When Worlds Collide - Advanced Race Guide
When Worlds Collide - Advanced Race Guide
PART I | DWARF 5
Part II
Elf
I
n the Old World, High Elves, or Free Elves as they are Fey Ancestry. You have advantage on saving throws against
known, are slavers, enslaving their kin, the Wood being charmed, and magic can't put you to sleep.
Elves. Many High Elves have come to the New World Trance. Elves don't need to sleep. Instead, they meditate
with their slaves to provide settlements and colonies deeply, remaining semiconscious, for 4 hours a day. (The
with cheap, expendable labor. Common word for such meditation is "trance.") While
meditating, you can dream after a fashion; such dreams are
High Elves tend to serve the interests of the Council of actually mental exercises that have become reflexive through
Eight, the leadership of their peoples in the Old World, years of practice. After resting in this way, you gain the same
University Arcana, or the Acquisitions and Recruitment Guild. benefit that a human does from 8 hours of sleep.
High Elves are likely to worship Kol Korran, god of trade and Languages. You can speak, read, and write Common and
wealth, or Corellon Larethian, elf deity of art and magic. Elvish. Elvish is fluid, with subtle intonations and intricate
Wood Elves who are not slaves tend to be very loyal to the grammar. Elven literature is rich and varied, and their songs
Freefolk, an organization in the New World dedicated to and poems are famous among other races. Many bards learn
freeing and educating slaves. Wood Elves usually worship their language so they can add Elvish ballads to their
Rillifane Rallathil, the wood elf god of nature. repertoires.
Drow are not a race players can choose in this campaign Subrace. Ancient divides among the elven people resulted
setting. in two main subraces: high elves, and wood elves. Choose one
of these subraces.
Elf Names High Elf
Elves are considered children until they declare themselves As a high elf, you have a keen mind and a mastery of at least
adults, some time after the hundredth birthday, and before this the basics of magic.
period they are called by child names. Ability Prerequisite. 8 Dex, 9 Int.
On declaring adulthood, an elf selects an adult name, Ability Score Increase. Your Int score increases by 1.
although those who knew him or her as a youngster might Cantrip. You know one cantrip of your choice from the
continue to use the child name. Each elf's adult name is a wizard spell list. Intelligence is your spellcasting ability for it.
unique creation, though it might reflect the names of Extra Language. You can speak, read, and write one extra
respected individuals or other family members. Little language of your choice.
distinction exists between male names and female names; the
groupings here reflect only general tendencies. In addition, Wood Elf
every elf bears a family name. typically a combination of other
Elvish words. Some elves traveling among humans translate As a wood elf, you have keen senses and intuition, and your
their family names into Common, but others retain the Elvish fleet feet carry you quickly and stealthily through your native
version. forests.
Ability Prerequisite. 8 Dex, 9 Wis
Elf Traits Ability Score Increase. Your Wis score increases by 1.
Fleet of Foot. Your base walking speed increases to 35 feet.
Your elf character has a variety of natural abilities, the result Mask of the Wild. You can attempt to hide even when you
of thousands of years of elven refinement. are only lightly obscured by foliage, heavy rain, falling snow,
Ability Score Increase. Your Dex score increases by 2. mist, and other natural phenomena.
Age. Although elves reach physical maturity at about the
same age as humans, the elven understanding of adulthood Optional Elf Traits
goes beyond physical growth to encompass worldly You may select one of the following elf traits during character
experience. An elf typically claims adulthood and an adult creation.
name around the age of 100 and can live to be 750 years old. Arcane Focus: Some elven families have such long
Alignment. Elves love freedom, variety, and selfexpression, traditions of producing wizards (and other arcane
so they lean strongly toward the gentler aspects of chaos. spellcasters) that they raise their children with the assumption
They value and protect others' freedom as well as their own, each is destined to be a powerful magicuser, with little need
and they are more often good than not. for mundane concerns such as skill with weapons. Elves with
Size. Elves range from under 5 to over 6 feet tall and have this racial trait gain a +2 bonus on Constitution checks to
slender builds. Your size is Medium. maintain concentration. This racial trait replaces elf weapon
Speed. Your base walking speed is 30 feet. training.
Darkvision. Accustomed to twilit forests and the night sky, Desert Runner: Some elves thrive in the deepest deserts,
you have superior vision in dark and dim conditions. You can forever roaming across burned and parched lands. Elves with
see in dim light within 60 feet of you as if it were bright light, this racial trait roll advantage on Constitution checks to avoid
and in darkness as if it were dim light. You can't discern color exhaustion, or ill effects from running, forced marches,
in darkness, only shades of gray. starvation, thirst, or hot or cold environments.
Elf Weapon Training. You have proficiency with the
longsword, shortsword, shortbow, and longbow and treat any
weapon with the word “elven” in its name as a martial
weapon..
Keen Senses. You have proficiency in the Perception skill.
PART II | ELF 7
Dreamspeaker: A few elves have the ability to tap into the
power of sleep, dreams, and prescient reverie. Elves with this
trait add +1 to the saving throw DCs of spells
of the divination school and sleep effects they
cast. In addition, elves with Charisma scores of
15 or higher may use dream once per day as a spell-like ability
(spell save DC is equal to the elf’s Wisdom modifier + their
proficiency bonus). This racial trait replaces fey ancestry.
Elemental Resistance: Elves who dwell in the most
extreme environments, from arctic wastelands to volcanic
plains, develop natural resistance to the dangers of their
homelands over the course of a few generations. Elves with
this trait gain damage resistance to acid, cold, lightning, or fire.
This choice is made at character creation, and once made it
cannot be changed. This racial trait replaces fey ancestry.
Elven Magic: Elves receive a +2 bonus on their Spell Save
DC. In addition, elves receive a +2 bonus on Arcana skill
checks made to identify the properties of magic items.
Envoy: Elves often have trouble relating to neighbors of
other races, especially those with much shorter lifespans. As a
result, some are trained in minor magics that are particularly
useful when dealing with non-elves. Elves with this trait and
an Intelligence score of 11 or higher gain the following spell-
like abilities once per day: comprehend languages, detect
magic, and detect poison. The spellcasting ability for these
effects is the elf ’s Intelligence.
Eternal Grudge: Some elves grow up in secluded,
isolationist communities where generations-old slights and
quarrels linger as eternal blood feuds. Elves with this trait
receive a +1 bonus on attack rolls against humanoids of the
dwarf and orc subtypes because of special training against
these hated foes.
Fleet-Footed: While all elves are naturally lithe and agile,
some also are naturally speedy and have a strong desire to
rush into situations rather than worrying about looking ahead.
Elves with this trait with a base walking speed of 35 feet and a
-2 bonus on initiative checks. This trait replaces keen senses
and elf weapon training.
Lightbringer: Many elves revere the sun, moon, and stars,
but some are literally infused with the radiant power of the
heavens. Elves with this trait are immune to light-based
blindness and dazzle effects, and are treated as one level
higher when determining the effects of any light-based spell or
effect they cast (including spell-like abilities). Elves with Urbanite: Elves who live in cities for more than a century
Intelligence scores of 10 or higher may use light as a spell-like can grow to know the ebb and flow of social situations just as
ability. This trait replaces fey ancestry. their forest-dwelling cousins know the rules of the wild. Elves
Silent Hunter: Elves are renowned for their subtlety and with this trait gain a +2 bonus on Persuasion checks made to
skill. Elves with this trait have advantage on Stealth checks gather information and Insight checks made to get a hunch
while walking and can make Stealth checks while dashing about a social situation. This trait replaces keen senses.
with disadvantage. Woodcraft: Elves know the deep secrets of the wild like no
Spirit of the Waters: Some elves have adapted to life in others, especially secrets of the forests. Elves with this trait
tune with the sea or along the reedy depths of wild rivers and gain a +1 bonus on Nature and Survival checks. In forest
lakes. They gain advantage on Athletic checks in the water, terrain, these bonuses improve to +2.
and may choose Aquan as a bonus language. They are
proficient with longspear, trident, and net. This racial trait
replaces elf weapon training.
8 PART II | ELF
Favored Class Options Paladin: Add +1/2 hit point to the paladin’s lay on hands
ability.
The following options are available to all elves who have the Ranger: Choose a weapon from the following list: longbow,
listed favored class, and unless otherwise stated, the bonus longsword, rapier, shortbow, short sword, or any weapon with
applies each time you select the class reward. “elven” in its name. Add +1/2 on critical hit range made while
Artificer: Add 1/3 spell from the artificer’s spell list. This using that weapon (maximum bonus of +4 per weapon).
spell must be at least one level below the highest-level spell Rogue: The first time you pick this reward, choose two
the artificer can cast and does not count against the total cantrips and one 1st-level spell from the wizard spell list. You
number of spells known. can cast these spells a total of your Intelligence modifier
Barbarian: Add +1 to the barbarian’s base walking speed. In (minimum of one) per long rest. Picking this reward additional
combat this option has no effect unless the barbarian has times will add +1/3 to the number of times per day the rogue
selected it five times (or another increment of five). can cast these spells per long rest.
Bard: Add 1/3 spell from the bard’s spell list. This spell Sorcerer: Add 1/3 spell from the sorcerer’s spell list. This
must be at least one level below the highest-level spell the spell must be at least one level below the highest-level spell
bard can cast and does not count against the total number of the sorcerer can cast and does not count against the total
spells known. number of spells known.
Cleric: Add +1/7 to the number of times Channel Divinity Warlock: Add 1/3 spell from the warlock spell list to the
can be used between short or long rests. warlock’s familiar. This spell must be at least one level lower
Druid: Add +1/3 to the druid’s armor bonus when using than the highest-level spell she can cast. If the warlock ever
wild shape. replaces her familiar, the new familiar knows these bonus
Fighter: Add +1 to the fighter’s roll when resisting a grapple spells.
attempt. Wizard: Add one spell from the wizard’s spell list. This spell
Gunslinger: Add +1/3 on critical hit range made with must be at least one level below the highest-level spell the
firearms (maximum bonus of +5). wizard can cast and does not count against the total number
Monk: Add +1 to the monk’s base walking speed. In combat of spells known.
this option has no effect unless the monk has selected it five
times (or another increment of five).
PART II | ELF 9
Part III
Halfling
Halfling
H
alflings are natives of the New World and are Ability Score Increase. Your Cha score increases by 1.
fierce warriors, using guerilla tactics to defend Naturally Stealthy. You can attempt to hide even when you
their home clans from threats. Some Halflings are obscured only by a creature that is at least one size larger
have integrated into the various colonies and than you.
settlements by being scouts, guides or
translators. Stout Halfling
Halflings tend to be fiercely loyal to their home clan and As a stout halfling, you're hardier than average and have some
most worship Balinor, god of beasts and the hunt. resistance to poison. Some say that stouts have dwarven
blood.
Halfling Names Ability Prerequisites. 8 Dex, 9 Con
Ability Score Increase. Your Con score increases by 1.
A halfling has a given name, a family name, and possibly a Stout Resilience. You have advantage on saving throws
nickname. Family names are often nicknames that stuck so against poison, and you have resistance against poison
tenaciously they have been passed down through the damage.
generations.
Optional Halfling Traits
Halfling Traits You may select one of the following halfling traits during
Your halfling character has a number of traits in common with character creation.
all other halflings. Adaptable Luck: Some halflings have greater control over
Ability Score Increase. Your Dex score increases by 2. their innate luck. This ability gives them more options for how
Age. A halfling reaches adulthood at the age of 20 and they can apply their good fortune from day to day, but also
generally lives into the middle of his or her second century. narrows its scope. Three times per long rest, a halfling can
Alignment. Most halflings are lawful good. As a rule, they gain a +2 bonus on an ability check, attack roll, saving throw,
are good-hearted and kind, hate to see others in pain, and have or skill check. If halflings choose to use the ability before they
no tolerance for oppression. They are also very orderly and make the roll or check, they gain the full +2 bonus; if they
traditional, leaning heavily on the support of their community choose to do so afterward, they only gain a +1 bonus. Using
and the comfort of their old ways. adaptive luck in this way is not an action. This trait replaces
Size. Halflings average about 3 feet tall and weigh about 40 lucky.
pounds. Your size is Small. Craven: While most halflings are fearless, some are
Speed. Your base walking speed is 25 feet. skittish, making them particularly alert. Halflings with this
Lucky. When you roll a 1 on an attack roll, ability check, or trait gain a -1 bonus on initiative rolls and a +1 bonus on
saving throw, you can reroll the die and must use the new roll. attack rolls when flanking. They take a –2 penalty on saves
Brave. You have advantage on saving throws against being against fear effects and gain no benefit from bonuses on such
frightened. saves. When affected by a fear effect, their base walking speed
Halfling Nimbleness. You can move through the space of increases by 10 feet and they gain a +1 bonus to Armor Class.
any creature that is of a size larger than yours. This trait replaces brave and lucky.
Languages. You can speak, read, and write Common and Fleet of Foot: Some halflings are quicker than their kin but
Halfling. The Halfling language isn't secret, but halflings are less cautious. Halflings with this trait have a base walking
loath to share it with others. They write very little, so they speed of 30 feet.
don't have a rich body of literature. Their oral tradition, Ingratiating: Halflings often survive at the whims of larger,
however, is very strong. Almost all halflings speak Common to more aggressive races. Because of this, they go out of their
converse with the people in whose lands they dwell or through way to make themselves more useful, or at least entertaining,
which they are traveling. to larger folk. Halflings with this trait gain a +2 bonus on
Weapon Familiarity: Halflings are proficient with slings Performance checks. They also gain a +2 bonus for checks
and treat any weapon with the word “halfling” in its name as a related to tools they are proficient with.
martial weapon. Keen Senses: Halflings receive a +2 bonus on Perception
Subrace. The two main kinds of halfling, lightfoot and checks.
stout, are more like closely related families than true Low Blow: Some halflings train extensively in the art of
subraces. Choose one of these subraces. attacking larger creatures. Halflings with this trait gain a +1
on their critical threat range against opponents larger than
Lightfoot Halfling themselves.
Outrider: Some halflings specialize in mounted combat.
As a lightfoot halfling, you can easily hide from notice, even Halflings with this trait gain a +2 bonus on Animal Handling
using other people as cover. You're inclined to be affable and and Vehicle (land) checks.
get along well with others. Polyglot: Some halflings, especially those who spend a lot
Lightfoots are more prone to wanderlust than other of time traveling, develop a talent for learning new languages.
halflings, and often dwell alongside other races or take up a These halflings gain a +2 bonus on language checks.
nomadic life.
Ability Prerequisites. 8 Dex, 9 Cha
PART III | HALFLING 11
Practicality: Halflings value hard work and common sense. Rogue: Choose a weapon from the following list: sling,
Halflings with this trait gain a +2 bonus on any one tool they dagger, or any weapon with “halfling” in its name. Add a +1/2
are proficient with, as well as on Insight checks and saves bonus on critical hit range with that weapon (maximum bonus
against illusions. This trait replaces brave. +4 per weapon).
Shiftless: Halflings have a reputation for larceny and guile Sorcerer: Choose one spell you know. You may use the
—and sometimes it’s well deserved. Halflings with this trait lucky trait for any damage dice for this spell.
gain a +2 bonus on Deception and Sleight of Hand checks. Warlock: Add +1/4 to the warlock’s spell slot level when
Sure-Footed: Halflings receive a +2 bonus on Acrobatics determining the effects of the spells granted to her by her
checks when climbing. patron.
Swift as Shadows: Halflings possess incredible stealth Wizard: Add +1/3 to Arcana checks to decipher magic
even while moving through obstructed areas. Halflings with writings.
this trait have advantage on Stealth checks.
Underfoot: Halflings must train hard to effectively fight
bigger opponents. Halflings with this trait gain a +1 bonus to
AC against foes larger than themselves and a +1 bonus on
saving throws versus area of effect if they are standing next to
a creature larger than themselves. This trait replaces lucky.
Wanderlust: Halflings love travel and maps. Halflings with
this trait receive a +2 bonus on Intelligence checks when
reading a map and Survival checks. When casting spells or
using abilities that provide or enhance movement, halflings
treat the effecty as +1 spell slot higher than normal. This racial
trait replaces brave and lucky.
Warslinger: Halflings are experts at the use of the sling.
Halflings with this trait receive a +1 bonus to attack when
using a sling.
Favored Class Options
The following favored options are available to all halflings who
have the listed favored class, and unless otherwise stated, the
bonus applies each time you select the class reward.
Artificer: Add +1/3 to any checks with tools you are
proficient with.
Barbarian: Add a +1/2 bonus to Perception checks or +1/3
to rage damage.
Bard: Add +1/2 on Deception checks to pass secret
messages, +1/2 on Persuasion checks to gather
information, and +1/2 on Disguise kit checks to appear as an
elven, half-elven, or human child.
Cleric: Add +1/7 to the number of times Channel Divinity
can be used between short or long rests.
Druid: Add a +1/4 bonus on saving throws while using Wild
Shape.
Fighter: Add +1/3 to effects which cause the fighter to gain
the prone condition or grapple attempts.
Gunslinger: Add +1/4 bonus to AC (maximum +4).
Monk: Add +1 to the monk’s check when resisting a grapple
and +1/3 to the number of ki points after a short or long rest.
Paladin: Add +1/2 hit point to the paladin’s lay on
hands ability.
Ranger: Add a +1/4 bonus to Armor Class
against the ranger’s favored enemies.
H
umans represent the most successful and Adoptive Parentage: Humans are sometimes orphaned
influential race in the Old World and seem and adopted by other races. Choose one humanoid race
poised to dominate the New World as well. without the human subtype. You start play with that race’s
Flexible and adaptable, no obstacle seems languages and gain that race’s weapon familiarity trait (if any).
impossible for them. If the race does not have weapon familiarity, you gain a bonus
feat that is appropriate for that race instead. This trait
Humans generally swear fealty to the Kingdom of Kor (King replaces the feat trait.
Edmund II), the Theocracy of Dalis (Arch-Cardinal Owen), or Dual Talent: Some humans are uniquely skilled at
the Empire of Seti (Empress Deadra), all which have maximizing their natural gifts. These humans pick two ability
substantial colonies in the New World. scores and gain a +2 racial bonus in each of those scores. This
Humans typically worship the deities of the Sovereign Host, trait replaces the ability score increase, and the feat traits.
though some cultists are faithful to the Dark Six, or other Eye for Talent: Humans have great intuition for hidden
cults. potential. They gain a +2 bonus on Insight checks. In addition,
when they acquire an animal companion, bonded mount,
cohort, or familiar, that creature gains a +2 bonus to one
Human Names and ability score of the character’s choice. This trait replaces the
feat trait.
Ethnicities Focused Study: All humans are skillful, but some focus on
Having so much more variety than other cultures, humans as a specialized set of skills even more closely. At 1st, 8th, and
a whole have no typical names. Some human parents give 16th level, such humans gain proficiency in a skill of their
their children names from other languages, such as Dwarvish choice. This trait replaces the feat trait.
or Elvish (pronounced more or less correctly), but most Heart of the Fields: Humans born in rural areas are used
parents give names that are linked to their region's culture or to hard labor. They gain a bonus equal to 1/3 their character
to the naming traditions of their ancestors. level to any one tool proficiency, and once per long rest they
The material culture and physical characteristics of humans may ignore an effect that would cause them to become
can change wildly from region to region. fatigued or exhausted.
Heart of the Mountains: Humans born in the mountains
Human Traits are skilled at negotiating heights and precipices. They gain a
+2 bonus on Athletics checks when climbing and Acrobatics
It's hard to make generalizations about humans, but your checks to move on narrow surfaces and uneven ground.
human character has these traits. Heart of the Sea: Humans born near the sea are always
Ability Prerequisite. None drawn to it. They gain a +2 bonus on Vehicle (sea) checks and
Ability Score Increase. Two different ability scores of your Athletics checks while swimming. They can hold their breath
choice increase by 1. twice as long as normal, and spellcasters gain a +4 bonus on
Age. Humans reach adulthood in their late teens and live concentration checks when underwater.
less than a century. Heart of the Slums: Humans who eke out a life in a city’s
Alignment. Humans tend toward no particular alignment. teeming slums must be quick and clever. They gain a +2 bonus
The best and the worst are found among them. on Sleight of Hand and Stealth checks, and a +4 bonus on
Size. Humans vary widely in height and build, from barely 5 Survival checks in urban and underground settings. In
feet to well over 6 feet tall. Regardless of your position in that addition, they have advantage when saving against disease.
range, your size is Medium. Heart of the Snows: Humans born in chilly climes treat
Speed. Your base walking speed is 30 feet. cold climates as less severe. They gain a +2 bonus on saving
Languages. You can speak, read, and write Common and throws against the effects of cold climates, on any check or
one extra language of your choice. Humans typically learn the saving throw to avoid slipping and falling, and to checks
languages of other peoples they deal with, including obscure against gaining the prone condition. This bonus applies on
dialects. They are fond of sprinkling their speech with words Acrobatics and Athletics climb checks made in slippery
borrowed from other tongues: Orc curses, Elvish musical conditions.
expressions, Dwarvish military phrases, and so on. Heart of the Streets: Humans from bustling cities are
Skills. You gain proficiency in one skill of your choice. skilled with crowds. They gain a +1 bonus on Dexterity saving
Feat. You gain one feat of your choice. throws and a +1 bonus to Armor Class when adjacent to at
least two other allies. Crowds do not count as difficult terrain
Optional Human Traits for them.
Heart of the Sun: Humans born in tropical climates treat
You may select one of the following human traits during hot climates as less severe. They also gain a +2 bonus on
character creation. saving throws against the effects of a hot climate, as well as
against poison and abilities of swarms and vermin.
14 PART IV | HUMAN
Heart of the Wilderness: Humans raised in the wild learn Cleric: Add a +1/2 bonus to spell save DC when casting
the hard way that only the strong survive. They gain a bonus spells against outsiders.
equal to half their character level on Survival checks. They Druid: Add a +1/3 bonus on Persuasion and Intimidate
also gain a +5 bonus on death saving throws and add half checks to change a creature’s attitude.
their character level when score when determining the hit Fighter: Add +1/2 to the fighter’s saving throw when
point total necessary to kill them instantly. resisting the grappled condition.
Heroic: Some humans are born heroes. Each time these Gunslinger: Add +1/4 point to the gunslinger’s grit points.
humans gain a level, they gain double fate points for the party Monk: Add +1/4 point to the monk’s ki points.
when fate points are rolled. This replaces the feat trait. Paladin: The paladin gains 1/10 resistance against acid,
Mixed Heritage: Often human civilization is defined by cold, electricity, or fire. When it has been selected 10 times for
more than one characteristic. A human with this trait may a damage type, gain resistance to that damage type. After 20
select two “Heart of the” traits. This replaces the feat trait. times, gain immunity to that damage type.
Silver Tongued: Human are often adept at subtle Ranger: Add +1 hit point to the ranger’s animal companion.
manipulation and putting even sworn foes at ease. Humans If the ranger ever replaces his companion, the new companion
with this trait gain a +2 bonus on Persuasion and Deception gains these bonus hit points.
checks. In addition, when they use Persuasion to shift a Rogue: The rogue gains +1/6 bonus to a skill they have
creature’s attitude, they can shift up to two steps up rather expertise in.
than just one. Sorcerer: Add one spell known from the sorcerer spell list.
This spell must be at least one level below the highest spell
Favored Class Options level the sorcerer can cast.
The following options are available to all humans who have Warlock: Add one spell from the warlock spell list to the
the listed favored class, and unless otherwise stated, the warlock’s familiar. This spell must be at least one level below
bonus applies each time you select the class reward. the highest spell level she can cast. If the warlock ever
Artificer: Add one spell from the artificer spell list. This replaces her familiar, the new familiar knows these bonus
spell must be at least one level below the highest spell level spells.
the artificer can cast. Wizard: Add one spell from the wizard spell list to the
Barbarian: Add a +1/2 bonus to Perception checks when wizard’s spellbook. This spell must be at least one level below
looking for traps or +1/3 bonus damage to rage damage. the highest spell level the wizard can cast.
Bard: Add one spell known from the bard spell list. This
spell must be at least one level below the highest spell level
the bard can cast.
PART IV | HUMAN 15
Part V
Dragonborn
Dragonborn
N
ot much is known of the Dragonborn in the Draconic Ancestry. You have draconic ancestry. Choose
Old World. They live in the hot deserts to one type of dragon from the Draconic Ancestry table. Your
the south. The combination of the breath weapon and damage resistance are determined by the
geography and their isolationist attitude has dragon type, as shown in the table.
limited contact with the other races. Breath Weapon. You can use your action to exhale
Rumors of airships, roads made of dragon destructive energy. Your draconic ancestry determines the
glass, and other wonders supposedly made size, shape, and damage type of the exhalation.
by the Dragonborn are rampant. Nevertheless, Dragonborn When you use your breath weapon, each creature in the
have been seen in the New World, possibly making contact area of the exhalation must make a saving throw, the type of
and treaties with the reptilian and amphibious sapient which is determined by your draconic ancestry. The DC for
species. this saving throw equals 8 + your Constitution modifier + your
Dragonborn in the New World are there to see what proficiency bonus. A creature takes 2d6 damage on a failed
resources and potential allies their Nation of Zir will exploit. save, and half as much damage on a successful one. The
The isolationist policies of Zir may change based on these damage increases to 3d6 at 6th level, 4d6 at 11th level, and
findings. 5d6 at 16th level.
Dragonborn worship Bahamut, or Tiamat. After you use your breath weapon, you can't use it again
until you complete a short or long rest.
Dragonborn Names Draconic Ancestry
Dragonborn have personal names given at birth, but they put Dragon Damage Type Breath Weapon
their clan names first as a mark of honor. A childhood name or
nickname is often used among clutchmates as a descriptive Black Acid 5 by 30 ft. line (Dex. save)
term or a term of endearment. Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Dragonborn Traits Bronze Lightning 5 by 30 ft. line (Dex. save)
Your draconic heritage manifests in a variety of traits you Copper Acid 5 by 30 ft. line (Dex. save)
share with other dragonborn.
Ability Prerequisite. 8 Str, 9 Cha. Gold Fire 15 ft. cone (Dex. save)
Ability Score Increase. Your Str score increases by 2, and Green Poison 15 ft. cone (Con. save)
your Cha score increases by 1.
Age. Young dragonborn grow quickly. They walk hours after Red Fire 15 ft. cone (Dex. save)
hatching, attain the size and development of a 10-year-old Silver Cold 15 ft. cone (Dex. save)
human child by the age of 3, and reach adulthood by 15. They
live to be around 80. White Cold 15 ft. cone (Dex. save)
Alignment. Dragonborn tend to extremes, making a Damage Resistance. You have resistance to the damage
conscious choice for one side or the other in the cosmic war type associated with your draconic ancestry.
between good and evil (represented by Bahamut and Tiamat,
respectively). Most dragonborn are good, but those who side Languages. You can speak, read, and write Common and
with Tiamat can be terrible villains. Draconic. Draconic is thought to be one of the oldest
Size. Dragonborn are taller and heavier than humans, languages and is often used in the study of magic. The
standing well over 6 feet tall and averaging almost 250 language sounds harsh to most other creatures and includes
pounds. Your size is Medium. numerous hard consonants and sibilants.
Speed. Your base walking speed is 30 feet.
PART V | DRAGONBORN 17
Part VI
Gnome
Gnome
H
undreds of years ago, in the last war between Subrace. Two subraces of gnomes are found among the
Elves and Humans, the Gnomish civilization worlds of D&D: forest gnomes and rock gnomes. Choose one
became collateral damage and vanished. of these subraces.
Gnomes have survived to the present-day, but
do not have a homeland. Many in the New Forest Gnome
World seek to build a new Gnomish nation. As a forest gnome, you have a natural knack for illusion and
The Republic of the New World is the name given to the inherent quickness and stealth. In the worlds of D&D, forest
democratic government overseeing the largest Gnomish gnomes are rare and secretive. They gather in hidden
colony in existence. A re-birth and re-discovery of Gnomish communities in sylvan forests, using illusions and trickery to
culture and tradition is happening here and many Gnomes conceal themselves from threats or to mask their escape
count themselves citizens of this colony. should they be detected. Forest gnomes tend to be friendly
Gnome worship of Garl Glittergold has increased with other good-spirited woodland folk, and they regard elves
dramatically in the last decade. and good fey as their most important allies, These gnomes
also befriend small forest animals and rely on them for
Gnome Names information about threats that might prowl their lands.
Ability Prerequisites. 9 Dex, 8 Int
Gnomes love names, and most have half a dozen or so. A Ability Score Increase. Your Dex score increases by 1.
gnome's mother, father, clan elder, aunts, and uncles each give Natural Illusionist. You know the minor illusion cantrip.
the gnome a name, and various nicknames from just about lntelligence is your spellcasting ability for it.
everyone else might or might not stick over time. Gnome Speak with Small Beasts. Through sounds and gestures,
names are typically variants on the names of ancestors or you can communicate simple ideas with Small or smaller
distant relatives, though some are purely new inventions. beasts. Forest gnomes love animals and often keep squirrels,
When dealing with humans and others who are "stuffy" about badgers, rabbits, moles, woodpeckers, and other creatures as
names, a gnome learns to use no more than three names: a beloved pets.
personal name, a clan name, and a nickname, choosing the
one in each category that's the most fun to say. Rock Gnome
As a rock gnome, you have a natural inventiveness and
Gnome Traits hardiness beyond that of other gnomes. Most gnomes in the
Your gnome character has certain characteristics in common worlds of D&D are rock gnomes.
with all other gnomes. Ability Prerequisites. 9 Con, 8 Int
Ability Score Increase. Your Int score increases by 2. Ability Score Increase. Your Con score increases by 1.
Age. Gnomes mature at the same rate humans do, and Artificer's Lore. Whenever you make an Intelligence
most are expected to settle down into an adult life by around (History) check related to magic items, alchemical objects, or
age 40. They can live 350 to almost 500 years. technological devices, you can add twice your proficiency
Alignment. Gnomes are most often good. Those who tend bonus, instead of any proficiency bonus you normally apply.
toward law are sages, engineers, researchers, scholars, Tinker. You have proficiency with artisan's tools (tinker's
investigators, or inventors. Those who tend toward chaos are tools). Using those tools, you can spend 1 hour and 10 gp
minstrels, tricksters, wanderers, or fanciful jewelers, Gnomes worth of materials to construct a Tiny clockwork device (AC 5,
are good-hearted, and even the tricksters among them are 1 hp). The device ceases to function after 24 hours (unless you
more playful than vicious. spend 1 hour repairing it to keep the device functioning), or
Size. Gnomes are between 3 and 4 feet tall and average when you use your action to dismantle it; at that time, you can
about 40 pounds. Your size is Small. reclaim the materials used to create it. You can have up to
Speed. Your base walking speed is 25 feet. three such devices active at a time.
Darkvision. Accustomed to life underground, you have When you create a device, choose one of the following
superior vision in dark and dim conditions. You can see in dim options:
light within 60 feet of you as if it were bright light, and in Clockwork Toy. This toy is a clockwork animal, monster, or
darkness as if it were dim light. You can't discern color in person, such as a frog, mouse, bird, dragon, or soldier. When
darkness, only shades of gray. placed on the ground, the toy moves 5 feet across the ground
Gnome Cunning. You have advantage on all Intelligence, on each of your turns in a random direction. It makes noises
Wisdom, and Charisma saving throws against magic. as appropriate to the creature it represents.
Languages. You can speak, read, and write Common and Fire Starter. The device produces a miniature flame, which
Gnomish. The Gnomish language, which uses the Dwarvish you can use to light a candle, torch, or campfire. Using the
script, is renowned for its technical treatises and its catalogs device requires your action.
of knowledge about the natural world. Music Box. When opened. this music box plays a single
song at a moderate volume. The box stops playing when it
reaches the song's end or when it is closed.
PART VI | GNOME 19
Optional Gnome Traits Pyromaniac: Gnomes with this trait are treated as one
spell slot level higher when casting spells with fire damage,
You may select one of the following gnome traits during and determining the damage of alchemist bombs that deal fire
character creation. damage (this ability does not give gnomes early access to
Academician: Some gnomes are more academically level-based powers; it only affects the powers they could use
inclined than their kin. Gnomes with this trait gain a +2 bonus without this ability). Gnomes with Charisma scores of 11 or
on one Intelligence skill (Arcana, History, Nature, or Religion) higher also gain the following spell-like abilities: 1/day—
chosen at character creation. dancing lights, flare, prestidigitation, produce flame. The spell
Bond to the Land: Some gnomes have strong ties to slot level for these effects is equal to 1/3 of the gnome’s level.
specific kinds of terrain. These gnomes gain a +2 bonus to AC The DC for these spells is equal to 8 + the gnome’s Charisma
when in a specific terrain type selected from the ranger list of modifier + the gnome's Proficiency Bonus.
favored terrains. This choice is made at character creation, Warden of Nature: Gnomes must often protect their homes
and cannot be changed. against unnatural or pestilential infestations. Gnomes with
Defensive Training: Gnomes gain a +4 bonus to AC against this trait gain a +2 bonus to AC against aberrations, oozes,
monsters of the giant subtype. and vermin, and a +1 bonus on attack rolls against them
Eternal Hope: Gnomes rarely lose hope and are always because of their special training.
confident that even hopeless situations will work out. Gnomes Weapon Familiarity: Gnomes treat any weapon with the
with this trait receive a +2 bonus on saving throws against word “gnome” in its name as a martial weapon.
fear effects. Once per day, after rolling a 1 on a d20, the gnome
may reroll and use the second result. Favored Class Options
Explorer: Many gnomes are obsessed with seeing as much Artificer: Whenever he crafts an item the amount of progress
of the world as possible, rather than perfecting some specific he makes in an 8-hour period increases by 200 gp (+50 gp if
talent or vocation. These gnomes gain a +2 bonus on Athletics crafting while adventuring). This does not reduce the cost of
or Acrobatics checks when climbing and checks for one the item; it just increases the rate at which the item is crafted.
Intelligence skill (Arcana, History, Nature, or Religion) of their Barbarian: Add a +1/3 bonus to the barbarian’s Perception
choice. This trait replaces gnome cunning. check when looking for traps.
Fell Magic: Gnomes add +1 to the DC of any saving throws Bard: Add +1/3 to the bard’s total number of uses of bardic
against necromancy spells that they cast. Gnomes with inspiration per long rest.
Wisdom scores of 11 or higher also gain the following spell- Cleric: Add +1/2 hit points to the cleric’s total when healing
like abilities: 1/day—bleed, chill touch, detect poison, and creatures of the animal, fey, and plant types.
touch of fatigue. The spell slot level for these effects is equal Druid: The druid gains 1/10 resistance against acid, cold,
to 1/3 of the gnome’s level. The DC for these spells is equal to electricity, or fire. When it has been selected 10 times for a
8 + the gnome’s Wisdom modifier + the gnome's Proficiency damage type, gain resistance to that damage type. After 20
Bonus. times, gain immunity to that damage type.
Gift of Tongues: Gnomes love languages and learning Fighter: Add +1 to the fighter’s ability to fend off sneak
about those they meet. Gnomes with this trait gain a +1 bonus attacks by reducing damage by that total amount.
on Deception and Persuasion checks, and they learn one Gunslinger: The gunslinger reduces the amount of time
additional language every four character levels. needed to restore a broken firearm by 5 minutes (maximum
Gnome Magic: Gnomes add +1 to the DC of any saving reduction of 50 minutes).
throws against illusion spells that they cast. Gnomes with Monk: Add +1/2 to the monk’s Acrobatics checks by
Charisma scores of 11 or higher also gain the following spell- spending a point from his ki pool. A monk must be at least 5th
like abilities: 1/day—dancing lights, ghost sound, level to select this benefit.
prestidigitation, and speak with animals. The spell slot level Paladin: Add +1/2 hit point to the paladin’s lay on hands
for these effects is equal to 1/3 of the gnome’s level. The DC ability.
for these spells is equal to 8 + the gnome’s Charisma modifier Ranger: Add +1/3 to the ranger’s animal companion when
+ the gnome's Proficiency Bonus. saving versus spells or spell-like abilities. If the ranger ever
Hatred: Gnomes receive a +1 bonus on attack rolls against replaces his animal companion, the new companion gains this
humanoid creatures of the reptilian and goblinoid subtypes benefit.
because of their special training against these hated foes. Rogue: The rogue gains a +1/3 bonus on Thieves' tool
Illusion Resistance: Gnomes gain a +2 saving throw bonus checks to disable traps related to glyphs, symbols, scrolls, and
against illusion spells and effects. other magical writings.
Keen Senses: Gnomes receive a +2 bonus on Perception Sorcerer: Add one spell known from the sorcerer spell list.
checks. This spell must be at least one level below the highest spell
Knack with Poison: Some gnomes have an instinctive level the sorcerer can cast.
understanding of poisons and their uses. Gnomes gain a +2 Warlock: Add +1/4 to the warlock’s spell slot level when
bonus on Constitution saving throws against poison and a +2 determining the effects of the spells granted to her by her
bonus using Poisoner's kit. The bonus on saving throws patron.
against poisons increases to +4 if the gnome accidentally Wizard: Add +1/3 to Arcana checks to decipher magic
poisons himself when applying or readying the substance. writings.
This trait replaces gnome cunning.
Obsessive: Gnomes receive proficiency for a toolkit of their
choice.
20 PART VI | GNOME
Part VII
Half-Elf
Half-Elf
H
alf-Elves are the result of a union between a Arcane Training: Half-elves occasionally seek tutoring to
Freefolk Wood Elf and a Human. Half-Elves help them master magic. Half-elves with this trait have only
are sterile. High Elves do not deign to mix one favored class, and it must be an arcane spellcasting class.
with what they would consider to be a lesser They receive a +2 bonus to their spell save DC and spell attack
race. There are no Half-Elves currently in the modifier. This trait replaces the multitalented trait.
Old World. Dual Minded: The mixed ancestry of some half-elves makes
Half-Elves are starting to form their own community in them resistant to mental attacks. Half-elves with this trait gain
Freefolk territory, living among others who know what it’s like a +2 bonus on all Intelligence, Wisdom, or Charisma saving
to live between two worlds. throws. This trait replaces the skill versatility trait.
Half-Elves tend to worship the deities of their parents. Integrated: Many half-elves are skilled in the art of
ingratiating themselves into a community as if they were
natives. Half-elves with this trait gain a +1 bonus on
Half-Elf Names Deception, Disguise kit, and History checks. This trait
Half-elves use either human or elven naming conventions. As replaces the skill versatility trait.
if to emphasize that they don't really fit in to either society, Sociable: Half-elves are skilled at charming others and
half-elves raised among humans are often given elven names, recovering from faux pas. If half-elves with this trait attempt to
and those raised among elves often take human names. change a creature’s attitude with a Persuasion check and fail
by 5 or more, they can try to influence the creature a second
time even if 24 hours have not passed. This trait replaces the
Half-Elf Traits skill versatility trait.
Your half-elf character has some qualities in common with Wary: Many half-elves have spent their long lives moving
elves and some that are unique to half-elves. from place to place, often driven out by the hostility of others.
Ability Prerequisite. 8 Cha, 9 Wis Such experiences have made them wary of others’
Ability Score Increase. Your Cha score increases by 2, and motivations. Half-elves with this trait gain a +1 bonus on
two other ability scores of your choice increase by 1. Insight and Deception checks.
Age. Half-elves mature at the same rate humans do and Water Child: Some half-elves are born of elves adapted to
reach adulthood around the age of 20. They live much longer life on or near the water. These half-elves gain advantage on
than humans, however, often exceeding 180 years. Athletics checks while swimming, and may choose Aquan as a
Alignment. Half-elves share the chaotic bent of their elven bonus language. This trait replaces the skill versatility and
heritage. They value both personal freedom and creative multitalented traits.
expression, demonstrating neither love of leaders nor desire
for followers. They chafe at rules. resent others' demands, and Favored Class Options
sometimes prove unreliable, or at least unpredictable. The following favored options are available to all half-elves
Size. Half-elves are about the same size as humans, ranging who have the listed favored class, and unless otherwise stated,
from 5 to 6 feet tall. Your size is Medium. the bonus applies each time you select the class reward.
Speed. Your base walking speed is 30 feet. Artificer: Add +1 foot to the range increment of an item's
Darkvision. Thanks to your elf blood, you have superior (Alchemical, Mechanical, Ammunition). This option has no
vision in dark and dim conditions. You can see in dim light effect unless the artificer has selected it 5 times (or another
within 60 feet of you as if it were bright light, and in darkness increment of 5); an AOE increment of 24 feet is effectively the
as if it were dim light. You can't discern color in darkness, only same as an AOE increment of 20 feet, for example.
shades of gray. Barbarian: Add +1/5 to Dexterity saving throws against
Fey Ancestry. You have advantage on saving throws against attacks made by traps.
being charmed, and magic can't put you to sleep. Bard: Add +1/3 to the bard’s total number of uses of bardic
Multitalented: Half-elves choose two favored classes at first inspiration per long rest.
level and gain +1 hit point or a favored class option whenever Cleric: Add +1/4 to the amount of damage dealt or damage
they take a level in either one of those classes healed when the cleric uses a cleric class feature.
Skill Versatility. You gain proficiency in two skills of your Druid: Add +1/3 to the druid’s armor bonus when using
choice. wild shape.
Languages. You can speak, read, and write Common, Fighter: Add +1/2 to the fighter’s rolls when making
Elvish, and one extra language of your choice. opposed Strength or Dexterity contests.
Gunslinger: Add +1/5 to the number of grit points in the
Optional Half-Elf Traits gunslinger’s grit pool.
You may select one of the following half-elf traits during
character creation.
Ancestral Arms: Some half-elves receive training in an
unusual weapon. Half-elves with this racial trait Proficiency
with a Martial Weapon at 1st level. This weapon may include
the word "elven" in its name. This trait replaces the skill
versatility trait.
22 PART VII | HALF-ELF
Monk: Add +1/3 on Sleight of Hand checks to escape
bindings and on Acrobatics checks to cross narrow surfaces.
Paladin: Add +1 foot to the size of all the paladin’s aura
class features. This option has no effect unless the paladin has
selected it 5 times (or another increment of 5); an aura of 14
feet is effectively the same as a 10-foot aura, for example.
Ranger: Add +1/3 attack bonus to the ranger’s animal
companion. If the ranger ever replaces his companion, the
new companion gains this bonus.
Rogue: Add a +1/3 bonus on Deception checks and
Persuasion checks to gather information.
Sorcerer: Add 1/3 spell from the sorcerer’s
spell list. This spell must be at least one level
below the highest-level spell the sorcerer can
cast and does not count against the total
number of spells known.
Warlock: Add 1/3 spell from the
warlock spell list to
the warlock’s familiar. This
spell must be at least one level
below the highest spell level
she can cast. If the warlock
ever replaces her familiar,
the new familiar knows
these bonus spells.
Wizard: When casting
wizard enchantment
spells, add +1/4 to the
effective spell slot
level of the spell, but
only to determine
the spell’s
duration.
H
alf-Orcs have a Human and an Orc for parents. Optional Half-Orc Traits
Like Half-Elves, Half-Orcs are sterile. In
addition, there are currently no Half-Orcs in You may select one of the following half-orc traits during
the Old World. They are a product of Humans character creation.
coming into contact with the Orc tribes in the Acute Darkvision: Some half-orcs have exceptionally sharp
New World. darkvision, gaining darkvision 90 feet. This trait replaces
Half-Orcs tend to be shunned by both their Human and relentless endurance. A half-orc must have the darkvision trait
Orcish parents and are often raised in orphanages. Much of to select this trait.
their education focused on the application of violence to solve Beastmaster: Some half-orcs have a spiritual kinship with
problems. fantastical beasts, capturing them for sport or living and
Each Half-Orc lives according to their own code or morality hunting with them. A half-orc with this trait treats whips and
and eschews the idea of worshipping any deity. They believe nets as martial weapons and gains a +2 bonus on Animal
true strength and power comes from within. No one else Handling checks. This trait replaces relentless endurance.
deserves their loyalty or worship. Bestial: The orc blood of some half-orcs manifests in the
form of particularly prominent orc features, exacerbating their
bestial appearances but improving their already keen senses.
Half-Orc Names They gain a +2 bonus on Intimidate and Perception checks.
A half-orc who wants to fit in among humans might trade an Cavewight: Some half-orcs live far below the surface,
orc name for a human name. Some half-orcs with human seeking freedom in winding cave complexes. Half-orcs with
names decide to adopt a guttural orc name because they think this trait gain a +1 bonus on History and Survival checks
it makes them more intimidating. made underground. This trait replaces the menacing trait.
Chain Fighter: Some half-orcs have escaped from slavery
and reforged the chains of their imprisonment into deadly
Half-Orc Traits weapons. Half-orcs with this trait are proficient with flails and
Your half-orc character has certain traits deriving from your heavy flails, and treat dire flails and spiked chains as martial
orc ancestry. weapons. This trait replaces weapon familiarity.
Ability Prerequisites. 8 Str, 9 Con City-Raised: Half-orcs with this trait know little of their orc
Ability Score Increase. Your Str score increases by 2, and ancestry and were raised among humans and other half-orcs
your Con score increases by 1. in a large city. City-raised half-orcs are proficient with whips
Age. Half-orcs mature a little faster than humans, reaching and longswords, and receive a +2 bonus on History checks for
adulthood around age 14. They age noticeably faster and the city they grew up in. This trait replaces weapon familiarity.
rarely live longer than 75 years. Forest Walker: More at home in the forests and jungles of
Alignment. Half-orcs inherit a tendency toward chaos from the world, these half-orcs are well adapted to their
their orc parents and are not strongly inclined toward good. surroundings. Half-orcs with this trait gain a +2 bonus on
Half-ores raised among orcs and willing to live out their lives Athletics or Acrobatics checks when climbing and +2 bonus
among them are usually evil. on Survival checks made in forests or jungles. This trait
Size. Half-orcs are somewhat larger and bulkier than replaces darkvision.
humans, and they range From 5 to well over 6 feet tall. Your Gatecrasher: Many half-orcs revel in acts of wanton
size is Medium. destruction. Half-orcs with this racial trait gain a +2 bonus on
Speed. Your base walking speed is 30 feet. Strength checks to break objects. This trait replaces
Darkvision. Thanks to your orc blood, you have superior relentless endurance.
vision in dark and dim conditions. You can see in dim light Rock Climber: Half-orcs from mountainous regions are
within 60 feet of you as if it were bright light, and in darkness excellent climbers, and sometimes ambush prey by leaping
as if it were dim light. You can't discern color in darkness, only down from above. Half-orcs with this trait gain a +1 bonus on
shades of gray. Athletics and Acrobatics checks when climbing. This trait
Menacing. You gain proficiency in the Intimidation skill. replaces the menacing trait.
Relentless Endurance. When you are reduced to 0 vitality Sacred Tattoo: Many half-orcs decorate themselves with
but not killed outright, you can drop to 1 vitality instead. You tattoos, piercings, and ritual scarification, which they consider
can't use this feature again until you finish a long rest. sacred markings. Half-orcs with this trait gain a +1 bonus on
Savage Attacks. When you score a critical hit with a melee all saving throws. This trait replaces relentless endurance.
weapon attack, you can roll one of the weapon's damage dice
one additional time and add it to the extra damage of the
critical hit.
Weapon Familiarity: Half-orcs are proficient with
greataxes and falchions and treat any weapon with the word
“orc” in its name as a martial weapon.
Languages. You can speak, read, and write Common and
Orc. Orc is a harsh, grating language with hard consonants. It
has no script of its own but is written in the Dwarvish script.
PART VIII | HALF-ORC 25
Scavenger: Some half-orcs eke out a leaving picking over
the garbage heaps of society, and must learn to separate rare
finds from the inevitable dross. Half-orcs with this trait receive
a +2 bonus on Insight checks to determine the worth of
objects and on Perception checks to find hidden objects
(including traps and secret doors), determine whether food is
spoiled, or identify a potion by taste. This trait replaces the
menacing trait.
Toothy: Some half-orcs’ tusks are large and sharp, granting
a bite attack as an action. This is an attack that deals 1d4
points of piercing damage. This trait replaces relentless
endurance.
Favored Class Options
The following options are available to all half-orcs
who have the listed favored class, and unless otherwise stated,
the bonus applies each time you select the class reward.
Artificer: Add +1/3 to the artificer’s damage from
class features.
Barbarian: Add +1/2 to the barbarian’s total number of
rages per long rest.
Bard: Add +1/3 to the bard’s total number of uses of bardic
inspiration per long rest.
Cleric: Add +1/7 to the number of times Channel Divinity
can be used between short or long rests.
Druid: Add +1/3 to the druid’s natural armor bonus when
using wild shape.
Fighter: Add a +1/3 bonus on death saving throws.
Gunslinger: Add a +1/3 bonus on attack rolls when
using aimed shot.
Monk: Add +1/2 to the monk’s roll when
resisting a grapple and +1/3 to the number of Ki points.
Paladin: Add +1/4 on damage rolls made while using smite
(maximum bonus of +5).
Ranger: Add +1 hit point to the ranger’s animal companion.
If the ranger ever replaces his animal companion, the new
animal companion gains these bonus hit points.
Rogue: Add +1/3 on critical hit range made while using
sneak attack (maximum bonus of +5).
Sorcerer: Add +1/3 point of fire damage to spells that deal
fire damage cast by the sorcerer.
Warlock: Add one spell from the warlock spell list to the
warlock’s familiar. This spell must be at least one level
below the highest spell level she can cast. If the warlock
ever replaces her familiar, the new familiar knows these bonus
spells.
Wizard: Add a +1/2 bonus on concentration checks made
due to taking damage while casting wizard spells.
I
t is not known from whence Tieflings originate. They Fiendish Sprinter: Some tieflings have feet that are more
are not native or present in the Old World at all, yet bestial than human. Whether their feet resemble those of a
while they are encountered in the New World, it is clawed predator or are the cloven hooves common to many of
unclear if this is their continent of origin. their kind, tieflings with this trait gain a 10-foot bonus to their
walking speed.
Maw or Claw: Some tieflings take on the more bestial
Tieflings are secretly loyal to the Unholy Host and venerate aspects of their fiendish ancestors. These tieflings exhibit
the infernal part of their parentage. either powerful, toothy maws or dangerous claws. The tiefling
can choose a bite attack that deals 1d6 points of piercing
damage as an action, or two claws that each deal 1d4 points of
Tiefling Names slashing damage as an action. This trait replaces the infernal
Tieflings have names derived from the Infernal language, legacy trait.
passed down through generations, that reflect their fiendish Prehensile Tail: Many tieflings have tails, but some have
heritage. And some younger tieflings, striving to find a place in long, flexible tails that can be used to carry items. While they
the world, adopt a name that signifies a virtue or other concept cannot wield weapons with their tails, they can use them to
and then try to embody that concept. For some, the chosen retrieve small, stowed objects carried on their persons as a
name is a noble quest. For others, it's a grim destiny. bonus action. This trait replaces infernal legacy.
Scaled Skin: The skin of these tieflings provides some
damage resistance, but is also as hard as armor. Choose one
Tiefling Traits of the following damage types: acid, cold, or lightning. A
Tieflings share certain racial traits as a result of their infernal tiefling with this trait gains resistance in the chosen damage
descent. type and also gains a +1 armor bonus to AC. This trait
Ability Prerequisites. 9 Int, 8 Cha replaces hellish resistance.
Ability Score Increase. Your Int score increases by 1, and Soul Seer: Rare tieflings have a peculiar sight that allows
your Cha score increases by 2. them to see the state of a creature’s soul. They can use
Age. Tieflings mature at the same rate as humans but live a deathwatch at will as spell-like ability. This trait replaces the
few years longer. infernal legacy trait.
Alignment. Tieflings might not have an innate tendency Vestigial Wings: Some tieflings possess a pair of
toward evil, but many of them end up there. Evil or not, an undersized, withered, or stunted wings like a mockery of those
independent nature inclines many tieflings toward a chaotic of their fiendish forbearer. Sometimes these wings are
alignment. leathery, like those of a bat. Other times they are covered with
Size. Tieflings are about the same size and build as a scattering of black, red, or violet feathers. Rare
humans. Your size is Medium. manifestations can take even more bizarre forms. These
Speed. Your base walking speed is 30 feet. wings do not provide the lift required for actual flight, but do
Darkvision. Thanks to your infernal heritage, you have have enough power to aid flight attained by some other
superior vision in dark and dim conditions. You can see in dim method, and grant advantage on Acrobatics skill checks while
light within 60 feet of you as if it were bright light, and in flying.
darkness as if it were dim light. You can't discern color in Favored Class Options
darkness, only shades of gray.
Hellish Resistance. You have resistance to fire damage. The following options are available to all tieflings who have
Infernal Legacy. You know the thaumaturgy cantrip. Once the listed favored class, and unless otherwise stated, the
you reach 3rd level, you can cast the hellish after a long rest as bonus applies each time you select the class reward.
a 2nd-level spell. Once you reach 5th level, you can also cast Cleric: Add a +1/2 bonus to spell save DC when casting
the darkness spell after a long rest. Charisma is your spells against outsiders.
spellcasting ability for these spells. Druid: Add a +1/3 bonus on Persuasion and Intimidate
Languages. You can speak, read, and write Common and checks to change a fiendish animal’s attitude.
Infernal. Paladin: Add +1/2 to the amount of damage the paladin
heals with lay on hands, but only when the paladin uses that
Optional Tiefling Traits ability on herself.
You may select one of the following tiefling traits during Rogue: Add +1/3 to sneak attack damage dealt to creatures
character creation. with the outsider type.
Beguiling Liar: Many tieflings find that the best way to get Warlock: The warlock's familiar gains 1/10 resistance
along in the world is to tell others what they want to hear. against cold, lightning, or fire. When it has been selected 10
These tieflings’ practice of telling habitual falsehoods grants times for a damage type, gain resistance to that damage type.
them advantage on Deception checks to convince an opponent After 20 times, gain immunity to that damage type.
that what they are saying is true when they tell a lie.
28 PART IX | TIEFLING
PART X
Warforged
Warforged
C
reated by the Dwarves in the Old World to be Living Construct. Even though you were constructed,
mindless war machines, the warforged developed you are a living creature. You are immune to disease. You
consciousness as a side effect of the arcane do not need to eat or breathe, but you can ingest food
experiments that sought to make them the and drink if you wish. It should be noted that while Warforged
ultimate weapons of destruction. They became a may be immune to Suffocation, they are
new kind of life form — living constructs. still made of wood stone and metal, thus they cannot
With the discovery of the New World, many Warforged swim, and are subject to deterioration if they spend too
migrated there to seek a new life and to possibly found their much time submerged underwater.
own nation. Self-Stabilizing. You may add your proficiency
A small, but growing, number of Warforged are loyal to the bonus to your death saving throws.
Lord of Blades, an extremely powerful, almost messianic Unsleeping Watcher. Instead of sleeping, you enter an
Warforged, who promises a time when the “weak-fleshed” inactive state for 4 hours each day. You do not dream in this
races will serve them. Most Warforged, however, swear fealty state; you are fully aware of your surroundings and notice
to whichever faction most closely fits their individual approaching enemies and other events as normal. You can still
worldview. be rendered unconscious from spells that cause you to be put
While most Warforged do not choose to worship any deity, to sleep, however you do not dream, and are immune to
some do occasionally pray to Moradin, the dwarven god of abilities that would affect you otherwise.
creation Warforged Composition. Your form is composed of both
living plant material and inanimate metal and stone. Because
of this you take half healing from all healing spells.
Warforged Names Warforged Resilience. You automatically succeed on
Because most warforged have bodies that resemble males, saving throws against poison, and you have immunity to
they identify themselves as males and prefer to be called “he” poison damage.
rather than “it.” Some warforged adopt female names, though. Languages. You can speak Common.
Most warforged have simple names related to their jobs, Types. When Warforged are created, they are built with a
abilities, or military positions. Warforged often accept the single purpose in mind. The most common type of Warforged
names or the nicknames that their comrades give them, are warforged scouts and warforged soldiers, though others
although some search long for particular names that define may exist. Choose one of these types.
them. Many simply take names common within another race,
especially those of humans. Warforged Soldier
Built to be main Infantry, Soldiers are strong, sturdy, and
Warforged Traits relentless in their duty.
Ability Score Increase. Your Con score increases by 2. Ability Prerequisites. 9 Str 8 Con
Age. Being living constructs the warforged theoretically can Ability Score Increase. Your Str score increases by 1.
live for eternity as long as they receive maintenance and Relentless Endurance. When you are reduced to 0 vitality
repairs. but not killed outright, you can drop to 1 vitality instead. You
Alignment. Warforged are generally neutral. They were can’t use this feature again until you finish a long rest.
built to fight, not to wonder whether fighting is right. Though Warforged Scout
they are perfectly capable of independent thought and moral
speculation, most choose not to wrestle with ethical ideals. Warforged Scouts were made to serve as reconnaissance.
Size. Warforged stand between 6 and 8 feet tall and usually Unlike Soldiers they are suprisingly light on their feet, and
weigh between 270 and 300 pounds. Your size is Medium. tend to be slimmer than the average warforged overall.
Speed. Your base walking speed is 30 feet. Ability Prerequisites. 9 Dex 8 Con
Composite Plating. Warforged were designed to fight in Ability Score Increase. Your Dex score increases by 1.
wars, and were built with armoured plates covering their most Extra Movement. Your base walking speed increases to 35
vital areas. You gain a +1 bonus to your Armour Class. feet.
Integrated Armor. When you are not wearing armor, your
AC is 11 plus your Dexterity modifier. During a short or long
rest, you can bond a suit of armor you are wearing to your
body. When you finish that short or long rest, the armor you
are wearing is bonded to you, and it cannot subsequently be
removed from your body until you finish another short or long
rest during which time you remove the bonded armor. This
feature counts as wearing armor, and you must be proficient
with the Armor in order to bond it to yourself.
30 PART X | WARFORGED
Appendix A: Age
Random Starting Age Self-Taught: This category includes bards, fighters,
Race Adulthood Intuitive Self-Taught Trained gunslingers, paladins, rangers, and warlocks.
Trained: This category includes artificers, clerics, druids,
Dwarf 40 years +3d6 +5d6 +7d6 monks, and wizards.
Elf 110 years +4d6 +6d6 +10d6 You can choose or randomly generate your character’s age.
Halfling 20 years +2d4 +3d6 +4d6 If you choose it, it must be at least the minimum age for the
character’s race and class (see the Random Starting Ages
Human 15 years +1d4 +1d6 +2d6 tables). Alternatively, roll the dice indicated for your class on
Dragonborn 15 years +1d4 +1d6 +2d6 the appropriate table and add the result to the minimum age
Gnome 40 years +4d6 +6d6 +9d6
of adulthood for your race to determine your character’s age.
With age, a character’s physical ability scores decrease and
Half-Elf 20 years +1d6 +2d6 +3d6 his mental ability scores increase (see the Aging Effects
Half-Orc 14 years +1d4 +1d6 +3d6 tables). The effects of each aging step are cumulative.
However, none of a character’s ability scores can be adjusted
Tiefling 20 years +4d6 +6d6 +8d6 above 20 or below 1 in this way.
Warforged 0 years +d4 +d4 +d4 When a character reaches venerable age, the DM secretly
rolls his maximum age (on the appropriate Aging Effects
Intuitive: This category includes barbarians, rogues, and table) and records the result, which the player does not know.
sorcerers. A character who reaches his maximum age dies of old age
sometime during the following year.
Aging Effects
Race Middle Age Old Venerable Maximum Age
Dwarf 125 years 188 years 250 years 250+2d100 years
Elf 175 years 263 years 350 years 350+4d100 years
Halfling 50 years 75 years 100 years 100+5d20 years
Human 35 years 53 years 70 years 70+2d20 years
Dragonborn 30 years 45 years 60 years 60+2d20 years
Gnome 100 years 150 years 200 years 200+3d100 years
Half-Elf 62 years 93 years 125 years 125+3d20 years
Half-Orc 30 years 45 years 60 years 60+2d10 years
Tiefling 35 years 53 years 70 years 70+2d20 years
Warforged 150 years — — —
Middle Age: At middle age, –1 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
Old: At old age, –2 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
Venerable: At venerable age, –3 to Str, Dex, and Con and +1 to Int, Wis, and Cha
APPENDIX A | AGE 31
Appendix B: Height and Weight
Random Height & Weight
Base Height Height Modifier Base Weight Weight Multiplier
Hill Dwarf, Male 3' 8" +2d4 140 lbs. x (2d6) lbs.
Hill Dwarf, Female 3' 6" +2d4 110 lbs. x (2d6) lbs.
Mountain Dwarf, Male 4' 0" +2d4 160 lbs. x (2d6) lbs.
Mountain Dwarf, Female 3' 10" +2d4 130 lbs. x (2d6) lbs.
High Elf, Male 4' 6" +2d10 100 lbs. x (1d4) lbs.
High Elf, Female 4' 6" +2d10 90 lbs. x (1d4) lbs.
Wood Elf, Male 4' 6" +2d10 110 lbs. x (1d4) lbs.
Wood Elf, Female 4' 6" +2d10 100 lbs. x (1d4) lbs.
Halfling, Male 2' 8" +2d4 35 lbs. x 1 lb.
Halfling, Female 2' 6" +2d4 25 lbs. x 1 lb.
Human, Male 4' 10" +2d10 120 lbs. x (2d4) lbs.
Human, Female 4' 5" +2d10 85 lbs. x (2d4) lbs.
Dragonborn, Male 5' 6" +2d8 175 lbs. x (2d6) lbs.
Dragonborn, Female 5' 8" +2d8 200 lbs. x (2d6) lbs.
Gnome, Male 3' 0" +2d4 35 lbs. x 1 lb.
Gnome, Female 2' 10" +2d4 30 lbs. x 1 lb.
Half-Elf, Male 5' 2" +2d8 110 lbs. x (2d4) lbs.
Half-Elf, Female 5' 0" +2d8 90 lbs. x (2d4) lbs.
Half-Orc, Male 4' 10" +2d10 150 lbs. x (2d6) lbs.
Half-Orc, Female 4' 5" +2d10 110 lbs. x (2d6) lbs.
Tiefling, Male 4' 10" +2d10 120 lbs. x (2d4) lbs.
Tiefling, Female 4' 5" +2d10 85 lbs. x (2d4) lbs.
Warforged, Soldier 5' 10" +2d6 270 lbs. x 4 lbs.
Warforged, Scout 5' 5" +2d6 170 lbs. x 4 lbs.
To determine a character’s height, roll the modifier dice indicated on the appropriate Random Height & Weight table and add the
result, in inches, to the base height for your character’s race and gender. To determine a character’s weight, multiply the result of the
modifier dice by the weight multiplier and add the result to the base weight for your character’s race and gender.
S
ome players and DMs have a knack for coming up Dwarf, Male
with character names on the fly, while others find d100 Name d100 Name
that task more of a challenge. The tables in this
appendix are designed to make life easier for both 01—02 Adrik 51—52 Morgran
kinds of people, whether you're naming a player 03—04 Alberich 53—54 Morkral
character, a nonplayer character, a monster, or
even a place. 05—06 Baern 55—56 Nalral
Each table contains names that are associated with a 07—08 Barendd 57—58 Nordak
nonhuman character race. You can select from the
possibilities here, or use dice to determine a name. 09—10 Beloril 59—60 Nuraval
Even though names are associated with races in this 11—12 Brottor 61—62 Oloric
appendix, a character might not have a name from their own 13—14 Dain 63—64 Olunt
race. For instance, a half-orc might have grown up among
dwarves and have a dwarven name. Or, as DM, you might 15—16 Dalgal 65—66 Orsik
decide that dragonborn in your campaign have a culture 17—18 Darrak 67—68 Oskar
reminiscent of ancient Rome and therefore use Roman
names, rather than the dragonborn names suggested here. 19—20 Delg 69—70 Rangrim
21—22 Duergath 71—72 Reiak
Dwarf, Female
d100 Name d100 Name 23—24 Dworic 73—74 Rurik
01—02 Anbera 51—52 Kilia 25—26 Eberk 75—76 Taklinn
03—04 Artin 53—54 Kristryd 27—28 Einkil 77—78 Thoradin
05—06 Audhild 55—56 Liftrasa 29—30 Elaim 79—80 Thorin
07—08 Balifra 57—58 Marastyr 31—32 Erias 81—82 Thradal
09—10 Barbena 59—60 Mardred 33—34 Fallond 83—84 Tordek
11—12 Bardryn 61—62 Morana 35—36 Fargrim 85—86 Traubon
13—14 Bolhild 63—64 Nalaed 37—38 Gardain 87—88 Travok
15—16 Dagnal 65—66 Nora 39—40 Gilthur 89—90 Ulfgar
17—18 Dafifi 67—68 Nurkara 41—42 Gimgen 91—92 Uraim
19—20 Delre 69—70 Orifi 43—44 Gimurt 93—94 Veit
21—22 Diesa 71—72 Ovina 45—46 Harbek 95—96 Vonbin
23—24 Hdeth 73—74 Riswynn 47—48 Kildrak 97—98 Vondal
25—26 Eridred 75—76 Sannl 49—50 Kilvar 99—00 Whurbin
27—28 Falkrunn 77—78 Therlin
Dwarf, Clan
29—30 Fallthra 79—80 Thodris d100 Name d100 Name
31—32 Finelien 81—82 Torbera 01—02 Aranore 25—26 Dankil
33—34 Gillydd 83—84 Tordrid 03—04 Balderk 27—28 Daraln
35—36 Gunnloda 85—86 Torgga 05—06 Battlehammer 29—30 Deepdelver
37—38 Gurdis 87—88 Urshar 07—08 Bigtoe 31—32 Durthane
39—40 Helgret 89—90 Valida 09—10 Bloodkith 33—34 Eversharp
41—42 Helja 91—92 Vistra 11—12 Bofdann 35—36 Fallack
43—44 Hlin 93—94 Vonana 13—14 Brawnanvil 37—38 Fireforge
45—46 llde 95—96 Werydd 15—16 Brazzik 39—40 Foamtankard
47—48 Jarana 97—98 Whurdred 17—18 Broodfist 41—42 Frostbeard
49—50 Kathra 99—00 Yurgunn 19—20 Burrowfound 43—44 Glanhig
21—22 Caebrek 45—46 Goblinbane
23—24 Daerdahk 47—48 Goldfinder
APPENDIX C | NAMES 33
Elf, Female
Dwarf, Clan
d100 Name d100 Name
d100 Name d100 Name
01—02 Adria 51—52 Keyleth
49—50 Gorunn 75—76 Silveraxe
03—04 Ahinar 53—54 Leshanna
51—52 Graybeard 77—78 Silverstone
05—06 Althaea 55—56 Lia
53—54 Hammerstone 79—80 Steelfist
07—08 Anastrianna 57—58 Maiathah
55—56 Helcral 81—82 Stoutale
09—10 Andraste 59—60 Malquis
57—58 Holderhek 83—84 Strakeln
11—12 Antinua 61—62 Meriele
59—60 Ironfist 85—86 Strongheart
13—14 Arara 63—64 Mialee
61—62 Loderr 87—88 Thrahak
15—16 Baelitae 65—66 Myathethil
63—64 Lutgehr 89—90 Torevir
17—18 Bethrynna 67—68 Naivara
65—66 Morigak 91—92 Torunn
19—20 Birel 69—70 Quelenna
67—68 Orcfoe 93—94 Trollbleeder
21—22 Caelynn 71—72 Quillathe
69—70 Rakankrak 95—96 Trueanvil
23—24 Chaedi 73—74 Ridaro
71—72 Ruby-Eye 97—98 Trueblood
25—26 Claira 75—76 Sariel
73—74 Rumnaheim 99—00 Ungart
27—28 Dara 77—78 Shanairla
Elf, Child 29—30 Drusilia 79—80 Shava
d100 Name d100 Name 31—32 Elama 81—82 Silaqui
01—02 Ael 51—52 Mara 33—34 Enna 83—84 Sumnes
03—04 Ang 53—54 Mella 35—36 Faral 85—86 Theirastra
05—06 Ara 55—56 Mya 37—38 Felosial 87—88 Thiala
07—08 Ari 57—58 Naeris 39—40 Hatae 89—90 Tiaathque
09—10 Arn 59—60 Naill 41—42 Ielenia 91—92 Traulam
11—12 Aym 61—62 Nim 43—44 Ilanis 93—94 Vadania
13—14 Broe 63—64 Phann 45—46 Irann 95—96 Valanthe
15—16 Bryn 65—66 Py 47—48 Jarsali 97—98 Valna
17—18 Cael 67—68 Rael 49—50 Jelenneth 99—00 Xanaphia
19—20 Cy 69—70 Raer
21—22 Dae 71—72 Ren
Elf, Male
d100 Name d100 Name
23—24 Del 73—74 Rhiin
01—02 Adran 29—30 Efferil
25—26 Eli 75—76 Rua
03—04 Aelar 31—32 Eiravel
27—28 Eryn 77—78 Sael
05—06 Aerdeth 33—34 Enialis
29—30 Faen 79—80 Sai
07—08 Ahvain 35—36 Erdan
31—32 Fera 81—82 Sumi
09—10 Aramil 37—38 Erevan
33—34 Gael 83—84 Syllin
11—12 Arannis 39—40 Fivin
35—36 Gar 85—86 Ta
13—14 Aust 41—42 Galinndan
37—38 Innil 87—88 Thia
15—16 Azaki 43—44 Gennal
39—40 Jar 89—90 Tia
17—18 Beiro 45—46 Hadarai
41—42 Kan 91—92 Traki
19—20 Berrian 47—48 Halimath
43—44 Koeth 93—94 Vall
21—22 Caeldrim 49—50 Heian
45—46 Laef 95—96 Von
23—24 Carric 51—52 Himo
47—48 Lue 97—98 Wil
25—26 Dayereth 53—54 Immeral
49—50 Mai 99—00 Za
27—28 Dreali 55—56 Ivellios
34 APPENDIX C | NAMES
Halfling, Female
Elf, Male
d100 Name d100 Name
d100 Name d100 Name
01—02 Alain 51—52 Merla
57—58 Korfel 79—80
03—04 Andry 53—54 Myria
59—60 Lamlis 81—82 Soveliss
05—06 Anne 55—56 Nedda
61—62 Laucian 83—84 Suhnae
07—08 Bella 57—58 Nikki
63—64 Lucan 85—86 Thamior
09—10 Blossom 59—60 Nora
65—66 Mindartis 87—88 Tharivol
11—12 Bree 61—62 Olivia
67—68 Naal 89—90 Theren
13—14 Callie 63—64 Paela
69—70 Nutae 91—92 Theriatis
15—16 Chenna 65—66 Pearl
71—72 Paelias 93—94 Thervan
17—18 Cora 67—68 Pennie
73—74 Peren 95—96 Uthemar
19—20 Dee 69—70 Philomena
75—76 Quarion 97—98 Vanuath
21—22 Dell 71—72 Portia
77—78 Riardon 99—00 Varis
23—24 Elda 73—74 Robbie
Elf, Family 25—26 Eran 75—76 Rose
d100 Name d100 Name 27—28 Euphemia 77—78 Saral
01—02 Aloro 51—52 Koehlanna 29—30 Georgina 79—80 Seaphina
03—04 Amakiir 53—54 Lathalas 31—32 Gynnie 81—82 Shaena
05—06 Amastacia 55—56 Liadon 33—34 Harriet 83—84 Stacee
07—08 Ariessus 57—58 Meliamne 35—36 Jasmine 85—86 Tawna
09—10 Arnuanna 59—60 Mellerelel 37—38 Jillian 87—88 Thea
11—12 Berevan 61—62 Mystralath 39—40 Jo 89—90 Trym
13—14 Caerdonel 63—64 Naflo 41—42 Kithri 91—92 Tyna
15—16 Caphaxath 65—66 Netyoive 43—44 Lavinia 93—94 Vani
17—18 Casilltenirra 67—68 Ofandrus 45—46 Lidda 95—96 Verna
19—20 Cithreth 69—70 Ostoroth 47—48 Maegan 97—98 Wella
21—22 Dalanthan 71—72 Othronus 49—50 Marigold 99—00 Willow
23—24 Eathalena 73—74 Qualanthri
25—26 Erenaeth 75—76 Raethran
Halfling, Male
d100 Name d100 Name
27—28 Ethanasath 77—78 Rothenel
01—02 Alton 29—30 Finnan
29—30 Fasharash 79—80 Selevarun
03—04 Ander 31—32 Franklin
31—32 Firahel 81—82 Siannodel
05—06 Bernie 33—34 Garrett
33—34 Floshern 83—84 Suithrasas
07—08 Bobbin 35—36 Garth
35—36 Galanodel 85—86 Sylvaranth
09—10 Cade 37—38 Gob
37—38 Goltorah 87—88 Teinithra
11—12 Callus 39—40 Harol
39—40 Hanali 89—90 Tiltathana
13—14 Corrin 41—42 Harol
41—42 Holimion 91—92 Wasanthi
15—16 Dannad 43—44 Igor
43—44 Horineth 93—94 Withrethin
17—18 Danniel 45—46 Jasper
45—46 Iathrana 95—96 Xiloscient
19—20 Eddie 47—48 Keith
47—48 Ilphelkiir 97—98 Xistsrith
21—22 Egart 49—50 Kevin
49—50 Iranapha 99—00 Yaeldrin
23—24 Eldon 51—52 Merla
25—26 Errich 53—54 Lerry
27—28 Fildo 55—56 Lindal
APPENDIX C | NAMES 35
Dragonborn, Female
Halfling, Male
d100 Name d100 Name
d100 Name d100 Name
01—02 Akra 51—52 Kadana
57—58 Lyle 79—80 Poppy
03—04 Aasathra 53—54 Kava
59—60 Merric 81—82 Reed
05—06 Antrara 55—56 Korinn
61—62 Mican 83—84 Roscoe
07—08 Arava 57—58 Megren
63—64 Milo 85—86 Sam
09—10 Biri 59—60 Mijira
65—66 Morrin 87—88 Shardon
11—12 Blendaeth 61—62 Mishann
67—68 Nebin 89—90 Tye
13—14 Burana 63—64 Nala
69—70 Nevil 91—92 Ulmo
15—16 Chassath 65—66 Nuthra
71—72 Osborn 93—94 Wellby
17—18 Daar 67—68 Perra
73—74 Ostran 95—96 Wendel
19—20 Dentratha 69—70 Pogranix
75—76 Oswalt 97—98 Wenner
21—22 Doudra 71—72 Pyxrin
77—78 Perrin 99—00 Wes
23—24 Driindar 73—74 Quespa
Halfling, Family 25—26 Eggren 75—76 Raiann
d100 Name d100 Name 27—28 Farideh 77—78 Rezena
01—02 Appleblossom 51—52 Porridgepot 29—30 Findex 79—80 Ruloth
03—04 Bigheart 53—54 Quickstep 31—32 Furrele 81—82 Saphara
05—06 Brightmoon 55—56 Reedfellow 33—34 Gesrethe 83—84 Savaran
07—08 Brushgather 57—58 Shadowquick 35—36 Gilkass 85—86 Sora
09—10 Cherrycheeks 59—60 Silvereyes 37—38 Harann 87—88 Surina
11—12 Copperkettle 61—62 Smoothhands 39—40 Havilar 89—90 Synthrin
13—14 Deephollow 63—64 Stonebridge 41—42 Hethress 91—92 Tatyan
15—16 Elderberry 65—66 Stoutbridge 43—44 Hillanot 93—94 Thava
17—18 Fastfoot 67—68 Stoutman 45—46 Jaxi 95—96 Uadjit
19—20 Fatrabbit 69—70 Strongbones 47—48 Jezean 97—98 Vezera
21—22 Glenfellow 71—72 Sunmeadow 49—50 Jheri 99—00 Zykroff
23—24 Goldfound 73—74 Swiftwhistle
25—26 Goodbarrel 75—76 Tallfellow
Dragonborn, Male
d100 Name d100 Name
27—28 Goodearth 77—78 Tealeaf
01—02 Adrex 29—30 Gorbundus
29—30 Greenbottle 79—80 Tenpenny
03—04 Arjhan 31—32 Greethen
31—32 Greenleaf 81—82 Thistletop
05—06 Azzakh 33—34 Heskan
33—34 High-hill 83—84 Thorngage
07—08 Balasar 35—36 Hirrathak
35—36 Hilltopple 85—86 Tosscobble
09—10 Baradad 37—38 Ildrex
37—38 Hogcollar 87—88 Underbough
11—12 Bharash 39—40 Kaladan
39—40 Honeypot 89—90 Underfoot
13—14 Bidredked 41—42 Kerkad
41—42 Jamjar 91—92 Warmwater
15—16 Dadalan 43—44 Kiirith
43—44 Kettlewhistle 93—94 Whispermouse
17—18 Dazzazn 45—46 Kriv
45—46 Leagallow 95—96 Wildcloak
19—20 Direcris 47—48 Maagog
47—48 Littlefoot 97—98 Wildheart
21—22 Donaar 49—50 Medrash
49—50 Nimblefingers 99—00 Wiseacre
23—24 Fax 51—52 Mehen
25—26 Gargax 53—54 Mozikth
27—28 Ghesh 55—56 Mreksh
36 APPENDIX C | NAMES
Gnome, Female
Dragonborn, Male
d100 Name d100 Name
d100 Name d100 Name
01—02 Abalaba 51—52 Nyx
57—58 Mugrunden 79—80 Rivaan
03—04 Bimpnottin 53—54 Oda
59—60 Nadarr 81—82 Sethrekar
05—06 Breena 55—56 Oppah
61—62 Nithther 83—84 Shamash
07—08 Buvvie 57—58 Orla
63—64 Norkruuth 85—86 Shedinn
09—10 Callybon 59—60 Panana
65—66 Nykkan 87—88 Srorthen
11—12 Caramip 61—62 Pynfle
67—68 Pandjed 89—90 Tarhun
13—14 Carlin 63—64 Quilla
69—70 Patrin 91—92 Torinn
15—16 Cumpen 65—66 Ranala
71—72 Pijjirik 93—94 Trynnicus
17—18 Dalaba 67—68 Reddlepop
73—74 Quarethon 95—96 Valorean
19—20 Donella 69—70 Roywyn
75—76 Rathkran 97—98 Vrondiss
21—22 Duvamil 71—72 Salanop
77—78 Rhogar 99—00 Zedaar
23—24 Ella 73—74 Shamil
Dragonborn, Clan 25—26 Ellyjoybell 75—76 Sifiress
d100 Name d100 Name 27—28 Ellywick 77—78 Symma
01—02 Akambherylliax 51—52 Linxakasendalor 29—30 Enidda 79—80 Tana
03—04 Argenthrixus 53—54 Mohradyllion 31—32 Lilli 81—82 Tenena
05—06 Baharoosh 55—56 Mystan 33—34 Loopmottin 83—84 Tervaround
07—08 Beryntolthropal 57—58 Nemmonis 35—36 Lorilla 85—86 Tippletoe
09—10 Bhenkumbyrznaax 59—60 Norixius 37—38 Luthra 87—88 Utta
11—12 Caavylteradyn 61—62 Ophinshtalajiir 39—40 Mardnab 89—90 Unvera
13—14 Chumbyxirinnish 63—64 Orexijandilin 41—42 Meena 91—92 Veloptima
15—16 Clethtinthiallor 65—66 Pfaphnyrennish 43—44 Menny 93—94 Virra
17—18 Daardendrian 67—68 Phrahdrandon 45—46 Mumpena 95—96 Waywocket
19—20 Delmirev 69—70 Pyraxtallinost 47—48 Nissa 97—98 Yebe
21—22 Dhyrktelonis 71—72 Qyxpahrgh 49—50 Numba 99—00 Zanna
23—24 Ebynichtomonis 73—74 Reghthroknaar
25—26 Esstyrlynn 75—76 Shestendeliath
Gnome, Male
d100 Name d100 Name
27—28 Fharngnarthnost 77—78 Skaarzborroosh
01—02 Alston 29—30 Eldon
29—30 Ghaallixirn 79—80 Sumnarghhrysh
03—04 Alvyn 31—32 Erky
31—32 Grrrmmballhyst 81—82 Tiammanthyllish
05—06 Anverth 33—34 Fablen
33—34 Gygazzylshrift 83—84 Turnuroth
07—08 Arumawann 35—36 Fibblestib
35—36 Hashphronyxadyn 85—86 Umbyrphrael
09—10 Bilbron 37—38 Fonkin
37—38 Hshhsstoroth 87—88 Vangdondalor
11—12 Boddynock 39—40 Frouse
39—40 Imbixtellrhyst 89—90 Verthisathurgiesh
13—14 Brocc 41—42 Frug
41—42 Jerynomonis 91—92 Wivvyrholdalphiax
15—16 Burgell 43—44 Gerbo
43—44 Jharthraxyn 93—94 Wystongjiir
17—18 Cockaby 45—46 Gimble
45—46 Kerrhylon 95—96 Xephyrbahnor
19—20 Crampernap 47—48 Glim
47—48 Kimbatuul 97—98 Yarjerit
21—22 Dabbledob 49—50 Igden
49—50 Lhamboldennish 99—00 Zzzxaaxthroth
23—24 Delebean 51—52 Jabble
25—26 Dimble 53—54 Jebeddo
27—28 Ederdeb 55—56 Kellen
APPENDIX C | NAMES 37
Half-Orc, Female
Gnome, Male
d100 Name d100 Name
d100 Name d100 Name
01—02 Arha 51—52 Murook
57—58 Kipper 79—80 Sapply
03—04 Baggi 53—54 Myev
59—60 Namfoodle 81—82 Seebo
05—06 Bendoo 55—56 Nagrette
61—62 Oppleby 83—84 Senteq
07—08 Bilga 57—58 Neega
63—64 Orryn 85—86 Sindri
09—10 Brakka 59—60 Nella
65—66 Paggen 87—88 Umpen
11—12 Creega 61—62 Nogu
67—68 Pallabar 89—90 Warryn
13—14 Drenna 63—64 Oolah
69—70 Pog 91—92 Wiggens
15—16 Ekk 65—66 Ootah
71—72 Qualen 93—94 Wobbles
17—18 Emen 67—68 Ovak
73—74 Ribbles 95—96 Wrenn
19—20 Engong 69—70 Ownka
75—76 Rimple 97—98 Zaffrab
21—22 Fistula 71—72 Puyet
77—78 Roondar 99—00 Zook
23—24 Gaaki 73—74 Reeza
Gnome, Clan 25—26 Gorga 75—76 Shautha
d100 Name d100 Name 27—28 Grai 77—78 Silgre
01—02 Albaratie 51—52 Murnig 29—30 Greeba 79—80 Sutha
03—04 Bafflestone 53—54 Musgraben 31—32 Grigi 81—82 Tagga
05—06 Beren 55—56 Nackle 33—34 Gynk 83—84 Tawar
07—08 Boondiggles 57—58 Ningel 35—36 Hrathy 85—86 Tomph
09—10 Cobblelob 59—60 Nopenstallen 37—38 Huru 87—88 Ubada
11—12 Daergel 61—62 Nucklestamp 39—40 Ilga 89—90 Vanchu
13—14 Dunben 63—64 Offund 41—42 Kabbarg 91—92 Vola
15—16 Fabblestabble 65—66 Oomtrowl 43—44 Kansif 93—94 Volen
17—18 Fapplestamp 67—68 Pilwicken 45—46 Lagazi 95—96 Vorka
19—20 Fiddlefen 69—70 Pingun 47—48 Lezre 97—98 Yevelda
21—22 Folkor 71—72 Quillsharpener 49—50 Murgen 99—00 Zagga
23—24 Garrick 73—74 Raulnor
25—26 Gimlen 75—76 Reese
Half-Orc, Male
d100 Name d100 Name
27—28 Glittergem 77—78 Rofferton
01—02 Argran 29—30 Henk
29—30 Gobblefirn 79—80 Scheppen
03—04 Braak 31—32 Hogar
31—32 Gummen 81—82 Shadowcloak
05—06 Brug 33—34 Holg
33—34 Horcusporcus 83—84 Silverthread
07—08 Cagak 35—36 Imsh
35—36 Humplebumple 85—86 Sympony
09—10 Dench 37—38 Karash
37—38 Ironhide 87—88 Tarkelby
11—12 Dorn 39—40 Karg
39—40 Leffery 89—90 Timbers
13—14 Dren 41—42 Keth
41—42 Lingenhall 91—92 Turen
15—16 Druuk 43—44 Korag
43—44 Loofollue 93—94 Umbodoben
17—18 Feng 45—46 Krusk
45—46 Maekkelferce 95—96 Waggletop
19—20 Gell 47—48 Lubash
47—48 Miggledy 97—98 Welber
21—22 Gnarsh 49—50 Megged
49—50 Munggen 99—00 Wildwander
23—24 Grumbar 51—52 Mhurren
25—26 Gubrash 53—54 Mord
27—28 Hagren 55—56 Morg
38 APPENDIX C | NAMES
Tiefling, Male
Half-Orc, Male
d100 Name d100 Name
d100 Name d100 Name
01—02 Abad 51—52 Melech
57—58 Nil 79—80 Shump
03—04 Ahrim 53—54 Merihim
59—60 Nybarg 81—82 Tanglar
05—06 Akmen 55—56 Modean
61—62 Odorr 83—84 Tarak
07—08 Amnon 57—58 Mordai
63—64 Ohr 85—86 Thar
09—10 Andram 59—60 Mormo
65—66 Rendar 87—88 Thokk
11—12 Astar 61—62 Morthos
67—68 Resh 89—90 Trag
13—14 Balam 63—64 Nicor
69—70 Ront 91—92 Ugarth
15—16 Barakas 65—66 Nirgel
71—72 Rrath 93—94 Varg
17—18 Bathin 67—68 Oriax
73—74 Sark 95—96 Vilberg
19—20 Caim 69—70 Paymon
75—76 Scrag 97—98 Yurk
21—22 Chem 71—72 Pelaios
77—78 Sheggen 99—00 Zed
23—24 Cimer 73—74 Purson
Tiefling, Female 25—26 Cressel 75—76 Qemuel
d100 Name d100 Name 27—28 Damakos 77—78 Raam
01—02 Akta 51—52 Markosian 29—30 Ekemon 79—80 Rimmon
03—04 Anakis 53—54 Mastema 31—32 Euron 81—82 Sammal
05—06 Armara 55—56 Naamah 33—34 Fenriz 83—84 Skamos
07—08 Astaro 57—58 Nemeia 35—36 Forcas 85—86 Tethren
09—10 Aym 59—60 Nija 37—38 Habor 87—88 Thamuz
11—12 Azza 61—62 Orianna 39—40 Iados 89—90 Therai
13—14 Beleth 63—64 Osah 41—42 Kairon 91—92 Valafar
15—16 Bryseis 65—66 Phelaia 43—44 Leucis 93—94 Vassago
17—18 Bune 67—68 Prosperine 45—46 Mamnen 95—96 Xappan
19—20 Criella 69—70 Purah 47—48 Mantus 97—98 Zepar
21—22 Damaia 71—72 Pyra 49—50 Marbas 99—00 Zephan
23—24 Decarabia 73—74 Rieta
25—26 Ea 75—76 Ronobe
Tiefling, Virtue
d100 Name d100 Name
27—28 Gadreel 77—78 Ronwe
01—02 Ambition 29—30 Excellence
29—30 Gomory 79—80 Seddit
03—04 Art 31—32 Fear
31—32 Hecat 81—82 Seere
05—06 Carrion 33—34 Glory
33—34 Ishte 83—84 Sekhmet
07—08 Chant 35—36 Gluttony
35—36 Jezebeth 85—86 Semyaza
09—10 Creed 37—38 Grief
37—38 Kali 87—88 Shava
11—12 Death 39—40 Hate
39—40 Kallista 89—90 Shax
13—14 Debauchery 41—42 Hope
41—42 Kasdeya 91—92 Sorath
15—16 Despair 43—44 Horror
43—44 Lerissa 93—94 Uzza
17—18 Doom 45—46 Ideal
45—46 Lilith 95—96 Vapula
19—20 Doubt 47—48 Ignominy
47—48 Makaria 97—98 Vepar
21—22 Dread 49—50 Laughter
49—50 Manea 99—00 Verin
23—24 Ecstacy 51—52 Love
25—26 Ennui 53—54 Lust
27—28 Entropy 55—56 Mayhem
APPENDIX C | NAMES 39
Tiefling, Virtue
d100 Name d100 Name
57—58 Mockery 79—80 Random
59—60 Murder 81—82 Reverence
61—62 Muse 83—84 Revulsion
63—64 Music 85—86 Sorrow
65—66 Mystery 87—88 Temerity
67—68 Nowhere 89—90 Torment
69—70 Open 91—92 Tragedy
71—72 Pain 93—94 Vice
73—74 Passion 95—96 Virtue
75—76 Poetry 97—98 Weary
77—78 Quest 99—00 Wit
Warforged
d100 Name d100 Name
01—02 Anvil 51—52 Mark
03—04 Axe 53—54 Medic
05—06 Azm 55—56 Morg
07—08 Blade 57—58 Nameless
09—10 Blunt 59—60 Pick
11—12 Book 61—62 Pierce
13—14 Bulwark 63—64 Pious
15—16 Candle 65—66 Rapier
17—18 Cart 67—68 Relic
19—20 Chalice 69—70 Rune
21—22 Cutter 71—72 Slash
23—24 Dagger 73—74 Steeple
25—26 Digger 75—76 Sword
27—28 Even 77—78 Three
29—30 Equal 79—80 Titan
31—32 Falchion 81—82 Trident
33—34 Flail 83—84 Unsung
35—36 Flintlock 85—86 Valor
37—38 Forge 87—88 Victor
39—40 Graven 89—90 Vise
41—42 Grim 91—92 Watcher
43—44 Gun 93—94 Weapon
45—46 Halberd 95—96 Wrench
47—48 Hammer 97—98 Zealot
49—50 Lockpick 99—00 Zed
40 APPENDIX C | NAMES
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