Awakened Undead

Death comes for all things in a near-infinite variety of ways. So, too, are there many reasons that the dead might return from the grave. Directly-applied necromancy, cursed lands, and unfinished business are a few, but all leave the newly-undead soul with a mere semblance of the life it had before.

Typically having no lands, undead with an awakened sense of self are usually perpetual foreigners, wanders in a land and often a time not their own. Most cultures carry within them an instinctual fear of death and the dead, and many associate necromancy specifically with dark tidings. This forms a wall of (often well-earned) prejudice and hatred that sentient undead find themselves up against, and many undead choose to hide their necrotic natures behind clothes, masks, and pungent perfumes when journeying into civilization.

Undeath is effectively immortality, a strong reason why many mortal spellcasters of a certain moral bend consider it a viable alternative to actually dying. Still, it is not immortality without a price---senses and emotions dull, food and drink no longer have taste, and often an undead state comes alongside a subvervience of will and unthinkable toil beneath a master who likely does not have the world's best intentions at heart.

Some undead are born into freedom, while others earn it or have it thrust upon them. Regardless, all undead that have freedom greatly cherish it, as the reminders of what could easily happen abound throughout history. Many consider it their sacred duty to free other mindless undead, or simply to dispath them wherever they may be found. The reasoning is straightforward enough: a final rest awarded to all mortals is greatly preferential to eternal slavery.

For many awakened undead, the past is a distant homeland to which they may never return, some barely remember the life they lost, while others have forgotten all but the names and faces they once knew. The anguish of this loss is enough to drive many mad, but others use this rage and pain as a source of power and drive, carrying them further down the dark road of revenge.

Frequently, entire countries, customs, and cultures an undead may be familiar with no longer exist, and the sentient dead behaves or speaks in an antiquated fashion because of this. It may be even more difficult than usual for such undead to relate to more modern mortals, and typically these undead leverage what companions they may have to bridge this epoch-long communication gap.



Blurps for this race taken from: Awakened Undead

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Awakened Undead Names

Many undead that awaken into sentience prefer to keep the names they held in their mortal lives. For others, their mortal names are forgotten or have lost meaning. These undead often adopt nicknames given to them by their former masters or present companions.

Names. Auger, Bane, Carver, Deadmills, Drudge, Grres, Leenstein, Marrow, Minion, Mort, Pale, Rattles, Raven, Ro-gurr, Rook, Rotface, Skully, Walker, White

Awakened Undead Traits

Your pixie character has the following racial traits.

Type. You are an Undead type creature.

Age. You do not age.

Size. Awakened undead have the anatomy of their previous race, but usually weigh a lot less. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Undead Immunities. You are immune to disease, poison damage, and the poisoned condition.

Undead Nature. You don’t need to sleep, and magic can’t put you to sleep. Instead, you enter an inactive state for 4 hours a day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. You also don't need air to breathe.

Necrotic Healing When a healing spell or magical effect is used on you, you take damage instead of regaining hit points. Whenever you take necrotic damage, you regain that number of hit points instead. When the use of this trait is up for debate, whether it applies is decided by DM's discretion.

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

Subrace. There are many different undead, presented here are revenant and skeleton. Pick one to determine your subrace.

Revenant

When a brutal murder or an atrocious crime slays an innocent soul endowed with sufficient willpower, there are rare occasions where the victim refuses to stand by and stay dead. You were created not at the whim of a mortal spellcaster. Rather, when you were slain either a god of death, vengeance, or justice, or you yourself, took enough umbrage at the death to raise you from the grave, typically at least a full day (though sometimes up to centuries, if the revenge is still relevant) after your death occurred. Born again out of an undying thirst for vengeance, you will not rest until the wrongs surrounding your death have been righted. Though you superficially appear similar to a zombie, complete with tattered flesh and scattered decay, your eyes gleam with an intelligent intent, a burning passionate fury that will press through all in your way.

CHAPTER 2 | ADDITIONAL RACES

Revenant Traits

Your revenant character has the following racial traits.

Alignment. Due to the strenuous circumstances that come with being undead, many zombies are evil.

Armor of Flesh. Your flesh can be ripped and torn without much effect. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level.

Undead Fortitude. 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 trait if you are reduced to 0 hit points by radiant damage or by a critical hit.

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

Skeleton

An animated figure made of dry bones devoid of flesh and muscle, you were likely raised by a necromancer or dark, supernatural curse as a simple minion, completely without will or self-knowledge. Something changed, however; perhaps your master was slain, the land cleansed, or you merely awoke one day to fragmented memories of your previous life. Whatever the case, possessed of a fragmented sense of self and newfound purpose, you struck out into the wider world to find a new destiny.

Skeleton Traits

Your skeleton character has the following racial traits.

Alignment. Mindless skeletons follow orders blindly, so awakened ones are inclined toward lawfulness. Due to the strenuous circumstances that come with being undead, many skeletons are evil.

Bone Pile. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. If you do, you reduce yourself to a pile of bones, render yourself prone, and are in a state that is indistinguishable from death. While in this state, you are unable to move, take reactions, or take actions other than using an action to end this effect.

You can’t use this feature again until you finish a long rest.

Bone to Pick. When one of your hands is free (not including equipped shields), you can use your bonus action to remove a rib or similar bone from yourself. Your bone is a melee weapon that you have proficiency with, and it has the finesse property. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier. Removed bones may be re-attached by using another bonus action.

Skeletal Features. You have resistance to piercing and slashing damage, and vulnerability to bludgeoning damage.

Demigod

While most people exist complacently somewhere between good and evil, content to putter along in their dull lives exhibiting neither great heroism nor dastardly villainy, a demigod is never ordinary. They are destined to become figures of legend. The tales of individual demigods are told in tales throughout time, that is their history.

Demigod Names

Demigods use the same naming conventions as the native culture they were born into. A demigod born into and brought up in Celestia would have a very different name to one


brought up within a humble house in Waterdeep. Here of some names of well-known demigods:

Male Names. Achilles, Arcas, Belus, Damien, Chiron, Glaucon, Hercules, Odysseus, Perseus, Theseus

Female Names. Diana, Elizabeth, Harmonia, Helen, Ino, Semele, Thyone, Tityas, Zetus

Demigod Traits

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Level Adjustment. Demigods are extremely powerful beings on their own, so if you are going to use them in a campaign with other races, a level adjustment is necessary. Players should discuss with their DM how much to reduce their character level by, the recommendation is 3, so a level 6 party would include a level 3 demigod.

Age. Although demigods reach physical maturity at about the same age as humans, they don't reached their peak physical form until they've reached 30 years old. At this point, the appearance of a demigod is unaffected by its age until its death. In order to be accepted as a fully fledged demigod, typically you must reach the age of at least 150 years old. Most demigods eventually die naturally between the ages of 800 and 1,200 years old.

Alignment. Demigods don't always match their parents exactly, tending to be more rebellious. They 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, so they are more often good than not. Children of evil gods are an exception; their exile from society from birth makes them vicious and dangerous.

Size. Demigods range from 5 feet to well over 6 feet tall and have muscular builds. Your size is Medium.

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

Speed. Your base walking speed is 40 feet.

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

Godly Strength. You gain a bonus on Strength checks and Strength saving throws equal to your proficiency bonus.

Godly Protection. You have resistance to bludgeoning, piercing, and slashing damage. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. When you are wearing armor, you gain a +1 bonus to your AC.

Divine Intervention. Whenever you make an attack roll, an ability check, or a saving throw, you can reach into yourself and harness your natural divinity. Roll an additional d20. You can choose to activate this ability after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend activate this ability when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.

Once you use this ability, you must finish a long rest before you can use it again.

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

Subrace. There are 18 different domains a demigod's parent could have, ranging from: Luck to War, Life to Undead, Sea to Sky, etc. Pick one to determine your subrace.

CHAPTER 2 | ADDITIONAL RACES

Beauty

The appearance of a demigod of beauty is much greater a sight than many see in their lifetime.

Child of Love. When a creature within 30ft of you makes a saving throw against being charmed by you can use your reaction to impose disadvantage on that saving throw.

Once you use this feature, you must finish a short or long rest before you can use it again.

Compelling Beauty. As a bonus action, creatures within 30 feet of you must make a Charisma saving throw. If a creature fails, it is charmed and must use its movement to move closer to you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Once you use this ability, you must finish a long rest before you can use it again.

Natural Guile. You have proficiency in the Deception and Persuasion skills.

Beauty of Magic. You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell once per day. When you reach 5th level, you can also cast the enthrall spell once per day. Charisma is your spellcasting ability for these spells.

Knowledge

Demigods of knowledge are known for their strategic minds.

Child of Wisdom. Choose a skill, a tool, and a skill proficiency. You have proficiency in the skill and tool of your choice. In addition, you have Expertise in the skill proficiency of your choice (must be different from the skill you gained from this trait), which means: your proficiency bonus is doubled for any ability check you make using that skill.

Wit Without Measure. You have advantage on Intelligence checks and Intelligence saving throws.

Ancient Knowledge. You know the guidance cantrip. When you reach 3rd level, you can cast the comprehend languages spell once per day. When you reach 5th level, choose one 2nd-level spell from the wizard spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.

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Life

Often, the most defining characteristic of a demigod of life is their kindness.

Child of Life. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your Wisdom modifier.

Refute Death. When an ally within 30ft of you makes a death saving throw, you can use your reaction to cause that ally to automatically succeed on that saving throw.

Once you use this ability, you must finish a long rest before you can use it again.

White Magic. You know the spare the dying cantrip. When you reach 3rd level, choose either cure wounds or healing word. You learn the spell of your choice and can cast it once per day. When you reach 5th level, you can also cast the prayer of healing spell once per day. Wisdom is your spellcasting ability for these spells.

Luck

Fate is on the side of demigods of luck, and they usually need it, sometimes taking their divine luck for granted.

Child of Luck. You can activate this ability to roll 1d6 and add the number rolled to one attack roll, an ability check, or a saving throw. You wait until after you roll the d20 before deciding to use this ability, but must decide before the DM says whether the roll succeeds or fails.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Asuspicious Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Once you use this ability, you must finish a short or long rest before you can use it again.

Favored Attack. When you hit with an attack, you can treat that attack as a critical roll.

Once you use this ability, you must finish a long rest before you can use it again.

Prosperous Life. When you find treasure or sell goods, you receive an additional amount of treasure or gold equal to one-third the value of the treasure or the goods. This trait only applies to treasure once (Ex: you find a painting worth 100gp, so this trait makes it worth 133gp---if you sell it, it is still worth 133gp).

CHAPTER 2 | ADDITIONAL RACES

Madness

Hedonistic to the core, demigods of madness love to cause trouble, but they also love to have fun.

Child of Madness. You automatically succeed on Constitution checks and Constitution saving throws caused by drinking alcohol. You are immune to poison damage and the poisoned condition. You have advantage on saving throws to be charmed or frightened.

Party Starter. If you are in a public, social, or populated area, you can make a Charisma check to try to start a party. The DC is determined using the DM's discretion, and if you succeed you have advantage on all Charisma checks directed toward anyone engaging in the party for 4 hours. When the party ends, the creatures realize that you used magic to influence their moods and they become hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

Naturally Lively. You have proficiency in the Acrobatics and Persuasion skills.

Festival Magic. You know the create bonfire and dancing lights cantrips. When you reach 3rd level, you can cast the tasha's hideous laughter spell once per day. When you reach 5th level, you can also cast the crown of madness spell once per day. Charisma is your spellcasting ability for these spells.

Magic

Magical prodigies sometimes find they have a divine lineage linked to a god of magic. They tend to be overzealous compared to more learned wizards.

Child of the Arcane. You can cast the detect magic and mage armor spells on yourself at will, without expending a spell slot or material components. At creation, pick between Intelligence, Wisdom, or Charisma for your spellcasting ability for these spells.

Natural Magician. You have proficiency in the Arcana skill and advantage on Arcana checks.

Inherited Magic. You know one cantrip of your choice. When you reach 3rd level, you can cast the chromatic orb spell once per day. When you reach 5th level, you can cast the enhance ability spell once per day. When you reach 7th level, choose either counterspell or dispel magic. You learn the spell of your choice and can cast it once per day. The spellcasting ability for these spells is the same as the ability for Child of the Arcane.

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Music

Musical prodigies from birth, demigods of music often find themselves as guild masters of bardic colleges or leaders in the music industry.

Child of Music. As a bonus action, you can play a musical instrument to charm creatures within 30 feet of you if they have an Intelligence of 8 or less.

Devastating Notes. While playing a musical instrument, you can alter the course of a battle. As an action, all hostile creatures within 30 feet of you must make a Charisma saving throw. A creature that fails has disadvantage on attacks and saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this ability, you must finish a short or long rest before you can use it again.

Virtuoso. You have proficiency in the Performance skill and all musical instruments.

Power of Song. You know one cantrip: vicious mockery or word of radiance. Pick one 1st-level spell and one 2nd-level spell from the bard or the cleric spell list. When you reach 3rd level, you can cast the 1st-level spell once per day. When you reach 5th level, you can cast the 2nd-level spell once per day. Charisma is your spellcasting ability for these spells.

Protection

Honorable and just. Demigods of protection like to think of themselves as knightly protectors of all.

Child of Protection. At 1st level, your hit point maximum increases by 2 and increases by 2 again whenever you gain a level. You can take the Dodge action as a bonus action.

Experienced Defender. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You can use this ability a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a long rest. If you are wielding a shield, no uses are expended when you use this ability.

Well-Trained. You have proficiency in the Athletics skill,   all armor, and shields.

Ward Magic. You know the blade ward cantrip. When you reach 3rd level, you can cast the sanctuary spell once per day. When you reach 5th level, you can also cast the warding bond spell once per day. Charisma is your spellcasting ability for these spells.

CHAPTER 2 | ADDITIONAL RACES

Primordial

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Siege Monster. You deal double damage to objects and structures.

Primoridal Nature. You have resistance to a damage type associated with your primordial ancestry. Pick one from: acid, cold, fire, lightning or poison.

Gigantic Jumping. You have a jumping speed of 30 feet. This is a special type of movement that can be used for long jumps and high jumps.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (This stacks with powerful build trait from the demigod base race).

Tight Grip. You count as one size larger when determining whether you can grapple check a creature. A Medium size creature would be able to grapple a Huge creature.

Strong Arm. You have proficiency with boulders. To attack with a boulder, make a ranged attack using Strength for your attack and damage rolls. The boulder is treated as a thrown weapon with a range of 30/60 that deals a number of d10 equal to your proficiency bonus.

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Carry Capacity and Special Movement

The special type of movement (jumping speed) granted by Gigantic Jumping counts as movement like any of movement type, which means you can use the Dash action to increase it. You do not take fall damage during combat after using your movement to jump vertically.

Having the Powerful Build trait twice means your carry capacity would be equal to your Strength score x 60lbs, while your push/drag/lift max weight would be your Strength score x 120lbs.

CHAPTER 2 | ADDITIONAL RACES

Smithing

Fire and iron mixing together, wood shavings scattered on the floor, and interlocking stones are all things demigods that can be found near a demigod of creation.

Child of Creation. As an action, you create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your level, and the item must be Medium or smaller. The created item disappears after a number of hours equal to your proficiency bonus.

Once you use this ability, you must finish a long rest before you can use it again.

Child of the Forge. You have resistance to fire damage. You can conduct an hour—long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal Object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Master Craftsman. You have proficiency with carpenter's tools, cobbler's tools, mason's tools, and smith's tools. You have advantage on ability checks to use tools you are proficient with.

Sword Magic. You know the sword burst cantrip. Wisdom is your spellcasting ability for this spell.

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The Earth

Often personified, the earth is closely tied to life, making demigods of the earth like cousins to demigods of life.

Child of Nature. You can invoke primeval forces to ensnare a foe. As an action, you can cause thicket of vines and foliage to spring up in a 30-foot radius centered you. This area becomes difficult terrain for 1 minute.

As a bonus action, you can reach for a creature within the radius, attempting to wrap them in the plantlife. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and can no longer be targeted by the foliage.

Once you reach 5th level, the thicket also grows spikes and thorns. When a creature moves into or within the area, it takes 1d6 piercing damage for every 5 feet it travels.

Once you use this ability, you must finish a long rest before you can use it again.

Instinct. You have proficiency in the Nature skill.

Earth Manipulation. You learn the stoneshape and wall of stone spells. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast either spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.

Nature Magic. You know the druidcraft cantrip. When you reach 3rd level, you can cast the earth tremor spell once per day. When you reach 5th level, you can also cast the barkskin spell once per day. Wisdom is your spellcasting ability for these spells.

The Hunt

Often associated with the moon, demigods of the hunt typically work at night and sometimes believe in superstitutions about moon phases.

Child of the Hunt. You have advantage on Wisdom (Survival) checks to track enemies and can identify creature types based on tracks.

You learn the detect poison and disease spell and can cast it without expending a spell slot. Once you cast it, you must finish a short or long rest before you can cast it again.

Hunter's Eyes. Your darkvision has a radius of 180 feet.

Godly Precision. You gain a bonus to your attack and damage rolls with ranged weapons equal to 1d4.

Survivalist. You have proficiency in the Survival skill and all ranged weapons.

Arcane Hunting. You know the thorn whip cantrip. When you reach 3rd level, you can cast the hunter's mark spell once per day. When you reach 5th level, you can also cast the cordon of arrows spell once per day. Charisma is your spellcasting ability for these spells.

CHAPTER 2 | ADDITIONAL RACES

The Sea

Demigods of the sea sometimes view it as a prison, like they are less free than other demigods.

Child of the Sea. You have a swimming speed of 40 feet, and you can breathe air and water.

Caress of the Ocean. During combat, if you are at least halfway submerged in water the start of your turn, you regain a number of hit points equal to half your level, rounded down. If you reach 0 hit points, this benefit no longer applies.

If you have access to enough water to submerge yourself halfway during a short rest, you regain additional hit points equal to half your level, rounded down, for each Hit Die you roll.

Aqueous Magic. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell once per day. When you reach 5th level, you can also cast the tidal wave spell once per day. When you reach 7th level, you can also cast the control water spell once per day. Intelligence is your spellcasting ability for these spells.

The Sky

Arrogant like their parentage, many gods of the sky are at the height of the pantheon, passing that vanity to their children.

Child of the Sky. You gain resistance to lightning and thunder damage. Once you reach 5th level, you gain a flying speed of equal to your walking speed.

Lightning Wielder. While attacking with an unarmed strike, you gain a bonus to attack rolls equal to your proficiency bonus. When you hit a creature with a unarmed attack, you can cause the attack to deal extra lightning damage equal to your proficiency bonus.

You can make a ranged spell attack, using Charisma as your spellcasting ability. The attack has a range of 30/120 and deals 1d8 + your Charisma modifier lightning damage on a successful hit. The damage increases by 1d8 when you reach 3rd level and again at 5th level. Once you have used this attack, you must finish a short or long rest before you can use it again.

Wind Magic. You know the gust cantrip. Charisma is your spellcasting ability for this spell.

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The Sun

Shining but strained, many other demigods look to demigods of the sun for guidance, as if to light their wa

Child of the Sun. During the day, or if you are in daylight, your Strength, Dexterity, and Constitution scores increase by 2, to a maximum of 22, but during the night, your Strength, Dexterity, and Constitution scores decrease by 2.

Solar Burst. As an action, each creature in a 30ft-radius, centered on you, must make a Constitution saving throw. On a failed save, the creature takes 3d8 radiant damage and is blinded for 1 round. On a successful save, the creature takes half as much damage and isn’t blinded.

The damage increases by 1d8 when you reach 3rd level and again at 5th level. Once you have used this attack, you must finish a long rest before you can use it again.

Light Magic. You know the light cantrip. When you reach 3rd level, you can cast the guiding bolt spell once per day. When you reach 5th level, you can also cast the daylight spell once per day. Charisma is your spellcasting ability for these spells.

Travel

Demigods of travel desire to see everything that all the worlds have to offer.

Child of Travel. Your speed increases by 10 feet while you aren’t wearing heavy armor. When you reach 3rd level, you gain a swimming speed equal to your walking speed. When you reach 5th level, you gain a flying speed equal to your walking speed.

Fast Travel. You learn the teleport spell and can cast it without using a spell slot. Once you cast it, you must finish a long rest before you can cast it again. Wisdom is your spellcasting ability for this spell.

Messenger Magic. You know the message cantrip. When you reach 3rd level, you can cast the expeditious retreat spell once per day. When you reach 5th level, you can also cast the misty step spell once per day. Wisdom is your spellcasting ability for these spells.

CHAPTER 2 | ADDITIONAL RACES

Trickery

Hated among other demigods, demigods of trickery often live for themselves. Sometimes this leads them down a bad path.

Child of Shadows. You have advantage on Stealth checks and Dexterity checks to use thieves' tools.

Natural Thief. You have proficiency in the Deception, Sleight of Hand, and Stealth skills, as well as thieves' tools.

Mischief Magic. You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once per day. When you reach 5th level, choose a spell from the following list: darkness, invisibility, or silence. You learn the spell of your choice and can cast it once per day. Intelligence is your spellcasting ability for these spells.

Undead

The most evil of the demigods, the demigod of undead almost always ends up as a villain in legends told.

Child of Death. You gain resistance to necrotic damage. Your darkvision has a radius of 120 feet.

Undead Affinity. As a bonus action, you can summon two undead creatures (skeletons or zombies) that appear in unoccupied spaces that you can see within 60 feet of you.

Each creature disappears when it drops to 0 hit points or when you take a short or long rest. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures’ statistics. You can also summon a skeletal horse in place of two of the undead creatures you summon. The number of undead creatures you summon increases to three when you reach 3rd level and to four when you reach 5th level. Once you have used this ability, you must finish a short or long rest before you can use it again.

Death Magic. You know the toll the dead cantrip. When you reach 3rd level, you can cast the inflict wounds spell once per day. When you reach 5th level, choose either ray of enfeeblement or shadowblade. You learn the spell of your choice and can cast it once per day. At creation, pick between Intelligence or Charisma for your spellcasting ability for these spells.

War

Demigods of war typically think of themselves as better than other demigods because they can best them in combat.

Child of War. Your natural instincts in battle are so honed that you have advantage on initiative rolls. If you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn.

Aura of War. As a bonus action, you can extend an aura of war to a 30-foot radius, centered on you. Hostile creatures in the aura must make a Constitution saving throw. On a failed save, the creature is knocked prone and becomes frightened. You and your allies in the aura gain temporary hit points equal to your Strength modifier.

Once you have used this ability, you must finish a long rest before you can use it again.

Advantage of the Strong. You can use your Strength modifier instead of your Charisma modifier on all Charisma-based checks.

Blitzkrieg. As a bonus action, you can channel your strength to give yourself a temporary movement boost. Until the end of your next turn, your speed increases by 20 feet.

Once you have used this ability, you must finish a short or long rest before you can use it again.

Godly Precision. You gain a bonus to your attack and damage rolls with melee weapons equal to 1d4.

True Weapon Master. You have proficiency with all weapons and armor.


CHAPTER 2 | ADDITIONAL RACES

Deva

Deep in the recesses of memory, devas recall their original incarnation: immortal servants of good gods, bound to mortal flesh. For millennia, their souls are reborn to wage war against the forces of darkness. Most devas are fiercely committed to the cause of good, because they fear what they might become if they turn to evil: A deva whose soul becomes corrupted risks being reborn as a rakshasa. Devas do not have children. When a deva dies, his or her spirit is reincarnated in a new, adult body that appears in some sacred place, such as a mountain peak, a riverbank, or a desert oasis.

Devas do not have cities or societies of their own, and their numbers are so small that a deva can spend entire lifetimes without ever meeting another of his or her kind. They live among other races and, at least to some extent, adopt their ways. However, all devas still share some common cultural elements of dress, religion, and habits. Devas favor flowing clothes of fine silks, polished metal armor with winglike shoulder ornaments, and headdresses or helmets that suggest crowns or halos.

Deva Names

Deva always remember their first names.

Male Names. Adiah, Ansis, Ayab, Bavak, Beriah, Eben, Elyas, Galad, Gamal, Hiyal, Iannes, Kerem, Mahar, Marach, Mathas, Natan, Nehem, Oris, Raham, Ronen, Samel, Sered, Tavar, Vered, Zachar

Female Names. Abea, Adara, Asha, Chana, Danel, Darah, Davi, Elka, Eranah, Hania, Hava, Idria, Isa, Jael, Kana, Kayah, Lihi, Mahel, Marek, Noma, Navah, Paziah, Ravah, Riya, Sada, Shara, Tirah

Deva Traits

Your deva character has the following racial traits.

Age. Although deva reach physical maturity at about the same age as humans, the deva understanding of adulthood goes beyond physical growth to encompass worldly experience. A deva typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Alignment. Most deva are good, they have a better understanding of the bigger picture. They tend toward law as well, believing firmly in the benefits of a well-ordered society.

Size. Deva stand over six feet tall and weigh anywhere from 170 to 280 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Astral Majesty. You gain a +1 bonus to all saving throws.

Memory of a Thousand Lifetimes. When you make an attack roll, ability check, or saving throw, you can roll an additional d20. You can choose to use this ability after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

Once you have used this ability, you must finish a long rest before you can use it again.

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

Languages. You can speak, read, and write Common and two extra languages of your choice. You are able to learn languages you knew from previous lives much more easily.

Dhampir

The origin of dhampirs is still a point of debate and discussion among scholars. Some believe that they are result of relations between a human woman and a male vampire, while others speculate that they are born of women who are bitten by a vampire while pregnant. Still others believe that they are a unique race of humans who suffer from an unholy affliction of some sort. Whatever the truth might be, dhampirs have a very hard time reproducing themselves, and their progeny are always human.

Usually rejected and mistrusted for its lineage, a dhampir is rarely accepted into normal society. Most grow up as orphans, as few mothers survive birthing the young dhampir, and most have difficulty forming real relationships with others in spite of their unnatural charm and grace.

The nature of their race compels dhampir to hide in plain sight within other cultures, typically by passing themselves off as human nobles from distant lands. Endearing themselves to local rulers, dhampirs strive to attain a measure of power and wealth that reflects the status they believe they are deserving of. At the same time, however, dhampirs maintain a shadow society their own, engaging in vicious games of influence and power against their peers - and oblivious of the harm they might cause to the mortal folk caught in the crossfire. In their veiled society, dhampirs value those who prove themselves loyal to the race above al1 other laws. Those who break this bond are typically exjled - shunned by the dhampir society and forced to live in isolation among the common races. Some such dhampir take up lives of wandering that lead them to join adventuring groups. Others undergo a dark breakdown as a result of their solitude, turning into bloodthirsty killers that prey on the folk around them. Experience is everything. The dark ennui that threatens the dhampir is a fate many intend to avoid. If you are presented with the opportunity of a new experience, you take it without hesitation, typically before worrying about what reward or payment you hope to gain. The world is full of exotic places to visit and deadly monsters to fight. The constant flow of experience and the emotion that such experience brings - is what makes your life worth living.

Dhampir Names

Ardent, daring, grudging, jaded, impulsive, and passionate.

Male Names. Aurel, Bogdan, Cassius, Claudiu, Damien, Grigore, Luther, Mircea, Stelian

Female Names. Adela, Crina, Dawn, Elzeny, Iulia, Lenora, Lilith, Mirela, Miriam, Sanda

Dhampir Traits

Your dhampir character has the following racial traits.

Level Adjustment. Dhampir are powerful beings, so if you are going to use them in a campaign with other races, a level adjustment may be necessary. Players should discuss with their DM how much to reduce their character level by, the recommendation is 1.

Type. You are a Humanoid and an Undead.

Age. Although dhampir reach physical maturity at about the same age as humans. A dhampir typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

CHAPTER 2 | ADDITIONAL RACES

Alignment. Due to their vampiric heritage, dhampir are often evil. However, some dhampir reject their heritage, fighting against their own kind (chaotic good).

Size. Dhampir 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.

Superior Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.

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.

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

Blood Drain. When you hit a bite attack against a creature that is grappled, restrained, incapacitated, or willing, you can use this ability as a bonus action. The creature must make a Constitution saving throw, taking 3d6 necrotic damage on a failed save. You regain hit point equal to half the amount of necrotic damage dealt.

Regeneration. You gain the regeneration feat, see ch. 4: Feats, but you do not gain the benefits of this trait if you are in direct sunlight.

Vampiric Charm. When you reach 3rd level, you can cast the charm person spell once per day. Charisma is your spellcasting ability for this spell.

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

Dryad

Travelers entering a forest might catch a glimpse of a feminine form flitting through the trees. Warm laughter hangs on the air, drawing those who hear it deeper into the emerald shadows. Dryads act as guardians of their woodland residence. Shy and reclusive, they watch interlopers from the trees. A dryad struck by the beauty of a stranger might investigate more closely, perhaps even try to lure the individual away to be charmed. Dryads work with other sylvan creatures to defend their forests. Unicorns, treants, and satyrs live alongside them in addition to druids that share their devotion to the woods they call home.

You are accustomed to being in charge. Like nymphs, you are accomplished at using your beauty and power to sway mortals to your will. However, as a dryad, you have grown tired of using your powers for frivolous games, and are motivated now by a desire to protect and reshape your world. Although others might disregard your desires or dismiss them out of hand, you are used to being heeded. As such, those who ignore your wisdom or your advice also rouse your wrath. You are a fey creature wise and wild, a granddaughter of the skies and the seasons, and your concerns are more important than the trivial whims of mortals.

You are a stranger in the world. You never expected the world beyond your forest home to be so vast and wide. Everywhere you look, mortals have built up civilizations of wood and stone as monumental works of architecture. The ways of the other races are foreign to you, and often seem backward. As a result, the first lesson you learn is that you have so much more to learn. Though your fey nature leads you to be impetuous, you know you must compromise if you are to accomplish your goals. If you are to succeed, you will need to adjust to the strange customs and peoples of this place, enlisting their aid to your cause and goals.

Dryad Names

Dryads are a female only race.

Female Names. Aileia, Celindara, Eilonwy, Irinea, Lyrindel, Rhiana

Dryad Traits

Your dryad character has the following racial traits.

Age. Although dryads reach physical maturity at about the same age as humans, the dryads understanding of adulthood goes beyond physical growth to encompass worldly experience. A dryad typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Alignment. Dryads are inclined toward neutrality.

Size. You stand between 5 and 6 feet tall, and weigh between 120 and 180 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Fey Ancestry. You have advantage on saving throws against being charmed.

Tree Stride. Once on your turn, you can use 10 feet of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.

Fey Charm. When you reach 3rd level, you can cast the charm person spell once per day. Charisma is your spellcasting ability for this spell.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. 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 to influence them.

Dryad Magic. You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle spell once per day. When you reach 5th level, you can also cast the barkskin spell once per day. Wisdom is your spellcasting ability for these spells.

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

Elves

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

CHAPTER 2 | ADDITIONAL RACES

Moon Elf

Also called silver elves, moon elves are more tolerant and adventurous than elves of other sorts. In ancient times, the dissolution of their empires dispersed moon elves among other races, and since then they have traditionally gotten along well with their non-elf neighbors. They mingle with other people while their kin remain hidden in distant settlements and secluded strongholds.

Moon elves are sometimes seen as frivolous, especially by other elves. But it is the easygoing, fluid nature of their culture, philosophy, and personality that has enabled them to survive and flourish during and after tragic times in elven history. While communities of moon elves can be found, many moon elves live in the settlements of other races, staying for a few seasons or several decades before moving on. To a moon elf, home can be among the members of one's family, clan, or other friends and loved ones. Moon elves who temporarily take up residence in or near sun elf communities aren't shy about expressing the opinion that their kin need to be less serious. In turn, the sun elves pretend to be more annoyed by their moon elf neighbors than they truly are, provided that the moon elves' whims and adventuresome urges don't cause serious disruption.

Given that the moon elves usually move on before wearing out their welcome, such unrest rarely occurs. They have pale skin with a bluish tint. Their hair runs the gamut of human colors, and some moon elves have hair of silvery white or various shades of blue. Their eyes are blue or green and have gold flecks. Given the race's love of travel, exploration, and new experiences, many moon elves become adventurers, utilizing their talents for warfare, woodcraft, and wizardry in different measures.

Moon Elf Traits

Moon elves are the most care-free and well-traveled elves.

Skill Versatility. You gain proficiency in one skill of your choice from the following list: Deception, Investigate, Persuasion, and Stealth.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

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Sun Elf

As a sun elf, you have a keen mind and a mastery of at least the basics of magic. Sun elves are haughty and reclusive, believing themselves to be superior to non-elves and even other elves. Sun elves, also known as gold elves, have a reputation for being arrogant and self-important. Many of them believe they are Corellon's chosen people and that other races---even other elves---are subordinate to them in skill, significance, and sophistication.

Recalling and emphasizing the glorious aspects of their history, sun elves subscribe to the principle of "elven excellence"---no matter how interesting, exceptional, heroic, or noteworthy other races' accomplishments might be, there is an inherent superiority to all things elven. This attitude colors sun elves' relations with other elves, whom they see as diluted or diminished representatives of elven culture. Some sun elves reject this way of thinking, but it is common enough that when most folk see a sun elf, they see arrogance personified. Their haughty attitude can overshadow the fact that most sun elves are also tirelessly compassionate and thoughtful champions of good.

Sun elves have bronze skin. Their eyes are black, metallic gold, or metallic silver, and their hair is black, metallic copper, or golden blond. Sun elf culture and civilization is highly magical in nature, thanks to the race's many accomplished wizards, sages, and crafters. Not every sun elf is a skilled practitioner of the Art, but each one has at least a bit of inherent magic. Many sun elves mix magic with other art forms, which produces the complex dance of the bladesingers as well as the enchanting music of their bards and the meticulous craftwork of their artisans. Sun elf adventurers often bring a feeling of noblesse oblige to their profession: they venture out into the world to challenge its dangers because someone must, and who could be better suited?

Sun Elf Traits

Your sun elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

High Elven Magic. You know one cantrip of your choice from the wizard spell list. When you reach 3rd level, you can cast the detect magic spell once per day. Intellgence is your spellcasting ability for these spells.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

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

Gargoyle

The inanimate gargoyles that perch atop great buildings are inspired by these malevolent creatures of elemental earth that resemble grotesque, fiendish statues. A gargoyle lurks among masonry and ruins, as still as any stone sculpture, and delights in the terror it creates when it breaks from its suspended pose. Gargoyles cling to rocky cliffs and mountains, or roost on ledges in underground caves. They haunt city rooftops, perching vulture-like among the high stone arches and buttresses of castles and cathedrals. Able to maintain this state for years, a gargoyle makes an ideal sentry.

CHAPTER 2 | ADDITIONAL RACES

Statues carved into the likenesses of gargoyles appear in the architecture of countless cultures to frighten away trespassers. Although such sculptures are only decorative, real gargoyles can hide among them to ambush unsuspecting victims. Gargoyles are easily inspired by the cunning of an intelligent master. Gargoyles sometimes serve demons for their propensity for wanton chaos and destruction. Powerful evil spellcasters can also easily enlist a group of gargoyle guardians to keep watch over their gates and walls. Gargoyles have the patience and fortitude of stone, and will serve even the cruelest master for years without complaint.

As Ogremoch, the evil Prince of Elemental Earth, treads his stony realm, it leaves shards of broken rock in his wake. Imbued with slivers of sentience, these shards thrum with the essence of the elemental prince, growing over long years into vaguely humanoid rock formations that resolve at last into the hard, cruel shapes of gargoyles. Ogremoch doesn't create gargoyles deliberately, but they are a physical manifestation of his evil. Gargoyles are mockeries of the elemental air that Ogremoch despises. They are heavy creatures of living stone, yet capable of flight.

Gargoyle Names

Gargoyles usually have names similar to earth elementals.

Names. Alvaz, Azuruck, Ebabath, Gavekag, Glauvratt, Kemukuth, Khovuth, Kramag, Ojomod, Stogug

Gargoyle Traits

Your gargoyle character has the following racial traits.

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

Alignment. Their elemental heritage generally causes them to be evil, and because of their nature of servitude they are also inclined toward law and order, but not always.

Size. Gargoyles very greatly in size, standing from below 5 feet up to 7 feet tall. Because of their dense stone bodies, they can weigh from 200 to 500 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet, and you have a flying speed of 30 feet.

Stone Body. You have advantage on saving throws against poison, and you have resistance against poison damage.     You have immunity to petrification.

False Appearance. While the gargoyle remains motion-less, it is indistinguishable from an inanimate statue.

Living Construct. You don’t need to sleep, and magic can’t put you to sleep. Instead, you enter an inactive state for 4 hours a day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. You can hold your breath indefinitely.

Stone Resistance. As a bonus action, you can partial harden yourself for 1 minute, gaining resistance to bludgeoning, piercing, and slashing damage.

Once you have used this ability, you must finish a short or long rest before you can use it again.

Stone Durability. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

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

Genasi

Unlike other genasi, evil genasi are formed by the hands of evil elder elementals. They can also exist when a good genasi is so overwhelmed with dark emotions that it changes them.

Cinder Genasi

Created by Imix, cinder genasi are the evil contrast to fire genasi. Though they still carry with them a volatile mood, they do not act on their emotions as readily as their genasi counterparts. Instead they bury their emotions within, letting them fester until their hate finally explodes and their inner turmoil reveals itself physically. Their wild side is generally pent up within, but on the outside they give off a calm and confident vibe. Being more reserved actually means they have some similarities to earth genasi, the earth genasi that do end up becoming evil work well with cinder genasi.

Cinder Genasi Names

Cinder genasi usually have names similar to fire elementals.

Names. Ash, Brand, Scorch, Smoke

Cinder Genasi Traits

Your cinder genasi character has the following racial traits.

Alignment. Cinder genasi are almost always evil.

Fire Resistance. You have resistance to fire damage.

Ignite Hate. Starting at 3rd level, you can use your action to unleash the elemental energy within yourself, causing flames to radiate from you, pouring out of your eyes and mouth, threatening to char you from within.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take fire damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra fire damage equals your level.

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

Ignition Magic. You know the firebolt cantrip. When you reach 3rd level, you can cast the chromatic orb spell once per day, but you can only use the fire option. Constitution is your spellcasting ability for these spells.

CHAPTER 2 | ADDITIONAL RACES


Plague Genasi

Created by Ogremoch, plague genasi are the evil contrast to earth genasi. Almost completely opposite to the personality of earth genasi, plague genasi do not think anything through, often acting too hastily and too readily. They enjoy exerting their power over others and watching the effects of disease slowly infect their victims. Many plague genasi are sadists. Like air and fire genasi they revel in their apparent superiority to others, but their narcissistic tendencies go a step further, sometimes causing conflict with their allies when they flaunt too much or challenge the resolve of others.

Plague Genasi Names

Plague genasi usually have names similar to
evil earth elementals.

Names. Cough, Death, Demise, Sick, Sore

Plague Genasi Traits

Your plague genasi character has the following racial traits.

Alignment. Plague genasi are almost always evil.

Walk with the Diseased. The power Ogremoch has given you makes you immune to disease.

Plague Magic. You know the ray of sickness spell and can cast it once per day. When you reach 3rd level, you can cast the blindness/deafness spell once per day. When you reach 5th level, you can also cast the contagion spell once per day. Constitution is your spellcasting ability for these spells.

Storm Genasi

A mix of the two attributes of genasi, storm genasi typically have two different sides to their personalities. One side is embodied by the calm, confident decision making of the earth and water elements, while the other side is characterized by the rash and wild temperament of the air and fire genasi. The calm side comes out when storm genasi have to deal with critical situations or careful planning. The wild side comes out in times of leisure or emotional turmoil.


Storm genasi can be pranksters, enjoying the surprise they can give to others, but they don’t take surprise well themselves. Bad news that comes as a shock to them can send them into a spiraling fit of distress; they might become overly restless, while awake and at night. They can have white or purple skin.

Storm Genasi Names

Storm genasi have names unique to themselves.

Names. Cloud, Hail, Shock, Thunder

Storm Genasi Traits

Your storm genasi character has the following racial traits.

Alignment. Storm genasi are tempermental, being easily swayed toward either good or evil.

Storm Resistance. You have resistance to thunder and lightning damage.

Flash Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see.

Once you use this trait, you can't do so again until you finish a short or long rest.

Shock and Boom. You know the lightning lure cantrip. When you reach 3rd level, you can cast the thunderwave spell once per day. Constitution is your spellcasting ability for these spells.

Venom Genasi

Created by Olhydra, venom genasi are the evil contrast to water genasi. Their skin color is similar to water genasi, but that’s where the similarities end. Instead of the floating liquid form that the hair of water genasi, their hair and even parts of their extremities turn into a vaporous or gaseous state. While water genasi like to roam the seas freely, venom genasi find one place to settle, guarding it like a territorial viper. Their personalities are spiteful and sharp. Although it is difficult to find a venom genasi putting itself in a place of vulnerability, they will eventually somewhat warm up to their companions. This level of comfort that they may develop with their associates only comes after a long period of time where trust can be built up, and even then, a venom genasi doesn’t ever really view others as be worthy of self-sacrifice. They, like fire genasi, flaunt their believed superiority over others.

Venom Genasi Names

Venom genasi usually have names similar to
evil water elementals.

Names. Cobra, Poison, Scourge, Toxin

Venom Genasi Traits

Your venom genasi character has the following racial traits.

Alignment. Venom genasi are almost always evil.

Poison Immunity. You are immune to poison damage and the poisoned condition.

Poison Magic. You know the poison spray cantrip. When you reach 3rd level, you can cast the stinking cloud spell once per day. When you reach 5th level, you can cast the cloudkill spell once per day. Constitution is your spellcasting ability for these spells.

CHAPTER 2 | ADDITIONAL RACES

Void Genasi

Created by Yan-C-Bin, void genasi are the evil contrast to air genasi. Void genasi have a different view on air compared to most people. They view air as space or emptiness. Their personalities definitely reflect that opinion because they are not emotional beings at all, almost emotionless. They may seem like lonely people, but really they are just the embodiment of apathy. They could be surrounded by fun-loving, energetic companions and it wouldn’t effect their demeanor in any way. Always stoic and logical, they have a sort of nihilistic view of the world.

Void genasi are not afraid of death, in fact, they aren’t afraid of anything – fear is another emotion that they lack, or lack the need for. It is not that they aren’t driven, they are just so confident in themselves, along with their strong sense of fate/destiny they believe that whatever will happen will happen regardless of their actions; they don’t have a strong sense of free-will or agency. They would be good minions, except that they don’t feel the need to follow their leaders orders. In a sense they are whimsical, but in more of a calm, refined way. The desires aren’t great, but void genasi live according to the few things that may reach their way into their cold hearts.

Void Genasi Names

Void genasi usually have names similar to
evil air elementals.

Names. Broken, Empty, Space, Vast

Void Genasi Traits

Your void genasi character has the following racial traits.

Alignment. Void genasi are almost always evil.

Cold Resistance. You have resistance to cold damage.

Unbreathing. You can hold your breath indefinitely.

Embrace the Void. You know the chill touch cantrip. When you reach 3rd level, you can cast the darkness spell once per day. When you reach 5th level, you can cast the hunger of hadar spell once per day. Constitution is your spellcasting ability for these spells.

Pixie

Standing barely a foot tall, pixies resemble diminutive elves with gossamer wings like those of dragonflies or butterflies, bright as the clear dawn and as luminous as the full moonrise. Curious as cats and shy as deer, pixies go where they please. They like to spy on other creatures and can barely contain their excitement around them. The urge to introduce themselves is almost overwhelming; only a pixie's fear of being captured or attacked stays its hand.

Those who wander through a pixie's glade might never see the creatures, yet hear the occasional giggle, gasp, or sigh. Pixies array themselves like princes and princesses of the fey, wearing flowing gowns and doublets of silk that sparkle like moonlight on a pond. Some dress in acorns, leaves, bark, and the pelts of tiny woodland beasts. They take great pride in their regalia and beam with joy when they are complimented on their ensembles.

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With their innate power of invisibility, pixies rarely appear unless they wish to be seen. In the Feywild and on the Material Plane, pixies etch patterns of frost on winter ponds and rouse the buds in springtime. They cause flowers to sparkle with summer dew, and color the leaves with the blazing hues of autumn. When pixies fly visibly, a shower of sparkling dust follows in their wake like the glittering tail of a shooting star. A mere sprinkle of pixie dust is said to be able to grant the power of flight, confuse a creature hopelessly, or send foes into a magical slumber. Only pixies can use their dust to its full potential, but these fey are constantly sought out by mages and monsters seeking to study or master their power.

While the arrival of visitors piques their curiosity, pixies are too shy to reveal themselves at first. They study the visitors from afar to gauge their temperament or play harmless tricks on them to measure their reactions. For example, pixies might tie a dwarf's boots together, create illusions of strange creatures or treasures, or use dancing lights to lead interlopers astray. If the visitors respond with hostility, the pixies give them a wide berth. If the visitors are good natured, the pixies are likely to be emboldened and more friendly. The fey might even emerge and offer to guide their "guests" along a safe route or invite them to a tiny yet satisfying feast prepared in their honor.

Pixie Names

A pixies have a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.

Names. Ali, Aqua, Cedar, Miles, Mitah, Oregano, Pepper, Poppy, Storm, Trumpet

Family Names. Brightvine, Frozandale, Funnyfig, Gigglebreath, Hollycreek, Jumpynewt, Littlesong, Plumbreath, Rainybutter, Tumblestream

CHAPTER 2 | ADDITIONAL RACES

Pixie Traits

Your pixie character has the following racial traits.

Type. You are a Fey type creature.

Age. Pixies mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 250 to almost 400 years.

Alignment. Pixies are most often good.

Size. Pixies only stand about a foot tall, weighing only a few pounds. Your size is Tiny.

Speed. Your base walking speed is 20 feet, and you have a flying speed of 30ft.

Invisibile Being. You learn the invisibility spell and can cast it at its lowest level. The range is modified to self for this ability. Once you cast it, you must finish a short or long rest before you can cast it again. Charisma is your spellcasting ability for this spell.

Shrink. You learn the enlarge/reduce spell, but you can only use the reduce option. When you use this ability, you can choose to apply the spell effect twice. For this ability, the duration is modified to instanteous, and it has no effect on unwilling targets. Once you use this ability, you must finish a short or long rest before you can use it again. Charisma is your spellcasting ability for this spell.

Pixie Dust. You know the dancing lights cantrip. When you reach 3rd level, you can cast the sleep spell once per day. When you reach 5th level, you can cast the confusion spell once per day. Charisma is your spellcasting ability for these spells.

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

Shade

Ambitious, ruthless, and paranoid, shades are humans who trade part of their souls for a sliver of the Shadowfell's dark essence. No matter what nations or land one was first born into, each shade undergoes a dark rebirth that transforms him or her into a creature of stealth and secrecy who is caught between life and death. In exchange for the twilight powers granted to shades, the Shadowfell taints their souls with dark thoughts and a darker disposition.

A human who chooses to become a shade is reborn into shadow through a transformative ritual that draws on the ambient magic present at shadow crossings-places where the veil between the world and its dark echo is thinnest. Known in scholarly circles as the Trail of Five Darknesses, this arduous ritual is as likely to slay its practitioner outright obliterating body and soul-as it is to grant the ability to wield shadow magic.

Unbridled ambition and utter desperation are common reasons for a human to undergo the transformation, since the taint of the Shadowfell marks a shade as an outcast forever. Shades maintain a determined self-reliance when among their own kind, because they know all too well the greed and duplicity their race is capable of. However, shades also believe in strength in numbers, and as such they congregate in settlements close to shadow crossings, both in the world and the Shadowfell.

A few shades deny the self-serving nature of their kind, striving to ensure that the true nature of their souls overcomes the shadowy nature of their chosen path. Rejecting their own kind, these shades seek the company








of the common races. Drawn to the life of an adventurer, such shades try to earn the trust of a close circle of friends, defending those comrades with the ruthlessness for which their kind is known. However, some decry this behavior as just another facet of the shades' characteristic avarice-treating friends as personal possessions that must be kept safe at all costs.

Shades exist among all cultures, but the transformation they undergo creates a consistent sense of ambition for which their kind is known. No matter what justification inspires an individual to undertake the Trail of Five Darknesses, the conscious act of embracing the power of shadow changes that person. The hunger for power is a constant among shades. However, a shade's moral bent determines the manner in which that power is pursued---and what he or she will do with it in the end. For many shades, having given up a portion of their own soul in the name of power means that no sacrifice is too great. Shades value restraint, poise, and patience. They bide their time in all things, keeping a low profile as they manipulate events to their advantage. A shade still feels love, hate, pride, despair, and the like, but he or she buries these feelings deep inside. Shade expressions carry as much weight as a halfling's laughter or an orc's frenzied roar.

For all their fierce independence and self-reliance some shades feel a hunger for companionship driven by the emptiness of their fractured souls. Although such shades rarely become social creatures, they gravitate to strong allies alongside whom they can prove themselves in battle. Such long-term companions are typically the only ones who ever see a shade’s true emotions, even as the shade demonstrates the full strength of his or her driven ruthlessness in those allies' defense. The shades' independence puts them in direct opposition to the intense shadar-kai and their devotion to the Raven Queen. These two races of shadow demonstrate an animosity that rivals that of elves and drow, or dwarves and orcs. However, shades are civil to the vampiric dhampir, understanding too wel1 the effect of living under the weight of shadow.

Shade Names

Shades take on a new name after they undergo the Trail of Five Darknesses.

Names. Absol, Darkstar, Ea, Fir, Knull, Makuta, Midna, Shroud, Vanisher

CHAPTER 2 | ADDITIONAL RACES

Shade Traits

Your shade character has the following racial traits.

Age. The appearance of a shade is unaffected by its age until its death. Most shades eventually die naturally between the ages of 600 and 1,200 years old.

Alignment. Shades are almost always evil.

Size. Shades 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.

Superior Darkvision. Accustomed to the darkness of the Shadowfell, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.

Shadowfell Within. You have resistance to necrotic damage.

Shadow Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can only use this ability while in darkness.

Once you use this trait, you can't do so again until you finish a short or long rest.

Coalescing Darkness. When you move 10 feet or more, you create a magical darkness around yourself in the space you occupy. This darkness has a duration of 3 rounds.

Shadow Nature. When you reach 3rd level, you can cast the darkness spell once per day. When you reach 5th level, you can cast the invisibility spell once per day. Intelligence is your spellcasting ability for these spells.

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

Shardmind

Shardminds are sentient fragments of the of psionic energy formed in the Astral Plane. Before the fall of the mind flayer empire, the shardminds helped the gith rise up and overthrow their masters, but they never achieved their ultimate victory. That is what shardminds seek now, to forever cut off the Far Realm's ability to influence the world.

Although the race as a whole shares this common goal, several philosophies disagree on how to accomplish that goal. The three most important sects are the Thought Builders, the God Shards, and the Shard Slayers. Thought builders seek to understand how the Far Realm is connected to our world in order to severe that connection.

God Shards believe that each shardmind must acquire as much personal power as possible in order to destroy every mind flayer. Since each shardmind is a fragment of astral power, God Shards believe they carry a responsibility to nurture that power.

Shard Slayers believe that shardminds are what is drawing creatures from the Far Realm to our world. Thus, they seek to kill as many shardminds as possible, starting with the adherents of other philosophies.

Shardminds are crystalline creatures consisting of hundreds of small shards of translucent black, blue, green, white, red, or amber crystal assembled into humanoid form and animated by a force of pure psionic energy. Shardminds can manipulate their form in the Astral Plane, but elsewhere they are limited to the shapes of humanoids.

Shardminds are living creatures in a very loose sense. They don't have gender (although their humanoid forms may appear masculine or feminine) and don't reproduce. Some shardminds say that each time a shardmind is killed, another one stirs to consciousness in the Astral Plane.

Shardmind Names

Shardminds awaken into existence in the Astral Plane with the knowledge of their names.

Names. Amata, Arshaka, Arwia, Balashi, Bashanu, Belessunu, Dipana, Erishti, Eshunu, Hunzu, Iltani, Ishmea, Kuaya, Kubaba, Kuri, Manishtu, Naram, Nuraya, Seluku, Tabni, Ubashu, Utua, Zakiti

Shardmind Traits

Your shardmind character has the following racial traits.

Age. The appearance of a shardmind is unaffected by its age until its death. The consciousness of a shardmind eventually fades between the ages of 800 and 1,200 years old.

Alignment. Shardminds are inclined toward neutrality. The Thoughtful Builders are the most mindful sect, and are more often good than not. The Shard Slayers are the most evil, resorting to any means to accomplish their goals.

Size. Shardminds are about 6 feet tall and typically weigh close to 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Psionic Resistance. You have resistance to psychic damage

Living Construct. You don’t need to sleep, and magic can’t put you to sleep. Instead, you enter an inactive state for 4 hours a day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. You also don't need air to breathe.

Mind Link. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time.

Shard Swarm. As a bonus action, you can cause shards of yourself to split off and swirl around you. Hostiles within a 10 foot radius of you grant advantage on attack rolls against them until the start of your next turn. At the start of your next turn, you can choose to teleport up to 15 feet to an unoccupied space you can see.

Once you use this trait, you can't do so again until you finish a short or long rest.

Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Languages. You can speak, read, and write Common and Deep Speech.

CHAPTER 2 | ADDITIONAL RACES