill.

One with Shadow. When you make a movement action, you can choose to become incorporeal. You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Once you use this ability, You can’t use it again until you finish a short or long rest.

Shadow Blend. While in dim light or darkness, you can use a bonus action to become invisible, along with anything you are wearing or carrying. The invisibility lasts until you use a bonus action to end it or until you attack, cast a spell, are in bright light, or incapacitated. You can’t use this again until you finish a short or long rest.

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



Art

Lich King Arthas by Younghun Byun

CHARACTER RACES | SHADE

Shifter

Shifters are fierce hunters who are descended from humans and lycanthropes and strongly influenced by their animal nature. Although they cannot fully change shape as their lycanthropic ancestors could, shiftes do become more bestial during the heat of battle, calling on the primal power of the beast within by a process they call shifting.

Shifter Traits

Your shifter character has certain traits deriving from your lycanthropic ancestry.

Ability Score Increase. Your Wisdom score increases by 2.

Age. Shifters reach maturity in their late teens and live less than a century, similiar to humans.

Alignment.

Size. Shifters are about the same size as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Keen Senses You have proficiency in the Perception skill.

Shifting. On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action.

While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your shifter subrace, described below. After you use this trait, you can't use it again until you finish a short or long rest.

Languages. You can speak, read, and write Common and Sylvan

Subraces. Several subraces of shifter exist, each with its own animalistic features. Choose one of the options below.

Longtooth shifter

As a longtooth shifter, you are a ferocious combatant.

Ability Score Increase. Your Strength score increases by 1.

Shifting Feature. While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.



Design Note

A lot of the inspiration and mechanics for this is from the Unearthed Arcana: Eberron released by WotC. I took the 4e subraces changed the ASI options to make it more consistent with other races.



Razorclaw shifter

As a razorclaw shifter, you make swift, slashing strikes in battle.

Ability Score Increase. Your Dexterity score increases by 1.

Shifting Feature. While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals 1d4 slashing damage.


Art

Lycan Dota 2 by Valve Corporation (artist unknown)

CHARACTER RACES | SHIFTER

Treant

Generations spent in the Shadowfell have morphed the humanoid shadar-kai into a fearsome people. Most shadar-kai do not fear death, worshiping the Raven Queen, and live only in the present and embrace the pleasures of the flesh in life. Only through great deeds and accomplishments can they obtain immortality after their passing and is a core principle for those that choose to adventure outside the Raven Queens domain.

Treant Traits

Your shadar-kai character has certain traits deriving from your origins in the Shadowfell.

Ability Score Increase. Your Wisdom score increases by 2 and your Strength score increases by 1.

Age. Treants can grow to many hundreds or thousands of years old, their magic sustaining them far beyond the normal lifespan of their tree species. Most treants awaken within the first century of their sprouting, and it is while a treant is young and small that they travel the world.

Alignment. Most treants tend towards neutrality. Neutral good treants will help lost travelers, while neutral evil treants will seek to entrap and kill interlopers in their forests.

Size. Adult treants tend to be a 7 to 8 feet tall, but treants can to grow in larger sizes. Your size is Medium.

Speed. Your base walking speed is 25 feet.

False Appearance. While you remain motionless, you are indistinguishable from a normal tree.

Nature's Warden You cannot wield or wear metal. You cannot wear armour (except a shield). You also have proficiency in the Intelligence (Nature) skill.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Barkskin. Your tough bark provides a great deal of natural protection. Your AC equals 13 + your Constitution modifier. A shield's benefits apply as normal.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Flora Sentience You are considered a plant for the purposes of spells that target plants and you have disadvantage on all saving throws against fire-related effects. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Rooted. Treants don’t need to sleep. Instead, you put down your roots and you become immobile, remaining aware of your surroundings, for 4 hours a day. While immobile, you gain the benefits of a long rest.

Languages. You can speak, read, and write Common and Sylvan.



Art

Earth Spirit by Angga Prasetyawan

RACES | TREANT

Worgen (Warcraft Conversion)

The worgen curse that started from Shadowfang Keep and swept across Gilneas left its people irrevocably transformed. Almost the entire human population has been turned to the beastly worgen, a humbling failure for King Genn Greymane in his efforts to keep his people safe. The reaction of the people to this change is greatly varied, and it's consequences are yet to be revealed.

Gilneas has undergone deep changes in the wake of its cursing, and while the people maintain their free will, the impact of the curse remains to be seen.

Worgen Traits

Your Worgen character has inherited many traits and abilities linked to the curse of the worgen.

Ability Score Increase. Your Strength score increases by 2, and you Wisdom score increases by 1.

Age. Worgen reach maturity in their late teens and live less than a century, similiar to humans.

Alignment. Worgens inherit a choatic tendency from their lycanthropic ancestry. Many other races perceive them as dangerous and a stubborn people. They have however, overcome the more beastial parts of their nature.

Size. Worgens vary in height, from around 5 feet to well over 6 feet tall, with a muscular build. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Viciousness. Your unarmed strike attacks score a critical hit on a roll of 19 or 20.

Aberration. You have advantage on saving throws against Curses and Disease.

Two Forms. You can use a bonus action to transform into a worgen (wolf-humanoid hybrid), or back into your human form. You can speak, use equipment, and wear armor in either form and your worgen form always looks the same. You automatically revert to your human form if you fall unconscious, drop to 0 hit points, or die.

While in human form, combat or stress may cause you to change against your will. To resist this change, you must make a Wisdom saving throw (DC is half the amount of damage you took). If you fail your saving throw, you immediately change into your worgen form.

Darkflight (Worgen form only). Your walking speed increases by 10 feet.

Flayer (Worgen form only). Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Running Wild (Worgen form only). When you move on your turn in combat, you can drop to all fours and double your speed until the end of the turn. Once you use this trait, you can't use it again until you move O feet on one of your turns.

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


Art

Curse of the Worgen #1 Cover by John Polidora










Design Note

This is a conversion from the playable race in World of Warcraft. The traits are designed around the racial benefits within World of Warcraft and may not be balanced in comparison to traditional D&D races.

A lot of the inspiration and mechanics for this is from DawnforgedCast.

CHARACTER RACES | WORGEN

Character Options

Barbarian

Path of the Lycan

For some barbarians, rage is a physical manifestation of the beast inside. These barbarians live a life of duality, on the edge of a blade of brutal fury. Their rage unlocks a deeply rooted lycanthropic strain within their body passed from generations of ritualised selection among tribe members. While in this state, their instincts take over and all that cross their path wail in fear of their howl.

Heightened Senses

Starting when you choose this path at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.

Shapeshifting

Upon choosing this path at 3rd level, you begin to learn to control your lycanthropic ancestry. While raging, you transform into a wolf-humanoid hybrid. You can speak, use equipment, and wear armor in this form. You revert back to your normal form when you finish raging. While you are transformed, you gain the following features:

Resilient Hide. Your Unarmored Defense feature gains a +1 bonus to your AC.

Predatory Strikes. Your unarmed strikes are considered a melee weapon in regards to Barbarian features. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action.

Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level.

Cursed Weakness. Silvered weapons ignores your resistance to bludgeoning, piercing and slashing damage.

Bloodlust. At the start of your turn, if you've taken any damage since the beginning of your last turn, you must make a Wisdom saving throw to maintain control. The DC equals 10, or half of the total damage you've taken from attacks since your last turn, whichever number is higher. On a failed save, you must move directly towards the nearest creature to you and use the Attack action against that creature. If there is more than one possible target, the DM chooses the target. You then regain control for the remainder of your turn



Design Note

This is a conversion from the Blood Hunter's Order of the Lycan archetype by Matt Mercer for the Barbarian.


Art

Howlpack Resurgence by Izzy Medrano


Stalker's Prowess

At 6th level, you can add 10 feet to you long jump and 3 feet to you high jump distance.

In addition, your hybrid form gains the Improved Predatory Strikes feature.

Improved Predatory Strikes. Your unarmed strikes while raging are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Advanced Shapeshifting

Starting at 10th level, you learn to unleash and control more of the beast within. Your rage now lasts for up to 10 minutes.

In addition, your hybrid form gains the Lycan Regeneration and Beastly Precision features.

Lycan Regeneration. At the start of each of your turns while raging, you regain hit points equal to 1 + your Constitution modifier (minimum of 1) if you have no more than half of your hit points left.

Beastly Precision You gain a bonus to melee attack rolls made with your unarmed strikes equal to half of your proficiency bonus (rounded down).

Shapeshifting Mastery

Beginning at 14th level, you've honed your willpower to better resist the violent urges of your lycanthropic heritage. Whenever you make a Wisdom saving throw to maintain control of your hybrid form, you do so with advantage.

In addition, your hybrid form gains the Cursed Howl feature.

Cursed Howl. As an action, you howl to any number of creatures within 30 feet, chilling their blood and stunning them with fear. Any of the target creatures that can hear you must succeed on a Wisdom saving throw (DC equal to 8 + proficiency bonus + Charisma modifier) or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned until the end of your next turn instead. A creature that succceeds on this saving throw is immune to this feature for the next 24 hours.

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CHARACTER OPTIONS | PATH OF THE PACK

Cleric

Winter Domain

Auril's clerics wear ice white robes with blue trim, and are easily identified by the dire warnings they proclaim of the wrath of Auril come the winter. They have also been known to cast many of the cold based wizard spells.

Winter Domain Features
Crelic Level Feature
1st Domain Spells, Bonus Proficiencies, Acolyte of Winter
2nd Channel Divinity: Remorseless Chill
6th Icebound Fortitude
8th Divine Strike (1d8)
14th Divine Strike (2d8)
17th Avatar of Winter

Domain Spells

You gain domain spells at the cleric levels listed in the Winter Domain Spells table. See the Divine Domain class feature for how domain spells work.

Winter Domain Spells

Cleric Level Spells
1st armor of agathys, ice knife
3rd gust of wind, snilloc's snowball swarm
5th sleet storm, wind wall
7th ice storm, watery sphere
9th cone of cold, control winds

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons and the Survival skill.

Acolyte of Winter

Also at 1st level, you learn either the frostbite or ray of frost cantrips if you don't already know them. It counts as a Cleric cantrip for you.

Design Note

Some of the content was taken from the Tundra Domain designed by user F3r4lCanadian and Winter Domain designed by user MarcSharma of reddit.


Art

Thrall, Deathseer by Jerry Mascho


In addition, whenever you make a Wisdom (Survival) check related to cold environments, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Channel Divinity: Remorseless Chill

Starting at 2nd level, when attacked by a creature you can see within 30 feet of you, you can use your reaction to chill the attacker. The attacker must make a Constitution saving throw. Their movement speed is reduced to 0 and they can not take reactions until the start of their next turn on a failed save, or their movement speed is halved on a successful one.

Creatures with immunity to cold damage are not affected by this ability, and a creature with resistance to cold damage makes their saving throws with advantage.

Icebound Fortitude

Starting at 6th level, you can use your Remorseless Chill feature when a creature you can see within 30 feet of you attacks a creature other than you.

In addition, you gain resistance to cold damage.

Divine Strike

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

Avatar of Winter

At 17th level, you can use your bonus action to cast the investiture of ice spell without expending a spell slot.

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

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CHARACTER OPTIONS | WINTER DOMAIN

Fighter

Dragon Knight

Dragon Knights, an ancient order who once devoted their lives to protecting the eggs of dragons. These warriors would lay down their lives in exchange for the dragon to watch over their people, but with the dwindling numbers of the dragons, this order simply faded into history. Occasionally a mortal might become a Dragon Knight by raising a dragon.

Draconic Knowledge

Beginning with this archetype at 3rd level, Choose one type of Dragon from the Draconic Ancestry table (PHB p.34). You have Resistance to the damage type associated with this choice.

In addition, you learn to speak, read, and write Draconic.

Breath Weapon

Starting at 7th level, you can use your action to exhale destructive energy. Your chosen draconic knowledge type determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic knowledge choice. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 4d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 6d6 at 18th level.

After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.

Frightful Presense

At 10th level, as an action, you roar to any number of creatures within 30 feet, chilling their blood and stunning them with fear. Any of the target creatures that can see you must succeed on a Wisdom saving throw (DC equal to 8 + proficiency bonus + Wisdom modifier) or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned until the end of your next turn instead. A creature that succceeds on this saving throw is immune to this feature for the next 24 hours.


Art

Dragon Knight by ji zhang


Draconic Fury

Starting at 15th level, as a bonus action, you can sprout draconic wings for up to 10 minutes. With your wings, you have a flying speed of 30 feet.

In addition, you can beat your wings together as an action. Each creature within 10 feet of you must succeed on a Dexterity saving throw (DC equal to 8 + proficiency bonus + Strength modifier) or take 4d6 bludgeoning damage and be knocked prone, and half as much damage on a successful one. The damage increases to 6d6 at 18th level.

Draconic Transformation

At 18th level, you can use your action to transform into a dragon of your chosen draconic knowledge type, or back into your humanoid form, otherwise the transformation lasts for 1 minute, or until you drop to 0 hit points or die. Your game statistics are replaced by the statistics of a young dragon of that type, but you retain your alignment, and Intelligence, Wisdom, and Charisma scores.

You assume the hit points of the young dragon, and when you revert to your humanoid form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your humanoid form. As long as the excess damage doesn’t reduce your humanoid form to 0 hit points, you are not knocked unconscious.

While transformed, you are limited in the actions you can perform by the nature of your young dragon form, and you can’t speak or cast spells. Your gear melds into your young dragon form. You can’t activate, wield, or otherwise benefit from any of your equipment.

After you use this feature, you can't use it again until you finish a long rest and you suffer one level of exhaustion.

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CHARACTER OPTIONS | DRAGON KNIGHT

Paladin

Death Knight

These defenders are often created by powerful lich's to watch over and protect them. Some manage to gain back there freedom, either there master was destroyed and the control they had over them was lost or they became more powerful themselves and broke free the shackles that held them thrall. However they gained there freedom, the have little solace in the life of the living but respect the virtue of a life unbound. They can often be found as guardians of those undead that choose to do good again in there second life.

Death Knight Spells

Paladin Level Spells
3rd hellish rebuke, inflict wounds
5th crown of madness, darkness
9th animate dead, bestow curse
13th blight, confusion
17th contagion, dominate person

Life among the Undying

Beginning with this oath at 3rd level, you gain the following changes to your paladin features and spells:

Divine Smite Your divine smite and improved divine smite paladin features now deal necrotic damage instead of radiant damage.

Lay on Hands Your lay on hands paladin feature now only affects yourself and undead.

Undead Steed Your find steed and find greater steed spells always take the form of an undead creature.

Channel Divinity

Upon choosing this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Control Undead. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.


Design Note

This is a conversion from the Oathbreaker subclass (DMG p.97) to make it more playable as a Player Character.


Art

Uther of the Ebon Blade by James Ryman


Dreadful Aspect. As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you against your spell save DC. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

Aura of Unyielding

Starting at 7th level, you and friendly creatures within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of 1).

At 18th level, the range of this aura increases to 30 feet and control an additional one creature.

Supernatural Resistance

At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage.

Dread Lord

At 20th level, you can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4dl0 psychic damage. Additionally, you and creatures you choose in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. You make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.

After you use this feature, you can't use it again until you finish a long rest.

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CHARACTER OPTIONS | DEATH KNIGHTT

Warlock

Vampire Lord

Most of a vampire's victims become vampire spawn - ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. Few vampires are willing to relinquish their control in this manner but your patron is willing to give but a taste of it's power to you.

Expanded Spell List

The Vampire Lord lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Vampire Lord Expanded Spells
Spell Level Spells
1st false life, fog cloud
2nd darkness, suggestion
3rd animate dead, nondetection
4th compulsion, greater invisibility
5th dominate person, hallow

Bloodthirst

Starting at 1st level, you have acquired a taste for blood and your vampiric abilities awaken. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You regain hit points equal to the amount of damage dealt.

Your bite damage die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 18th level.

Nightstalker

Beginning at 6th level, you gain the Spider Climb and Vampiric Regeneration features.

Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampiric Regeneration. At the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of 1) if you have no more than half of your hit points left. You cannot use this feature if you are in direct sunlight.


Art

Bloodline Keeper by Jason Chan


Shapechanger

Starting at 10th level, You can use your action to transform into a bat, or back into your humanoid form, otherwise the transformation lasts for a number of hours equal to half your warlock level (rounded down), or until you drop to 0 hit points or die. Your game statistics are replaced by the statistics of a bat, but you retain your alignment, and Intelligence, Wisdom, and Charisma scores.

You assume the hit points of a bat, and when you revert to your humanoid form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your humanoid form. As long as the excess damage doesn’t reduce your humanoid form to 0 hit points, you are not knocked unconscious.

While transformed, you are limited in the actions you can perform by the nature of your bat form, and you can’t speak or cast spells. Your gear melds into your bat form. You can’t activate, wield, or otherwise benefit from any of your equipment.

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

Vampiric Charm

At 14th level, you gain the ability to infect a humanoid’s mind with the vampiric magic of your patron. You can use your action to target one humanoid you can see within 30 feet. If the target can see you, the target must succeed on a Wisdom saving throw or be charmed by you.

The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack.

Each time you or your allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you fall unconscious, drop to 0 hit points, or die, is on a different plane of existence than the target, or take a bonus action to end the effect.

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CHARACTER OPTIONS | VAMPIRE LORD

Wizard

School of Chronomancy

You focus manipulating time to your advantage. Being able to travel back or forward through time is everyone’s wish; you live a small reality of that. Your ability to understand time helps avoid many dangers and at times, make people wonder. Some chronomancers seek the knowledge to go back in time and fix errors, or try and save a life. Others are driven to go into the future and learn of an enemy's mistake, or find a clue to their own puzzles of the future. Most of the time, chronomancers use what they have for their goals, content with not pushing the limits.

School of Chronomancy Features
Wizard Level Feature
2nd No Time To Waste
6th Temporal Influence
10th Time Trap
14th Timewalker

No Time To Waste

Beginning when you select this school at 2nd level, you can prepare one additional spell at the start of each long rest. The number of additional prepared spells increases by one at 6th level, 11th level and 18th level.

In addition, you gain proficiency in the History skill if you don't already have it.

Temporal Influence

Starting at 6th level, your abilities allow you to begin to perceive future threats. You gain the Chrono Sense and Fast Forward features.


Art

Time Walk by Chris Rahn


Chrono Sense. You add your Intelligence modifier to initiative rolls and you can't be surprised while you are conscious.

In addition, you have advantage on Dexterity savings throws.

Fast Forward. When you make a Dash action, your movement speed is doubled.

Time Trap

Beginning at 10th level, you can use an action to target one creature you can see within 60 feet. The target must succeed on a Wisdom saving throw or become paralyzed as they are frozen in time.

At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

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

Timewalker

Starting at 14th level, as a reaction, when you are hit by an attack or fail a saving throw, you can step forward in time and negate the triggering action. You immediately disappear and reappear in an unoccupied space of your choice that you can see within 30 feet of the space you vanished from. You must be physically able to make the movement as you will travel while time has stopped.

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

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CHARACTER OPTIONS | SCHOOL OF CHRONOMANCY

Backgrounds

Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world.

Slave

For some significant portion of your life, you have been someone else's property. This part of your life happened either by abduction, as punishment for a crime, sworn to a debt of life, or you were born into it. How did you become a slave? Are you a slave or a freeman? Who was your master and where are they? What were the conditions of your slavery? What did you do as a slave? Were you treated well, or were you abused? How much privilege or freedom did you experience, and was this granted to you, or taken by you? How would you treat your master after your servitude? Can you ever really leave your background behind you? Do you really even need to escape, or will you remain a slave for the rest of your journey? Do you have the willpower to create slavery-free actions, or has your background tainted your history and the actions that you can take later in your career? What would you do with your slaves?

FEATS

Feats

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

Call to the Moon

Prerequisite: Shifter

You manifest sharpen teeth and claws and learn to to unlock your lycanthropic heritage. You gain the following benefit:

  • You can use your action to transform into a dire wolf, or back into your humanoid form. While transformed, your game statistics are replaced by the statistics of the creature, but you retain your alignment, any languages, personality, and Intelligence, Wisdom, and Charisma scores. As well as gaining temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. You can't cast spells, and can't speak. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell that you’ve already cast. You retain the benefit of any features from your class, race, or other source and can use them if your form is physically capable of doing so. Any equipment you are wearing or carrying merges into your form and has no effect until you leave this form. After you use this trait, you can't use it again until you finish a short or long rest.

FEATS

Magic Items

Magic items are presented in alphabetical. A magic item's description gives the item's name, its category, its rarity, and its magical properties.

Guruthos, The Shadow of Death

Weapon (greatsword), legendary (requires attunement)

Trapped within an icy tomb, the blade was crafted by Orcus for the purpose of containing and controlling the spirit of a powerful necromancer that he could not dominate. The name of that necromancer has been forgotten over time but his dark soul still lives on within the sword.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

Frozen Soul When you hit with an attack using this greatsword, the target takes an extra 2d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional lO feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you.

Command Undead. You can cast the animate dead spell as a 7th-level spell . This property can be used no more than once per 24 hours.

Sentience. Guruthos is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Guruthos also understands every language you know.

Personality. Guruthos speaks with an imperious tone, as though accustomed to being obeyed. The sword's purpose is to destroy life. It doesn't care whose life it takes, including the wielder's. Guruthos hunger's for the destruction of life must be regularly fed. If the sword goes three days or more without taking a life, a conflict between it and its wielder occurs at the next sunset.

Moon Blade

Weapon (any sword), very rare (requires attunement)

When you hit with an attack using this magic sword, the target takes an extra 1d6 radiant damage. In addition, a shapechanger instantly reverts to its original form and can't assume a different form for 1 minute.

At night, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.


Ring of the Moon Chosen

Ring, very rare (requires attunement)

While wearing this ring and under the effects of the curse of lycanthropy, you retain your normal alignment and personality while in beast or hybrid form (even during a full moon phase).

Talisman of Selûne

Wondrous item, rare (requires attunement)

While wearing this talisman, you gain a +2 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered magical.

MAGIC ITEMS

Monsters


Faerithil, the First Wolf

Faerithil lived his life humbly as a simple farming man who toiled the soil and loved his family. One night, under the waning of a full moon, maurauders burnt down his home and murdered his family. Howling to the moon and cursing Selûne, Faerithil asked for the power for revenge. Selûne came to him and granted his request. His body changed to a large lupine monstrosity. Selûne said to him "You now have what your burning heart desires, but forever you will be bound to the waxing and waning of the moon ". Faerithil, in his bloodlust hunted down the maurauder party but the fire burning inside him could never be satisfied and he continues to hunt under the light of the full moon.

Faerithil is worshipped as the first werewolf and all lupine lineage is said to have come from him. So powerful is his gaze, it may control the beasts whereever he may travel.

















Art

Ulrich's Kindred by Josu Hernaiz



Faerithil, the First Wolf

Huge monstrosity, Chaotic nuetral


  • Armor Class 18 (natural armor)
  • Hit Points 247 (26d12+78)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 17 (+3) 10 (+0) 14 (+2) 12 (+1)

  • Saving Throws Str +13, Dex + 10, Wis +8
  • Skills Perception + 8, Sealth + 10
  • Damage Resistance Bludgeoning, Piercing Slashing from non-silvered weapons and nonmagical attacks, Fire
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 120 Ft., passive Perception 16
  • Languages Sylvan
  • Challenge 17 (18,000 XP)

Magic Resistance. Faerithil has advantage on saving throws against spells and other magical effects.

Regenartion. Faerithil regains 20 hit points at the start of his turn if he has at least 1 hit point. When he is hit by a creature with a weapon Attack from a Silvered weapon, this trait doesn’t function at the start of his next turn.

Pack Tactics. Faerithil has advantage on attack rolls against a creature if at least one of Faerithil’s allies is within 5 feet of the creature and isn't incapacitated.

Keen Hearing and Smell. Faerithil has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Aggressive. As a Bonus Action, Faerithil can move up to its speed toward a hostile creature that it can see.

Innate Spellcasting. Faerithil is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16). Faerithil can innately cast the following Spells, requiring no material or somantic components:

1st level (4 slots): Beast bond, Hunter's Mark, Longstrider, Speak with Animals

2nd level (3 slots): Animal Messenger, Beast Sense, Pass without Trace

3rd level (3 slots): Conjure Animals, Nondetection, Dispel Magic

Actions

Multiattack Faerithil makes three attacks: one with its bite and two with its claws.

Bite Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (3d12 + 7) piercing damage plus 13 (3d8) poison damage, or half poison damage with a successful DC 17 Constitution saving throw. If the target is a creature, Faerithil can grapple it (escape DC 23).

Claw Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Alpha Prime (1/day). Faerithil magically calls 3d6 wolves or 1d8 dire wolves. The called creatures arrive in 1d4 rounds, acting as allies of Faerithil and obeying his spoken commands. The beasts remain for 1 hour, until Faerithil dies, or until he dismisses them as a bonus action.

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MONSTERS

Shadow Wolf

Servants of dark masters, Shadow Wolves are bad omens. Tortured beasts in life, upon death they are consumed by evil magic and become ethereal. They are often summoned in packs to scout and hunt prey before their master approaches and takes the final death blow.


Shadow Wolf

Medium undead, chaotic evil


  • Armor Class 12
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3, Stealth + 4
  • Senses passive Perception 13
  • Languages -
  • Challenge 1/4 (50 XP)

Pack Tactics. The shadow wolf has advantage on attack rolls against a creature if at least one of the shadow wolf’s allies is within 5 feet of the creature and isn't incapacitated.

Keen Hearing and Smell. The shadow wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Shadow Blend. While in dim light or darkness, the shadow wolf can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow wolf uses a bonus action to end it or until the shadow wolf attacks, is in bright light. or is incapacitated.

Sunlight Weakness. While in bright light created by sunlight, the shadow wolf has disadvantage on attack rolls, ablity checks, and saving throws.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


Skeletal Wizard

An apprentice in a previous life whose potent magic remained amongst their body after meeting a greusome demise.


Skeletal Wizard

Medium undead, lawful evil


  • Armor Class 13 (armor scraps)
  • Hit Points 28 (4d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 14 (+2) 15 (+2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60ft., passive Perception 8
  • Languages understands all languages it knew in life.
  • Challenge 2 (450 XP)

Innate Spellcasting. The skeletal wizard is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): Chill Touch, Mage Hand, Minor Illusion

1st level (4 slots): False Life, Mage Armor, Magic Missle, Ray of Sickness

2nd level (3 slots): Blindness/Deafness, Mirror Image , Phantasmal Force

Magic Resistance. The skeletal wizard has advantage on saving throws against spells and other magical effects.

Actions

Quarterstaff. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit: 1 (1d6-2) bludgeoning damage, or 2 (1d8-2) bludgeoning damage if wielded with two hands.

MONSTERS

Spells

Spell List

This chapter describes some additional spells in the worlds of Dungeons & Dragons. The chapter begins with the spell lists of the spellcasting classes. The remainder contains spell descriptions, presented in alphabetical order by the name of the spell.

Druid

2nd Level

Lightning Shield

3rd Level

Feral Impulse

Ranger

3rd Level

Feral Impulse

Sorcerer

1st Level

Drain Life

2nd Level

Lightning Shield

Warlock

1st Level

Drain Life

3rd Level

Ethereal Strike

Wizard

1st Level

Drain Life

2nd Level

Lightning Shield


Spell Descriptions

The spells are presented in alphabetical order.

Drain Life

1st-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V S
  • Duration: Concentration, up to 1 minute

Green tendrels unleash from your fingers and lash over a creature of your choice within range. Make a ranged spell Attack against the target. On a hit, the target takes 1d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the Attack again on each of your turns as an action.

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

Ethereal Strike

3rd-level Conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

A darkness surrounds your body, you Teleport up to 30 feet to an unoccupied space next to a creature that you can see. You make a melee attack against that creature.

Feral Impulse

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (fur or a feather from a beast)
  • Duration: Concentration, up to 1 minute

Your animalistic symbiosis with the wilds gives you and others enhanced hunting capabilities. For the duration, each creature you choose within 30 feet of you (including you) has advantage on all Strength based attack rolls.

Lightning Shield

2nd-level Evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, M
  • Duration: Concentration, up to 1 minute

Lightning begins to crackle around your body and protects you. Creatures that make a melee attack against you take 2d6 Lightning damage in return.

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

SPELLS

Delve deep into the world of Dungeons and Dragons and discover what lies through the veil