mirror of
https://github.com/Kornstalx/5etools-mirror-2.github.io.git
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8967 lines
458 KiB
JSON
8967 lines
458 KiB
JSON
{
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"_meta": {
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"internalCopies": [
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"raceFluff"
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]
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},
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"raceFluff": [
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{
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"name": "Aarakocra",
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"source": "EEPC",
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"entries": [
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{
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"type": "entries",
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"entries": [
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{
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"type": "entries",
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"entries": [
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"Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren't even native to the Material Plane. They hail from a world beyond-from the boundless vistas of the Elemental Plane of Air. They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.",
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{
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"type": "entries",
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"name": "Beak and Feather",
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"entries": [
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"From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.",
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"Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations."
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]
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},
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{
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"type": "entries",
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"name": "Sky Wardens",
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"entries": [
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"Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away.",
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"Once airborne, an aarakocra leaves the sky with reluctance. On their native plane, they can fly for days or months, landing only to lay their eggs and feed their young before launching themselves back into the air. Those that make it to a world in the Material Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound people forced to live and toil on the ground."
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]
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},
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{
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"type": "entries",
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"name": "Avian Mannerisms",
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"entries": [
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"The resemblance of aarakocra to birds isn't limited to physical features. Aarakocra display many of the same mannerisms as ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they might have picked up. When they deign to descend from the sky, they often do so near pools where they can catch fish and bathe themselves.",
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"Many aarakocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An aarakocra might become frustrated with people who fail to pick up on the nuances; an aarakocra's threat might be taken as a jest and vice versa.",
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"The idea of ownership baffles most aarakocra. After all, who owns the sky? Even when explained to them, they initially find the notion of ownership mystifying.",
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"As a result, aarakocra who have little interaction with other people might be a nuisance as they drop from the sky to snatch livestock or plunder harvests for fruits and grains. Shiny, glittering objects catch their eyes. They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses.",
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"Confinement terrifies the aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop homes, they appear alert, with eyes moving and bodies ready to take flight."
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]
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},
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{
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"type": "entries",
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"name": "Homelands",
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"entries": [
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"Most aarakocra live on the Elemental Plane of Air. Aarakocra can be drawn into the Material Plane, sometimes to pursue enemies or thwart their foes' designs there. Accident might also send a nest of aarakocra tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish nests in high mountains or in the canopies of old forests.",
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"Once tribes of aarakocra settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.",
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"A typical colony consists of one large, open-roofed nest made of woven vines. The eldest acts as leader with the support of a shaman."
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]
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},
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{
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"type": "inset",
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"name": "Aarakocra in the Forgotten Realms",
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"entries": [
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"Never well established in Faerûn, aarakocra have only four major colonies: in the Star Mounts within the High Forest, in the Storm Horns in Cormyr, in the Cloven Mountains on the Vilhon Reach, and in the Mistcliffs in Chult.",
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"Those colonies established in the Star Mounts, closest to the Dessarin Valley, were ever a secretive and guarded people, only spotted during their flights over the High Forest. A cruel and rapacious green dragon nearly wiped out the population and scattered the survivors. These aarakocra and their descendants have sworn vengeance against the dragon and may be seen scouring the lands of the North and Cormyr for signs of their foe.",
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"Their only remaining settlement lies on the slopes of the Star Mounts' southernmost mountains. At the headwaters of the Unicorn Run, the Last Aerie is home to several dozen aarakocra. Recently, aarakocra elders detected changes in the prevailing winds that they regarded as a bad omen.",
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"Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air."
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]
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},
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{
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"type": "entries",
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"name": "Great Purpose",
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"entries": [
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"Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an exceptional circumstance for an aarakocra to leave his or her tribe and undertake the adventurer's life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the aarakocra adventurer's chosen path.",
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"Two other circumstances might call an aarakocra to adventure. First, aarakocra have historical ties to the Wind Dukes of Aqaa. Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by the Wind Dukes long ago to defeat the Queen of Chaos's monstrous champion, Miska the Wolf-Spider.",
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"When plunged into Miska's body, the chaos in his blood sundered the rod and scattered its pieces across the multiverse. Recovering the pieces means gaining honor and esteem in the eyes of the vaati who forged it and could possibly restore a powerful weapon for defense against the agents of elemental evil.",
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"Second, aarakocra are sworn foes of elemental earth, in particular the gargoyles that serve Ogrémoch, the Prince of Earth. The Aarakocra word for gargoyle is loosely translated as \"flying rock,\" and battles between aarakocra and gargoyles have raged across the Elemental Planes of Earth and Air, occasionally spilling into a world on the Material Plane. Aarakocra on that plane might leave their colonies to lend aid to other humanoids committed to fighting earth cults and thwarting their efforts."
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]
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},
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{
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"type": "entries",
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"name": "Aarakocra Names",
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"entries": [
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"As with much of their speech, aarakocra names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names.",
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"An aarakocra of either gender may have one of these short names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed."
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]
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},
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{
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"type": "inset",
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"name": "Aarakocra Backgrounds",
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"entries": [
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"Backgrounds that are most appropriate for aarakocra include the outlander, the hermit, and the sage.",
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"The small colonies of aarakocra are insular and remote, and few aarakocra live away from their roosts. In the Star Mounts of the High Forest in the Forgotten Realms, no more than a few dozen aarakocra live away from the nests of their families. Those that do are usually rangers or fighters, constantly patrolling for outside threats."
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]
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}
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]
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}
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]
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}
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],
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"images": [
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{
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"type": "image",
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"href": {
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"type": "internal",
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"path": "races/EEPC/Aarakocra.webp"
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}
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}
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]
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},
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{
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"name": "Aarakocra",
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"source": "MPMM",
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"entries": [
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"A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa\u2014mighty beings of air\u2014and were imbued with a measure of their masters' power over winds. Their descendants still command echoes of that power.",
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"From below, aarakocra look like large birds and thus are sometimes called birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies\u2014usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles."
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],
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"images": [
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{
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"type": "image",
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"href": {
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"type": "internal",
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"path": "races/MPMM/Aarakocra.webp"
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},
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"credit": "Claudio Pozas"
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}
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]
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},
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{
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"name": "Aasimar",
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"source": "MPMM",
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"entries": [
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"Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens.",
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"Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. The Aasimar Celestial Features table has examples you can choose or use as inspiration to create your own.",
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{
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"type": "table",
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"caption": "Aasimar Celestial Features",
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"colLabels": [
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"d6",
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"Celestial Feature"
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],
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"colStyles": [
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"col-1 text-center",
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"col-11"
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],
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"rows": [
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[
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"1",
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"A dusting of metallic, white, or charcoal freckles"
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],
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[
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"2",
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"Metallic, luminous, or dark eyes"
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],
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[
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"3",
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"Starkly colored hair"
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],
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[
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"4",
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"An unusual hue tinting your shadow"
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],
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[
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"5",
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"A ghostly halo crowning your head"
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],
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[
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"6",
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"Rainbows gleaming on your skin"
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]
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]
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}
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],
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"images": [
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{
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"type": "image",
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"href": {
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"type": "internal",
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"path": "races/MPMM/Aasimar.webp"
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},
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"credit": "Mike Bierek"
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}
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]
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},
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{
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"name": "Aasimar",
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"source": "VGM",
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"entries": [
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{
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"type": "entries",
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"entries": [
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{
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"type": "entries",
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"entries": [
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"Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.",
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{
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"type": "inset",
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"name": "Falling from Grace or Rising to It",
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"entries": [
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"With your DM's consent, you can change your character's subrace to fallen aasimar if your protector/scourge aasimar turns to evil. To do so, replace your subrace benefits, including the ability score increase, with those of a fallen aasimar.",
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"Similarly, if your fallen aasimar turns to good, your DM might allow you to become a protector or scourge aasimar."
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]
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},
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{
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"type": "entries",
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"name": "Celestial Champions",
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"entries": [
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"Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.",
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"From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness.",
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"Each aasimar can count a specific celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world."
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]
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},
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{
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"type": "entries",
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"name": "Hidden Wanderers",
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"entries": [
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"While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance.",
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"When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent."
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]
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},
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{
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"type": "entries",
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"name": "Aasimar Guides",
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"entries": [
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"An aasimar, except for one who has turned to evil, has a link to an angelic being. That being\u2014usually a deva\u2014provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.",
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"The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about.",
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"As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide.",
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{
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"type": "table",
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"colLabels": [
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"d6",
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"Name"
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],
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"colStyles": [
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"col-2 text-center",
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"col-10"
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],
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"rows": [
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[
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"1",
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"Tadriel"
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],
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[
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"2",
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"Myllandra"
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],
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[
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"3",
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"Seraphina"
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],
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[
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"4",
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"Galladia"
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],
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[
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"5",
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"Mykiel"
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],
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[
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"6",
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"Valandras"
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]
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]
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},
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{
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"type": "table",
|
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"colLabels": [
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"d6",
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"Nature"
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],
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"colStyles": [
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"col-2 text-center",
|
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"col-10"
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],
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"rows": [
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[
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"1",
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"Bookish and lecturing"
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],
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[
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"2",
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"Compassionate and hopeful"
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],
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[
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"3",
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"Practical and lighthearted"
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],
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[
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"4",
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"Fierce and vengeful"
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],
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[
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"5",
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"Stern and judgmental"
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],
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[
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"6",
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"Kind and parental"
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]
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]
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},
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{
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"type": "inset",
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"name": "Note to the DM: Playing an Angelic Guide",
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"entries": [
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"As DM, you take on the role of an aasimar's angelic guide and decide what kind of advice or omens to send in dreams.",
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"The deva, or other celestial being, is your chance to add special roleplaying opportunities to the game. Remember, a deva lives in a realm of absolute law and good. The deva might not understand the compromises and hard choices that mortals must grapple with in the world. To the deva, an aasimar is a prized student who must live up to high, sometimes inflexible standards."
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]
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}
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]
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},
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{
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"type": "entries",
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"name": "Conflicted Souls",
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"entries": [
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"Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing.",
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"Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them.",
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"Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar's guide is wise but not infallible."
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]
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},
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{
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"type": "entries",
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"name": "Aasimar Names",
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"entries": [
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"Most aasimar are born from human parents, and they use the same naming conventions as their native culture."
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]
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}
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]
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}
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]
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|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/VGM/Aasimar.webp"
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|
},
|
|
"credit": "Shawn Wood"
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|
}
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|
]
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|
},
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|
{
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|
"name": "Aasimar (Fallen)",
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|
"source": "VGM",
|
|
"_copy": {
|
|
"name": "Aasimar",
|
|
"source": "VGM",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow."
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|
]
|
|
}
|
|
]
|
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}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Aasimar (Protector)",
|
|
"source": "VGM",
|
|
"_copy": {
|
|
"name": "Aasimar",
|
|
"source": "VGM",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil."
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|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Aasimar (Scourge)",
|
|
"source": "VGM",
|
|
"_copy": {
|
|
"name": "Aasimar",
|
|
"source": "VGM",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil-a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle."
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|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Aetherborn",
|
|
"source": "PSK",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
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|
"A day not spent indulging the senses is a day wasted"
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|
]
|
|
},
|
|
"When the events of a lifetime are compressed down to almost nothing, each fleeting moment must be savored\u2014drained of every drop of enjoyment it can offer. This is the philosophy that informs the lives and minds of the aetherborn. Given just a few short years\u2014or sometimes only a few months\u2014to live, each aetherborn views time as exceedingly precious. Each moment spent in a way that does not bring delight is a wasted moment. And though aetherborn differ in their drives and pleasures, nearly all of them share this desire to squeeze the most out of the brief time they are given.",
|
|
"Aetherborn come into being spontaneously as part of the aether refinement process. Their bodies and minds are apparently formed out of some interaction between the volatile elements of aether that are removed during refinement and the psychic impressions created by the people involved in the process. But each aetherborn is a unique individual, not a mere copy of some other person's mind and shape. This race is little understood, and few aetherborn are willing to waste any of their short lives allowing vedalken scholars to study their biological and psychological characteristics.",
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Aetherborn and Gender",
|
|
"entries": [
|
|
"Aetherborn are a strange living by-product of the process of aether refinement, cast in humanoid form but lacking any of the biological qualities of other races. They don't eat or sleep, and they don't reproduce\u2014nor do they have any physical sexual characteristics. Language that categorizes people into male or female categories thus breaks down when it comes to aetherborn. Most aetherborn prefer that others use the pronoun \"they\" to refer to them, since it doesn't attribute a gender that they don't possess. Only a relative few prefer \"he\" or \"she,\" having chosen to adopt a gender."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Aetherborn Politics",
|
|
"entries": [
|
|
"The relationship between aetherborn and the Consulate is complicated. On the one hand, aetherborn understand that their race wouldn't exist without the Consulate's aether refining operations, so they feel at least some motivation to ensure that those operations continue to run smoothly. On the other hand, few aetherborn have any patience for the tedious and cumbersome politics and regulations of the Consulate, which gives them at least a little sympathy with renegade philosophy. Typically, aetherborn are drawn to one side or the other more by the lure of excitement and entertainment than by any serious political beliefs."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSK/Aetherborn.webp"
|
|
},
|
|
"title": "On Kaladesh, an aether-powered {@item arrow of slaying (*)|DMG|arrow of slaying} can be launched without a bow.",
|
|
"credit": "Tidy Conclusion by Bastien L. Deharme"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSK/Aetherborn2.webp"
|
|
},
|
|
"title": "Essence Extraction",
|
|
"credit": "Min Yum"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Astral Elf",
|
|
"source": "AAG",
|
|
"entries": [
|
|
"Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests as a starry gleam in an astral elf's eyes.",
|
|
"Because nothing ages on the Astral Plane, astral elves who inhabit that plane can be very old, and their longevity gives them an unusual perspective on the passage of time. Some are prone to melancholy, while others might display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet contemplation or strike out to explore the reaches of the multiverse, astral elves tend to see things through the lens of time as having little or no meaning to them. Astral elves who don't dwell on the Astral Plane can live to be more than 750 years old."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/AAG/Astral Elf.webp"
|
|
},
|
|
"credit": "Nikki Dawes"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Autognome",
|
|
"source": "AAG",
|
|
"entries": [
|
|
"Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.",
|
|
"An autognome bears a resemblance to its creator, and most autognomes are programmed to speak and understand Gnomish. The internal components used in an autognome's manufacture can vary wildly; one autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears.",
|
|
"Roll on the Autognome History table or choose an entry that you like to identify what event set you on the path to adventure. If nothing on the table appeals to you, work with your DM to create an origin story for your character.",
|
|
"Like gnomes, autognomes can live for centuries, typically up to 500 years.",
|
|
{
|
|
"type": "table",
|
|
"caption": "Autognome History",
|
|
"colLabels": [
|
|
"d6",
|
|
"Story"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"Your creator gave you autonomy and urged you to follow your dreams."
|
|
],
|
|
[
|
|
"2",
|
|
"Your creator died, leaving you to fend for yourself."
|
|
],
|
|
[
|
|
"3",
|
|
"A glitch caused you to forget your original programming. You don't remember who made you or where you came from."
|
|
],
|
|
[
|
|
"4",
|
|
"You didn't like how you were being treated by your creator, so you ran away from home."
|
|
],
|
|
[
|
|
"5",
|
|
"You were built to complete a special mission."
|
|
],
|
|
[
|
|
"6",
|
|
"You felt trapped in the role for which you were built and abandoned your creator, determined to find a greater purpose."
|
|
]
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/AAG/Autognome.webp"
|
|
},
|
|
"credit": "Nikki Dawes"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Aven",
|
|
"source": "PSA",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Aven have humanlike bodies, arms, and legs, along with birdlike wings and heads. Two distinct varieties of aven are found in Naktamun. One has the head of a hawk or similar bird of prey, with short wings allowing fast flight. The other variety has the head of an ibis atop a long neck, with wide, angular wings better suited to soaring. All aven have lean bodies with feathers extending from their heads down to their shoulders.",
|
|
"Aven delight in flying above their foes, using their superior mobility to confound and outpace their opponents. They love soaring through the sky as well, though the Hekma limits their altitude. Like all people of Naktamun, they are grateful for the Hekma's protective magic, of course. But they keenly anticipate the hour when the God-Pharaoh will return and dissolve the veil, letting them fly without limit in the afterlife.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Combat Classes",
|
|
"entries": [
|
|
"Spellcasters are common among {@race Aven (Ibis-Headed)|PSA|ibis-headed aven} drawn to follow the teachings of Kefnet. Their physical resemblance to the god of knowledge is reflected in the metal discipline, focus, and confidence for which aven spellcasters are known. They wield magic of air, wind, and sometimes water to buffet their foes, enhance their own flight, and counter enemy attacks. Hawk-headed aven who follow the path of the mage are more likely to learn sand-based magic that can cloud the air, blast their foes, or bury enemies in living dunes.",
|
|
"{@race Aven (Hawk-Headed)|PSA|Hawk-headed aven} are often drawn to master techniques of long-range combat, whether the {@item javelin|PHB} that is the preferred weapon of many, the bow, or other thrown weapons. Whatever weapon they use, aven hover and swoop in the air above the fray, seeking the opportune moment to strike in exactly the right place. In line with the teachings of the god of solidarity, they often fly in tight formations with other aven in their crops, supporting and protecting each other. Aven take great pride in the precision of their attacks, relying on their keen vision and superior vantage points. They view the sharp tip of a {@item javelin|PHB} or {@item arrow|PHB} as a symbol of their love for precision, and some initiates maintain carefully tended collections of spearheads or arrowheads.",
|
|
"A relatively small number of aven of both varieties end up focusing on hand-to-hand combat. Even there, they use their ability to fly to great advantage, often swooping down on their foes from a great height. The speed and power of a blow from a diving aven can be utterly devastating, but such a strike poses a tremendous risk to the aven as well as the target. An aven who fails to pull up from the dive in time can suffer even worse injuries than the target of the attack. Aven often minimize this risk by hurling {@item javelin|PHB|javelins} while they dive, then pulling up early after a successful throw."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSA/Aven.webp"
|
|
},
|
|
"title": "Tah-Crop Elite",
|
|
"credit": "Raoul Vitale"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSA/Aven2.webp"
|
|
},
|
|
"title": "Companion of the Trials",
|
|
"credit": "Aaron Miller"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Aven",
|
|
"source": "PSD",
|
|
"entries": [
|
|
"Following the devastation of the distant continent of Otaria in Karona's War some two and a half centuries ago, people of many races left that land to find refuge elsewhere. Among them were the birdlike people called aven, who were largely unknown outside of Otaria prior to their exodus. Rather than dispersing around the world and assimilating into local cultures, they wandered in great flocks, forming separate communities in a few hospitable locations. The largest such flock settled in Benalia, where its people submitted themselves to Benalish law in exchange for hospitality. The aven have no representation on the Council of Seven, but many hope to see that change.",
|
|
"Aven have humanlike bodies, arms, and legs, with wings and heads resembling those of eagles. Their lean forms are covered with feathers, and their arms and legs all end in sharp talons.",
|
|
"Aven form their own airborne companies, or wings, within the Benalish army. They serve as soldiers, battle priests, and occasionally heroes, but do not become knights except under truly exceptional circumstances. Worship of Serra is all but universal among the aven because of syncretistic fusion with their traditional religious beliefs, and many aven are Serran acolytes."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSD/Aven.webp"
|
|
},
|
|
"title": "Aven Sentry",
|
|
"credit": "Dan Scott"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Aven (Hawk-Headed)",
|
|
"source": "PSA",
|
|
"_copy": {
|
|
"name": "Aven",
|
|
"source": "PSA",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Following the example of Oketra, hawk-headed aven often focus on the techniques of long-range combat. Most prefer {@item javelin|phb|javelins}, but some are skilled with bows, {@item spear|phb|spears}, and {@item handaxe|phb|throwing axes}."
|
|
]
|
|
},
|
|
{
|
|
"type": "hr"
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Aven (Ibis-Headed)",
|
|
"source": "PSA",
|
|
"_copy": {
|
|
"name": "Aven",
|
|
"source": "PSA",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"A majority of ibis-headed aven, drawn to the teachings of Kefnet, specialize in spellcasting. They take great pride in all the qualities they share with the god of knowledge\u2014not just their avian heads, but their quick wit, self-confidence, cunning, and spellcasting prowess."
|
|
]
|
|
},
|
|
{
|
|
"type": "hr"
|
|
}
|
|
]
|
|
}
|
|
},
|
|
"images": {
|
|
"mode": "appendArr",
|
|
"items": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSA/Aven (Ibis-Headed).webp"
|
|
},
|
|
"title": "Zenith Seeker",
|
|
"credit": "Jason Kang"
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Bugbear",
|
|
"source": "ERLW",
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/ERLW/Goblinoids.webp"
|
|
},
|
|
"credit": "Cory Trego-Erdner"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Bugbear",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago and from out of the corner of your eye, they came to the Material Plane, urged to spread throughout the multiverse by the conquering god Maglubiyet. Centuries later, they still bear a fey gift for lurking just out of sight, and many of them have sneaked away from that god's influence.",
|
|
"They are long of limb and covered in coarse hair, with wedge-shaped ears and pointed teeth. Despite their formidable build, bugbears are quiet skulkers, thanks to a fey magic that allows them to hide in spaces seemingly too small for them."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Bugbear.webp"
|
|
},
|
|
"credit": "Filip Burburan"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Bugbear",
|
|
"source": "VGM",
|
|
"monstrous": true,
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/VGM/Bugbear.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Centaur",
|
|
"source": "GGR",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"In the sprawling city of Ravnica, where \"open road\" seems like a contradiction and \"open plain\" is sheer nonsense, centaurs nevertheless retain a love of wide spaces and the freedom to travel. As much as they can, centaurs run\u2014in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them, until the next wall looms in their path and brings them to a stop.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Nature's Cavalry",
|
|
"entries": [
|
|
"Centaurs have the upper bodies, down to the waist, of muscular humans, displaying all the human variety of skin tones and features. Their ears are slightly pointed, but their faces are wider and squarer than those of elves. Below the waist, they have the bodies of small horses, with a similar range of coloration\u2014from various shades of chestnut or bay to dappled or even zebra-like striped patterns. Most centaurs style their hair and their tails in a similar way. Selesnya centaurs favor long, flowing hair. Gruul centaurs cut their hair in rough, spiky styles.",
|
|
"The upper bodies of centaurs are comparable to human torsos in size, and their lower equine bodies average about 4 feet tall at the withers. Though they are smaller than a human rider mounted on a horse, they fill similar roles as cavalry warriors, messengers, outriders, and scouts."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Affinity for Nature",
|
|
"entries": [
|
|
"Centaurs have an affinity for the natural world. Among the guilds that share that affinity, centaurs favor the rubblebelts of the Gruul Clans and the wide plazas of the Selesnya Conclave over the undercity tunnels of the Golgari and the laboratories of the Simic.",
|
|
"Centaurs celebrate life and growth, and the birth of a foal is always cause for festivities. At the same time, they revere the traditions of the past, and among both the Gruul and the Selesnya they are voices of memory and history, preserving old ways and keeping alive the legends of ancestral heroes. They feel a close kinship with wild animals, perhaps because of their own horse-like bodies, and delight in the feeling of running alongside herds and packs of other beasts."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Clans and Community",
|
|
"entries": [
|
|
"Centaurs sense the interconnectedness of the natural world. Thus, they celebrate family and community as microcosms of that greater connection. Among the Gruul, they have a strong clan identity, and Selesnya centaurs are fiercely loyal to their individual communities as well as the guild as a whole. Their love of history and tradition also means that centaurs are more likely than most other Ravnicans to join the same guild that their parents did."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Centaur Names",
|
|
"entries": [
|
|
"Centaurs' given names are passed down through family lines. The name bestowed on a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the memory\u2014and, the centaurs believe, some shard of the spirit\u2014of the departed. Centaurs don't use family names, but they wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals, printed mottoes, braids and beads worn in the hair and tail, or even specific patterns of woven fabric.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Male Names:",
|
|
"entry": "Bonmod, Boruvo, Chodi, Drozan, Kozim, Milosh, Ninos, Oleksi, Orval, Radovas, Radom, Rostis, Svetyos, Tomis, Trijiro, Volim, Vlodim, Yarog"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Female Names:",
|
|
"entry": "Daiva, Dunja, Elnaya, Galisnya, Irinya, Kotyali, Lalya, Litisia, Madya, Mira, Nedja, Nikya, Ostani, Pinya, Rada, Raisya, Stasolya, Tatna, Zhendoya, Zoria"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/GGR/Centaur.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Centaur",
|
|
"source": "MOT",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Powerful and curious, quick to act and knowledgeable of the wider world, centaurs seek to experience life's boundless bounty. The centaurs of Theros are divided into two groups: members of the far-traveling Lagonna band and the proud raiders of the Pheres band. These bands occupy territories situated between the three major human poleis, making them common sights to those who travel human lands. Not ones to settle in permanent homes, though, centaurs might be found wherever there are wonders to be witnessed and adventures to be had.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Markings of the Herd",
|
|
"entries": [
|
|
"Though centaurs share the same basic physiology, the centaur bands are commonly associated with their own distinct traits.",
|
|
"Lagonna band centaurs tend to be sleek and muscular, with powerful legs built for endurance rather than speed. They usually have coats of a single color, often with a shine that can look metallic in bright light.",
|
|
"Pheres band centaurs typically have long, nimble legs and lean bodies, and are often marked with natural color patterns on their hide. Pheres centaurs sometimes paint or tattoo their upper bodies to match the patterns on their lower half. Occasionally, a Pheres centaur is born with vertical stripes on their hooves, foretelling an exciting and adventurous life."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lagonna Merchant Families",
|
|
"entries": [
|
|
"Lagonna centaurs travel in small merchant family bands called {@i guri}. These groups frequently trade with Meletis, which provides the biggest market for their wares, but they also do business with Setessa and smaller communities within Akros's lands.",
|
|
"The eldest member of each guros typically leads their family. In times of discord, the heads of the guri gather to make decisions together. Other members of the guros work as traders, gatherers, packers, and scouts. A guros has several specialized roles required for success in travel and trade: a barterer, an omener, a courser, and preferably a {@i koletra}.",
|
|
"A barterer negotiates deals between the guros and other traders. Barterers must know the customs of other cultures and speak several different languages.",
|
|
"An omener is an oracle who reads messages from the gods in the natural world and reveals how the immortals would have the guros travel.",
|
|
"A courser explores new trade territory for their guros. They are expert trackers and navigators, able to venture deep into unexplored territory and unerringly return to their families.",
|
|
"Finally, every guros tries to travel with at least one koletra, one of the mighty, well-trained warriors of the Lagonna who are said to have the blood of the first, legendary centaur heroes. Koletras are said to bring good luck to a band, but are also usually fated to die in defense of their family. Not every guros has a koletra of its own, and guri share their best warriors among each other as a sign of goodwill and a way to forge bonds."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Journeys of Discovery",
|
|
"entries": [
|
|
"When young Lagonna centaurs become adults, they often leave their band to travel the world on their own. This time of self-discovery, called a {@i protoporos}, can last anywhere from a few weeks to several years. The Lagonna believe that a protoporos helps young centaurs find their place in the world. An omener reads the signs of fortune before sending young centaurs on their way, guiding the first steps of their journey. While most centaurs return to the band eventually, some find their calling elsewhere. When the Lagonna tell tales of their greatest heroes, they often speak of centaurs who found their heroic destiny on a protoporos."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Pheres Raiders",
|
|
"entries": [
|
|
"The Pheres roam the wild lands between Setessa and Akros in small raiding herds. These herds are voluntary associations, in contrast to the family groups of the Lagonna. When necessary, several small bands join together in a larger herd to target particularly dangerous but resource-rich targets\u2014be they humanoid traders or roving, greedy monsters. Bands also join together to defeat common threats or to hunt for game.",
|
|
"The Pheres value physical strength, speed, and prowess in both hunting and combat. Often a band is led by the strongest and most dominant warrior, called the charger. However, some bands elevate a tactician or strategist to this venerated position. The Pheres can be brutal and greedy, but they are clever as well, and understand the value of strategic leadership.",
|
|
"Other centaurs in Pheres herds work as scouts, archers, warriors, and foragers. In addition, most Pheres herds contain a caller and a tromper.",
|
|
"Pheres callers are typically druids or rangers who can draw animal assistance to their herd. Callers often have one or more animal allies at their side, and can speak to animals to learn about the surrounding lands.",
|
|
"Trompers are the most powerful and feared warriors of the herd. Centaur legends say that when the gods first fashioned humans from the red mud of the eldest river, Pheres trompers taught them how to corner and kill prey. The story tells that, to repay this debt, humans owe the centaurs a portion of what they catch. While humans don't recall this arrangement, the Pheres often cite it as justification for their raids."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Pheres Renegades",
|
|
"entries": [
|
|
"Pheres band members survive by working and fighting together, but still some centaurs choose to strike out on their own. These renegades often feel like outsiders in their own band. They might be pacifists, wishing to learn about other people rather than fighting them. Or they might feel a restlessness in their soul that nothing else can soothe. Though renegades build their own life away from the band, most retain some connection with their past. Some stories tell of renegades returning to help their band in times of need before disappearing once more."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Centaur Names",
|
|
"entries": [
|
|
"Lagonna centaurs tend to favor names of three or four syllables, often borrowed from cultures they have met during their travels. Pheres centaurs tend to have shorter, sharper sounding names, often appended with an honorific gained in battle.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Female Lagonna Names:",
|
|
"entry": "Honotia, Kelitia, Lileo, Meloe"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Male Lagonna Names:",
|
|
"entry": "Aughus, Dririos, Ormasos,Volien"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Female Pheres Names:",
|
|
"entry": "Bido, Daxa, Saya, Tesia"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Male Pheres Names:",
|
|
"entry": "Eno, Roth, Skelor, Stihl"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Pheres Honorifics:",
|
|
"entry": "Threekills, Razorhoof, Unsleeping, Daggereye, Silentstep"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MOT/Lagonna Band Centaur.webp"
|
|
},
|
|
"title": "Lagonna Band Centaur",
|
|
"credit": "Min Yum"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MOT/Pheres Band Centaur.webp"
|
|
},
|
|
"title": "Pheres Band Centaur",
|
|
"credit": "Slawomir Maniak"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Centaur",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"Centaurs gallop throughout the multiverse and trace their origins to many different realms. The centaurs presented here hail from the Feywild and mystically resonate with the natural world. From the waist up, they resemble elves, displaying all the elf varieties of skin tone. From the waist down, they have the bodies of horses."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Centaur.webp"
|
|
},
|
|
"credit": "Eric Belisle, Jedd Chevrier"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Cervan",
|
|
"source": "HWCS",
|
|
"entries": [
|
|
"{@font enlightened leaders|HPPHumblescratch}",
|
|
"Cervans are a versatile deer-like folk who make their homes in small, intimate villages throughout Humblewood. More insular than other humblefolk, cervans often reside deep in the most ancient parts of Humblewood's vast forest, in tree stands and groves far from birdfolk perches.",
|
|
{
|
|
"name": "Hale and Hearty",
|
|
"entries": [
|
|
"Cervans have a robust physique and are rarely sick. They are one of the longest-lived races among the humblefolk. Though their wariness has earned them a reputation as timid, cervans are cautious because they remain active and alert, and generally prefer practice to contemplation. Cervans like to pursue skills independently in order to give themselves a sense of purpose. This striving is what propels some cervans to positions of great import throughout the Wood. A happy cervan is one who is hard at work."
|
|
],
|
|
"type": "entries"
|
|
},
|
|
{
|
|
"name": "Wary and Practical",
|
|
"entries": [
|
|
"One of the reasons cervans form such close-knit communities is a mistrust of outsiders. Before the Treaty, vulpin raiders and mapach thieves were serious threats. These times have long since passed, but cervans still possess a wariness that makes it hard for others to gain their trust. After the implementation of the Humblefolk Treaty, many cervans continued to live by the old ways. However, some cervan villages have since started to contain the odd family of jerbeen, or a few lone hedges. Even under such circumstances, cervans have maintained positions of leadership and delegated responsibilities to make sure that villages are run in accordance with the old cervan teachings, ensuring that work necessary for survival in the most remote villages is accomplished, so that all its inhabitants may be kept healthy and happy.",
|
|
"The ability to balance their innate caution with practical considerations is one of the cervans' greatest strengths. Cervans teach that the best means of survival in any situation is to remain calm and weigh one's options. The best cervan leaders favour this approach."
|
|
],
|
|
"type": "entries"
|
|
},
|
|
{
|
|
"name": "The Sight",
|
|
"entries": [
|
|
"Cervans have a unique ability to bounce back and survive a physical shock that might kill others. Occasionally, cervans who survive such traumas are granted mystical visions. Sometimes these are flashes of insight into the world around them, sometimes portents of doom, and other times visions of a far away future. Known among cervans as \"The Sight\", this phenomenon is elusive, and out of the control of mortals. Cervans who have seen visions in this way are known as \"The Sighted\", and after this initial event, some will suddenly find themselves receptive to visions of the past, present, and future.",
|
|
"A cervan whose Sight has been triggered is encouraged to hone it, so that they might take on the role of a seer within their village. However, these efforts aren't always met with success. The Sight will sometimes visit a cervan only once in their lifetime, with no amount of training granting a glimpse of such visions again. This is believed to be for the best, as cervans acknowledge that those who are truly Sighted carry knowledge that can be both a blessing and a curse."
|
|
],
|
|
"type": "entries"
|
|
},
|
|
{
|
|
"name": "The Blessing of Cairith",
|
|
"entries": [
|
|
"While it's not unusual for some cervans to have small antlers or buds visible on their heads, only rarely is a cervan born who can grow a full set of antlers. These cervans are a different subrace\u2014pronghorns\u2014and are thought to be specially blessed by their Amaranthine Cairith, a sacred spirit of life and growth believed to watch over all cervans. Unlike other subraces, pronghorn and grove cervans are the same people. The arrival of a pronghorn cervan is an event to celebrate, as it can occur only once in a generation."
|
|
],
|
|
"type": "entries"
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/HWCS/Cervan-Priest.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Cervan (Grove)",
|
|
"source": "HWCS",
|
|
"_copy": {
|
|
"name": "Cervan",
|
|
"source": "HWCS",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
"As a grove cervan, you are swift and agile, able to quickly maneuver out of harm's way. You are also incredibly versatile, and can fulfill a variety of roles within a village or an adventuring party."
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Cervan (Pronghorn)",
|
|
"source": "HWCS",
|
|
"_copy": {
|
|
"name": "Cervan",
|
|
"source": "HWCS",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
"As a pronghorn cervan, you were born larger and stronger than others in the community and found yourself laden with expectations from a very young age. It is up to you whether you embrace your position of privilege, or rebel against the constraints thrust upon you by cervan society."
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Changeling",
|
|
"source": "ERLW",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Long ago there was a woman named Jes, and she had one hundred children. Her rivals conspired against her and swore to kill her children. Jes begged the Sovereigns for help, but their only answer was the wind and rain. In the depths of her despair, a lonely traveler took her hand. \"I will protect your children if they follow my path. Let them wander the world. They may be shunned and feared, but they will never be destroyed.\" Jes agreed, and the traveler gave her his cloak. When she draped it over her children, their old faces melted away and they could be whoever they wanted to be. And so it remains. Though the children are shunned by all, the gift of the Traveler protects them still."
|
|
],
|
|
"skipMarks": true,
|
|
"by": "Chance, changeling priest"
|
|
},
|
|
"Changelings can shift their forms with a thought. Many changelings use this gift as a form of artistic and emotional expression. It's also an invaluable tool for grifters, spies, and others who wish to deceive. This leads many people to treat changelings with suspicion.",
|
|
{
|
|
"type": "entries",
|
|
"name": "A Hidden People",
|
|
"entries": [
|
|
"Wherever humans live, changelings reside also; the question is whether their presence is known.",
|
|
"Changelings are born to one of three paths. A few are raised in stable communities where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever knowing another like themselves. Others are part of nomadic changeling clans spread across the Five Nations, families who keep their true nature hidden from the single-skins. Some clans maintain safe havens in major cities and communities, but most prefer to wander the unpredictable path of the god known as the Traveler.",
|
|
"In creating a changeling adventurer, consider the character's relationships with people around them. Does the character conceal their true changeling nature? Do they embrace it? Do they have connections to other changelings or are they alone and in search of companions?"
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Masks and Personas",
|
|
"entries": [
|
|
"In their true form, changelings are pale, with colorless eyes and silver-white hair. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape\u2014one created on the spur of the moment, with no depth or history\u2014is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth. They build an identity over time, crafting a persona with a history and beliefs. This focused identity helps a changeling pinpoint a particular skill or emotion. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat.",
|
|
"Personas can be shared by multiple changelings; there might be three healers in a community, but whoever is on duty will adopt the persona of Tek, the kindly old medic. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona's previous users."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Changeling Names",
|
|
"entries": [
|
|
"A changeling might use a different name for each mask and persona and adopt new names as easily as they change faces. The true name of a changeling tends to be simple and monosyllabic; however, there are often accents to a changeling's name that are expressed through shapeshifting, something single-skins will likely miss. So, two changelings might have the name {@i Jin}, but one is {@i Jin-with-vivid-blue-eyes} and one is {@i Jin-with-golden-nails}.",
|
|
"Changelings have a fluid relationship with gender, seeing it as one characteristic to change among many.",
|
|
"{@b Changeling Names}: Aunn, Bin, Cas, Dox, Fie, Hars, Jin, Lam, Mas, Nix, Ot, Paik, Ruz, Sim, Toox, Vil, Yug"
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/ERLW/Changeling.webp"
|
|
},
|
|
"title": "Changeling adopting a person's appearance",
|
|
"credit": "Olga Drebas"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/ERLW/Changeling 001.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Changeling",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For other changelings, a new face may reveal an aspect of their soul.",
|
|
"The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today\u2014even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the Feywild. Sometimes they adopt new forms for the sake of mischief or malice, and other times they don a new identity to right wrongs or delight the downtrodden.",
|
|
"In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape\u2014one created on the spur of the moment, with no depth or history\u2014is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth, crafting whole personas complete with histories and beliefs. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat.",
|
|
"Personas can be shared by multiple changelings; a community might be home to three healer changelings, with whoever is on duty adopting the persona of Andrea, the gentle physician. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona's previous users."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Changeling.webp"
|
|
},
|
|
"credit": "Sarah Stone"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Corvum",
|
|
"source": "HWCS",
|
|
"entries": [
|
|
"{@font hungry for knowledge|HPPHumblescratch}",
|
|
"Corvums are a crow-like race with dark feathers and sharp minds. Their reputation in birdfolk society is nothing short of villainous, and they are regularly cast as the antagonists of any given situation. It's hard to say whether the corvums are distrusted because they behave the way they do, or if they behave the way they do because they are distrusted.",
|
|
{
|
|
"name": "For Personal Gain",
|
|
"entries": [
|
|
"It is widely believed that corvums only look out for themselves. Sometimes this presents as flexible morals, and at other times it simply means they follow a personal code instead of subscribing to general law. Either way, corvums are a crafty race and they tend to get what they want, one way or another.",
|
|
"Corvums are typically found in positions with a modicum of power, such as advisors or minor officials. The stigma they face usually prevents them from attaining too prominent a position in birdfolk society, but corvums are adept at working behind the scenes, spreading their influence subtly and to great effect."
|
|
],
|
|
"type": "entries"
|
|
},
|
|
{
|
|
"name": "Too Smart",
|
|
"entries": [
|
|
"Corvums are commonly accepted, sometimes begrudgingly, to be among the smartest of birdfolk. Keen observers, they trade in information the way others trade goods. They are hungry for knowledge and leverage it to further their goals whenever possible. Their undeniable skill in matters of logistics and planning make them valuable to councils and powerful individuals alike."
|
|
],
|
|
"type": "entries"
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/HWCS/Corvum-Assassin.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Corvum (Dusk)",
|
|
"source": "HWCS",
|
|
"_copy": {
|
|
"name": "Corvum",
|
|
"source": "HWCS",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
"As a dusk corvum, you are more at home in the bustle of society than in the wilds of the forest. You understand subtle social cues the way a hunter understands their prey, and you're just as quick to capitalize on an advantage."
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Corvum (Kindled)",
|
|
"source": "HWCS",
|
|
"_copy": {
|
|
"name": "Corvum",
|
|
"source": "HWCS",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
"As a kindled corvum, you know implicitly that you are the smartest in the room. Your ability to utilize your knowledge to your advantage, along with your deep understanding of others motivations, makes you a formidable opponent."
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Deep Gnome",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"Deep gnomes, or svirfneblin, are natives of the Underdark and are suffused with that subterranean realm's magic. They can supernaturally camouflage themselves, and their svirfneblin magic renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark.",
|
|
"Like other gnomes, deep gnomes can live for centuries, up to 500 years."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Deep Gnome.webp"
|
|
},
|
|
"credit": "Tom Babbey, Olly Lawson"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Dhampir",
|
|
"source": "VRGR",
|
|
"entries": [
|
|
"Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire's deathless prowess in the form of increased speed, {@sense darkvision}, and a life-draining bite.",
|
|
"With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who'd tempt their hunger.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Dhampir Hungers",
|
|
"entries": [
|
|
"Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.",
|
|
"While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.",
|
|
{
|
|
"type": "table",
|
|
"caption": "Dhampir Hungers",
|
|
"colLabels": [
|
|
"d6",
|
|
"Hunger"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"Blood"
|
|
],
|
|
[
|
|
"2",
|
|
"Flesh or raw meat"
|
|
],
|
|
[
|
|
"3",
|
|
"Cerebral spinal fluid"
|
|
],
|
|
[
|
|
"4",
|
|
"Psychic energy"
|
|
],
|
|
[
|
|
"5",
|
|
"Dreams"
|
|
],
|
|
[
|
|
"6",
|
|
"Life energy"
|
|
]
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Dhampir Origins",
|
|
"entries": [
|
|
"Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.",
|
|
{
|
|
"type": "table",
|
|
"caption": "Dhampir Origins",
|
|
"colLabels": [
|
|
"d8",
|
|
"Origin"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"You are the reincarnation of an ancestor who was a vampiric tyrant."
|
|
],
|
|
[
|
|
"2",
|
|
"Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger."
|
|
],
|
|
[
|
|
"3",
|
|
"You survived being attacked by a vampire but were forever changed."
|
|
],
|
|
[
|
|
"4",
|
|
"A parasite lives inside you. You indulge its hunger."
|
|
],
|
|
[
|
|
"5",
|
|
"Tragedy interrupted your transformation into an immortal."
|
|
],
|
|
[
|
|
"6",
|
|
"You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal."
|
|
],
|
|
[
|
|
"7",
|
|
"One of your parents was a vampire."
|
|
],
|
|
[
|
|
"8",
|
|
"A radical experiment changed your body, making you reliant on others for vital fluids."
|
|
]
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/VRGR/Dhampir.webp"
|
|
},
|
|
"credit": "Katerina Ladon"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Dragonborn",
|
|
"source": "PHB",
|
|
"uncommon": true,
|
|
"entries": [
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Proud Dragon Kin",
|
|
"entries": [
|
|
"Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are smiting, talonlike claws with three fingers and a thumb on each hand.",
|
|
"The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor-bright red, green, blue, or white, lustrous black, or gleaming metallic like gold, silver, brass, copper, or bronze."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Self-Sufficient Clans",
|
|
"entries": [
|
|
"To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn's conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.",
|
|
"A continual drive for self-improvement reflects the self-sufficiency, of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of that particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.",
|
|
"Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a client needs help, it turns to another dragonborn clan before seeking aid from other races or even from the gods."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Dragonborn Names",
|
|
"entries": [
|
|
"Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutch mates as a descriptive term or endearment. The name might recall an event or center on a habit.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Male Names:",
|
|
"entry": "Arjhan, Balasar, Bharash, Donaar, Ghesh, Hesken, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Female Names:",
|
|
"entry": "Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Childhood Names:",
|
|
"entry": "Climber, Earbenden Leaper, Pious, Shieldbiter, Zealous"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Clan Names:",
|
|
"entry": "Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Draconians",
|
|
"entries": [
|
|
"In the Dragonlance setting, the followers of the evil goddess Takhisis learned a dark ritual that let them corrupt the eggs of metallic dragons, producing evil dragonborn called draconians. Five types of draconians, corresponding to the five types of metallic dragons, fought for Takhis is in the War of the Lance-auraks (gold), baaz (brass), bozak (bronze), kapak (copper), and sivak (silver). In place of their draconic breath weapons they have unique magical abilities."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PHB/Dragonborn.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Dragonborn (Base)",
|
|
"source": "PHB",
|
|
"_copy": {
|
|
"name": "Dragonborn",
|
|
"source": "PHB"
|
|
}
|
|
},
|
|
{
|
|
"name": "Dragonborn (Chromatic)",
|
|
"source": "FTD",
|
|
"entries": [
|
|
"Dragonborn with chromatic ancestry claim the raw elemental power of chromatic dragons. The vibrant colors of black, blue, green, red, and white dragons gleam in those dragonborn's scaled skin and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, and of raging lightning storms, as well as the subtle whisper of swamp and forest, toxic and corrosive."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/FTD/Chromatic Dragonborn.webp"
|
|
},
|
|
"title": "A red dragonborn sell-sword waits for a client",
|
|
"credit": "Randy Vargas"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Dragonborn (Draconblood)",
|
|
"source": "EGW",
|
|
"_copy": {
|
|
"name": "Dragonborn",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": "Draconbloods possess long tails and a knack for social manipulation. They remember the days when they were once mighty conquerors."
|
|
}
|
|
}
|
|
},
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/EGW/Dragonborn (Draconblood).webp"
|
|
},
|
|
"credit": "Axel Defois"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Dragonborn (Gem)",
|
|
"source": "FTD",
|
|
"entries": [
|
|
"Gem dragonborn partake of the heritage of gem dragons, who claim to be heirs of Sardior, the Ruby Dragon. The colors and mysterious powers of gem dragons\u2014amethyst, crystal, emerald, sapphire, and topaz\u2014gleam in these dragonborn's scaled skin and course through their veins. Theirs are the wonders of the mind, the force of will, the brilliant light of insight, and the resounding echo of discovery\u2014but also the desiccation of despair."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/FTD/Gem Dragonborn.webp"
|
|
},
|
|
"title": "Sapphire, amethyst, and emerald dragonborn share stories around the fire",
|
|
"credit": "Zoltan Boros"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Dragonborn (Metallic)",
|
|
"source": "FTD",
|
|
"entries": [
|
|
"Dragonborn with metallic ancestry lay claim to the tenacity of metallic dragons\u2014brass, bronze, copper, gold, and silver\u2014whose hues glint in their scales. Theirs is the fire of hearth and forge, the cold of high mountain air, the spark of inspiration, and the scouring touch of acid that purifies."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/FTD/Metallic Dragonborn.webp"
|
|
},
|
|
"title": "A copper dragonborn readies her acidic breath as foes approach",
|
|
"credit": "Andrey Kuzinskiy"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Dragonborn (Ravenite)",
|
|
"source": "EGW",
|
|
"_copy": {
|
|
"name": "Dragonborn",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": "Ravenites have no tails and a hearty physique. They remember the days when they were slaves to the draconblood, as well as the day when they overthrew their masters."
|
|
}
|
|
}
|
|
},
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/EGW/Dragonborn (Ravenite).webp"
|
|
},
|
|
"credit": "Axel Defois"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Duergar",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"Duergar are dwarves whose ancestors were transformed by centuries living in the deepest places of the Underdark. That chthonic realm is saturated with strange magical energy, and over generations, early duergar absorbed traces of it. They were further altered when mind flayers and other Aberrations invaded and performed horrific experiments on them. Fueled by Underdark magic, those experiments left early duergar with psionic powers, which have been passed down to their descendants. In time, they liberated themselves from their aberrant tyrants and forged a new life for themselves in the Underdark and beyond.",
|
|
"Like other dwarves, duergar typically have a life span of 350 years."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Duergar.webp"
|
|
},
|
|
"credit": "Christopher Bradley, Zuzanna Wuzyk"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Dwarf",
|
|
"source": "PHB",
|
|
"entries": [
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs-these common threads unite all dwarves.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Short and Stout",
|
|
"entries": [
|
|
"Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.",
|
|
"Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth.",
|
|
"Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Long Memory, Long Grudges",
|
|
"entries": [
|
|
"Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.",
|
|
"Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.",
|
|
"Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Clans and Kingdoms",
|
|
"entries": [
|
|
"Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.",
|
|
"The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.",
|
|
"Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Gods, Gold, and Clan",
|
|
"entries": [
|
|
"Dwarves who take up the adventuring life might be motivated by a desire for treasure-for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago."
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Slow to Trust",
|
|
"entries": [
|
|
"Dwarves get along passably well with most other races. \"The difference between an acquaintance and a friend is about a hundred years,\" is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf's trust.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Elves",
|
|
"entries": [
|
|
"\"It's not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc's head, they're as apt to start singing as to pull out a sword. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf's good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.\""
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Halflings",
|
|
"entries": [
|
|
"\"Sure, they're pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?\""
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Humans",
|
|
"entries": [
|
|
"\"You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin-a daughter or granddaughter, maybe-who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go!. They set their hearts on something, they'll get it whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.\""
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Dwarf Names",
|
|
"entries": [
|
|
"A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual.",
|
|
"A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Male Names:",
|
|
"entry": "Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Female Names:",
|
|
"entry": "Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Clan Names:",
|
|
"entry": "Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Duergar",
|
|
"entries": [
|
|
"In cities deep in the Underdark live the duergar, or gray dwarves. These vicious, stealthy slave traders raid the surface world for captives, then sell their prey to the other races of the Underdark. They have innate magical abilities to become invisible and to temporarily grow to giant size."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PHB/Dwarf.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Dwarf (Duergar)",
|
|
"source": "MTF",
|
|
"_copy": {
|
|
"name": "Dwarf",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The gray dwarves, or duergar, live deep in the Underdark. After delving deeper than any other dwarves, they were enslaved by mind flayers for eons. Although they eventually won their freedom, these grim, ashen-skinned dwarves now take slaves of their own and are as tyrannical as their former masters.",
|
|
"Physically similar to other dwarves in some ways, duergar are wiry and lean, with black eyes and bald heads, with the males growing long, unkempt, gray beards.",
|
|
"Duergar value toil above all else. Showing emotions other than grim determination or wrath is frowned on in their culture, but they can sometimes seem joyful when at work. They have the typical dwarven appreciation for order, tradition, and impeccable craftsmanship, but their goods are purely utilitarian, disdaining aesthetic or artistic value.",
|
|
"Few duergar become adventurers, fewer still on the surface world, because they are a hidebound and suspicious race. Those who leave their subterranean cities are usually exiles. Check with your Dungeon Master to see if you can play a gray dwarf character."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
},
|
|
"images": null
|
|
},
|
|
{
|
|
"name": "Dwarf (Hill)",
|
|
"source": "PHB",
|
|
"_copy": {
|
|
"name": "Dwarf",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Faerun in their mighty southern kingdom are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Dwarf (Kaladesh)",
|
|
"source": "PSK",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"It's dwarf built. There is no finer mark of quality."
|
|
]
|
|
},
|
|
"To the artisans of Kaladesh, a device's beauty is almost as important as its function. Different artists, though, have different definitions of beauty, and to most dwarves, the highest mark of beauty is quality. Nothing is more exquisite than a machine that endures\u2014one that functions perfectly, with a minimum of maintenance, despite the passage of years.",
|
|
"Dwarves don't understand laziness or shortcuts. Just as a machine must function smoothly at all times, so too an artisan should work steadily and with care. Dwarves take pride in their work ethic, and abhor any attitude or behavior that would undermine the quality of their work. They are more thorough than speedy, and although a dwarf's work might take longer to complete, its quality makes the time worthwhile. If a job must be done, a dwarf will see that it is done correctly. And when a dwarf repairs a machine, it will work as well as it did when it was first built, if not better\u2014and it will last.",
|
|
"Among the folk of other races, dwarves have a reputation for being utterly fearless. This is largely because their work often finds them scaling tall buildings or hanging from the undersides of airships. Far from being reckless, though, dwarves enter any potentially dangerous situation with firm safeguards in place, thoroughly prepared to avoid any accident. With an unshakable trust in the quality of harnesses, scaffolding, and handiwork, a dwarf has no need to fear falling.",
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Dwarf Politics",
|
|
"entries": [
|
|
"Dwarves gravitate to where the work is. Accordingly, many dwarves appreciate the Consulate as an inexhaustible source of work opportunities. For its part, the Consulate values dwarves for their painstaking, perfectionist approach to building and maintenance. As a result, dwarves are employed at every level of the Consulate government, including having representatives among the Enlightened Keepers, the consuls themselves. Dwarf edificers keep the machinery of the cities running smoothly, while dwarf enforcers protect property and help keep the peace. However, it is the potential for making great things, more so than any philosophical leaning, that ties most dwarves to the Consulate.",
|
|
"Dwarves are not typically drawn to politics, but some do take issue with what they see as slapdash construction carried out in the Consulate's foundries. Mass production on the scale of the Consulate's efforts is an affront to the ideals of true artisanship, they argue, and those who are most offended by this insult sometimes align themselves with renegade groups."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSK/Dwarf.webp"
|
|
},
|
|
"title": "Inspired Charge",
|
|
"credit": "Deruchenko Alexander"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSK/Dwarf2.webp"
|
|
},
|
|
"title": "Acrobatic Maneuver",
|
|
"credit": "Winona Nelson"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Dwarf (Mountain)",
|
|
"source": "PHB",
|
|
"_copy": {
|
|
"name": "Dwarf",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"As a mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You're probably on the tall side (for a dwarf), and tend toward lighter coloration. The shield dwarves of northern Faerun, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Eladrin",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Feywild in the form of seasons\u2014affinities that affect the eladrin's mood and appearance. An eladrin's season can change, though some remain in one season forever. Choose your season or roll on the Eladrin Seasons table. Your Trance trait lets you change your season.",
|
|
"Like other elves, eladrin can live to be over 750 years old.",
|
|
{
|
|
"type": "table",
|
|
"caption": "Eladrin Seasons",
|
|
"colLabels": [
|
|
"d4",
|
|
"Season"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
1,
|
|
"Autumn: peace and goodwill, when summer's harvest is shared with all."
|
|
],
|
|
[
|
|
2,
|
|
"Winter: contemplation and dolor, when the vibrant energy of the world slumbers."
|
|
],
|
|
[
|
|
3,
|
|
"Spring: cheerfulness and celebration, marked by merriment and hope as winter's sorrow passes."
|
|
],
|
|
[
|
|
4,
|
|
"Summer: boldness and aggression, a time of unfettered energy and calls to action."
|
|
]
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Eladrin.webp"
|
|
},
|
|
"credit": "Eric Belisle"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Elf",
|
|
"source": "PHB",
|
|
"entries": [
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"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.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Slender and Graceful",
|
|
"entries": [
|
|
"With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.",
|
|
"Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "A Timeless Perspective",
|
|
"entries": [
|
|
"Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.",
|
|
"Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Hidden Woodland and Realms",
|
|
"entries": [
|
|
"Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).",
|
|
"Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children."
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Haughty but Gracious",
|
|
"entries": [
|
|
"Although they can be haughty, elves are generally gracious - even to those who fall short of their high expectations - which is most non-elves. Still, they can find good in just about anyone.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Dwarves",
|
|
"entries": [
|
|
"\"Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.\""
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Halflings",
|
|
"entries": [
|
|
"\"Halflings are people of simple pleasures, and that is not a quality to scorn. They're a good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.\""
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Humans",
|
|
"entries": [
|
|
"\"All that haste, their ambitions and drive to accomplish something before their brief lives pass away - human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.\""
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Exploration and Adventure",
|
|
"entries": [
|
|
"Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Elf Names",
|
|
"entries": [
|
|
"Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.",
|
|
"On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Child Names:",
|
|
"entry": "Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Male Adult Names:",
|
|
"entry": "Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Female Adult Names:",
|
|
"entry": "Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Family Names (Common Translations):",
|
|
"entry": "Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PHB/Elf.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Elf (Drow)",
|
|
"source": "PHB",
|
|
"_copy": {
|
|
"name": "Elf",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"As a drow, you are infused with the magic of the Underdark, an underground realm of wonders and horrors rarely seen on the surface above. You are at home in shadows and, thanks to your innate magic, learn to conjure forth both light and darkness. Your kin tend to have stark white hair and grayish skin of many hues.",
|
|
"The cult of the god Lolth, Queen of Spiders, has corrupted some of the oldest drow cities, especially in the worlds of Oerth and Toril. Eberron, Krynn, and other realms have escaped the cult's influence\u2014for now. Wherever the cult lurks, drow heroes stand on the front lines in the war against it, seeking to sunder Lolth's web."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
},
|
|
"images": null
|
|
},
|
|
{
|
|
"name": "Elf (Eladrin)",
|
|
"source": "MTF",
|
|
"_copy": {
|
|
"name": "Elf",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin's mood:",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Autumn",
|
|
"entry": "is the season of peace and goodwill, when summer's harvest is shared with all.",
|
|
"nameDot": false
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Winter",
|
|
"entry": "is the season of contemplation and dolor, when the vibrant energy of the world slumbers.",
|
|
"nameDot": false
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Spring",
|
|
"entry": "is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes.",
|
|
"nameDot": false
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Summer",
|
|
"entry": "is the season of boldness and aggression, a time of unfettered energy.",
|
|
"nameDot": false
|
|
}
|
|
]
|
|
},
|
|
"Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin's current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer.",
|
|
"The following tables offer personality suggestions for eladrin of each season. You can roll on the tables or use them as inspiration for characteristics of your own.",
|
|
{
|
|
"type": "table",
|
|
"caption": "Autumn",
|
|
"colLabels": [
|
|
"d4",
|
|
"Autumn Personality Trait"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"If someone is in need, you never withhold aid."
|
|
],
|
|
[
|
|
"2",
|
|
"You share what you have, with little regard for your own needs."
|
|
],
|
|
[
|
|
"3",
|
|
"There are no simple meals, only lavish feasts."
|
|
],
|
|
[
|
|
"4",
|
|
"You stock up on fine food and drink. You hate going without such comforts."
|
|
]
|
|
]
|
|
},
|
|
{
|
|
"type": "table",
|
|
"colLabels": [
|
|
"d4",
|
|
"Autumn Flaw"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"You trust others without a second thought."
|
|
],
|
|
[
|
|
"2",
|
|
"You give to others, to the point that you leave yourself without necessary supplies."
|
|
],
|
|
[
|
|
"3",
|
|
"Everyone is your friend, or a potential friend."
|
|
],
|
|
[
|
|
"4",
|
|
"You spend excessively on creature comforts."
|
|
]
|
|
]
|
|
},
|
|
{
|
|
"type": "table",
|
|
"caption": "Winter",
|
|
"colLabels": [
|
|
"d4",
|
|
"Winter Personality Trait"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"The worst case is the most likely to occur."
|
|
],
|
|
[
|
|
"2",
|
|
"You preserve what you have. Better to be hungry today and have food for tomorrow."
|
|
],
|
|
[
|
|
"3",
|
|
"Life is full of dangers, but you are ready for them."
|
|
],
|
|
[
|
|
"4",
|
|
"A penny spent is a penny lost forever."
|
|
]
|
|
]
|
|
},
|
|
{
|
|
"type": "table",
|
|
"colLabels": [
|
|
"d4",
|
|
"Winter Flaw"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"Everything dies eventually. Why bother building anything that is supposedly meant to last?"
|
|
],
|
|
[
|
|
"2",
|
|
"Nothing matters to you, and you allow others to guide your actions."
|
|
],
|
|
[
|
|
"3",
|
|
"Your needs come first. In winter, all must watch out for themselves."
|
|
],
|
|
[
|
|
"4",
|
|
"You speak only to point out the flaws in others' plans."
|
|
]
|
|
]
|
|
},
|
|
{
|
|
"type": "table",
|
|
"caption": "Spring",
|
|
"colLabels": [
|
|
"d4",
|
|
"Spring Personality Trait"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"Every day is the greatest day of your life."
|
|
],
|
|
[
|
|
"2",
|
|
"You approach everything with enthusiasm, even the most mundane chores."
|
|
],
|
|
[
|
|
"3",
|
|
"You love music and song. You supply a tune yourself if no one else can."
|
|
],
|
|
[
|
|
"4",
|
|
"You can't stay still."
|
|
]
|
|
]
|
|
},
|
|
{
|
|
"type": "table",
|
|
"colLabels": [
|
|
"d4",
|
|
"Spring Flaw"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"You overdrink."
|
|
],
|
|
[
|
|
"2",
|
|
"Toil is for drudges. Yours should be a life of leisure."
|
|
],
|
|
[
|
|
"3",
|
|
"A pretty face infatuates you in an instant, but your fancy passes with equal speed."
|
|
],
|
|
[
|
|
"4",
|
|
"Anything worth doing is worth doing again and again."
|
|
]
|
|
]
|
|
},
|
|
{
|
|
"type": "table",
|
|
"caption": "Summer",
|
|
"colLabels": [
|
|
"d4",
|
|
"Summer Personality Trait"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"You believe that direct confrontation is the best way to solve problems."
|
|
],
|
|
[
|
|
"2",
|
|
"Overwhelming force can accomplish almost anything. The tougher the problem, the more force you apply."
|
|
],
|
|
[
|
|
"3",
|
|
"You stand tall and strong so that others can lean on you."
|
|
],
|
|
[
|
|
"4",
|
|
"You maintain an intimidating front. It's better to prevent fights with a show of force than to harm others."
|
|
]
|
|
]
|
|
},
|
|
{
|
|
"type": "table",
|
|
"colLabels": [
|
|
"d4",
|
|
"Summer Flaw"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"You are stubborn. Let others change."
|
|
],
|
|
[
|
|
"2",
|
|
"The best option is one that is swift, unexpected, and overwhelming."
|
|
],
|
|
[
|
|
"3",
|
|
"Punch first. Talk later."
|
|
],
|
|
[
|
|
"4",
|
|
"Your fury can carry you through anything."
|
|
]
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Elf (High)",
|
|
"source": "PHB",
|
|
"_copy": {
|
|
"name": "Elf",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&D, there are two kinds of high elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans and other races.",
|
|
"The sun elves of Faerun (also called gold elves or sunrise elves) have bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black. Moon elves (also called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Elf (Kaladesh)",
|
|
"source": "PSK",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Everything is connected, and aether flows through it all."
|
|
]
|
|
},
|
|
"The movement of aether through the world is visible and obvious where it courses in glowing rivers across the sky, sweeps across sculpted plains, or pours through great urban pipelines. But the elves of Kaladesh are uniquely in tune with the flow of aether throughout the plane, both seen and unseen, and with the subtle ways it suffuses and influences all life. They call this flow the Great Conduit, and they believe that the only way to truly grasp it is to be a part of it, simultaneously shaping it and being shaped in return.",
|
|
"Thanks to this sensitivity, elves feel a deep connection to other living things. They engage deeply with the world around them, delighting in natural systems and social interactions alike. They revel in exploring the interconnectedness of nature and society, seeing the flow of aether from nature to invention, from person to person, from body to mind and heart.",
|
|
"Elves live in harmony with both nature and technology. They believe that nature inspires technology: each piece of artifice is an expression of natural laws and principles, and captures one element of aether's flow in a sort of microcosmic system. Technology, in turn, can nurture the natural world, helping life grow and flourish in places and ways that would otherwise be impossible."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSK/Elf.webp"
|
|
},
|
|
"title": "Wild Wanderer",
|
|
"credit": "Sidharth Chaturvedi"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSK/Elf2.webp"
|
|
},
|
|
"title": "Cultivator's Caravan",
|
|
"credit": "Mark Zug"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Elf (Kaladesh; Bishatar and Tirahar)",
|
|
"source": "PSK",
|
|
"_copy": {
|
|
"name": "Elf (Kaladesh)",
|
|
"source": "PSK",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "appendArr",
|
|
"items": {
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Bishtahar and Tirahar",
|
|
"entries": [
|
|
"Elves who dwell in the forest and countryside are known as the Bishtahar. Most live in isolated communities away from other races, though they still trade with them. In fact, much of Kaladesh's food supply is grown by elves. Bishtahar cultivators grow food, decorative flowers, wood for building, and elaborate living sculptures in their meandering gardens and fields. They use the plane's ubiquitous technology to foster the growth of plants and animals, utilizing automatons as gardeners and herders, and employing elaborate, nearly invisible systems controlling heat, water, and nutrients.",
|
|
"A garden tended by elves seems to grow naturally in an aesthetically pleasing fashion. In fact, many of the forests and plains of Kaladesh are planted and tended by elves as well. What might appear at first to be wild countryside is more likely a carefully planned landscape designed to meet the needs of the people and animals that live there.",
|
|
"Elves who forsake technology entirely are called the Tirahar. Some elves with Tirahar sympathies live within cities or farms, but most simply withdraw to the wilder areas of Kaladesh. No more than one in a hundred elves is counted among the Tirahar, and many members of other races are unaware that these reclusive elves even exist."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Elf (Kaladesh; Vahadar)",
|
|
"source": "PSK",
|
|
"_copy": {
|
|
"name": "Elf (Kaladesh)",
|
|
"source": "PSK",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "appendArr",
|
|
"items": {
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Vahadar",
|
|
"entries": [
|
|
"The Vahadar are elves who dwell in the cities of Kaladesh. They are comfortable with technology, and work as planners, architects, aether-seers, or inventors. Some of them use the techniques of Bishtahar cultivators to grow food on rooftops, towers, and greenways. The Vahadar are generally integrated into the rest of society on Kaladesh, living in cities dominated by the other races (though, as in Ghirapur, many of them live in specific garden-like neighborhoods) and engaging in trade."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Elf (Pallid)",
|
|
"source": "EGW",
|
|
"_copy": {
|
|
"name": "Elf",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": "The pallid elves are a mystical and insightful people with skin as pale as the surface of Exandria's largest moon. They emerged from the Pallid Grove this century and wander the world with childlike curiosity."
|
|
}
|
|
}
|
|
},
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/EGW/Elf (Pallid).webp"
|
|
},
|
|
"credit": "Axel Defois"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Elf (Sea)",
|
|
"source": "MTF",
|
|
"_copy": {
|
|
"name": "Elf",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water.",
|
|
{
|
|
"type": "inset",
|
|
"name": "Sahuagin: Danger from the Depths",
|
|
"entries": [
|
|
"The sea elves face as many perils in their watery world as other elves face on dry land, but none are as deadly as the sahuagin. The animosity between these two races stems from the sahuagin's ferocious territoriality. They simply won't abide any other intelligent society, and they consider the entire sea to be their domain.",
|
|
"Adding to the tension, the sahuagin worship Sekolah, the shark god, while Deep Sashelas, the sea deity of the elves, is a sworn enemy of all sharks. But even if the sea elves inexplicably began worshiping Sekolah, the sahuagin still wouldn't be able to get along with them-in the grip of a blood frenzy, sahuagin will tear apart even others of their own kind!"
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
},
|
|
"images": null
|
|
},
|
|
{
|
|
"name": "Elf (Shadar-kai)",
|
|
"source": "MTF",
|
|
"_copy": {
|
|
"name": "Elf",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Sworn to the Raven Queen's service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
},
|
|
"images": null
|
|
},
|
|
{
|
|
"name": "Elf (Wood)",
|
|
"source": "PHB",
|
|
"_copy": {
|
|
"name": "Elf",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves.",
|
|
"Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Elf (Zendikar)",
|
|
"source": "PSZ",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Elves are a fearless and adaptable people. They have fared better than most in the tumultuous environment of Zendikar, and many have reacted to the reappearance of the Eldrazi with resilience and courage. They remain the most prevalent race on Murasa, and have a strong presence in other regions as well. Their treetop villages seem to regrow almost as soon as they are destroyed\u2014much like the Murasan jungles where they are found.",
|
|
"Elves are strongly associated with green mana, the magic that flows through their forest homes. Their shamans and druids channel this magic of life and growth, communing with the land or the spirits of the departed. Striving to live in harmony with nature, they celebrate the ties between their communities and their connection with the broader world around them.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Wildly Elegant",
|
|
"entries": [
|
|
"Elves are about as tall as humans, but are more slender. Their legs are long, and their pointed ears sweep back from their heads. They move gracefully and hold themselves with elegant poise, but they are a people of the woodlands, and their life in the wilds is manifested in the practical simplicity of their clothes and equipment. Never ones to waste anything that can be reused, elves stitch torn garments together into new ones, and transform broken sword blades into useful gear. They prefer leather for protection rather than metal, which they use to craft swords, spears, arrowheads, and climbing hooks."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSZ/Elf.webp"
|
|
},
|
|
"title": "Turntimber Ranger",
|
|
"credit": "Wayne Reynolds"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSZ/Elf2.webp"
|
|
},
|
|
"title": "Lifespring Druid",
|
|
"credit": "Willian Murai"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Elf (Zendikar; Joraga Nation)",
|
|
"source": "PSZ",
|
|
"_copy": {
|
|
"name": "Elf (Zendikar)",
|
|
"source": "PSZ",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The elves of the imperious Joraga nation of Bala Ged have little respect for any other race of Zendikar\u2014or even for other elves. The survival of their nation and its traditions is the Joraga elves' only goal, and they view the influence of others as a weakness. The Joraga eschew the goods and habits of others, even avoiding the pathways blazed by the Tajuru when possible. Many view the nomadic Joraga clans as little more than bands of roving murderers, but a complex culture hides behind those clans' aggressive exterior."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Elf (Zendikar; Mul Daya Nation)",
|
|
"source": "PSZ",
|
|
"_copy": {
|
|
"name": "Elf (Zendikar)",
|
|
"source": "PSZ",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Elves of the Mul Daya nation of Bala Ged are set apart from other elves by their relationship with the spirits of their elven ancestors. To the Mul Daya, the spirit world and the mortal realm are different only in terms of their tangibility. Death and the spirits of the dead are as much a part of the lives of the Mul Daya as is the natural world. This is not a macabre sentiment to the elves; they simply view it as the truest sense of the natural order.",
|
|
"Mul Daya elves can often be recognized by their face painting and tattooing. Many Mul Daya decorate their skins with an enwrapping vine motif, and make use of poisons and acids collected at great cost from strange creatures and plants in the depths of Kazandu."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Elf (Zendikar; Tajuru Nation)",
|
|
"source": "PSZ",
|
|
"_copy": {
|
|
"name": "Elf (Zendikar)",
|
|
"source": "PSZ",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The Tajuru nation is the largest of the three main elven nations, concentrated in Murasa and spread across other parts of Zendikar as hundreds of far-flung clans. Tajuru elves are the most open to people of other races, seeing their skills and perspectives as valuable new tools for survival. The Tajuru are also more open to new lifestyles, be it living in a mountaintop citadel or roaming grassy plains."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Elves of Many Realms",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "inset",
|
|
"page": 30,
|
|
"name": "Elves of Many Realms",
|
|
"entries": [
|
|
"Created by the god {@deity Corellon Larethian|Elven|MTF|Corellon}, the first elves were Fey beings who cavorted on various planes of existence, changing their physical forms at will. Outside the glory of Arvandor, their favourite place was the feywild\u2014a realm of unbridled passion. It was to that place of splendors that elves fled after they were exiled from {@deity Corellon Larethian|Elven|MTF|Corellon's} presence for plotting with their god's rival, {@deity Lolth|Drow|MTF}. And it was there that they transformed from Fey creatures into Humanoids and lost their ability to shape-shift at will. Afterward, they often wept as they realized what they had lost, their sorrow made even deeper by the Feywild's influence. But in the Feywild, they also discovered the potential joys of being people of fixed forms, and they rediscovered hope once they renounced {@deity Lolth|Drow|MTF|Lolth's} treachery.",
|
|
"Most elves eventually spread from the Feywild to other worlds, as wanderlust and curiosity drove them to the far reaches of the multiverse. In those other worlds, elves developed the physical forms now associated with them. Because of their original mutable nature, each group of elves mystically took on characteristics of the environment with which they bonded, whether forests ({@race Elf (Wood)|PHB|wood elves}), fey crossings in the Material Plane ({@race Elf (High)|PHB|high elves}), the Underdark ({@race Elf (Drow)|PHB|drow}), the Shadowfell ({@race shadar-kai|MPMM}), the Feywild ({@race eladrin|MPMM}), or oceans ({@race sea elf|MPMM|sea elves}).",
|
|
"In some places, {@deity Corellon Larethian|Elven|MTF|Corellon} has passed from elves' memory, but the god's blood flows within them still, even if they know nothing of its source. That blood is what causes them to evolve after spending centuries connected to a particular environment, so it is only a matter of time before other kinds of elves emerge."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Fairy",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well.",
|
|
"Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You're also free to come up with your own characteristic if none of the suggestions below fit your character.",
|
|
{
|
|
"type": "table",
|
|
"caption": "Fey Characteristics",
|
|
"colLabels": [
|
|
"d8",
|
|
"Characteristic"
|
|
],
|
|
"colStyles": [
|
|
"col-1 text-center",
|
|
"col-11"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"Your wings are like those of a bird."
|
|
],
|
|
[
|
|
"2",
|
|
"You have shimmering, multicolored skin."
|
|
],
|
|
[
|
|
"3",
|
|
"You have exceptionally large ears."
|
|
],
|
|
[
|
|
"4",
|
|
"A glittering mist constantly surrounds you."
|
|
],
|
|
[
|
|
"5",
|
|
"You have a small spectral horn on your forehead, like a little unicorn horn."
|
|
],
|
|
[
|
|
"6",
|
|
"Your legs are insectile."
|
|
],
|
|
[
|
|
"7",
|
|
"You smell like fresh brownies."
|
|
],
|
|
[
|
|
"8",
|
|
"A noticeable, harmless chill surrounds you."
|
|
]
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Fairy.webp"
|
|
},
|
|
"credit": "Nikki Dawes"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Fairy",
|
|
"source": "WBtW",
|
|
"entries": [
|
|
"The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well.",
|
|
"Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You're also free to come up with your own characteristic if none of the suggestions below fit your character.",
|
|
{
|
|
"type": "table",
|
|
"caption": "Fey Characteristics",
|
|
"colLabels": [
|
|
"d8",
|
|
"Characteristic"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"Your wings are like those of a bird."
|
|
],
|
|
[
|
|
"2",
|
|
"You have shimmering, multicolored skin."
|
|
],
|
|
[
|
|
"3",
|
|
"You have exceptionally large ears."
|
|
],
|
|
[
|
|
"4",
|
|
"A glittering mist constantly surrounds you."
|
|
],
|
|
[
|
|
"5",
|
|
"You have a small spectral horn on your forehead, like a little unicorn horn."
|
|
],
|
|
[
|
|
"6",
|
|
"Your legs are insectile."
|
|
],
|
|
[
|
|
"7",
|
|
"You smell like fresh brownies."
|
|
],
|
|
[
|
|
"8",
|
|
"A noticeable, harmless chill surrounds you."
|
|
]
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/WBtW/Fairy.webp"
|
|
},
|
|
"credit": "Nikki Dawes"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Firbolg",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs' souls. Centuries later, that magic still thrums inside a firbolg, even one who has never lived under the boughs of a great forest.",
|
|
"A firbolg's magic is an obscuring sort, which allowed their ancestors to pass through a forest without disturbing it. So deep is the connection between a firbolg and the wild places of the world that they can communicate with flora and fauna.",
|
|
"Firbolgs can live up to 500 years."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Firbolg.webp"
|
|
},
|
|
"credit": "Shawn Wood"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Firbolg",
|
|
"source": "VGM",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Humble Guardians",
|
|
"entries": [
|
|
"Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the heart of the world and monuments to the durability of life.",
|
|
"In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common sense and remarkable resourcefulness. During a bountiful summer, they store away excess nuts, fruit, and berries. When winter arrives, they scatter everything they can spare to ensure the animals of the wood survive until springtime.",
|
|
"In a firbolg's eyes, there is no greater fault than greed. The firbolgs believe that the world remains healthiest when each creature takes only what it needs. Material goods, especially precious gems and gold, have little appeal to them. What use are such things when winter lingers and food runs short?"
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Natural Druids",
|
|
"entries": [
|
|
"Firbolgs have a talent for druidic magic. Their cultural reverence for nature, combined with their strong and insightful minds, makes learning such magic an instinctive part of their development. Almost every firbolg learns a few spells, typically those used to mask their presence, and many go on to master nature magic.",
|
|
"Firbolgs who become druids serve as stronghold leaders. With every action the tribe takes, the druids weigh not only the group's needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine.",
|
|
{
|
|
"type": "inset",
|
|
"name": "Firbolg Classes",
|
|
"entries": [
|
|
"Most firbolgs are druids, rangers, or fighters. Among their kind, these vocations are passed down from one generation to the next. The firbolgs' magical heritage also expresses itself in other ways; those who become bards preserve the clan's lore, and firbolg sorcerers defend their communities. Firbolg wizards arise when a clan becomes friendly with elves.",
|
|
"Firbolg rogues are typically scouts tasked with spying on neighboring folk to determine their intentions. They are most common among firbolgs whose homes border human settlements.",
|
|
"Firbolg barbarians are rare except among clans that face constant threats from evil humanoids and other invaders.",
|
|
"Firbolg clerics and paladins are usually dedicated to nature gods and are seen as enforcers of that god's will.",
|
|
"Firbolg warlocks are rare, but some clans forge alliances and arcane pacts with powerful fey beings.",
|
|
"Firbolg monks are almost entirely unheard of, though a monastery might take in the young survivors of a devastated firbolg clan."
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Hidden Shepherds",
|
|
"entries": [
|
|
"As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don't try to dominate nature, but rather seek to ensure that it prospers and survives according to its own laws.",
|
|
"Firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of elves, humans, and orcs. Such events concern the firbolgs only when the events affect the forest.",
|
|
"Even in the face of an intrusion, firbolgs prefer a subtle, gentle approach to prevent damage to their territory. They employ their magic to make the forest an unappealing place to explore by temporarily diverting springs, driving away game, stealing critical tools, and altering trails to leave hunting or lumber parties hopelessly lost. The firbolgs' presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travelers decide to move on, the better.",
|
|
"If these tactics fail, the firbolgs take more direct action. Their observations of a settlement determine what happens next. If the outsiders seem peaceful, the firbolgs approach and gently ask them to leave, even offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they need, and live in harmony with the wood, firbolgs explore the possibility of friendship with them, as long as the outsiders vow to safeguard the forest. If the settlers clearly display evil intentions, however, the firbolgs martial their strength and magic for a single overwhelming attack."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Outcast Adventurers",
|
|
"entries": [
|
|
"As guardians of the wood, few firbolgs would dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been destroyed, might not have a choice in the matter. Most adventuring firbolgs fall into this latter category.",
|
|
"Outcast firbolgs can never return home. They committed some unforgivable deed, usually something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to call home.",
|
|
"Orphaned firbolgs are those whose clans or home lands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural world.",
|
|
"A few rare firbolgs are entrusted by their clan with an important mission that takes them beyond their homes. These firbolgs feel like pilgrims in a strange land, and usually they wish only to complete their quests and return home as quickly as possible.",
|
|
"The Firbolg Adventurers table can serve as inspiration for determining why a firbolg character leaves home.",
|
|
{
|
|
"type": "table",
|
|
"caption": "Firbolg Adventurers",
|
|
"colLabels": [
|
|
"d8",
|
|
"Reason for Adventuring"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"Outcast for murder"
|
|
],
|
|
[
|
|
"2",
|
|
"Outcast for severely damaging home territory"
|
|
],
|
|
[
|
|
"3",
|
|
"Clan slain by invading humanoids"
|
|
],
|
|
[
|
|
"4",
|
|
"Clan slain by a dragon or demon"
|
|
],
|
|
[
|
|
"5",
|
|
"Separated from the tribe and lost"
|
|
],
|
|
[
|
|
"6",
|
|
"Homeland destroyed by natural disaster"
|
|
],
|
|
[
|
|
"7",
|
|
"Personal quest ordained by omens"
|
|
],
|
|
[
|
|
"8",
|
|
"Dispatched on a quest by tribe leaders"
|
|
]
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Firbolg Names",
|
|
"entries": [
|
|
"Firbolg adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the forest's children by their deeds, habits, and other actions.",
|
|
"By the same token, their tribe names merely refer to their homes. When dealing with other races, firbolgs refer to their lands by whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it \"home.\" Sometimes firbolgs adopt the nicknames or titles outsiders give them under the assumption that those who need names can call them whatever they wish."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/VGM/Firbolg.webp"
|
|
},
|
|
"credit": "Shawn Wood"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Gallus",
|
|
"source": "HWCS",
|
|
"entries": [
|
|
"{@font one with the wood|HPPHumblescratch}",
|
|
"The gallus commonly dwell in small, familial communities as opposed to the grand perches of the Wood. Of the birdfolk, they are the most likely to be found living among the humblefolk. Gallus have a deep respect for nature and a love of gardening unmatched by other birdfolk. They value their social bonds above all else, and are always ready to help their neighbours and promote the common good. They are polite but have little patience for deceit and rudeness.",
|
|
{
|
|
"name": "A Varied Folk",
|
|
"entries": [
|
|
"The gallus are a varied folk, resembling as many different varieties of wildfowl as there are trees in the Wood. Some are pheasant-like, others are grouse-like, while some resemble chickens or turkeys. There are dozens of variations of feathers, colors, and patterns even between gallus of the same subrace. The gallus are proud of their appearances but not to the point of vanity. Maintaining good grooming is akin to keeping a knife sharp and shows a level of respect for oneself.",
|
|
"Birdfolk are generally welcoming to other races, but the gallus are particularly well-known for their willingness to include virtually anyone in social or familial groups. In gallus culture, it is customary to always offer your seat at a table to guests. This is seen as the basis of a popular and hilarious children's story about a meal growing too cold to eat as the gallus continually give up their seats to late arrivals at a party."
|
|
],
|
|
"type": "entries"
|
|
},
|
|
{
|
|
"name": "Salt of the Earth",
|
|
"entries": [
|
|
"Gallus are a social and communal folk. They tend to form close-knit communities wherever they roost, and their sense of pride for their community runs deep. When tragedy leaves children in their village orphaned, it is customary for gallus families to take them in. Gallus value honest work, such as farming and smithing, and share labor equally between all community members. There is nothing a gallus would not give to their neighbors in a time of need.",
|
|
"While other birdfolk might look down on gallus for their common ways, the gallus have excellent interpersonal skills. They are insightful and empathetic, but not to the point of being socially exploitable. The gallus have an ear for the truth, and are often capable of rooting out lies and dishonesty."
|
|
],
|
|
"type": "entries"
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/HWCS/Gallus-Druid.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Gallus (Bright)",
|
|
"source": "HWCS",
|
|
"_copy": {
|
|
"name": "Gallus",
|
|
"source": "HWCS",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
"As a bright gallus, you are a natural leader. Growing up in your close-knit community has taught you how to inspire others and rally folks to a common cause. This air of command follows you wherever you roam."
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Gallus (Huden)",
|
|
"source": "HWCS",
|
|
"_copy": {
|
|
"name": "Gallus",
|
|
"source": "HWCS",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
"As a huden gallus, you are of the land. Like the Amaranthine Hanera, you have a unique connection to the Great Rhythm of nature, and in return the Rhythm grants you many gifts. This innate bond with nature may alienate you from city life, but you will always have a home within the more remote parts of the Wood."
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Genasi",
|
|
"source": "EEPC",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.",
|
|
"The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, do not face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.",
|
|
"During these visits, a mortal might catch a genies eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal-genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that's lain dormant for generations.",
|
|
"Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Heirs to Elemental Power",
|
|
"entries": [
|
|
"Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.",
|
|
"Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).",
|
|
"Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.",
|
|
"Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Wild and Confident",
|
|
"entries": [
|
|
"Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self-confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.",
|
|
"Too much failure can chip away at even a genasis sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Genasi Lands",
|
|
"entries": [
|
|
"As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.",
|
|
"Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends. Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.",
|
|
"Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerun, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.",
|
|
"In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of Fallen Stars.",
|
|
"The distant land of Zakhara is known only in legends to most inhabitants of Faerun. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Genasi Names",
|
|
"entries": [
|
|
"Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/EEPC/Genasi.webp"
|
|
},
|
|
"credit": "Claudio Pozas"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Genasi",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water\u2014these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others were born to non-genasi parents who lived near a place suffused by a genie's magic.",
|
|
"A typical genasi has a life span of 120 years."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Genasi.webp"
|
|
},
|
|
"credit": "Claudio Pozas"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Genasi (Air)",
|
|
"source": "EEPC",
|
|
"_copy": {
|
|
"name": "Genasi",
|
|
"source": "EEPC",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.",
|
|
"Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Genasi (Air)",
|
|
"source": "MPMM",
|
|
"_copy": {
|
|
"name": "Genasi",
|
|
"source": "MPMM"
|
|
}
|
|
},
|
|
{
|
|
"name": "Genasi (Earth)",
|
|
"source": "EEPC",
|
|
"_copy": {
|
|
"name": "Genasi",
|
|
"source": "EEPC",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"As an earth genasi, you are descended from the cruel and greedy dao, though you are not necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.",
|
|
"Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Genasi (Earth)",
|
|
"source": "MPMM",
|
|
"_copy": {
|
|
"name": "Genasi",
|
|
"source": "MPMM"
|
|
}
|
|
},
|
|
{
|
|
"name": "Genasi (Fire)",
|
|
"source": "EEPC",
|
|
"_copy": {
|
|
"name": "Genasi",
|
|
"source": "EEPC",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.",
|
|
"Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal-black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Genasi (Fire)",
|
|
"source": "MPMM",
|
|
"_copy": {
|
|
"name": "Genasi",
|
|
"source": "MPMM"
|
|
}
|
|
},
|
|
{
|
|
"name": "Genasi (Water)",
|
|
"source": "EEPC",
|
|
"_copy": {
|
|
"name": "Genasi",
|
|
"source": "EEPC",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The lapping of waves, the spray of sea foam on the wind, the ocean depths, all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.",
|
|
"Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi's hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Genasi (Water)",
|
|
"source": "MPMM",
|
|
"_copy": {
|
|
"name": "Genasi",
|
|
"source": "MPMM"
|
|
}
|
|
},
|
|
{
|
|
"name": "Giff",
|
|
"source": "AAG",
|
|
"entries": [
|
|
"Giff are tall, broad-shouldered folk with hippo-like features. Some have smooth skin, while others have short bristles on their faces and the tops of their heads. As beings of impressive size and unforgettable appearance, giff are noticed wherever they go.",
|
|
"Most giff believe they originated on one world, but their home world is now the stuff of legend, because no living giff has seen it or knows where it is. The divine beings who created giff have likewise been forgotten. Their titanic petrified bodies drift on the Astral Sea, isolated and unrecognizable in their current forms.",
|
|
"Although they don't realize it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their own, which giff have learned to channel through their weapons. Most giff have no idea where this so-called astral spark comes from, but they feel its presence most strongly when they are in Wildspace or the Astral Sea.",
|
|
"Giff are split into two camps concerning how their name is pronounced. Half of them say it with a hard g, half with a soft g. Disagreements over the correct pronunciation often blossom into hard feelings, loud arguments, and head-butting contests, but they rarely escalate beyond that."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/AAG/Giff.webp"
|
|
},
|
|
"credit": "Scott Murphy"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Gith",
|
|
"source": "MTF",
|
|
"entries": [
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
"The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open hostility, and the two groups distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths.",
|
|
"The githyanki were motivated by revenge and convinced that they deserved to take whatever they wanted from the worlds they traveled. Ranging out from the titanic city of Tu'narath on the Astral Plane, they send raiders out to plunder the Material Plane and other worlds, bringing treasures and slaves back to their ageless realm. At the same time, they hunt down and kill mind flayers whenever possible, as recompense for what the illithids did to them.",
|
|
"The githzerai believed that the path to an enlightened civilization lay in seclusion, not conflict. Their dedication to the principles of order is so strong that they can manipulate the stuff of chaos and use it to their benefit; thus, they have carved out a stronghold for themselves on the plane of Limbo that is virtually impervious. Though the githzerai are pacifists by nature, they share the githyanki's racial hatred for mind flayers, and from time to time they send out squads to destroy illithid outposts.",
|
|
"If the two races were ever to team up against the illithids, a combined force of gith could conceivably tip the balance in their favor. But as long as the githyanki and githzerai stay at each other's throats, their goal of ultimate victory over their original common enemy will likely remain unachieved."
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Gith (Githyanki)",
|
|
"source": "MTF",
|
|
"_copy": {
|
|
"name": "Gith",
|
|
"source": "MTF",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The brutal githyanki are trained from birth as warriors."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
},
|
|
"images": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MTF/Githyanki.webp"
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Gith (Githzerai)",
|
|
"source": "MTF",
|
|
"_copy": {
|
|
"name": "Gith",
|
|
"source": "MTF",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"In their fortresses within Limbo, the githzerai hone their minds to a razor's edge."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Githyanki",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins, githzerai, and fled to the Astral Plane. In that timeless, silvery realm, githyanki honed their psionic powers and built a great city called Tu'narath. They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and their children can reach adulthood.",
|
|
"A lanky people with skin tones of yellows, greens, and browns, githyanki complement their physical prowess with psionic might, instilled in them by mind flayers and cultivated over eons in the Astral Plane. Now all githyanki can use their psychic bond with that plane to access splinters of knowledge left behind by beings who travel, live, and die among the silver astral clouds.",
|
|
"Githyanki who reside in the Astral Plane can live indefinitely."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Githyanki.webp"
|
|
},
|
|
"credit": "Zoltan Boros"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Githzerai",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"Githzerai migrated to the Everchanging Chaos of Limbo after the ancient schism that split their ancestors from their cousins, githyanki. Limbo is a roiling maelstrom of matter and energy, collapsing and reforming without purpose or direction, until a creature exerts deliberate will to stabilize it. Through their potent psionic power, githzerai carved a home for themselves amid the chaos. As the ages passed, githzerai explorers ranged out to other planes and worlds of the multiverse.",
|
|
"Githzerai are generally slender, with speckled skin in shades of yellow, green, or brown. Eons of cultivating their mental powers within the endless chaos of Limbo have imbued githzerai with the ability to shape psionic energy to protect themselves and probe minds."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Githzerai.webp"
|
|
},
|
|
"credit": "Scott Murphy"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Gnome",
|
|
"source": "PHB",
|
|
"uncommon": true,
|
|
"entries": [
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Vibrant Expression",
|
|
"entries": [
|
|
"A gnome's energy and enthusiasm for living shines through every inch his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around.",
|
|
"A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Delighted Dedication",
|
|
"entries": [
|
|
"As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can't get in enough of the things they want to do and see.",
|
|
"Gnomes speak as if they can't get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.",
|
|
"Though gnomes love jokes of all kinds, particularly puns and pranks, they're just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkerers, and inventors. They're willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Bright Burrows",
|
|
"entries": [
|
|
"Gnomes makes their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface where ever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.",
|
|
"Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkerers. Some human families retained gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Gnome Names",
|
|
"entries": [
|
|
"Gnomes love names, and most have half a dozen or so. A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are truly new inventions. When dealing with humans and others who are \"Stuffy\" about names, a gnome learns to use no more than three names; A personal name, a clan name, and a nickname, choosing the one in each category that's the most fun to say.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Male Names:",
|
|
"entry": "Alston, Alvyn, Boddynock, Brocc, Ettrgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle. Orryn, Roondar, Seebo, Warryn, Wrenn, Zook"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Female Names:",
|
|
"entry": "Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Clan Names:",
|
|
"entry": "Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningcl, Raulnor, Seheppen, Timbers, Turen"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Nicknames:",
|
|
"entry": "Aleslosh, Aslthearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nina, Oneshoe, Pock, Sparklegem, Scumbleduck"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Seeing The World",
|
|
"entries": [
|
|
"Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as s quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions."
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Deep Gnomes",
|
|
"entries": [
|
|
"A third sub race of gnomes, the deep gnomes (or svirfneblin) live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PHB/Gnome.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Gnome (Deep/Svirfneblin)",
|
|
"source": "SCAG",
|
|
"_copy": {
|
|
"name": "Gnome",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Forest gnomes and rock gnomes are the gnomes most commonly encountered in the lands of the surface world. There is another subrace of gnomes rarely seen by any surface-dweller: deep gnomes, also known as svirfneblin. Guarded, and suspicious of outsiders, svirfneblin are cunning and taciturn, but can be just as kind-hearted, loyal, and compassionate as their surface cousins.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Born of Deep Earth",
|
|
"entries": [
|
|
"Svirfneblin seem more like creatures of stone than flesh. Their leathery skin is usually a gray, brown, or dun hue that acts as a natural camouflage with the rock around them. Their bodies are gnarled with hard muscle or fat, and they are heavier than their small stature suggests; svirfneblin often weigh 100 pounds or more but rarely stand much more than 3 feet tall.",
|
|
"Male svirfneblin are bald from early childhood, although adults can grow stiff beards or mustaches. Females have full heads of hair, and they usually tie their hair back in braids or cut it short to keep it from getting in their way as they work.",
|
|
"Svirfneblin are well adapted for their subterranean existence. They have excellent darkvision, and many of them have magical talents that rival the innate spellcasting of the drow and duergar. They are surprisingly strong for their size, enduring toil and danger that would overwhelm most other people."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Master Miners",
|
|
"entries": [
|
|
"Despite their guarded natures, svirfneblin aren't joyless. They admire skillful work and delicate craftsmanship, just like any other gnome. Svirfneblin love gemstones of all kinds, and they boldly seek out precious stones in the deepest and darkest tunnels. They are also expert gemcutters and miners, and they prize rubies above all other gemstones."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Deep Dwellers",
|
|
"entries": [
|
|
"Svirfneblin are known as deep gnomes because they choose to live far below the earth's surface. Most svirfneblin never see the light of day. Their homes are well-hidden strongholds concealed by mazelike passages and clever illusions. Vast networks of mine tunnels ring most svirfneblin settlements, guarded by deadly traps and concealed sentries. Once a traveler passes through the outer defenses, the tunnels open up into marvelous cavern-towns carved from the surrounding rock with exquisite care. The svirfneblin are austere in their comforts compared to their surface cousins, but they take great pride in their stonework.",
|
|
"Deep gnomes do their best to remain hidden. Even if surface travelers succeed in locating a svirfneblin community, winning their trust can be even more difficult. Those rare travelers who do succeed in befriending deep gnomes find that they are loyal and courageous allies against any foe."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Scouts and Spies",
|
|
"entries": [
|
|
"Surface-dwelling gnomes often take up the adventurer's life out of sheer curiosity about the world around them, eager to see new things and meet new people.",
|
|
"By comparison, most svirfneblin possess very little wanderlust and rarely travel far from home. They see the surface world as a bewildering place without boundaries and filled with unknown dangers.",
|
|
"Nevertheless, a few svirfneblin understand that it is necessary to know something about what is happening on the surface near their hidden refuges. As a result, some svirfneblin become scouts, spies, or messengers who venture abroad, doing their best to avoid attention.",
|
|
"These travelers are notoriously close-mouthed about where they come from and what they are up to, but a few eventually learn to trust good-hearted people of the surface world.",
|
|
"A few svirfneblin become merchants who deal with other races both above and below ground. Drow, duergar, and other peoples know that svirfneblin are usually neutral in outlook and typically honest in their dealings. Serving as middlemen between races too hostile to deal with each other directly can be lucrative, and it serves an important defensive function; svirfneblin middlemen tend to know more about rumors and threats between rival merchants than anybody else."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Deep Gnome Names",
|
|
"entries": [
|
|
"Svirfneblin prefer less flamboyant names than their rock gnome or forest gnome cousins. Clan names reflect skills or occupations that a particular family is associated with, and sometimes change if a noteworthy individual strikes out in a new direction.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Male Names:",
|
|
"entry": "Belwar, Brickers, Durthmeck, Firble, Krieger, Kronthud, Schneltheck, Schnicktick, Thulwar, Walschud"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Female Names:",
|
|
"entry": "Beliss, Durthee, Fricknarti, Ivridda, Krivi, Lulthiss, Nalvarti, Schnella, Thulmarra, Wirsidda"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Clan Names:",
|
|
"entry": "Crystalfist, Gemcutter, Ironfoot, Rockhewer, Seamfinder, Stonecutter"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Deep Gnomes in the Forgotten Realms",
|
|
"entries": [
|
|
"In the Forgotten Realms, deep gnomes live within a perilous, subterranean world known as the Underdark. This maze of caverns and tunnels is home to some of the most feared creatures in Faerûn. Because of this, the svirfneblin that dwell here are much more distrusting and wary than their kin on other worlds. Rarely do they allow strangers within their midst, and those that they must deal with are kept at arms length. If one is lucky enough to be trusted by the deep gnomes, they are a friend for life. For the svirfneblin of the Underdark, genuine trust is a commodity far more valuable than gold."
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Deep Gnome Feat",
|
|
"entries": [
|
|
"If your DM allows the use of feats, your deep gnome character has the option of taking the following feat: {@feat Svirfneblin Magic|MTF}."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
},
|
|
"images": null
|
|
},
|
|
{
|
|
"name": "Gnome (Forest)",
|
|
"source": "PHB",
|
|
"_copy": {
|
|
"name": "Gnome",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&D, forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Gnome (Rock)",
|
|
"source": "PHB",
|
|
"_copy": {
|
|
"name": "Gnome",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the Dragonlance setting."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Goblin",
|
|
"source": "ERLW",
|
|
"_copy": {
|
|
"name": "Bugbear",
|
|
"source": "ERLW"
|
|
}
|
|
},
|
|
{
|
|
"name": "Goblin",
|
|
"source": "GGR",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Whether sniveling in fear, cackling with mad laughter, or snarling in a fury, goblins are wretched and inconsequential\u2014at least in the eyes of most of Ravnica's other folk. In their own minds, though, they are content to lurk in the shadows only until they fully come into their own and receive the recognition they believe they deserve. They are entitled to some credit for their tenacity, agility, crafty ingenuity, and dumb luck, all of which has enabled them to survive in a world overrun with creatures larger and more powerful than they are.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Small and Wiry",
|
|
"entries": [
|
|
"Standing around 3 feet tall and covered in warty green or red skin, goblins have huge noses and ears. Their wiry bodies are surprisingly strong, and their mouths are full of sharp, crooked teeth.",
|
|
"Most goblins are bald, either by heredity or by choice, but a few boast shocks of red or black hair. Their arms and legs are elongated in proportion to their small bodies, and their fingers and toes are also long and slender. Many goblins prefer to go unshod to leave their toes exposed for climbing."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Unfettered Emotion",
|
|
"entries": [
|
|
"Creatures of raw impulse, goblins are found among guilds that value that quality, particularly the Izzet (where they typically serve as attendants for researchers), the Gruul (in camps that form hapless buffers between the clans and civilized regions), the Rakdos (putting their love of explosions to good use), and occasionally the Boros (if they discover a well of discipline and courage within themselves, or find themselves unable to resist the shininess of Boros weapons and armor). Many goblins are guildless and make their way as members of street gangs.",
|
|
"Sometimes driven by wild mood swings, goblins have an inclination toward destruction, which can take a playful form but is often anything but. Some goblins clobber things, others like to light them on fire, and many love to blow things up.",
|
|
"Goblins have an outrageous sense of humor, usually expressed through mischievous pranks. The malicious among them find pleasure in the misfortune of others and tend to cackle maniacally whenever they're amused. They can act with apparent randomness, sometimes just to confuse and befuddle others."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Goblin Names",
|
|
"entries": [
|
|
"The Goblin language is fond of certain sounds, and goblin names tend to repeat those sounds to form what can sound like nonsense words. A goblin's name gives no indication of gender.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Goblin Names:",
|
|
"entry": "Azzinax, Babolax, Blixanix, Crixizix, Dazzaz, Estrix, Finizix, Juzba, Kaluzax, Lyzaxa, Mizzix, Myznar, Nixispix, Paxizaz, Ravixiz, Stixil, Sunnix, Tozinox, Uxivozi, Vazozav, Wexiny, Zizzix"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Goblin",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Maglubiyet conquered them, early goblins served in the court of the Queen of Air and Darkness, one of the Feywild's archfey. Goblins thrived in her dangerous domain thanks to a special boon from her\u2014a supernatural knack for finding the weak spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to worlds across the Material Plane, even if they don't remember the fey realm they inhabited before Maglubiyet's rise. Now many goblins pursue their own destinies, escaping the plots of both archfey and gods."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Goblin.webp"
|
|
},
|
|
"credit": "Mike Jordana"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Goblin",
|
|
"source": "PSZ",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Goblins are an inquisitive and adaptable race hampered by their small size, their natural cowardice, and a severe shortage of common sense. They eagerly explore areas that others hesitate to enter, and obsessively fiddle with magic that more sensible folk would take careful precautions with. They prize ancient artifacts not for their inherent value, but primarily as a mark of status\u2014for a precious trophy proves that its owner survived a delve into a deep and dangerous ruin.",
|
|
"Goblins are associated with red mana. Their shamans are fond of spells that create or control fire and lightning to smite their foes, and they are quick to follow their impulses and passions into action without much forethought. Life to a goblin is an adventure full of new things to explore and experience.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Long Arms and Stony Skin",
|
|
"entries": [
|
|
"A typical goblin stands between three-and-a-half and five feet tall, with a slender, elongated build. Goblins' arms are unusually long and spindly, making them adept at climbing cliffs and trees. Their skin has a stony texture, ranging in color from red-brown to moss green or gray. Their ears are large and swept back, their eyes are intensely red, and many sport heavy bone protrusions on their spines or elbows. Males have similar growths jutting from their chins, while females have heavier growths on their foreheads.",
|
|
"This distinctive appearance is a direct result of the goblins' unusual diet. Before the Eldrazi's rise, goblins supplemented their normal diet with a kind of rock they pounded into bits and called \"grit.\" The presence of the Eldrazi in Zendikar has poisoned this rock, so the goblins have taken to eating powdered hedrons instead. Eating this magic-infused stone has given the goblins resistance to the maddening psychic emanations of the Eldrazi. As an added benefit, it toughens their skin, protecting them from the elements and from physical dangers."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSZ/Goblin.webp"
|
|
},
|
|
"title": "Zada, Hedron Grinder",
|
|
"credit": "Chris Rallis"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSZ/Goblin2.webp"
|
|
},
|
|
"title": "Slab Hammer",
|
|
"credit": "Joeseph Meehan"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Goblin",
|
|
"source": "VGM",
|
|
"monstrous": true,
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/VGM/Goblin.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Goblin (Dankwood)",
|
|
"source": "AWM",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Ahh the Dankwood goblins! I have adventured far and wide in my time and never have I met such unique and interesting goblins as these. Perhaps it is the magical nature of the Dankwood itself as this forest was once rumored to have been the ancient sanctum of a powerful Netherese wizard, but who is to say? This world is a wondrous one and everywhere you go, something new is there to dazzle and amaze!"
|
|
],
|
|
"by": "Guardian Leafy Skiptoes"
|
|
},
|
|
"Dankwood goblins are much like any other run-of-the-mill goblin but they are much more gentle and artistic than the savage and uncouth goblins of the world.",
|
|
"They are inquisitive and have a magical bond with the small forest creatures with which they are often friends. They are fast and nimble and love to explore. Because of this they make great adventurers and guides."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Goblin (Ixalan)",
|
|
"source": "PSX",
|
|
"entries": [
|
|
"Goblins are native to Ixalan, and their eager curiosity drew them to the ships of the Brazen Coalition when the pirates first made landfall on the Sun Empire's shores. Though they still thrive in remote jungle colonies, goblins are most commonly seen swinging on the ropes of sleek pirate ships.",
|
|
"Goblins stand about three feet tall, though they rarely stand upright. They prefer a crouched posture that lets them scramble quickly on all fours, aided by their long prehensile tails. Their hearing and eyesight make them excellent lookouts, and their agility serves them well as crew members on pirate ships. They climb, swing, and jump easily among a ship's ropes, and can get into tight spaces that humans can't. For better or worse, many goblins are also incorrigible pranksters, and they often have a hard time determining when a prank is inappropriate, is poorly timed, or has gone too far."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSX/Goblin.webp"
|
|
},
|
|
"title": "Firecannon Blast",
|
|
"credit": "Svetlin Velinov"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSX/Goblin2.webp"
|
|
},
|
|
"title": "Goblin Trailblazer",
|
|
"credit": "Josh Hass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Goblin (Zendikar; Grotag Tribe)",
|
|
"source": "PSZ",
|
|
"_copy": {
|
|
"name": "Goblin",
|
|
"source": "PSZ",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Smaller and weaker than their cousins, and with larger hands and feet, goblins of the Grotag tribe attempt to live by their wits\u2014though seldom with much success. When a Grotag goblin has the bright idea of trying to tame fleshpiercer mites, at least a few others will be willing to follow that goblin into a nest\u2014usually to predictably horrible results. But though the Grotag seem to have a never-ending supply of bad ideas, and a horrible ratio of bad ideas to good, the Grotag likewise seem to have a never-ending supply of Grotag. As such, by trial and error (and more error), these goblins have stumbled across a great deal of knowledge useful for surviving the deep places of Zendikar, and for dealing with the creatures that live there. The Grotag imagine themselves to have a sort of empathy with beasts, and they lose hundreds of goblins each year to ill-advised attempts at monster taming. But, every now and again, one of these efforts is successful."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Goblin (Zendikar; Lavastep Tribe)",
|
|
"source": "PSZ",
|
|
"_copy": {
|
|
"name": "Goblin",
|
|
"source": "PSZ",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The Lavastep tribe is the most industrious of the goblin tribes, and possesses much hard-won knowledge of the geothermal activity in Akoum. More so than members of the other tribes, the Lavastep goblins build surprisingly effective equipment out of the crystal shards and veins of strange metals that occasionally boil up to the surface. The most warlike of their kind, Lavastep goblins frequently harass the kor, elves, and humans of Akoum."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Goblin (Zendikar; Tuktuk Tribe)",
|
|
"source": "PSZ",
|
|
"_copy": {
|
|
"name": "Goblin",
|
|
"source": "PSZ",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Among the goblins, the Tuktuk are most likely to hire themselves out as ruin guides to other races. Of course, their usual plan is to help find something of value, steal it, trigger a trap intentionally, and then run."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Goliath",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"The first goliaths lived on the highest mountain peaks\u2014far above the tree line, where the air is thin and frigid winds howl. Distantly related to giants and infused with the supernatural essence of their ancestors' mountainous home, goliaths stand between 7 and 8 feet tall and have a wide array of skin tones resembling different types of stone."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Goliath.webp"
|
|
},
|
|
"credit": "Eric Belisle, Jon Hodgson"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Goliath",
|
|
"source": "VGM",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"At the highest mountain peaks-far above the slopes where trees grow and where the air is thin and the frigid winds howl-dwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Driven Competitors",
|
|
"entries": [
|
|
"Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to an entire tribe, while an individual's heroic effort can ensure the entire group's survival.",
|
|
"Goliaths thus place a premium on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills.",
|
|
"This dedication to competition has a dark side. Goliaths are ferocious competitors, but above all else they are driven to outdo their past efforts. If a goliath slays a dragon, he or she might seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Fair Play",
|
|
"entries": [
|
|
"For goliaths, competition exists only when it is supported by a level playing field. Competition measures talent, dedication, and effort. Those factors determine survival in their home territory, not reliance on magic items, money, or other elements that can tip the balance one way or the other. Goliaths happily rely on such benefits, but they are careful to remember that such an advantage can always be lost. A goliath who relies too much on them can grow complacent, a recipe for disaster in the mountains.",
|
|
"This trait manifests most strongly when goliaths interact with other folk. The relationship between peasants and nobles puzzles goliaths. If a king lacks the intelligence or leadership to lead, then clearly the most talented person in the kingdom should take his place. Goliaths rarely keep such opinions to themselves, and mock folk who rely on society's structures or rules to maintain power."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Survival of the Fittest",
|
|
"entries": [
|
|
"Among goliaths, any adult who can't contribute to the tribe is expelled. A lone goliath has little chance of survival, especially an older or weaker one. Goliaths have little pity for adults who can't take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play.",
|
|
"A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips away in the night to seek the cold will of fate.",
|
|
"In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in battle, at the peak of strength and skill, than endure the slow decay of old age. Few folk have ever meet an elderly goliath, and even those goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay.",
|
|
"Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by longterm leaders. They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Goliath Names",
|
|
"entries": [
|
|
"Every goliath has three names: a birth name assigned by the newborn's mother and father, a nickname assigned by the tribal chief, and a family or clan name. A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel.",
|
|
"Birth names are rarely linked to gender. Goliaths see females and males as equal in all things, and they find societies with roles divided by gender to be puzzling or worthy of mockery. To a goliath, the person who is best at a job should be the one tasked with doing it.",
|
|
"A goliath's nickname is a description that can change on the whim of a chieftain or tribal elder. It refers to a notable deed, either a success or failure, committed by the goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to an individual's notable deeds.",
|
|
"Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name. In casual conversation, they use their nickname.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Birth Names:",
|
|
"entry": "Aukan, Eglath, Gae-Al, Gauthak, Ilikan, Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla, Orilo, Paavu, Pethani, Thalai, Thotham, Uthal, Vaunea, Vimak"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Nicknames:",
|
|
"entry": "Bearkiller, Dawncaller, Fearless, Flintfinder, Horncarver, Keeneye, Lonehunter, Longleaper, Rootsmasher, Skywatcher, Steadyhand, Threadtwister, Twice-Orphaned, Twistedlimb, Wordpainter"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Clan Names:",
|
|
"entry": "Anakalathai, Elanithino, Gathakanathi, Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu, Thuliaga, Thunukalathi, Vaimei-Laga"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/VGM/Goliath.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Hadozee",
|
|
"source": "AAG",
|
|
"entries": [
|
|
"Hadozees' progenitors were mammals no bigger than housecats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to branch.",
|
|
"Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their homeworld and explore other worlds.",
|
|
"In addition to being natural climbers, hadozees have feet that are as dexterous as their hands, even to the extent of having opposable thumbs. Membranes of skin hang loosely from their arms and legs. When stretched taut, these membranes enable hadozees to glide. Hadozees wrap these wings around themselves to keep warm."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/AAG/Hadozee.webp"
|
|
},
|
|
"credit": "Zuzanna Wuzyk"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Half-Elf",
|
|
"source": "PHB",
|
|
"uncommon": true,
|
|
"entries": [
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing to adulthood while their peers continue to live as children, growing restless in the timeless elven realms. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Of Two Worlds",
|
|
"entries": [
|
|
"To humans, half-elves look like elves, and to elves, they look human. In height, they're on par with both parents, though they're neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie, somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Diplomats or Wanderers",
|
|
"entries": [
|
|
"Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.",
|
|
"In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some prefer to avoid company altogether, wandering the wilds as foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Half-Elf Names",
|
|
"entries": [
|
|
"Half-elves use either human or elven naming conventions. As if to emphasize that they don't really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names."
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Excellent Ambassadors",
|
|
"entries": [
|
|
"Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elves grace without elves aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other)."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PHB/Half-Elf.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Half-Elf (Base)",
|
|
"source": "PHB",
|
|
"_copy": {
|
|
"name": "Half-Elf",
|
|
"source": "PHB"
|
|
}
|
|
},
|
|
{
|
|
"name": "Half-Orc",
|
|
"source": "PHB",
|
|
"uncommon": true,
|
|
"entries": [
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Scarred and Strong",
|
|
"entries": [
|
|
"Half-orcs' grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Half-orcs stand between 6 and 7 feet tall and usually weigh between 180 and 250 pounds.",
|
|
"Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an Orc, or half-orc as a former slave or a disgraced exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living among humans might display these scars proudly or hide them in shame."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "The Mark of Gruumsh",
|
|
"entries": [
|
|
"The one-eyed god Gruumsh created the Orcs, and even those orcs who turn away from his worship can't fully escape his influence. The same is true of half orcs, though their human blood moderates the impact of their orcish heritage. Some half-orcs hear the whispers of Grummsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh's exultation when they join in melee combat-and either exult along with him or shiver with fear and loathing. Half-orcs are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it.",
|
|
"Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn't just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures-feasting, drinking, wrestling, drumming, and wild dancing-fill their hearts with joy. They tend to be short tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished half-orcs are those with enough self control to get by in a civilized land."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Half-Orc Names",
|
|
"entries": [
|
|
"Half-orcs usually have names appropriate to the culture in which they were raised. A half-orc who wants to fit in among humans might trade an orc name for a human name. Some half-orcs with human names decide to adopt a guttural orc name because they think it makes them more intimidating.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Male Orc Names:",
|
|
"entry": "Dench, Feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Mhurren, Ront, Shump, Thokk"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Female Orc Names:",
|
|
"entry": "Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shautha, Vola, Volen, Yevelda"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Grudging Acceptance",
|
|
"entries": [
|
|
"Each half-orc finds a way to gain acceptance from those who hate orcs. Some are reserved, trying not to draw attention to themselves. A few demonstrate piety and good-heartedness as publicly as they can (whether or not such demonstrations are genuine). And some simply try to be so tough that others just avoid them."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PHB/Half-Orc.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Half-Orc (Base)",
|
|
"source": "PHB",
|
|
"_copy": {
|
|
"name": "Half-Orc",
|
|
"source": "PHB"
|
|
}
|
|
},
|
|
{
|
|
"name": "Halfling",
|
|
"source": "PHB",
|
|
"entries": [
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Small and Practical",
|
|
"entries": [
|
|
"The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.",
|
|
"Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.",
|
|
"Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Kind and Curious",
|
|
"entries": [
|
|
"Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.",
|
|
"Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Blend into the Crowd",
|
|
"entries": [
|
|
"Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.",
|
|
"Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Pastoral Pleasantries",
|
|
"entries": [
|
|
"Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.",
|
|
"Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home."
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Affable and Positive",
|
|
"entries": [
|
|
"Halfling try to get along with everyone else and are loath to make sweeping generalizations-especially negative ones.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Dwarves",
|
|
"entries": [
|
|
"\"Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?\""
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Elves",
|
|
"entries": [
|
|
"\"They're so beautiful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces-surely more than they ever let on.\""
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Humans",
|
|
"entries": [
|
|
"\"Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers - you have to admire their conviction. And by protecting their own lands, they protect us as well.\""
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Exploring Opportunities",
|
|
"entries": [
|
|
"Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Halfling Names",
|
|
"entries": [
|
|
"A halfling has 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.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Male Names:",
|
|
"entry": "Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Female Names:",
|
|
"entry": "Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Family Names:",
|
|
"entry": "Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PHB/Halfling.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Halfling (Ghostwise)",
|
|
"source": "SCAG",
|
|
"_copy": {
|
|
"name": "Halfling",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "inset",
|
|
"entries": [
|
|
"Ghostwise halflings trace their ancestry back to a war among halfling tribes that sent their ancestors into flight from Luiren. Ghostwise halflings are the rarest of the hin, found only in the Chondalwood and a few other isolated forests, clustered in tight-knit clans.",
|
|
"Many ghostwise clans select a natural landmark as the center of their territory, and members carry a piece of that landmark with them at all times. Clan warriors known as nightgliders bond with and ride giant owls as mounts.",
|
|
"Because these folk are clannish and mistrustful of outsiders, ghostwise halfling adventurers are rare. Ask your DM if you can play a member of this subrace, which has the halfling traits in the Player's Handbook, plus the listed subrace traits."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Halfling (Lightfoot)",
|
|
"source": "PHB",
|
|
"_copy": {
|
|
"name": "Halfling",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You're inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot halflings have spread the farthest and thus are the most common variety.",
|
|
"Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. In the world of Greyhawk, these halflings are called hairfeet or tallfellows."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Halfling (Lotusden)",
|
|
"source": "EGW",
|
|
"_copy": {
|
|
"name": "Halfling",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": "Long tied to the natural heart of the Lotusden Greenwood, these halflings have adapted to live synergistically with the chaotic laws of the wilds."
|
|
},
|
|
"images": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/EGW/Halfling (Lotusden).webp"
|
|
},
|
|
"credit": "Axel Defois"
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Halfling (Stout)",
|
|
"source": "PHB",
|
|
"_copy": {
|
|
"name": "Halfling",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"As a stout halfling, you're hardier than average and have some resistance to poison. Some say that stouts have dwarven blood. In the Forgotten Realms, these halflings are called stronghearts, and they're most common in the south."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Harengon",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm's exuberance with them and learning new languages as they went.",
|
|
"Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Harengon.webp"
|
|
},
|
|
"credit": "Beth Trott, Shawn Wood"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Harengon",
|
|
"source": "WBtW",
|
|
"entries": [
|
|
"Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm's exuberance with them and learning new languages as they went.",
|
|
"Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/WBtW/Harengon.webp"
|
|
},
|
|
"credit": "Shawn Wood"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Hedge",
|
|
"source": "HWCS",
|
|
"entries": [
|
|
"{@font pointed mediators|HPPHumblescratch}",
|
|
"The most diplomatic and good natured of all the humblefolk, hedges like to live quiet lives in villages throughout the Wood, or within the safety of birdfolk perches. They resemble hedgehogs, although the quills that cover their backs are far tougher, hard enough to repel blades and sharp enough to pierce the solid hides of monstrous creatures. Despite their sturdiness, hedges are sensitive and emotional creatures, who display meekness more than bravado. Their meek demeanor and deference in social situations has earned them a reputation as cowards in the eyes of outsiders. But rather than being born of cowardice, their behaviour stems from a desire to respect the feelings and sensitivities of others, something considered to be of utmost importance in hedge society.",
|
|
{
|
|
"name": "Sensitive and Kind",
|
|
"entries": [
|
|
"Hedges have an incredible capacity for empathy, and tend to view all creatures, from the smallest beetle to the largest beast, as being equally deserving of respect and dignity. They are known across the Wood for being excellent conflict mediators, and usually find themselves acting as diplomats or emissaries between factions trying to broker an agreement.",
|
|
"Hedges feel most at home when everyone gets along. They are one of the few races who truly understand that conflict is not an evil force but simply represents an imbalance which must be resolved. This is not to say that hedges have never known strife, only that their proactive approach to mediation, coupled with their deep respect for the dignity of all living creatures, results in fewer occasions for conflict. Yet, when a serious conflict does arise, hedges who feel they have been truly and deeply wronged can close themselves off from the rest of their society, sometimes resulting in splits in a community.",
|
|
"One of the reasons hedges display such deep empathy and compassion towards others is due to the intensity of the emotions they feel. The strength of these emotions applies as much to positive feelings it does negative, meaning emotional wounds run deep with hedges."
|
|
],
|
|
"type": "entries"
|
|
},
|
|
{
|
|
"name": "One With the Forest",
|
|
"entries": [
|
|
"Gifted with a unique connection to the Great Rhythm, hedges are tied into the natural world in a fashion similar to the connection possessed by some gallus. This has granted hedges special magical gifts, such as the ability to speak with the smallest ground-dwelling creatures in the Wood, and the power to cause flowers to bloom. It is quite common for hedges to have a variety of animal friends who share their home.",
|
|
"Hedges who dwell outside of the birdfolk cities prefer to live in individual burrows under the great roots of trees. Communities of hedges enjoy living surrounded by nature, near clearings within the forest or lone copses. Central meeting areas and communal gardens can be constructed in the spaces between burrows. Hedges love gardening, and tend to keep a few small gardens wherever they live."
|
|
],
|
|
"type": "entries"
|
|
},
|
|
{
|
|
"name": "Dressed for Comfort",
|
|
"entries": [
|
|
"Hedges need special consideration when wearing clothes, and favor loose tunics, baggy trousers, flowing robes, and other clothes which fit easily over their quills. When not actively flared out, these tough quills naturally flatten, becoming smooth to the touch. However, if suddenly frightened, their quills reflexively flare out and stiffen, an accident which can ruin a hedge's clothing.",
|
|
"Adventuring clothes made specifically for hedges are available in nearly every major city in Humblewood, and tailors throughout the Wood are familiar with making alterations to suit a hedge's needs."
|
|
],
|
|
"type": "entries"
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/HWCS/Hedge-Bard.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Hexblood",
|
|
"source": "VRGR",
|
|
"entries": [
|
|
"Where wishing fails, ancient magic can offer a heart's desire\u2014at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag's influence: ears that split in forked points, skin in lurid shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as {@sense darkvision} and a variety of magical methods to beguile the senses and avoid the same.",
|
|
"While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age\u2014particularly if a hag influenced them early in life or even before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fey natures, or to avoid a hag that obsesses over them.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Heir of Hags",
|
|
"entries": [
|
|
"One way hags create more of their kind is through the creation of hexbloods. Every hexblood exhibits features suggestive of the hag whose magic inspires their powers. This includes an unusual crown, often called an eldercross or a witch's turn. This living, garland-like part of a hexblood's body extends from their temples and wraps behind the head, serving as a visible mark of the bargain between hag and hexblood, a debt owed, or a change to come."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Hexblood Origins",
|
|
"entries": [
|
|
"A bargain with a hag or other eerie forces transformed your character into a magical being. Roll on or choose an option from the Hexblood Origins table to determine how your character gained their lineage.",
|
|
{
|
|
"type": "table",
|
|
"caption": "Hexblood Origins",
|
|
"colLabels": [
|
|
"d6",
|
|
"Origin"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"Seeking a child, your parent made a bargain with a hag. You are the result of that arrangement."
|
|
],
|
|
[
|
|
"2",
|
|
"Fey kidnappers swapped you and your parents' child."
|
|
],
|
|
[
|
|
"3",
|
|
"A coven of hags lost one of its members. You were created to replace the lost hag."
|
|
],
|
|
[
|
|
"4",
|
|
"You were cursed as a child. A deal with the spirits of the forest transformed you into a hexblood, now free of the curse."
|
|
],
|
|
[
|
|
"5",
|
|
"You began life as a fey creature, but an accident changed you and forced you from your home."
|
|
],
|
|
[
|
|
"6",
|
|
"A slighted druid transformed you and bound you to live only so long as a sacred tree bears fruit."
|
|
]
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/VRGR/Hexblood.webp"
|
|
},
|
|
"credit": "Kai Carpenter"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Hobgoblin",
|
|
"source": "ERLW",
|
|
"_copy": {
|
|
"name": "Bugbear",
|
|
"source": "ERLW"
|
|
}
|
|
},
|
|
{
|
|
"name": "Hobgoblin",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering god Maglubiyet, who marshaled them as soldiers, but the fey realm left its mark; wherever they are in the multiverse, they continue to channel an aspect of the Feywild's rule of reciprocity, which creates a mystical bond between the giver and the receiver of a gift.",
|
|
"On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast hobgoblin legions have emerged, with ranks of devoted soldiers famed for their unity.",
|
|
"Hobgoblins are generally taller than their goblin cousins but not quite as big as bugbears. They have curved, pointed ears and noses that turn bright red or blue during displays of emotion."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Hobgoblin.webp"
|
|
},
|
|
"credit": "Eric Belisle, Julian Kok"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Hobgoblin",
|
|
"source": "VGM",
|
|
"monstrous": true,
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/VGM/Hobgoblin.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Human",
|
|
"source": "PHB",
|
|
"entries": [
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.",
|
|
{
|
|
"type": "entries",
|
|
"name": "A Broad Spectrum",
|
|
"entries": [
|
|
"With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Variety in All Things",
|
|
"entries": [
|
|
"Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lasting Institutions",
|
|
"entries": [
|
|
"Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone.",
|
|
"Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Exemplars of Ambition",
|
|
"entries": [
|
|
"Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups."
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Everyone's Second-Best Friends",
|
|
"entries": [
|
|
"Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Dwarves",
|
|
"entries": [
|
|
"\"They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though.\""
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Elves",
|
|
"entries": [
|
|
"\"It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them.\""
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Halflings",
|
|
"entries": [
|
|
"\"It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling - good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.\""
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Human Names and Ethnicities",
|
|
"entries": [
|
|
"Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region's culture or to the naming traditions of their ancestors.",
|
|
"The material culture and physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture, cuisine, music, and literature are different in the northwestern lands of the Silver Marches than in distant Turmish or Impiltur to the east-and even more distinctive in far-off Kara-Tur. Human physical characteristics, though, vary according to the ancient migrations of the earliest humans, so that the humans of the Silver Marches have every possible variation of coloration and features.",
|
|
"In the Forgotten Realms, nine human ethnic groups are widely recognized, though over a dozen others are found in more localized areas of Faerun. These groups, and the typical names of their members, can be used as inspiration no matter which world your human is in.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Calishite",
|
|
"entries": [
|
|
"Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes.",
|
|
"They're found primarily in southwest Faerun.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Calishite Names:",
|
|
"entry": "(Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, Jasmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, Jassan, Khalid, Mostana, Pashar, Rein"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Chondathan",
|
|
"entries": [
|
|
"Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerun, around the Inner Sea.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Chondathan Names:",
|
|
"entry": "(Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Chessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Damaran",
|
|
"entries": [
|
|
"Found primarily in the northwest of Faerun, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Damaran Names:",
|
|
"entry": "(Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Illuskan",
|
|
"entries": [
|
|
"Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Illuskan Names:",
|
|
"entry": "(Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Mulan",
|
|
"entries": [
|
|
"Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Mulan Names:",
|
|
"entry": "(Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Rashemi",
|
|
"entries": [
|
|
"Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Rashemi Names:",
|
|
"entry": "(Male) Borivik, Faurgar, Jandar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Shou",
|
|
"entries": [
|
|
"The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerun. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Shou Names:",
|
|
"entry": "(Male) An, Chen, Chi, Fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Lia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Tethyrian",
|
|
"entries": [
|
|
"Widespread along the entire Sword Coast at the western edge of Faerun, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Turami",
|
|
"entries": [
|
|
"Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Turami Names:",
|
|
"entry": "(Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, Jalana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PHB/Human.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Human (Amonkhet)",
|
|
"source": "PSA",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Of the five humanoid races of Amonkhet, humans are the most diverse and adaptable. Different humans train in a wide variety of fighting styles, including those particularly favored by other races. A human mage might use any of the five colors of mana, while mages of other races focus on one of only two colors. Human {@background vizier|PSA|viziers} serve all five gods, and different human {@background initiate|PSA|initiates} excel in different trials. Humans defy trends and categorization, and opponents who face a human in one-on-one combat can't know what kind of fight to expect\u2014from the foresight and cunning often associated with Kefnet, to a ruthlessness that emulates Bontu. At the beginning of such a fight, this uncertainty can give an edge to the human combatant.",
|
|
"Once the fight has begun, of course, victory relies on different factors. But here, the human drive toward perfection once more tilts the scales in their favor. Humans are willing to go to any length, exhausting all available options, to reach the pinnacle of achievement and win the favor of the God-Pharaoh.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Two Roads to Perfection",
|
|
"entries": [
|
|
"As diverse as they are in most respects, the humans of Amonkhet share a drive toward perfection. However, they approach this challenge differently. Some humans specialize in a relatively narrow set of skills, while others seek to master a wide range.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Perfection through Specialization",
|
|
"entries": [
|
|
"Humans who choose a path of specialization often piously identify with one of the five gods (often as a {@background vizier|PSA}), and thus focus on one aspect of perfection. For them, the best way to earn a place in the afterlife is to hone a single facet of their character to the utmost quality, and as {@background initiate|PSA|initiates}, they hope to put that quality to use in all five trials. A mage {@background initiate|PSA} who identifies with Hazoret might cultivate zeal above all other virtues, master spells of fiery magic to channel that powerful emotion, and rely on raw energy and enthusiasm to get through the four trials leading up to Hazoret's final test. An {@background initiate|PSA} dedicated to Oketra, on the other hand, relies on cooperation, solidarity, and teamwork to get through the trials\u2014even Bontu's Trial of Ambition, which attempts to break down such bonds. To Oketra's disciple, ambition means a drive to help an entire crop of initiates achieve glory together, rather than exalting oneself over others. Humans with this viewpoint see their chosen virtue coloring all others, and believe that the five gods offer their people a choice of which virtue to emulate and emphasize."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Perfection through Balance",
|
|
"entries": [
|
|
"Other humans believe that true perfection lies in mastering all the virtues, without giving preference to any one over the others. They compare themselves to multifaceted stones whose beauty lies in the polished perfection of every facet. These humans are careful not to let their skills in one area outshine their other efforts, and if they grow too accomplished in one set of skills, they set it aside to concentrate their training on others until their abilities are in balance once more.",
|
|
"Philosophically, such humans believe that the gods are five in number so as to remind the people of Amonkhet not to focus their attention on a single god or a single virtue, but to serve the gods equally and master their teachings to the same degree. Thus they hope to achieve a balanced state of perfection that will guarantee their admission into the afterlife."
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Combat Classes",
|
|
"entries": [
|
|
"Most human initiates focus their studies on a single specialization\u2014hand-to-hand combat, long-range combat, or magical combat. Humans who choose hand-to-hand combat might focus with single-minded devotion on the use of the sickle-bladed khopesh (treat as a {@item longsword|phb}). Other hand-to-hand specialists take a broader perspective and study the use of all weapons equally.",
|
|
"Some humans, however, apply the idea of perfection through balance to these combat specializations as well, fusing multiple styles together into a unique blend. For example, a human {@background initiate|PSA} might use spells to shape sand into a sword or to wreathe arrows with life-draining magic. Other {@background initiate|PSA|initiates} strike with an axe in one hand while throwing smaller axes with the other, employing techniques of both hand-to-hand and long-range combat. Some humans use slings to launch fireballs, create illusory nets to restrain their opponents, or craft their blades from solid toxins."
|
|
]
|
|
},
|
|
"The humans of Amonkhet use the {@race Human (Variant)|PHB|variant human} traits presented in the {@book Player's Handbook|PHB}. This allows them greater specialization from the very beginning of their careers, and emphasizes the diversity of the human race."
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSA/Human (Amonkhet).webp"
|
|
},
|
|
"title": "Soul-Scar Mage",
|
|
"credit": "Steve Argyle"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSA/Human (Amonkhet)2.webp"
|
|
},
|
|
"title": "Victory",
|
|
"credit": "Grzegorz Rutkowski"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Human (Base)",
|
|
"source": "PHB",
|
|
"_copy": {
|
|
"name": "Human",
|
|
"source": "PHB"
|
|
}
|
|
},
|
|
{
|
|
"name": "Human (Innistrad)",
|
|
"source": "PSI",
|
|
"entries": [
|
|
"Innistrad's population is mostly human, and player characters in an Innistrad campaign should be human in most circumstances. However, the humans of Kessig are different in many respects from those of Gavony, and Nephalia's urban culture is very distinct from the shadow-draped land of Stensia. Diversity among player characters comes not from race, but from each character's home province."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSI/Innistrad.webp"
|
|
},
|
|
"title": "Diregraf Escort",
|
|
"credit": "Ryan Pancoast"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSI/Innistrad2.webp"
|
|
},
|
|
"title": "Silverblade Paladin",
|
|
"credit": "Jason Chan"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSI/Innistrad3.webp"
|
|
},
|
|
"title": "Lunar Mystic",
|
|
"credit": "Wesley Burt"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Human (Innistrad; Gavony)",
|
|
"source": "PSI",
|
|
"_copy": {
|
|
"name": "Human (Innistrad)",
|
|
"source": "PSI",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Whether safe behind the walls of the High City of Thraben or out in the moors with little more than shuttered windows, barred doors, and grim determination to stand against the horrors of the night, the humans of Gavony are the most well-rounded people of Innistrad."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Human (Innistrad; Kessig)",
|
|
"source": "PSI",
|
|
"_copy": {
|
|
"name": "Human (Innistrad)",
|
|
"source": "PSI",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"For the Kessiger, life is work. Kessigers are farmers, millers, weavers, and stonemasons, living close to the land and working hard for every meal. This makes them self-reliant, pragmatic, and plainspoken."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Human (Innistrad; Nephalia)",
|
|
"source": "PSI",
|
|
"_copy": {
|
|
"name": "Human (Innistrad)",
|
|
"source": "PSI",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Beneath an ever-present shroud of fog billowing in from the sea, the people of Nephalia maintain a semblance of normalcy, buying and selling goods from across Innistrad in their bustling markets, setting out to sea in tiny fishing boats, or tilling the soggy earth in waterlogged fields."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Human (Innistrad; Stensia)",
|
|
"source": "PSI",
|
|
"_copy": {
|
|
"name": "Human (Innistrad)",
|
|
"source": "PSI",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Countless generations of hardship and proximity to the vampire strongholds\u2014leading to lost children and neighbors\u2014have taught Stensians to guard their hearts. They are proud and fervent in their beliefs but seem brusque or even cold to the people of other provinces."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Human (Ixalan)",
|
|
"source": "PSX",
|
|
"entries": [
|
|
"Humans are found throughout the plane of Ixalan, both in the lands of Torrezon (now controlled by the Legion of Dusk) and in the Sun Empire. The vampires of the Legion of Dusk were once human, and the peasant and servant populations they rule still are. As the Legion of Dusk conquered Torrezon, its forces drove many human populations before them, including those who first formed the Free Cities and later fled across the ocean to form the core of the Brazen Coalition."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSX/Human.webp"
|
|
},
|
|
"title": "Ixalli's Keeper",
|
|
"credit": "Lake Hurwitz"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSX/Human2.webp"
|
|
},
|
|
"title": "Navigator's Ruin",
|
|
"credit": "Zoltan Boros"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSX/Human3.webp"
|
|
},
|
|
"title": "Seeker's Squire",
|
|
"credit": "Anthony Palumbo"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Human (Kaladesh)",
|
|
"source": "PSK",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Curiosity is an itch that must be scratched."
|
|
]
|
|
},
|
|
"The humans of Kaladesh are a race full of passionate aspiration. At their best, humans attempt grand and expansive endeavors, driven to strive after the loftiest and most impossible goals. At their worst, humans are superficial, impractical dreamers who are blind to the consequences of their misguided actions. However, there can be no denying that the best and the worst of humankind\u2014along with the vast swath of humanity in between\u2014have been instrumental in shaping the history of Kaladesh, and continue to shape the destiny of the plane. Their curiosity, their ambition, their apparently boundless energy, and the scope of their vision are powerful forces that drive invention forward.",
|
|
"Human characters thrive on variety and crave new experiences. It's not uncommon for humans to explore several different fields and disciplines in their lifetimes, sometimes abandoning years of accomplishments in one pursuit for the sake of pursuing something new and exciting. This tendency often produces characters who have just enough knowledge of many different fields to be dangerous in all of them. But at the same time, many humans excel at creating synthesis and finding connections between apparently disparate disciplines, bringing a cross-pollination to the process of invention that drives innovation across every field."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSK/Human.webp"
|
|
},
|
|
"title": "Artificer's Epiphany",
|
|
"credit": "Kieran Yanner"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Human (Keldon)",
|
|
"source": "PSD",
|
|
"entries": [
|
|
"The people of Keld are human, but they are like no other humans anywhere. Nearly all adults stand over six feet tall, and heights above seven feet are not uncommon. They are massively muscled and have gray skin, ranging from an ashy gray-white to a deeper bluegray. The typical {@race Human (Keldon)|PSD}'s hairline points sharply down in the middle of the forehead and at either temple, but recedes elsewhere\u2014sometimes dramatically. {@race Human (Keldon)|PSD|Keldons} are remarkably resistant to the cold of their homeland, baring skin even in near-freezing temperatures without discomfort.",
|
|
"Keldons value self-reliance, strength, and courage above all else. Anything that is the product of their own labor is a fine thing. Anything else is treated with a healthy dose of skepticism. At best, they are a proud, pragmatic, passionate people, and their loyalty is fierce once earned. At worst, they can be reckless, hot-tempered, and violent\u2014and no small number of Keldons still consider these qualities virtues rather than vices.",
|
|
"Because of their many exploits as both conquerors and mercenaries, Keldons appear in the legends and histories of other peoples across the world. Sometimes these tales are exaggerated\u2014but many that sound exaggerated are not."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSD/Keldon.webp"
|
|
},
|
|
"title": "Garna, the Bloodflame",
|
|
"credit": "Winona Nelson"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSD/Keldon2.webp"
|
|
},
|
|
"title": "Grand Warlord Radha",
|
|
"credit": "Anna Steinbauer"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Human (Zendikar)",
|
|
"source": "PSZ",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Humans are the most numerous, diverse, and adaptable folk of Zendikar, and they form the core of most exploratory and adventurous expeditions across the plane. Though many humans huddle behind stone walls and wooden ramparts, at least somewhat protected from the perils of Zendikar, a significant number venture out from the safety of those walls to explore and defend their world. As the Eldrazi spread, more and more humans are driven out of their refuges and forced to confront the harsh reality of that alien threat.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Life on the Frontiers",
|
|
"entries": [
|
|
"Most human communities on Zendikar are tiny villages, remote outposts, or temporary encampments. These settlements are found on every continent, from the coastal villages of Guul Draz to the giant caravan of Goma Fada on Akoum. Without the safety of walls and ramparts, frontier life is all about the struggle for survival, leaving little time or energy for scholarly pursuits. The people of most of these communities rely on hunting, gathering, herding, and trading for the food and other goods they need. Some, however, survive by preying on the people of other communities and caravans."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Civilized Humanity",
|
|
"entries": [
|
|
"Despite the harshness of life on Zendikar, human civilization flourishes in a few scattered towns. Sea Gate (on the continent of Tazeem), Affa Town (on Akoum), and the so-called Free City of Nimana (in Guul Draz) are the most notable of these, boasting organized military forces, institutions of learning, established traditions of magic, houses of worship, and dark underbellies of crime and corruption. With populations measured in the thousands, these settlements would barely qualify as towns on other planes, but they have no rivals on Zendikar except the vampire city of Malakir\u2014which has been in ruins since the emergence of the Eldrazi.",
|
|
{
|
|
"type": "entries",
|
|
"name": "The Expeditionary Houses",
|
|
"entries": [
|
|
"In Sea Gate, five so-called expeditionary houses launch regular excursions into the wilds for various purposes. Named for the destinations of their first expeditions, they are the Valakut House, the Pelakka Foundation, and the Akoum, Murasa, and Bala Ged Expeditionary Houses. The rivalries among the houses are legendary, and they are known to sabotage each other's expeditions. Each maintains hostels in various settlements, which serve as resources for adventurers and explorers who need to hire guides or purchase supplies."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSZ/Human.webp"
|
|
},
|
|
"title": "Dragonmaster Outcast",
|
|
"credit": "Raymond Swanland"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSZ/Human2.webp"
|
|
},
|
|
"title": "Kazandu Blademaster",
|
|
"credit": "Michael Komarck"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSZ/Human3.webp"
|
|
},
|
|
"title": "Serene Steward",
|
|
"credit": "Magali Villeneuve"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSZ/Human4.webp"
|
|
},
|
|
"title": "Sea Gate Oracle",
|
|
"credit": "Daniel Ljunggren"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Jerbeen",
|
|
"source": "HWCS",
|
|
"entries": [
|
|
"{@font tiny yet brave|HPPHumblescratch}",
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"\"I shall reclaim the Gasparian Isles and return my family to their homeland\""
|
|
],
|
|
"by": "Pico Piante, Swashbuckler Extraordinaire"
|
|
},
|
|
"Jerbeens are small mouse-like folk with long, furred tails that help them balance. In proportion to the rest of their body, a jerbeen's legs are long and powerful. Jerbeens can be found in a variety of places across the Wood, usually forming their own communities within birdfolk perches and humblefolk villages. Seldom do they live alone. A jerbeen's home can contain several generations, including extended family and cousins living together under one roof. Jerbeens have a strong sense of family and like to surround themselves with good company wherever they rest.",
|
|
{
|
|
"name": "Outsize Courage",
|
|
"entries": [
|
|
"Jerbeens are the smallest inhabitants of Humblewood, dwarfed by nearly every kind of creature they encounter. While they are quick and nimble, and possess an affable attitude, they are not very strong, brave, or powerful on their own. When they stand with a group, jerbeens are emboldened: the presence of others reassures them, granting them the courage to face even the largest threats head on. They excel in team strategies, helping one another solve problems that could not be surmounted alone."
|
|
],
|
|
"type": "entries"
|
|
},
|
|
{
|
|
"name": "Community First",
|
|
"entries": [
|
|
"The communal slant of jerbeens stems from more than just their love of good company: jerbeen are kind and considerate creatures, known for their joviality and charm. Being small and not particularly strong gives them a perspective that allows them to easily empathize with others, though not all jerbeens share this compassionate outlook. Some respond to the dangers outside their community by becoming insular and fearing all non-jerbeens. Jerbeens value privacy, but true isolation from friends, families, or loved ones is considered to be the worst possible fate a jerbeen could suffer."
|
|
],
|
|
"type": "entries"
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/HWCS/Jerbeen-Swashbuckler.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Kalashtar",
|
|
"source": "ERLW",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"I am kalashtar, born of two worlds. Over a thousand years ago, my ancestor bound her bloodline to the spirit Kashtai, and I am a child of that union. Kashtai moves within me. Her memories come to me in dreams, and at times her voice whispers in the silence of my mind. As long as at least one of my sisters is alive, Kashtai will survive\u2014and as long as she lives, she will fight il-Lashtavar."
|
|
],
|
|
"by": "Lakashtai, servant of the light"
|
|
},
|
|
"The kalashtar are a compound people, created from the union of humanity and renegade spirits from the plane of dreams\u2014spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. There is an unmistakable alien quality to the kalashtar, though, as they are haunted by the conflicts of their otherworldly spirits.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Bound to Spirits",
|
|
"entries": [
|
|
"Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. Kalashtar have symmetrical, slightly angular features, and their eyes often glow when they are focused or expressing strong emotions.",
|
|
"Kalashtar can't directly communicate with their quori spirits. Rather, they might experience this relationship as a sense of instinct and inspiration, drawing on the memories of the spirit when they dream. This connection grants kalashtar minor psionic abilities, as well as protection from psychic attacks. All of these quori dream-spirits are virtuous, but some are warriors and others are more contemplative. Work together with the DM to determine the nature of your linked spirit. Typically, a kalashtar knows the name and nature of their spirit, but some may know nothing of their spirit or the source of their psychic gifts, such as an orphan kalashtar raised among strangers.",
|
|
"The bond to the spirit can cause some kalashtar to display unusual quirks. Consider rolling or selecting a trait from the Kalashtar Quirks table.",
|
|
{
|
|
"type": "table",
|
|
"caption": "Kalashtar Quirks",
|
|
"colLabels": [
|
|
"d10",
|
|
"Quirk"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"You try to understand the motives and feelings of your enemies."
|
|
],
|
|
[
|
|
"2",
|
|
"You prefer using telepathy over speaking aloud."
|
|
],
|
|
[
|
|
"3",
|
|
"You feel a strong drive to protect the innocent."
|
|
],
|
|
[
|
|
"4",
|
|
"You apply dream logic to mundane situations."
|
|
],
|
|
[
|
|
"5",
|
|
"You discuss things out loud with your quori spirit."
|
|
],
|
|
[
|
|
"6",
|
|
"You suppress your emotions and rely on logic."
|
|
],
|
|
[
|
|
"7",
|
|
"You are strongly influenced by the emotions of those around you."
|
|
],
|
|
[
|
|
"8",
|
|
"You prefer to find nonviolent solutions to problems whenever possible."
|
|
],
|
|
[
|
|
"9",
|
|
"You are driven by a warrior spirit and will fight for any noble cause."
|
|
],
|
|
[
|
|
"10",
|
|
"You are obsessed with Dreaming Dark conspiracies."
|
|
]
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Hunted by Nightmares",
|
|
"entries": [
|
|
"The virtuous spirits tied to the kalashtar fled from the dream-realm of Dal Quor to escape evil spirits that dominate it. The rebel quori believe that through meditation and devotion, they can change the fundamental nature of Dal Quor, shifting the balance from darkness to light. Most kalashtar communities focus on acts of devotion known as the Path of Light. But the dark powers of Dal Quor have their own plans for Eberron. Through the force known as the Dreaming Dark, these monsters manipulate the folk of Khorvaire to eliminate kalashtar whenever possible.",
|
|
"Many kalashtar defend themselves from the Dreaming Dark by focusing on devotion to the Path of Light. Others, though, seek out the agents of the Dreaming Dark and oppose their plans, or protect the innocent however they can. Still other kalashtar grow up isolated, knowing nothing about Dal Quor or the Dreaming Dark. Such orphans might use their abilities for personal gain or otherwise act against the virtuous instincts of their quori spirits; this can cause internal conflicts and violent mood swings."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Kalashtar Names",
|
|
"entries": [
|
|
"A kalashtar name adds a personal prefix to the name of the quori spirit within the kalashtar. Such names have no relation to the kalashtar's gender.",
|
|
"Kalashtar orphans are unlikely to know the name of their spirit and take names from another source.",
|
|
"{@b Quori Names}: Ashana, Ashtai, Ishara, Hareth, Khad, Kosh, Melk, Nari, Tana, Tari, Tash, Ulad, Vakri, Vash",
|
|
"{@b Kalashtar Names}: Coratash, Dalavash, Dolishara, Halakosh, Khoratari, Koratana, Lanhareth, Molavakri, Nevitash, Sorashana, Torashtai, Valakhad, Vishara"
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/ERLW/Kalashtar.webp"
|
|
},
|
|
"credit": "Eric Belisle"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/ERLW/Kalashtar 001.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Kender",
|
|
"source": "DSotDQ",
|
|
"entries": [
|
|
"During the mythical origins of Krynn, Reorx, god of craft, indulged in an age of unfettered creation. Many peoples sprang from his divine forge, but not all among them remained as the god created them. Altered by unbridled magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender.",
|
|
"Originating on the world of Krynn, kender are diminutive Humanoids who look like humans with pointed ears and diverse appearances. Kender have a supernatural curiosity that drives them to adventure. Due to this inquisitiveness, many kender find themselves falling through portals to other planes and worlds.",
|
|
"Kender sometimes amass impressive collections of curiosities. Some might collect mundane knickknacks or relics from magical sites, while others might become professional thieves."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/DSotDQ/Kender.webp"
|
|
},
|
|
"credit": "Linda Lithén"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Kenku",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"Feathered folk who resemble ravens, kenku are blessed with keen observation and supernaturally accurate memories. None of them can remember the origin of the first kenku, however, and they often joke that there are as many kenku origin stories as there are kenku. Some of them paint their genesis as a curse, being a flightless bird people doomed to mimic other people's creations. Other kenku recite cryptic but beautiful poems about their advent being a blessed event in which they were sent into the multiverse to observe and catalog its many wonders.",
|
|
"Whatever their true origin, kenku are most often found in the Shadowfell and the Material Plane, and they tend to have the coloration typical of ravens."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Kenku.webp"
|
|
},
|
|
"credit": "Scott Murphy"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Kenku",
|
|
"source": "VGM",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.",
|
|
{
|
|
"type": "entries",
|
|
"name": "An Ancient Curse",
|
|
"entries": [
|
|
"The kenku once served a mysterious, powerful entity on another plane of existence. Some believe they were minions of Grazz't, while others say that they were scouts and explorers for the Wind Dukes of Aaqa. Whatever the truth, according to legend, the kenku betrayed their master. Unable to resist the lure of a beautiful sparkling treasure, the kenku plotted to steal the item and escape to the Material Plane.",
|
|
"Unfortunately for the kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them. First, the kenku's beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls. Finally, to ensure that the kenku could never divulge any secrets, their master took away their voices. Once the entity was satisfied that they had been sufficiently punished, the kenku were set loose on the Material Plane.",
|
|
"Since then, the kenku have wandered the world. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Dreams of Flight",
|
|
"entries": [
|
|
"Above all else, kenku wish to regain their ability to fly. Every kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly. Rumors of magic items such as flying carpets, brooms capable of flight, and similar objects provoke a great desire for the kenku to acquire the items for themselves.",
|
|
"Despite their lack of wings, kenku love dwelling in towers and other tall structures. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety structures that would collapse beneath a human or an orc.",
|
|
"Some thieves' guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls, allowing them to lurk in the highest levels and to keep watch on the city below."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Hopeless Plagiarists",
|
|
"entries": [
|
|
"As a result of their lack of creativity, kenku function comfortably as minions of a powerful master. Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting longterm schemes.",
|
|
"Although unable to speak in their own voices, kenku can perfectly mimic any sound they hear, from a halfling's voice to the noise of rocks clattering down a hillside. However, kenku cannot create new sounds and can communicate only by using sounds they have heard. Most kenku use a combination of overheard phrases and sound effects to convey their ideas and thoughts.",
|
|
"By the same token, kenku have no ability to invent new ideas or create new things. Kenku can copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can produce large numbers of identical items. Few kenku find this work satisfying, since their quest for the freedom of flight makes them ill-suited to settle into a routine."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Ideal Minions",
|
|
"entries": [
|
|
"Kenku gather in groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.",
|
|
"Although kenku can't create new things, they have a talent for learning and memorizing details. Thus, ambitious kenku can excel as superb spies and scouts. A kenku who learns of clever schemes and plans devised by other creatures can put them to use. The kenku lack the talent to improvise or alter a plan, but a wise Master sets multiple plans in motion at once, confident that underlings can follow orders to the letter.",
|
|
"For this reason, many kenku make an easy living serving as messengers, spies, and lookouts for thieves' guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar noise across the city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery.",
|
|
"Since kenku can precisely reproduce any sound, the messages they carry rarely suffer degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Kenku Adventurers",
|
|
"entries": [
|
|
"Kenku adventurers are usually the survivors of a flock that has sustained heavy losses, or a rare kenku who has grown weary of a life of crime. These kenku are more ambitious and daring than their fellows. Others strike out on their own in search of the secrets of flight, to master magic, or to uncover the secret of their curse and find a method to break it.",
|
|
"Kenku adventurers, despite their relative independence, still have a tendency to seek out a companion to emulate and follow. A kenku loves to mimic the voice and words of its chosen companion."
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Roleplaying a Kenku",
|
|
"entries": [
|
|
"If you're playing a kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what they mean. Be clear about your character's intentions unless you're deliberately aiming for inscrutable or mysterious.",
|
|
"You might say, \"Snapper makes the noise of a hammer slowly and rhythmically tapping a stone to show how bored he is. He plays with his dagger and studies the Lords' Alliance agent sitting at the bar.\" Creating a vocabulary of noises for the other players to decode might sound like fun, but it can prove distracting and could slow down the game."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Kenku Names",
|
|
"entries": [
|
|
"Given that kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names.",
|
|
"Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher.",
|
|
"Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler.",
|
|
"Some kenku turn their back on crime to pursue legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/VGM/Kenku.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Khenra",
|
|
"source": "PSA",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The khenra of Amonkhet are tall and lean, with graceful bodies and heads that strongly resemble {@creature jackal||jackals}. Their snouts are long and sharp, and their angular ears rise straight above their heads. Their bodies are covered in dark, sleek hair that ranges from the brown of the desert sands to ebony black. Despite their sharp teeth, they consider biting to be an uncouth and unworthy combat tactic.",
|
|
"Nearly every khenra is born a fraternal or identical twin, and a pair of khenra twins forms an extremely close emotional bond unknown to most other residents of Amonkhet. The death of one twin in training or the trials causes a tremendous shock to the survivor, who typically grows more aggressive and foolhardy in battle. The rare khenra who are born without twins are believed to have killed their siblings in the womb, and are thus viewed as natural-born {@background initiate|PSA|initiates}, sure to achieve a glorified death in the Trial of Zeal.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Strength and Zeal",
|
|
"entries": [
|
|
"Many khenra believe that they are created in the image of Hazoret, and though they venerate all five gods in the manner of all citizens of Naktamun, they have a special affinity for the teachings and philosophy of the god of zeal. These khenra share a deep love of combat, especially hand-to-hand fighting, and they devote themselves to their training with particular intensity.",
|
|
"The familial bond experienced in the Family Temple of Hazoret's monument is a part of every khenra's experience as one of a pair of twins. As such, these khenra sometimes think of themselves as Hazoret's children even before they finish the fourth trial. For her part, Hazoret seems to favor khenra among her {@background vizier|PSA|viziers}, and some say that she shows particular favor to khenra {@background initiate|PSA|initiates} who survive to reach the Trial of Zeal.",
|
|
"Other khenra choose to distance themselves from Hazoret and the reckless battle frenzy she encourages. They devote themselves instead to honing their physical strength, resilience, and adaptability, inspired and guided by the teachings of Rhonas. These khenra have a great fondness for wrestling (or tussling, as they often call it), and they keep careful track of the matches they win and lose against other {@background initiate|PSA|initiates}. They often seek out matches against {@race minotaur (amonkhet)|PSA|minotaurs}, enjoying the challenge of pitting their sinewy strength against the brute muscle of larger and heavier opponents."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Combat Classes",
|
|
"entries": [
|
|
"Khenra, especially those devoted to Hazoret, are particularly drawn to hand-to-hand combat styles. But the other styles each have their own appeal, and khenra initiates might find themselves specializing in any of the three.",
|
|
"Khenra who focus on hand-to-hand combat often wield the khopesh\u2014a large sickle-bladed sword\u2014as their weapon of choice (treat as a {@item longsword|phb}). Khenra wield these blades with devastating accuracy and power, landing one crushing blow after another in a hail of furious attacks. They favor lightweight armor that doesn't impede their movement, often comparing fighting in organized ranks to wearing a leash that limits their ability to charge, lunge, and roll away from danger. Their natural aggression makes them ideal shock troops, scouts, and skirmishers. And that aggression is even more pronounced in khenra who have already lost their twin, and who sometimes lose any sense of self-preservation as a result.",
|
|
"Khenra who focus on long-range combat prefer hurled weapons\u2014spears and javelins\u2014over bows and slings, and they are known and feared for their deadly accuracy. They carry small cases of {@item javelin|PHB|javelins} into combat, and feel ashamed if they reach the end of a battle with any weapons left unthrown. A khenra might ride on a {@item chariot|PHB} as a {@item spear|PHB} thrower, sometimes augmenting attacks with minor spells of fire magic.",
|
|
"Many khenra mages specialize in fire spells, creating blades or hails of flame to sear and scorch their foes. Their strategy emphasizes overwhelming initial assaults, in magical emulation of Hazoret's battle frenzy. Others prefer magic that augments their natural speed and strength, bolsters their endurance, or drains strength from their enemies. They work to hone their spells alongside their bodies, incorporating elements of hand-to-hand combat into their spellcasting."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSA/Khenra.webp"
|
|
},
|
|
"title": "Trueheart Twins",
|
|
"credit": "Matt Stewart"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSA/Khenra2.webp"
|
|
},
|
|
"title": "Nimble-Blade Khenra",
|
|
"credit": "Tomasz Jedruszek"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Kobold",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"Some of the smallest draconic creatures in the multiverse, kobolds display their draconic ancestry in the glint of their scales and in their roars. Legends tell of the first kobolds emerging from the Underdark near the lairs of the earliest dragons. In some lands, kobolds serve chromatic or metallic dragons\u2014even worshiping them as divine beings. In other places, kobolds know too well how dangerous those dragons can be and help others defend against draconic destruction.",
|
|
"Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports a scale color more akin to that of a chromatic or a metallic dragon. A kobold's cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed, their cry resonates with draconic power."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Kobold.webp"
|
|
},
|
|
"credit": "Christopher Burdett"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Kobold",
|
|
"source": "VGM",
|
|
"monstrous": true,
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/VGM/Kobold.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Kor",
|
|
"source": "PSZ",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Deeply reverent of the land and its sacred sites, the nomadic kor live a spare existence defined by their constant travels. Masters of ropes and hooks, they scale sheer cliffs and cross yawning chasms with such skill and agility that they sometimes seem almost to take flight.",
|
|
"Kor are associated with white mana, and their wizards and clerics employ spells of healing, of banishing the dark, and of protection. Their personalities and ideals also mesh with the characteristics of white mana in their emphasis on an ordered, harmonious community with strong traditions binding its members together.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Slender and Silent",
|
|
"entries": [
|
|
"Kor are tall, slender humanoids with light hair and gray, blue-gray, or ivory skin. All kor have slightly pointed ears, and males have short, fleshy barbels on their chins. They paint softly glowing geometric patterns on their faces and bodies, suggestive of the shapes and design of the hedrons that appear across Zendikar. Their clothing tends to leave their arms and shoulders free to facilitate climbing, and they keep most of their gear in pouches and slings at their waists.",
|
|
"The kor have a nonverbal language of hand signs and gestures that allows communication despite significant distance (particularly when augmented with whirling ropes) or howling winds. They also use this sign language among themselves when they wish to avoid being overheard, giving rise to misguided rumors that they are incapable of speech. When they do speak, they typically use as few words as possible to convey their meaning."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSZ/Kor.webp"
|
|
},
|
|
"title": "Kor Sanctifiers",
|
|
"credit": "Dan Scott"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSZ/Kor2.webp"
|
|
},
|
|
"title": "Kor Entanglers",
|
|
"credit": "Jason Rainville"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Leonin",
|
|
"source": "MOT",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass. Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos's border mountains and seek to test themselves in a wider world.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Noble and Fierce",
|
|
"entries": [
|
|
"Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from gold to black. While their hands prove as nimble as those of other humanoids, leonin have retractable feline claws, which they can extend instantly. This, along with their ability to produce bone-shaking roars, gives most leonin an air that readily shifts between regal and fearsome.",
|
|
"Leonin often act with confidence, which can come off as imperiousness. While this can reassure their allies, it can also suggest defiance in the face of what they perceive as imposed authority or unworthy experts."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Quick to Quarrel",
|
|
"entries": [
|
|
"Other peoples often perceive leonin as quick to take offense, intolerant of criticism, or belligerent. The truth is that many leonin simply enjoy fighting, whether verbal or physical. They take pleasure in argument, wrestling, sparring, and even battle, enjoying the opportunity to exercise their minds and bodies.",
|
|
"It follows, too, that leonin aren't inclined to carry grudges. A warrior might react with sudden violence to an insult, but when the fight is over (and the leonin's superiority proven), the insult is forgotten\u2014along with the vanquished foe."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Pride and Self-Reliance",
|
|
"entries": [
|
|
"Few leonin devote themselves to the service of the gods. Centuries ago, the leonin worshiped the same gods that humans do, but after many of their prides suffered depravities at the hands of the tyrant Agnomakhos, most leonin rejected the gods. It's not that they deny the existence of deities; they merely see the gods as mercurial and ultimately unworthy of adoration. The Leonin and the Gods table suggests the range of attitudes that leonin might adopt toward the gods.",
|
|
"Leonin rely on themselves and their prides. A pride is bound together by the experience of a shared challenge and, in particular, the sacred act of the hunt. See {@book chapter 3|MOT|3|Oreskos} for more details on Oreskos and the leonin who call that land home.",
|
|
{
|
|
"type": "table",
|
|
"caption": "Leonin and the Gods",
|
|
"colLabels": [
|
|
"d6",
|
|
"Attitude"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"I'm amused by the antics of the gods and their earnest, but ultimately deluded, mortal champions, and I feel smugly superior in my detachment."
|
|
],
|
|
[
|
|
"2",
|
|
"The meddling of the gods in mortal affairs makes me angry and bitter. I wish they would just leave us all alone!"
|
|
],
|
|
[
|
|
"3",
|
|
"I view the gods as worthy adversaries\u2014incredibly clever and well-prepared to play a long game but ultimately doomed to lose their games."
|
|
],
|
|
[
|
|
"4",
|
|
"I'm certain every bad thing that happens can ultimately be blamed on the gods, but I roll my eyes at each new twist of fate and try to get on with my life."
|
|
],
|
|
[
|
|
"5",
|
|
"I wish that I could be as naive as humans and other mortals who actually think the gods are looking out for them. I miss that kind of innocence."
|
|
],
|
|
[
|
|
"6",
|
|
"I don't talk about it among other leonin, but I actually revere the gods and try to please them by my actions."
|
|
]
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Leonin Names",
|
|
"entries": [
|
|
"Along with their personal names, leonin identify themselves by their pride. A member of the Flintclaw pride with the personal name of Ziore, for example, would likely style herself as Ziore of the Flintclaw.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Female Names:",
|
|
"entry": "Aletha, Atagone, Demne, Doxia, Ecate, Eriz, Gragonde, Iadma, Koila, Oramne, Seza, Ziore"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Male Names:",
|
|
"entry": "Apto, Athoz, Baragon, Bryguz, Eremoz, Gorioz, Grexes, Oriz, Pyxathor, Teoz, Xemnon, Xior"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Pride Names:",
|
|
"entry": "Embereye, Flintclaw, Goldenfield, Ironmane, Starfeller, Sunguides"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MOT/Leonin.webp"
|
|
},
|
|
"credit": "Wisnu Tan"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MOT/Leonin Matron.webp"
|
|
},
|
|
"title": "Leonin matrons lead the prides of Oreskos, protecting the plains from interlopers",
|
|
"credit": "Steve Prescott"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Lizardfolk",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and have lived on the worlds of the Material Plane since the worlds' creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard its natural wonders.",
|
|
"Lizardfolk have colorful scales and exhibit a wide array of scale patterns. Their individual facial features are as varied as those of lizards."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Lizardfolk.webp"
|
|
},
|
|
"credit": "April Prime"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Lizardfolk",
|
|
"source": "VGM",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.",
|
|
"Despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and skilled allies.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Alien Minds",
|
|
"entries": [
|
|
"The lizardfolk's reptilian nature comes through not only in their appearance, but also in how they think and act. Lizardfolk experience a more limited emotional life than other humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure.",
|
|
"Lizardfolk experience most feelings as detached descriptions of creatures and situations. For example, humans confronted by an angry troll experience fear on a basic level. Their limbs shake, their thinking becomes panicked and jumbled, and they react by instinct. The emotion of fear takes hold and controls their actions. In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations. A lizardfolk doesn't think, \"I'm scared.\" Instead, aggressive, stronger creatures register to the lizardfolk as fearsome beings to be avoided if possible. If such creatures attack, lizardfolk flee, fighting only if cornered. Lizardfolk aren't scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly.",
|
|
"Lizardfolk never become angry in the way others do, but they act with aggression toward creatures that they could defeat in a fight and that can't be dealt with in some other manner. They are aggressive toward prey they want to eat, creatures that want to harm them, and so on.",
|
|
"Pleasurable people and things make life easier for lizardfolk. Pleasurable things should be preserved and protected, sometimes at the cost of the lizardfolk's own safety. The most pleasurable creatures and things are ones that allow lizardfolk to assess more situations as benign rather than fearsome."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Cold and Calculating",
|
|
"entries": [
|
|
"Most humanoids describe cold-blooded people as lacking in emotion and empathy. The same label serves as an apt depiction of lizardfolk.",
|
|
"Lacking any internal emotional reactions, lizardfolk behave in a distant manner. They don't mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants.",
|
|
"Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a comrade who dies becomes a potential source of food. That companion might have once been a warrior or hunter, but now the body is just freshly killed meat.",
|
|
"A lizardfolk who lives among other humanoids can, over time, learn to respect other creatures' emotions. The lizardfolk doesn't share those feelings, but instead assesses them in the same clinical manner. Yes, the fallen dwarf might be most useful as a meal, but hacking the body into steaks provokes aggression in the other humanoids and makes them less helpful in battle."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Utility and Survival",
|
|
"entries": [
|
|
"The lizardfolk mindset might seem unnecessarily cruel, but it helps them survive in a hostile environment. The swamps they inhabit are filled with a staggering variety of threats. Lizardfolk focus on survival above all, without sentiment.",
|
|
"Lizardfolk assess everyone and everything in terms of utility. Art and beauty have little meaning for them. A sharp sword serves a useful and good purpose, while a dull sword is a dead weight without a whetstone.",
|
|
"Lizardfolk see little need to plan more than a season or so into the future. This approach allows them to maintain their current level of influence in the world, but it limits their growth. Lizardfolk have no interest in developing writing, making long-term plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Hapless Soft Ones",
|
|
"entries": [
|
|
"At their core, lizardfolk view other humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, it's a wonder they have managed to survive for so long. The typical human would barely make it through a day in the swamps.",
|
|
"Still, if other creatures prove useful to lizardfolk, those creatures can trigger a protective response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings, young ones incapable of protecting themselves but who might prove useful in the future if they receive care."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lizardfolk Personality",
|
|
"entries": [
|
|
"You can use the Lizardfolk Quirks table to determine a personality quirk for a lizardfolk character or to inspire a unique mannerism.",
|
|
{
|
|
"type": "table",
|
|
"caption": "Lizardfolk Quirks",
|
|
"colLabels": [
|
|
"d8",
|
|
"Quirk"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable!"
|
|
],
|
|
[
|
|
"2",
|
|
"You sleep best while mostly submerged in water."
|
|
],
|
|
[
|
|
"3",
|
|
"Money is meaningless to you."
|
|
],
|
|
[
|
|
"4",
|
|
"You think there are only two species of humanoid: lizardfolk and meat."
|
|
],
|
|
[
|
|
"5",
|
|
"You have learned to laugh. You use this talent in response to all emotional situations, to better fit in with your comrades."
|
|
],
|
|
[
|
|
"6",
|
|
"You still don't understand how metaphors work. That doesn't stop you from using them at every opportunity."
|
|
],
|
|
[
|
|
"7",
|
|
"You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with."
|
|
],
|
|
[
|
|
"8",
|
|
"You enjoy eating your food while it's still wriggling."
|
|
]
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Lizardfolk Speech",
|
|
"entries": [
|
|
"Lizardfolk can master Common, but their mindset results in a speech pattern distinct from other humanoids.",
|
|
"Lizardfolk rarely use metaphors. Their speech is almost always literal. They might pick up idioms, but only with some difficulty.",
|
|
"Names confuse them, unless they are descriptive. They tend to apply their own naming conventions to other creatures using Common words.",
|
|
"Lizardfolk use active verbs to describe the world. A lizardfolk in cold weather might say, \"This wind brings cold\" rather than \"I feel cold.\" Lizardfolk tend to define things in terms of actions, rather than effects."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lizardfolk Names",
|
|
"entries": [
|
|
"Lizardfolk take their names from the Draconic language. They use simple descriptives granted by the tribe based on an individual's notable deeds or actions. For example, Garurt translates as \"axe,\" a name given to a lizardfolk warrior who defeated an orc and claimed his foe's weapon. A lizardfolk who likes to hide in a stand of reeds before ambushing an animal might be called Achuak, which means \"green\" to describe how she blends into the foliage.",
|
|
"Lizardfolk make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Lizardfolk Names:",
|
|
"entry": "Achuak (green), Aryte (war), Baeshra (animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel)"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/VGM/Lizardfolk.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Locathah",
|
|
"source": "LR",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Featured in {@adventure Ghosts of Saltmarsh|GoS}, these resilient and proud fish-folk have endured war, slavery, and mistreatment at the hands of other aquatic creatures. They dwell in submerged tribal communities along seacoasts, and hunt both above and below the water."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/LR/Locathah.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Loxodon",
|
|
"source": "GGR",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The humanoid elephants called loxodons are often oases of calm in the busy streets of Ravnica. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. If provoked to action, loxodons are true terrors\u2014bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their guilds.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Lumbering Giants",
|
|
"entries": [
|
|
"Loxodons tower above most other humanoids, standing over 7 feet tall. They have the heads\u2014trunks, tusks, ears, and faces\u2014of elephants, and hulking bipedal bodies covered by thick, leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of elephants.",
|
|
"Like that of an elephant, a loxodon's trunk is a useful appendage. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects. The trunk can be used to carry both food and liquid to the mouth and can even act as a snorkel."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Gifted Stoneworkers",
|
|
"entries": [
|
|
"Loxodons are tireless, patient artisans with an unrivaled intuition about their craft. Although they make nurturing spiritual leaders, their gift for stonework is so ingrained that they are often at a loss when they try to impart that knowledge to others. Among the Selesnya, it primarily falls to loxodons to build the guild's magnificent, cathedral-like arboretum structures."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Relentlessly Loyal",
|
|
"entries": [
|
|
"Loxodons believe in the value of community and life, and thus are most often found in the Selesnya Conclave. Some find fulfillment in the cause of order by joining the Orzhov Syndicate or the Azorius Senate.",
|
|
"Loxodons believe that the members of a group have a responsibility to look out for each other. Once they have joined a guild or bonded with other individuals in any capacity, loxodons devote themselves to maintaining that bond. They coordinate their efforts and are often willing to sacrifice themselves for the sake of the group. They expect reciprocal loyalty and commitment from the other members of their communities and can be severe in their disappointment when their trust is betrayed.",
|
|
"The primary difference between loxodons who join different guilds is their sense of the size of the community they belong to. For loxodons in the Selesnya Conclave, their community is the world and all living beings in it\u2014everything valuable, meant to live in harmony, and interdependent. For Azorius loxodons, community primarily means a society of different peoples who need adherence to law and order so they can function together. For those in the Orzhov Syndicate, community means the syndicate alone, with its interests taking priority over those of any other group."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Loxodon Names",
|
|
"entries": [
|
|
"A loxodon's name includes subtle tones, produced in a loxodon's resonant nasal chambers, that indicate status, family connection, and community role. Since most non-loxodons can't distinguish these underlying tones, let alone produce them, loxodons often translate them into titles, such as Hierarch, Revered, Grandmother, Healer, or Saint, when interacting with other races.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Male Names:",
|
|
"entry": "Bayul, Berov, Brooj, Chedumov, Dobrun, Droozh, Golomov, Heruj, Ilromov, Kel, Nikoom, Ondros, Radomov, Svetel, Tamuj, Throom, Vasool"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Female Names:",
|
|
"entry": "Ajj, Boja, Dancu, Dooja, Elyuja, Fanoor, Irij, Jasoo, Katrun, Lyooda, Mayja, Radu, Shuja, Soofya, Totoor, Verij, Vesmova, Yoolna, Zarij, Zoorja"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/GGR/Loxodon.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Luma",
|
|
"source": "HWCS",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"{@font peculiar in nature|HPPHumblescratch}",
|
|
"Lumas are a race of polar opposites when it comes to their role in perch society. They are as often shunned for their eccentricities as they are celebrated for them. Lumas are smaller than most birdfolk, and resemble either doves or pigeons. Many have ruffs of feathers that shine with unique iridescent colours, something which can be seen as either alluring or unusual. Most fledgling lumas approach social situations with hesitation, until a time when society inevitably labels them an outcast or a notable figure, and the individual naturally adapts to the role.",
|
|
{
|
|
"name": "Touched",
|
|
"entries": [
|
|
"To most, lumas seem perpetually disorganized and distracted, which has lead to a belief that they are of low intelligence. In truth, lumas have a unique perception of the world. They are able to interpret information in an uncommon way, allowing them to see possibilities others cannot.",
|
|
"These inherent talents, sometimes dismissed as luck, can be improved upon with training and study. Pairing their natural gifts with magical education, powerful luma wizards and radical scholars have been at the forefront of magical innovation for some time in Humblewood."
|
|
],
|
|
"type": "entries"
|
|
},
|
|
{
|
|
"name": "Of Two Worlds",
|
|
"entries": [
|
|
"While most lumas find their peculiar nature to be a hindrance in society, some make use of their gifts to climb the social ladder. These individuals inspire curiosity and have an air of authority about them. This divide in social standing among lumas can make for curious and strained relationships among families and friends.",
|
|
"Other lumas find it difficult to exist in the larger society of birdfolk cities. It is said that this is a main contributing factor for the close-knit, and exclusive luma districts in larger cities. Lumas tend to keep to themselves, preferring the company of those who understand them rather than those who pass judgement."
|
|
],
|
|
"type": "entries"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/HWCS/Luma-Cleric-of-Ardea.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Luma (Sable)",
|
|
"source": "HWCS",
|
|
"_copy": {
|
|
"name": "Luma",
|
|
"source": "HWCS",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
"As a sable luma, you are often found on the fringes of social situations. While you are overlooked by the crowd, your gifts are undeniable. You are destined for greatness."
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Luma (Sera)",
|
|
"source": "HWCS",
|
|
"_copy": {
|
|
"name": "Luma",
|
|
"source": "HWCS",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
"As a sera luma, you are revered and celebrated by those around you. You have an almost unnatural beauty and grace, inspiring admiration in some and jealousy in others."
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Mapach",
|
|
"source": "HWCS",
|
|
"entries": [
|
|
"{@font cunning crafters|HPPHumblescratch}",
|
|
"Naturally curious, mapachs are a medium-sized racoon-like race. They are crafty, hearty, and tough, but their true strength lies in the potential they see when looking at the world around them. Mapachs have incredibly light hands and a great degree of fine motor control that doesn't diminish with age. They are also adept at climbing and sneaking. This, combined with their love of trinkets, has earned them an undeserved reputation as thieves. While there are exceptions, most mapachs are quite good-natured, if a little eccentric.",
|
|
{
|
|
"name": "Resilient Opportunists",
|
|
"entries": [
|
|
"Mapachs are adept at surviving tough woodland conditions, and at intuiting the right course of action when faced with a problem. They are also inveterate opportunists. Some may consider them brash, but mapachs know that opportunities rarely present themselves and are quick to act on them. Mapachs are alert and have a keen awareness of their surroundings. Only the truly foolhardy among them are taken in by obvious traps."
|
|
],
|
|
"type": "entries"
|
|
},
|
|
{
|
|
"name": "Canny Craftspeople",
|
|
"entries": [
|
|
"One of the traits mapachs are most well-known for is their ability to find a use for just about anything. This knack for creating functional or useful items out of debris, junk, or on-hand materials is known as \"scroungecraft\", and is a cultural staple among mapachs. This activity is considered an art form among mapachs, on par with the high art of other peoples. Scroungecrafting demonstrates creativity, ingenuity, and resourcefulness, but is misunderstood by outsiders who see it as primitive or crude. Genius ideas created by mapach hands frequently began as scroungecraft prototypes. Many who have built such interesting or unique creations achieve celebrity status among mapachs, going on to showcase their skills in loosely-organized scroungecraft fairs."
|
|
],
|
|
"type": "entries"
|
|
},
|
|
{
|
|
"name": "Hubs of Invention",
|
|
"entries": [
|
|
"Mapachs are often loners, but when they do establish communities with humblefolk or birdfolk, they have a habit of fostering innovation wherever they go. Mapach ingenuity was responsible for the contraption upon which Alderheart's pulley system was based. The pulley system was so successful that birdfolk perches beyond Alderheart have adopted the technology."
|
|
],
|
|
"type": "entries"
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/HWCS/Mapach-Tinkerer.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Merfolk",
|
|
"source": "PSZ",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Curious, thoughtful, and analytical, the merfolk of Zendikar are natural scholars and explorers. In the past, merfolk society was organized around their belief in three deities. But in the wake of the reappearance of the Eldrazi, the merfolk have realized that their faith was a web of lies, built on a corrupted memory of the Eldrazi titans handed down from generation to generation. In peaceful times, the merfolk might have fought over the ultimate meaning of this revelation. But faced with the danger presented by the Eldrazi broods, the merfolk have largely set aside their differences and joined together in a united force. Old grudges still linger, but the well-being of the merfolk race\u2014and the world\u2014far outweigh any ancient conflicts between creeds.",
|
|
"Merfolk are associated with blue mana, though the traditional merfolk creeds express this connection in different ways.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Born of the Sea",
|
|
"entries": [
|
|
"Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones.",
|
|
"Merfolk wear little clothing unless they are armored for battle. Even then, they drape themselves with nets and a minimum of cloth, wearing armor crafted of large, bleached seashells and augmented with leather."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSZ/Merfolk.webp"
|
|
},
|
|
"title": "Enclave Elite",
|
|
"credit": "Igor Kieryluk"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSZ/Merfolk2.webp"
|
|
},
|
|
"title": "Coralhelm Commander",
|
|
"credit": "Jaime Jones"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Merfolk (Ixalan)",
|
|
"source": "PSX",
|
|
"entries": [
|
|
"The River Heralds are merfolk\u2014a race of amphibious humanoids at home throughout the oceans, rivers, and rain forests of Ixalan. They stand between seven and eight feet tall, with skin that ranges from deep burgundy through many shades of violet and blue, to green, bright orange, and yellow. They are humanlike in shape, but have long fins extending from their shoulders, forearms, middle backs, and calves. Frills of fins also protrude from the backs of their heads. All merfolk can breathe air or filter oxygen from the water, and they can walk on land or swim with equal ease."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSX/Merfolk.webp"
|
|
},
|
|
"title": "Vineshaper Mystic",
|
|
"credit": "Kieran Yanner"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSX/Merfolk2.webp"
|
|
},
|
|
"title": "Coralhelm Commander",
|
|
"credit": "Jaime Jones"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Merfolk (Ixalan; Blue)",
|
|
"source": "PSX",
|
|
"_copy": {
|
|
"name": "Merfolk (Ixalan)",
|
|
"source": "PSX",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Blue merfolk often have burgundy or magenta on their faces and chests, with lighter shades of blue and purple elsewhere. Their eyes are red, orange, or blue, and their long, thin, and elegant fins resemble scarves or veils of fine fabric. They swim easily, even upstream, and clamber over rocks and through rapids with ease. They prefer to dwell in shallow waters, but spend a fair amount of time on land as well."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Merfolk (Ixalan; Green)",
|
|
"source": "PSX",
|
|
"_copy": {
|
|
"name": "Merfolk (Ixalan)",
|
|
"source": "PSX",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Green merfolk generally have yellow chests and pale green faces, shading to dark blues and purples on their backs and limbs. The patterns on their skin suggest the colors of the tree frogs common in the rain forest, as do their eyes of orange, lime green, or sky blue. Their fins are relatively short and thick. They climb trees with ease, move through undergrowth unhindered, and often wield magic to shape vines and branches to their will."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Merfolk (Zendikar; Cosi Creed)",
|
|
"source": "PSZ",
|
|
"_copy": {
|
|
"name": "Merfolk",
|
|
"source": "PSZ",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"No merfolk will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Merfolk (Zendikar; Emeria Creed)",
|
|
"source": "PSZ",
|
|
"_copy": {
|
|
"name": "Merfolk",
|
|
"source": "PSZ",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Merfolk who followed Emeria's creed seek wisdom and truth in the Wind Realm, exploring the mystical forces\u2014rather than natural causes\u2014behind historical events. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Merfolk (Zendikar; Ula Creed)",
|
|
"source": "PSZ",
|
|
"_copy": {
|
|
"name": "Merfolk",
|
|
"source": "PSZ",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Ula-creed merfolk emphasize intellectual pursuits, stressing hard evidence and reason over passion. They are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Minotaur",
|
|
"source": "GGR",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The minotaurs of Ravnica are strong in body, dedication, and courage. They are at home on the battlefield, willing to fight for their various causes. They combine a burning fury in battle with keen tactics that make them excellent commanders as well as valuable shock troops.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Horns and Hooves",
|
|
"entries": [
|
|
"Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage.",
|
|
"Manes of shaggy fur extend down minotaurs' necks and powerful backs, and males have long tufts of hair on their chins and cheeks. Their legs end in heavy, cloven hooves. Minotaurs are born with long, tufted tails, but minotaurs of the Ordruun clan (and some others) have their tails docked as part of a coming-of-age ceremony; they find the heavy armor of the Boros legion much more comfortable without a long tail in the way."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Strength and Zeal",
|
|
"entries": [
|
|
"Minotaurs are zealous and love battle. They are found among the Gruul Clans, but the minotaurs of the Ordruun family line, long associated with the Boros Legion, are much better known and respected. Boros minotaurs choose the precision of the legion over the fury of the pack.",
|
|
"Minotaurs tend to vent their outrage through violence, but they aren't generally quick to anger. They are passionate, loving their friends and partners fiercely, and they laugh loud and long at good jokes."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Family and Guild",
|
|
"entries": [
|
|
"Minotaur legends describe a small pantheon of heroes\u2014perhaps they were once thought of as gods\u2014who established the minotaurs' place in the world. Every minotaur in Ravnica claims descent from one of these heroes. The Ordruun line is the most prominent, with thousands of members descended from an ancient hero who is said to have taught minotaurs the arts of war. Other important family lines include the Kharran line (primarily associated with the Gruul Scab clan), the Drendaa line (found scattered among the Gruul Clans), and the Tazgral line (divided between the Boros and the Gruul, with a significant number in the Rakdos as well).",
|
|
"Since each family line has so many members, minotaurs don't usually find it helpful to connect the name of the line to their personal names; even though Commander Grozdan of the Boros Legion's Kamen Fortress is a prominent member of the Ordruun line, he would never call himself Grozdan Ordruun the way a human would."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Minotaur Names",
|
|
"entries": [
|
|
"The legends that recount the deeds of ancient minotaur heroes are full of other names as well: those of the retainers, allies, lovers, servants, enemies, and others who played roles, however small, in the lives of the heroes. Almost every minotaur name is drawn from that long list of minor characters of legend, so that those folk are never forgotten.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Male Names:",
|
|
"entry": "Alovnek, Brogmir, Brozhdar, Dornik, Drakmir, Drazhan, Grozdan, Kalazmir, Klattic, Melislek, Nirikov, Prezhlek, Radolak, Rugilar, Sarovnek, Svarakov, Trovik, Vraslak, Yarvem"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Female Names:",
|
|
"entry": "Akra, Bolsa, Cica, Dakka, Drakisla, Eleska, Enka, Irnaya, Jaska, Kalka, Makla, Noraka, Pesha, Raisha, Sokali, Takyat, Vrokya, Veska, Yelka, Zarka, Zoka"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/GGR/Minotaur.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Minotaur",
|
|
"source": "MOT",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The minotaurs who dwell in the badlands of Phoberos and the remote polis of Skophos are caught between two worlds. Some follow the dark god Mogis, who has tyrannized them for ages untold and shown them a trail of slaughter that is all many minotaurs have ever known. Others, though, have emerged from this bloody path and found a world that welcomes those who pursue their own destinies and heroic callings.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Built to Survive",
|
|
"entries": [
|
|
"Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. Theros minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle.",
|
|
"Thick hair extends down minotaurs' necks and powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted tails. Minotaur priests often adorn themselves with sacred items, be they trophies from fallen foes, keepsakes from their homeland, or naturally occurring marks of their god's favor."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Ages of Darkness",
|
|
"entries": [
|
|
"Although minotaurs aren't evil by nature and are free to worship any god, many are raised among those devoted to Mogis's vile whims. Myths tell that Mogis created the first minotaurs from his own followers, typically criminals and monsters of unspeakable depravity. While many groups of minotaurs still honor their villainous progenitors, others have abandoned their ancestors and moved beyond their crimes, seeking their fates in the future, not the past.",
|
|
"While the inhabitants of Akros and other reaches near Phoberos, the homeland of most minotaur herds, have engaged in endless conflicts with bloodthirsty minotaurs, they know there are those who forsake Mogis's depravities. The people of Meletis, Setessa, and lands beyond are also generally open-minded and curious about minotaurs who wander into their lands. Epics like {@i The} {@i Callapheia} also describe multiple heroic minotaurs. As a result, a minotaur traveling in the company of other non-minotaurs is likely to be accepted in any polis.",
|
|
"See {@book chapter 3|MOT|3|Phoberos and Skophos} for more details on Phoberos, the minotaur polis of Skophos, and various minotaur bands."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Passion and Zeal",
|
|
"entries": [
|
|
"Minotaurs are known for venting their outrage through violence, but they aren't generally quick to anger. They are passionate, loving their friends and partners fiercely, and they laugh loud and long at good jokes. This zeal also extends to their faith. Those who have avoided the corrupting influence of Mogis gravitate toward the service of gods who share their bold nature, especially Erebos, Keranos, and Purphoros. Those who have rejected Mogis sometimes embrace his hated twin brother, Iroas."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Minotaur Names",
|
|
"entries": [
|
|
"In the labyrinthine polis of Skophos, the deeds of minotaur champions are carved among the winding halls. Minotaurs often name their children after these great heroes, believing that a child will inherit the strength, audacity, guile, or fearsomeness of a heroic namesake. Other minotaur parents invent their own names, though, believing in their child's potential to light a new constellation in Nyx with the brightness of their own soul.",
|
|
"The Minotaur Namesake table suggests possible qualities or deeds that a minotaur's namesake might have been known for. Your character might strive to emulate that quality or seek to forge a new legacy to be associated with your name by future generations.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Female Names:",
|
|
"entry": "Bozzri, Dhazdoro, Erinimachis, Ghalantzo, Halafoti, Kerania, Mitévra, Philoprodis, Tavromiki, Ypoudoris"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Male Names:",
|
|
"entry": "Bamvros, Fotiyinos, Halafotios, Keranios, Menetavro, Nikavros, Prodos, Rhordon, Tavrostenes, Thyrogog"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "insetReadaloud",
|
|
"entries": [
|
|
"Myth of Mogis and the Minotaurs",
|
|
"Some legends claim that Mogis created the minotaurs, transforming his most bloodthirsty followers so that their hulking bodies resembled his own. However, while the tales told in the labyrinth-polis of Skophos affirm that Mogis rewarded his most devoted followers, they assert that these followers were already minotaurs, and all Mogis did was exalt them to an honored status. Among minotaurs who worship Mogis, these heroes are revered as spiritual if not literal ancestors. The moral of this story is simply that Mogis is a god who rewards his faithful servants.",
|
|
"Minotaurs who don't follow Mogis are quick to point out that this myth says nothing about the nature of minotaurs. The worship of Mogis, they argue, is no more inherent to them than it is to humans, and minotaurs aren't destined to a life of slaughter because of the circumstances of their creation. Perhaps most importantly, minotaurs aren't an offshoot of humanity but a people in their own right, and neither their nature nor their destiny is tied to a single god."
|
|
]
|
|
},
|
|
{
|
|
"type": "table",
|
|
"caption": "Minotaur namesake",
|
|
"colLabels": [
|
|
"d8",
|
|
"Ancestor's Qualities"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"My namesake defeated a massive enemy."
|
|
],
|
|
[
|
|
"2",
|
|
"My namesake was known for fierce devotion to a god."
|
|
],
|
|
[
|
|
"3",
|
|
"My namesake was a respected leader of other warriors."
|
|
],
|
|
[
|
|
"4",
|
|
"My namesake ran the entire breadth of Phoberos in order to warn the minotaurs of an Akroan attack."
|
|
],
|
|
[
|
|
"5",
|
|
"My namesake was famous for great magical ability."
|
|
],
|
|
[
|
|
"6",
|
|
"My namesake was a hero's devoted companion."
|
|
],
|
|
[
|
|
"7",
|
|
"My namesake is remembered for incredible generosity."
|
|
],
|
|
[
|
|
"8",
|
|
"My namesake was a great oracle."
|
|
]
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MOT/Minotaur.webp"
|
|
},
|
|
"credit": "Jason Rainville"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MOT/Minotaur 2.webp"
|
|
},
|
|
"credit": "Steve Prescott"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Minotaur",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe minotaurs were first created by the Lady of Pain to patrol the magical mazes that she uses to trap her foes.",
|
|
"Minotaur horns range in size from about 1 foot long to easily three times that length. Minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle.",
|
|
"Thick hair extends down minotaurs' necks and powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted tails."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Minotaur.webp"
|
|
},
|
|
"credit": "Jedd Chevrier, Brynn Metheney"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Minotaur (Amonkhet)",
|
|
"source": "PSA",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Minotaurs are powerfully built, barrel-chested humanoids with heads resembling rams. Their horns curl tight-ly against the sides of their heads to encircle their ears, and manes of shaggy fur\u2014shorter in females\u2014fall over their broad shoulders. As their appearance suggests, they combine physical strength with stubbornness, bravado, and reckless bravery. They revel in combat, especially when the odds against them seem overwhelming.",
|
|
"Minotaurs are rowdy, boisterous, and direct to the point of rudeness. They have no qualms about declaring what they want and defying others to keep it from them. In combat, they bellow loud challenges in defiance of their foes, and roar with laughter as they triumph.",
|
|
"Minotaurs believe they hold a unique place among the races of Amonkhet. The {@race khenra|PSA} can look to Hazoret, the {@race naga|PSA} to Rhonas, and the {@race aven|PSA} to Kefnet to see themselves represented among the gods. Humans have no single god to look to, which explains why they demonstrate such variety. But only one god bears a pair of curving horns: the God-Pharaoh himself, who holds a special place for many of the minotaurs of Amonkhet.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Ruthless and Reckless",
|
|
"entries": [
|
|
"Even those minotaurs who feel personal affinity for the horned God-Pharaoh align themselves most closely with Bontu and Hazoret in practice. Driven by a fierce and powerful desire to prove themselves, to earn glory in life, and to win a glorious death, they view every challenge or obstacle as a chance to demonstrate their prowess. With ruthless abandon, they slash, batter, and pummel their way through anyone or anything that stands in the way of their own advancement. With reckless fervor, they fight without heed for their own safety, shrugging off the blows of their enemies."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Combat Classes",
|
|
"entries": [
|
|
"Their size and strength makes minotaurs ideally suited for hand-to-hand combat. They are most effective on the offensive, delivering an endless barrage of attacks that keep their foes off balance, shatter shields and weapons, and inevitably break their opponents. These minotaurs favor large, heavy weapons such as axes, {@item maul|PHB|mauls}, and two-handed khopeshes (treat as a {@item greatsword|phb}), but they are also fond of unarmed combat. Many love to throw their weapons aside in favor of pummeling opponents into submission with their horns and bare hands, believing that such a victory is more glorious\u2014and more humiliating to the loser.",
|
|
"But though minotaurs are known for their physical size and strength, this hardly precludes the presence of keen minds and powerful spellcasters among them. Though they are fewer in number than hand-to-hand specialists, minotaur mages draw on their natural ferocity to instill terror in the hearts of their opponents with a terrible roaring bellow. They manifest their fury as blasts of flame, or imbue their own horns and fists with searing heat to make their physical attacks more deadly.",
|
|
"The relatively few minotaurs who specialize in long-range combat enjoy one aspect of that style in particular\u2014the opportunity to draw first blood, marking the moment when a battle has truly begun. Minotaurs use {@item longbow|phb|heavy bows} and {@item javelin|phb|javelins}, and take special delight in firing into the middle of enemy formations to sow as much chaos and confusion as possible."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSA/Minotaur (Amonkhet).webp"
|
|
},
|
|
"title": "Neheb, the Worthy",
|
|
"credit": "Chris Rahn"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSA/Minotaur (Amonkhet)2.webp"
|
|
},
|
|
"title": "Minotaur Sureshot",
|
|
"credit": "Joseph Meehan"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Naga",
|
|
"source": "PSA",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Naga resemble enormous snakes with shoulders, arms, and a torso that resembles a humanoid form. They typically hold their heads and torsos off the ground while moving, but they can increase their speed by lowering their bodies and using their hands for extra propulsion. They adorn their torsos with armor, jewelry, and a vague nod toward the clothing worn by other races. Male naga have broad hoods, wider than their shoulders, while females have narrower hoods and longer faces.",
|
|
"Naga believe in a principle called the Sweetest Harmony, which describes a perfect balance between the body and the mind. Finding that balance, as they understand it, is a sure path to glory in the trials, since a combination of physical and mental preparation will ensure success in every trial. For an example of this Sweetest Harmony, they point to the Luxa river and the land it nourishes, which exist in a delicate and life-giving balance. Either one without the other would be diminished and useless. Just so, mental strength supports physical capabilities, and physical fortitude feeds mental tenacity, so neither mind nor body can exist in isolation.",
|
|
"In the same way, the naga believe that Kefnet and Rhonas exist in interdependence, and that their trials are best conceived as two halves of a whole. But in practice, as much as they strive for balance and harmony, most naga identify more strongly with one god than the other.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Combat Classes",
|
|
"entries": [
|
|
"To the benefit of those naga who struggle with the ideal of the Sweetest Harmony, the training of acolytes encourages specialization. Thus, naga who follow in the path of the snake-headed god Rhonas can cultivate their physical strength as they specialize in hand-to-hand combat styles, while other naga favor the teachings of Kefnet and other combat styles.",
|
|
"Naga who specialize in hand-to-hand combat rely on axes, {@item dagger|PHB|daggers}, and {@item shortsword|PHB|shortswords}\u2014but also on their own fangs and the constricting strength of their serpentine bodies. They make extensive use of poison, coating their weapons with multiple layers of deadly substances\u2014including, but by no means limited to, their own venom. Quick, well-timed, and well-placed blows, followed by an equally nimble retreat, allow many naga to triumph over opponents who might seem stronger. With acknowledgment of the Sweetest Harmony, these naga cultivate an understanding of strategy and tactics that enhances their physical training.",
|
|
"Speed and accuracy are equally important to naga who specialize in long-range combat. Some prefer to analyze a battle from a distance and pick off the strongest opponents with their ranged weapons, including poisoned {@item spear|PHB|spears} and {@item arrow|PHB|arrows}. Others ride in {@item chariot|PHB|chariots} driven by trusted drivers (usually other naga) and throw their {@item spear|PHB|spears} from the midst of battle. In any case, they excel at finding and exploiting strategic advantages.",
|
|
"Some naga mages, drawn to the example of Kefnet, make extensive use of illusion magic to trick and mislead their opponents. Others apply Rhonas's teachings to their studies, wielding poisonous magic that weakens opponents or kills them outright with clouds or darts of deadly toxins. Still others, in service to the ideal of balance, use the magical power of their minds to enhance their physical strength and speed."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSA/Naga.webp"
|
|
},
|
|
"title": "Naga Oracle",
|
|
"credit": "Deruchenko Alexander"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSA/Naga2.webp"
|
|
},
|
|
"title": "Tah-Crop Skirmisher",
|
|
"credit": "Victor Adame Minguez"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Orc",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness and tenacity that can't be matched, and the god equipped his children to be able to live above or below ground.",
|
|
"On some worlds, such as Eberron, orcs were among the first defenders of the natural order from the encroachments of Fiends and other extraplanar threats. Gruumsh's blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their devotion to other gods."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Orc.webp"
|
|
},
|
|
"credit": "Mike Jordana"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Orc",
|
|
"source": "VGM",
|
|
"monstrous": true,
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/VGM/Orc.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Orc (Ixalan)",
|
|
"source": "PSX",
|
|
"entries": [
|
|
"Orcs originally came from the same mountainous region where the kingdom of Torrezon was born, and they have been enemies of the Legion of Dusk since it was originally formed. The entire race has been declared anathema by the Church of Torrezon, and after centuries of fighting the Legion, the orcs have dwindled to only a few hundred in number. Some still live on remote islands near Torrezon, but many have joined the Brazen Coalition to serve on pirate ships\u2014taking on any role that calls for an abundance of sheer muscle.",
|
|
"Orcs are tall, standing head and shoulders above most humans, and are generally twice as broad. They often accentuate their bulging muscles by wearing tight-fitting bands and accessories around the thickest parts of their arms and necks. Their skin color ranges from light brown through gray to almost jet-black."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSX/Orc.webp"
|
|
},
|
|
"title": "Dire Fleet Ravager",
|
|
"credit": "Bram Sels"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Owlin",
|
|
"source": "SCC",
|
|
"entries": [
|
|
"Distant kin of giant owls from the Feywild, owlin come in many shapes and sizes, from petite and fluffy to wide-winged and majestic. Owlin have arms and legs like other Humanoids, as well as wings that extend from their back and shoulders.",
|
|
"Like owls, owlin are graced with feathers that make no sound when they move or fly, making it easy for them to sneak up on you in the library.",
|
|
"Your owlin character might be nocturnal. Or perhaps your character is simply prone to rise later, embodying the common nickname of night owl."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/SCC/Owlin.webp"
|
|
},
|
|
"title": "Owlin unleash magic in the sky above Strixhaven",
|
|
"credit": "Johan Grenier"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Plasmoid",
|
|
"source": "AAG",
|
|
"entries": [
|
|
"Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar shape, but there's little chance of mistaking a plasmoid for anything else. They consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores.",
|
|
"Plasmoids don't have internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that constrict to produce sound.",
|
|
"When plasmoids sleep, they lose their rigidity and spread out and are thus sometimes mistaken for a rock or some other feature of the environment."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/AAG/Plasmoid.webp"
|
|
},
|
|
"credit": "Claudio Pozas"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Raptor",
|
|
"source": "HWCS",
|
|
"entries": [
|
|
"{@font swift hunters|HPPHumblescratch}",
|
|
"When the birdfolk think of hunters or rangers, they picture a raptor. Resembling small hawks, eagles, and other birds of prey, they have sharp talons and agile builds that help them effortlessly glide through the canopy. These birdfolk are swift and strong with an uncanny knack for tracking. They are rarely prey, and are quick to turn the tables when finding themselves hunted.",
|
|
{
|
|
"name": "Perceptive Awareness",
|
|
"entries": [
|
|
"Given their heightened senses, often raptors appear to be distracted or deep in thought. In reality, they are processing the wealth of sensory information they receive from their particularly keen eyes and sensitive ears. While many folk are only ever aware of what goes on directly around them, raptors have an extremely wide field of awareness.",
|
|
"Raptors are adept at living off the land. They are skilled hunters, usually leading the harvesting of meat and skins for their perches. Raptors are especially well versed in stalking prey from great heights, lining up impossible shots that their prey could not predict."
|
|
],
|
|
"type": "entries"
|
|
},
|
|
{
|
|
"name": "Natural Predator",
|
|
"entries": [
|
|
"While many of the birdfolk races are culturally communal, raptors don't have a great sense of connectedness, nor do they tend to create their own perches. They are more likely to adopt a transient lifestyle, moving from perch to perch, or to simply live in the vast forests of the Wood itself.",
|
|
"Though typically quiet, raptors are not averse to forming relationships with other birdfolk. Despite their reserved nature, raptors value personal bonds more highly than societal or even familial ties."
|
|
],
|
|
"type": "entries"
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/HWCS/Raptor-Explorer.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Raptor (Maran)",
|
|
"source": "HWCS",
|
|
"_copy": {
|
|
"name": "Raptor",
|
|
"source": "HWCS",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
"As a maran raptor, you are as at home in the water as you are in the trees. You also have a wealth of patience, acting only when it best suits your goals."
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Raptor (Mistral)",
|
|
"source": "HWCS",
|
|
"_copy": {
|
|
"name": "Raptor",
|
|
"source": "HWCS",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
"As a mistral raptor, you are most at home far from the ground. You can range for miles in the Wood without ever setting talon to soil, moving more confidently through the branches than some move on flat ground."
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Reborn",
|
|
"source": "VRGR",
|
|
"entries": [
|
|
"Death isn't always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they've been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Faded Memories",
|
|
"entries": [
|
|
"Reborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause sensations or visions of the past to come rushing back.",
|
|
"Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost Memories table to inspire its details.",
|
|
{
|
|
"type": "table",
|
|
"caption": "Lost Memories",
|
|
"colLabels": [
|
|
"d6",
|
|
"Memory"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"You recall a physically painful moment. What mark or scar on your body does it relate to?"
|
|
],
|
|
[
|
|
"2",
|
|
"A memory brings tears to your eyes. Is it a bitter or cheerful memory? Does recalling it make you feel the same way?"
|
|
],
|
|
[
|
|
"3",
|
|
"You recall a childhood memory. What about that event or who you were still influences you?"
|
|
],
|
|
[
|
|
"4",
|
|
"A memory brings with it the voice of someone once close to you. How do they advise you?"
|
|
],
|
|
[
|
|
"5",
|
|
"You recall enjoying something that you can't stand doing now. What is it? Why don't you like it now?"
|
|
],
|
|
[
|
|
"6",
|
|
"A memory carries a vivid smell or sensation. What are you going to do to recreate that experience?"
|
|
]
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Reborn Origins",
|
|
"entries": [
|
|
"Reborn might originate from circumstances similar to those of various undead or constructs. The Reborn Origins table provides suggestions for how your character became reborn.",
|
|
{
|
|
"type": "table",
|
|
"caption": "Reborn Origins",
|
|
"colLabels": [
|
|
"d8",
|
|
"Origins"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"You were magically resurrected, but something went wrong."
|
|
],
|
|
[
|
|
"2",
|
|
"Stitches bind your body's mismatched pieces, and your memories come from multiple different lives."
|
|
],
|
|
[
|
|
"3",
|
|
"After clawing free from your grave, you realized you have no memories except for a single name."
|
|
],
|
|
[
|
|
"4",
|
|
"You were a necromancer's undead servant for years. One day, your consciousness returned."
|
|
],
|
|
[
|
|
"5",
|
|
"You awoke in an abandoned laboratory alongside complex designs for clockwork organs."
|
|
],
|
|
[
|
|
"6",
|
|
"You were released after being petrified for generations. Your memories have faded, though, and your body isn't what it once was."
|
|
],
|
|
[
|
|
"7",
|
|
"Your body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs."
|
|
],
|
|
[
|
|
"8",
|
|
"In public, you pass as an unremarkable individual, but you can feel the itchy straw stuffing inside you."
|
|
]
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/VRGR/Reborn.webp"
|
|
},
|
|
"credit": "Nikki Dawes"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Satyr",
|
|
"source": "MOT",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by simple desires, to see the world and to sample its every pleasure. While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness. Life is a blessing from the gods, after all, and the proper response to such a gift, as far as most satyrs are concerned, is to accept it with relish.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Born of the Wild",
|
|
"entries": [
|
|
"In their physical forms, satyrs embody a fusion of humanoid civilization with the freedom of wild beasts. Generally, they look similar to humans, with a range of builds and features. But their goatlike horns, pointed ears, and furred lower bodies sharply distinguish them. Satyrs' solid horns connect to their heads at the base of their skulls, while their legs end in sturdy hooves. Thick fur covers their bodies from the waist down, shorter at the waist and longer below the knees. Short, soft hair grows down their neck and spine, along their shoulders, and on their forearms."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Embracing Life",
|
|
"entries": [
|
|
"Most satyrs believe that the other peoples of Theros are woefully burdened with the plague of seriousness. Satyrs scoff at the efforts of polis-builders with their laws and right angles, and they poke fun at philosophers with their endless theories and interminable discourse. Satyrs feel that life is to be lived and experienced with all the senses. Satyrs see the world and everything in it as a book of delights, and they want to explore every page. See {@book chapter 3|MOT|3|Skola Vale} for more details on the satyr homeland, the Skola Vale."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "The Art of the Revel",
|
|
"entries": [
|
|
"The humans of the poleis generally think of satyrs' revels as raucous bacchanals, where anything and everything might happen. This picture isn't wrong, but it's incomplete: there's more to a revel than debauchery. For satyrs, revelry is a way of life. It's the delight in small things: the song of a bird, a warm breeze, the smell of a tasty pie, relaxing by a river in the sunshine. Life freely offers these gifts, and for a satyr, they are more valuable than gold or glory. To revel means to forget the constraints of time, to let go of the future and past, and to be wholly in the present moment. For satyrs, encountering life with all the senses honors the gods, and\u2014most importantly\u2014it feels really good. Driven by instinct and intuition, most satyrs prove unpredictable, following their sense of wonder wherever it leads."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Very Odd Indeed",
|
|
"entries": [
|
|
"Satyrs are known for their eccentricities. Some people spend too much time worrying over why satyrs behave as they do. But satyrs themselves simply are as they are, feeling no need to understand what drives them, much less explain it to others. The Satyr Eccentricities table suggests a few tastes or proclivities your satyr character might possess.",
|
|
{
|
|
"type": "insetReadaloud",
|
|
"entries": [
|
|
"Myth of Xenagos the Satyr God",
|
|
"The satyr Xenagos savored his reputation for presiding over the most raucous revels his people had ever known. However, when fate led him to discover the nature of the gods and how they were beholden to mortals for their very existence, the whole order of the world felt like a joke\u2014one at his expense.",
|
|
"With immortal power no longer feeling so out of reach, Xenagos set into motion a plan that would propel him to godhood. His victory shook the pantheon, but his victory was short-lived. Heliod dispatched his champion, Elspeth, who faced many trials but ultimately killed the god-satyr by driving the spear, Godsend, through his heart.",
|
|
"Many satyrs remember Xenagos as a satyr who lived life to the fullest and who played tricks that stirred up even the gods. Yet, he's also an example of how bitterness can turn a great trick nasty and how schemes that get out of hand aren't fun for anybody. What satyr wants the responsibility of being a god anyway?"
|
|
]
|
|
},
|
|
{
|
|
"type": "table",
|
|
"caption": "Satyr Eccentricities",
|
|
"colLabels": [
|
|
"d8",
|
|
"Characteristic"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"Flowers are the most amazing things ever. I want to pick them, wear them, and discover their silent secrets."
|
|
],
|
|
[
|
|
"2",
|
|
"There isn't a tree or statue that isn't fun to climb."
|
|
],
|
|
[
|
|
"3",
|
|
"Nothing wards off bad luck like a jolly dance."
|
|
],
|
|
[
|
|
"4",
|
|
"Sometimes talking to a plant really helps."
|
|
],
|
|
[
|
|
"5",
|
|
"If stumped, I smoke a pipe. And if I'm going to smoke a pipe, it's going to be a splendid pipe."
|
|
],
|
|
[
|
|
"6",
|
|
"I imagine that my clothes are my glorious soul on display for all the world to behold, and I dress accordingly."
|
|
],
|
|
[
|
|
"7",
|
|
"Having horns is the best. They are fun to decorate, and they can pop open an amphora, no problem."
|
|
],
|
|
[
|
|
"8",
|
|
"If I have something really important to say, I always make sure to sing it."
|
|
]
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Satyr Names",
|
|
"entries": [
|
|
"A satyr's name is as playful and mischievous as they are, and each one is given when a satyr's personality shines through. Most satyrs also give each other nicknames.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Female Names:",
|
|
"entry": "Aliki, Avra, Chara, Dafni, Eirini, Elpida, Irini, Kaiti, Lia, Niki, Tasia, Xeni, Yanna, Zoi"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Male Names:",
|
|
"entry": "Alekos, Dimi, Filippos, Ilias, Kyriakos, Neofytos, Omiros, Pantelis, Spyro, Takis, Zenon"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Nicknames:",
|
|
"entry": "Bounder, Bristlechin, Clip-Clop, Dappleback, Hopper, Nobblehorn, Orangebeard, Quickfoot, Scrufflebutt, Sunbeam, Skiphoof, Twinkle-Eyes"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MOT/Satyr.webp"
|
|
},
|
|
"credit": "Steve Prescott"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MOT/Satyr 2.webp"
|
|
},
|
|
"credit": "Johannes Voss"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Satyr",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"Originating in the Feywild\u2014a realm of pure emotion-satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they're usually found in the Feywild, satyrs do wander to other planes of existence, most often to the Material Plane. There they seek to bring a bit of their home plane's splendor to other worlds."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Satyr.webp"
|
|
},
|
|
"credit": "Nikki Dawes, Thom Tenery"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Sea Elf",
|
|
"source": "MPMM",
|
|
"_copy": {
|
|
"name": "Elves of Many Realms",
|
|
"source": "MPMM",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": [
|
|
"Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the waters of many worlds. Today these elves can be found wherever oceans exist, as well as in the Elemental Plane of Water.",
|
|
"Like other elves, sea elves can live to be over 750 years old."
|
|
]
|
|
}
|
|
}
|
|
},
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Sea Elf.webp"
|
|
},
|
|
"credit": "Nikki Dawes"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Shadar-Kai",
|
|
"source": "MPMM",
|
|
"_copy": {
|
|
"name": "Elves of Many Realms",
|
|
"source": "MPMM",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": [
|
|
"Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the Material Plane to forge their own destinies.",
|
|
"Once shadar-kai were Fey like the rest of their elven kin; now they exist in a state between life and death, thanks to being transformed by the Shadowfell's grim energy.",
|
|
"Shadar-kai have ashen skin tones, and while they're in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.",
|
|
"Like other elves, shadar-kai can live to be over 750 years old."
|
|
]
|
|
}
|
|
}
|
|
},
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Shadar-kai.webp"
|
|
},
|
|
"credit": "Eric Belisle, Mark Molnar"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Shifter",
|
|
"source": "ERLW",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Geth's ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth's gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal's tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!"
|
|
],
|
|
"by": "Don Bassingthwaite, {@i The Binding Stone}"
|
|
},
|
|
"Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can't fully change shape, they can temporarily enhance their animalistic features\u2014a state they call shifting. Each shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?",
|
|
{
|
|
"type": "entries",
|
|
"name": "The Beast Within",
|
|
"entries": [
|
|
"Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time.",
|
|
"A shifter's beast within is reflected by the shifter's subrace. Four subraces are especially common:",
|
|
"{@b Beasthide} often signifies the bear or boar: stoic, stubborn, and thick-skinned.",
|
|
"{@b Longtooth} shifters typically have lupine traits and prefer to run with a pack.",
|
|
"{@b Swiftstride} are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows.",
|
|
"{@b Wildhunt} shifters are born from any creature that tracks its prey.",
|
|
"While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Similar and Diverse",
|
|
"entries": [
|
|
"Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies.",
|
|
"The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "The Journey Yet to Come",
|
|
"entries": [
|
|
"Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to \"always be prepared for the journey yet to come,\" and most shifters strive to be ready for change or opportunity.",
|
|
"Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Shifter Names",
|
|
"entries": [
|
|
"Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use \"wandering names\" with strangers. These are usually tied to a physical or personality trait.",
|
|
"{@b Shifter Names}: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf"
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/ERLW/Shifter 001.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Shifter",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can't fully change shape, but they can temporarily enhance their animalistic features by entering a state they call shifting.",
|
|
"Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.",
|
|
"Most shifters resemble a particular kind of lycanthrope. You can choose the kind of lycanthrope in your past, or you can determine it randomly by rolling on the Lycanthrope Ancestor table. The table also provides a suggestion for the Shifting option you might have as a result of your ancestry.",
|
|
{
|
|
"type": "table",
|
|
"caption": "Lycanthrope Ancestor",
|
|
"colLabels": [
|
|
"d6",
|
|
"Ancestor",
|
|
"Suggested Shifting Option"
|
|
],
|
|
"colStyles": [
|
|
"col-1 text-center",
|
|
"col-5 text-center",
|
|
"col-6 text-center"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"Werebear",
|
|
"Beasthide"
|
|
],
|
|
[
|
|
"2",
|
|
"Wereboar",
|
|
"Beasthide"
|
|
],
|
|
[
|
|
"3",
|
|
"Wererat",
|
|
"Swiftstride"
|
|
],
|
|
[
|
|
"4",
|
|
"Weretiger",
|
|
"Swiftstride"
|
|
],
|
|
[
|
|
"5",
|
|
"Werewolf (wolflike)",
|
|
"Longtooth"
|
|
],
|
|
[
|
|
"6",
|
|
"Werewolf (doglike)",
|
|
"Wildhunt"
|
|
]
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Shifter.webp"
|
|
},
|
|
"credit": "Eric Belisle"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Shifter (Beasthide)",
|
|
"source": "ERLW",
|
|
"_copy": {
|
|
"name": "Shifter",
|
|
"source": "ERLW",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but this subrace could embody any creature known for its toughness."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Shifter (Longtooth)",
|
|
"source": "ERLW",
|
|
"_copy": {
|
|
"name": "Shifter",
|
|
"source": "ERLW",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Shifter (Swiftstride)",
|
|
"source": "ERLW",
|
|
"_copy": {
|
|
"name": "Shifter",
|
|
"source": "ERLW",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Shifter (Wildhunt)",
|
|
"source": "ERLW",
|
|
"_copy": {
|
|
"name": "Shifter",
|
|
"source": "ERLW",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Wildhunt shifters are sharp and insightful. Many are constantly alert, ever wary for possible threats. Others focus on their intuition, searching within. Wildhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
},
|
|
"images": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/ERLW/Shifter (Wildhunt).webp"
|
|
},
|
|
"credit": "Eric Belisle"
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Simic Hybrid",
|
|
"source": "GGR",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the Guardian Project is to build a Simic army of soldiers perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes refer to themselves as guardians.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Extensive Adaptation",
|
|
"entries": [
|
|
"A hybrid's biological enhancements can change its appearance drastically, though most hybrids retain their basic physical form. All are augmented with characteristics of animals, mostly aquatic, reptilian, or amphibian creatures. These include crab claws, squid tentacles, wings or fins like those of manta rays, translucent or camouflaged skin, or shark-like maws filled with sharp teeth.",
|
|
"Hybrids are the product of Simic magic. It's not impossible for a hybrid to leave the Simic Combine and join another guild, but the Simic would consider the individual a deserter. And the new guild might never fully welcome a hybrid who could easily be a Simic spy."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Simic Hybrid Names",
|
|
"entries": [
|
|
"A hybrid usually bears the name given by their human, elf, or vedalken parents. Some hybrids assume a new name after their transformation\u2014a name chosen personally or by those who transformed them."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/GGR/Simic Hybrid.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Siren",
|
|
"source": "PSX",
|
|
"entries": [
|
|
"Sirens are at home along the waters of the Stormwreck Sea. They settle on rocky coasts and remote islands, and even on floating piles of kelp. Sirens are mercurial creatures who can turn in an instant from lonely to repulsed, from desirous to hateful, from welcoming to irritated, from loving to murderous\u2014and then back again. They are fascinated with ships, and enjoy toying with them. One siren might call out to a passing crew for company, only to capriciously draw the ship into an entangling mass of kelp. Another might lure a vessel onto jagged rocks so as to study the wreckage and learn more about the strange contraption. But as the number of Brazen Coalition ships passing through siren-controlled waters has increased over the years, a growing number of sirens have decided to satisfy their curiosity by taking positions on ship crews\u2014including, in at least one case, the position of captain.",
|
|
"Sirens are humanoid creatures with birdlike features. Their long, slender arms extend into powerful wings that easily carry their light frames into the air. Their fingers bear sharp claws but are nimble enough to wield weapons and perform fine manipulation. Crests of feathery plumage start between their eyes and cover the backs of their heads."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSX/Siren.webp"
|
|
},
|
|
"title": "Dreamcaller Siren",
|
|
"credit": "Eric Deschamps"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Strig",
|
|
"source": "HWCS",
|
|
"entries": [
|
|
"{@font imposing yet kind|HPPHumblescratch}",
|
|
"Strigs are the most imposing of the birdfolk races. Resembling owls, their thick feathers, solid bodies, and broad wings have earned them a reputation as the most powerful of the birdfolk races. They value strength and endurance, traits they believe crucial for survival in the Wood. Although they are not necessarily prejudiced against those who are weaker, strigs are quick to call out when someone is not doing their best for the common good.",
|
|
{
|
|
"name": "Strong and Brave",
|
|
"entries": [
|
|
"While many of the birdfolk races rely on their prowess or intelligence for superiority, strigs use their immense strength and stamina to endure even the most punishing assault. They make mighty warriors, and whether defending their perch or braving the Wood itself, strigs never shy away from a fight.",
|
|
"Strig culture is largely based on principles of strength and endurance above all, but not necessarily for the purposes of combat. Protecting and providing for others in hard times is considered just as impressive, if not more so, than winning a fight."
|
|
],
|
|
"type": "entries"
|
|
},
|
|
{
|
|
"name": "Woodland Survivors",
|
|
"entries": [
|
|
"Strigs, more than any of the other birdfolk race, are most at home in the wild. Their mottled feather patterns, though not as bright or beautiful as others, allow them to easily hide in the forest. Due to this inherent advantage, along with their speed and power, strigs make excellent hunters and rangers.",
|
|
"Strigs prefer the relative simplicity of the forest to the machinations of society and politics. Despite these individualistic tendencies, they are capable of forming familial and community bonds that transcend a permanent or single physical home."
|
|
],
|
|
"type": "entries"
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/HWCS/Strig-Tracker.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Strig (Stout)",
|
|
"source": "HWCS",
|
|
"_copy": {
|
|
"name": "Strig",
|
|
"source": "HWCS",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
"As a stout strig, you are as hearty as you are strong, able to weather hardship and impose your will on the world around you."
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Strig (Swift)",
|
|
"source": "HWCS",
|
|
"_copy": {
|
|
"name": "Strig",
|
|
"source": "HWCS",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
"As a swift strig, you are a powerful force in the Wood who ranges far and wide without ever missing a step. You are most capable when immersed in the forest."
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Tabaxi",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"Created by the Cat Lord\u2014a divine being of the Upper Planes\u2014to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as other folk do, not exhibiting the feline behavior the Cat Lord intended.",
|
|
"Tabaxi's appearance is as varied as their attitudes. Some tabaxi have features or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like a house cat. Still others have unique patterns or might style their fur to their preferences\u2014or might even be hairless!"
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Tabaxi.webp"
|
|
},
|
|
"credit": "Shawn Wood"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Tabaxi",
|
|
"source": "VGM",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Wandering Outcasts",
|
|
"entries": [
|
|
"Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves.",
|
|
"However, not all tabaxi are satisfied with such a life. The Cat Lord, the divine figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Barterers of Lore",
|
|
"entries": [
|
|
"Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it's not intrinsically interesting. In the tabaxi's eyes, gathering wealth is like packing rations for a long trip. It's important to survive in the world, but not worth fussing over.",
|
|
"Instead, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins.",
|
|
"Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use."
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "The Cat Lord",
|
|
"entries": [
|
|
"The deity of the tabaxi is a fickle entity, as befits the patron of cats. The tabaxi believe that the Cat Lord wanders the world, watching over them and intervening in their affairs as needed. Clerics of the Cat Lord are rare and typically access the Trickery domain."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Fleeting Fancies",
|
|
"entries": [
|
|
"Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi's desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.",
|
|
"A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Tinkers and Minstrels",
|
|
"entries": [
|
|
"Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer path to satisfy their obsessions become wandering tinkers and minstrels.",
|
|
"These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment.",
|
|
"These wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren't above a little discreet theft to get their claws on a particularly interesting item when an owner refuses to sell or trade it."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Tabaxi Names",
|
|
"entries": [
|
|
"Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names.",
|
|
"Clan names are usually based on a geographical feature located in or near the clan's territory.",
|
|
"The following list of sample tabaxi names includes nicknames in parenthesis.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Tabaxi Names:",
|
|
"entry": "Cloud on the Mountaintop (Cloud), Five Timber (Timber), Jade Shoe (Jade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke)"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Tabaxi Clans:",
|
|
"entry": "Bright Cliffs, Distant Rain, Mountain Tree, Rumbling River, Snoring Mountain"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Tabaxi Personality",
|
|
"entries": [
|
|
"A tabaxi might have motivations and quirks much different from a dwarf or an elf with a similar background. You can use the following tables to customize your character in addition to the trait, ideal, bond, and flaw from your background.",
|
|
"The Tabaxi Obsession table can help hone your character's goals. For extra fun, roll a new result every few days that pass in the campaign to reflect your ever-changing curiosity.",
|
|
{
|
|
"type": "table",
|
|
"caption": "Tabaxi Obsessions",
|
|
"colLabels": [
|
|
"d8",
|
|
"My curiosity is currently fixed on..."
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"A god or planar entity"
|
|
],
|
|
[
|
|
"2",
|
|
"A monster"
|
|
],
|
|
[
|
|
"3",
|
|
"A lost civilization"
|
|
],
|
|
[
|
|
"4",
|
|
"A wizard's secrets"
|
|
],
|
|
[
|
|
"5",
|
|
"A mundane item"
|
|
],
|
|
[
|
|
"6",
|
|
"A magic item"
|
|
],
|
|
[
|
|
"7",
|
|
"A location"
|
|
],
|
|
[
|
|
"8",
|
|
"A legend or tale"
|
|
]
|
|
]
|
|
},
|
|
{
|
|
"type": "table",
|
|
"caption": "Tabaxi Quirks",
|
|
"colLabels": [
|
|
"d10",
|
|
"Quirk"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"You miss your tropical home and complain endlessly about the freezing weather, even in summer."
|
|
],
|
|
[
|
|
"2",
|
|
"You never wear the same outfit twice, unless you absolutely must."
|
|
],
|
|
[
|
|
"3",
|
|
"You have a minor phobia of water and hate getting wet."
|
|
],
|
|
[
|
|
"4",
|
|
"Your tail always betrays your inner thoughts."
|
|
],
|
|
[
|
|
"5",
|
|
"You purr loudly when you are happy."
|
|
],
|
|
[
|
|
"6",
|
|
"You keep a small ball of yarn in your hand, which you constantly fidget with."
|
|
],
|
|
[
|
|
"7",
|
|
"You are always in debt, since you spend your gold on lavish parties and gifts for friends."
|
|
],
|
|
[
|
|
"8",
|
|
"When talking about something you're obsessed with, you speak quickly and never pause and others can't understand you."
|
|
],
|
|
[
|
|
"9",
|
|
"You are a font of random trivia from the lore and stories you have discovered."
|
|
],
|
|
[
|
|
"10",
|
|
"You can't help but pocket interesting objects you come across."
|
|
]
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Tabaxi in the Forgotten Realms",
|
|
"entries": [
|
|
"In the Forgotten Realms, tabaxi hail from Maztica, a realm located far across the ocean west of the Sword Coast. The tabaxi of Maztica are known for their isolation, and until recently they never ventured from their homeland. The tabaxi say little of why that has changed, though rumors persist of strange happenings in that distant land."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/VGM/Tabaxi.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Thri-kreen",
|
|
"source": "AAG",
|
|
"entries": [
|
|
"Thri-kreen have insectile features and two pairs of arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings.",
|
|
"Although thri-kreen don't sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully aware of what's happening around them.",
|
|
"Thri-kreen speak by clacking their mandibles and waving their antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with other folk, thri-kreen rely on a form of telepathy."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/AAG/Thri-kreen.webp"
|
|
},
|
|
"credit": "Irina Nordsol"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Tiefling",
|
|
"source": "PHB",
|
|
"uncommon": true,
|
|
"entries": [
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Infernal Bloodline",
|
|
"entries": [
|
|
"Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes - some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors black, red, white, silver, or gold with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Self-Reliant and Suspicious",
|
|
"entries": [
|
|
"Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.",
|
|
"Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, a tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a friend or ally for life."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Tiefling Names",
|
|
"entries": [
|
|
"Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the infernal language passed down through generations, and reflect their fiendish heritage. And some younger tieflings striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a quest. For others, its a grim destiny.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Male Infernal Names:",
|
|
"entry": "Akmenos, Amnon, Harahas, Ekernon, Tados, Kairon, Leucis, Melech, Morthos, Pelaios, Skamos, Therai"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Female Infernal Names:",
|
|
"entry": "Akra, Anakis, Bryseis, Criella, Ea, Kallista, Lerissa, Makaria, Nemeia, Phelaia, Rieta"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Virtue Names:",
|
|
"entry": "Art, Carrion, Chant, Creed, Despair, Fear, Glory, Hope, Ideal, Music, Nowhere, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Mutual Mistrust",
|
|
"entries": [
|
|
"People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PHB/Tiefling.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Tiefling (Asmodeus)",
|
|
"source": "MTF",
|
|
"_copy": {
|
|
"name": "Tiefling",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Tiefling (Baalzebul)",
|
|
"source": "MTF",
|
|
"_copy": {
|
|
"name": "Tiefling",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Tiefling (Base)",
|
|
"source": "PHB",
|
|
"_copy": {
|
|
"name": "Tiefling",
|
|
"source": "PHB"
|
|
}
|
|
},
|
|
{
|
|
"name": "Tiefling (Dispater)",
|
|
"source": "MTF",
|
|
"_copy": {
|
|
"name": "Tiefling",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The great city of Dis occupies most of Hell's second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Tiefling (Fierna)",
|
|
"source": "MTF",
|
|
"_copy": {
|
|
"name": "Tiefling",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"A master manipulator, Fierna grants tieflings tied to her forceful personalities."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Tiefling (Glasya)",
|
|
"source": "MTF",
|
|
"_copy": {
|
|
"name": "Tiefling",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Glasya, Hell's criminal mastermind, grants her tieflings magic that is useful for committing heists."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Tiefling (Levistus)",
|
|
"source": "MTF",
|
|
"_copy": {
|
|
"name": "Tiefling",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Tiefling (Mammon)",
|
|
"source": "MTF",
|
|
"_copy": {
|
|
"name": "Tiefling",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Tiefling (Mephistopheles)",
|
|
"source": "MTF",
|
|
"_copy": {
|
|
"name": "Tiefling",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Tiefling (Variant)",
|
|
"source": "SCAG",
|
|
"_copy": {
|
|
"name": "Tiefling",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"images": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/SCAG/Feral Tiefling.webp"
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Tiefling (Variant; Devil's Tongue)",
|
|
"source": "SCAG",
|
|
"_copy": {
|
|
"name": "Tiefling (Variant)",
|
|
"source": "SCAG"
|
|
}
|
|
},
|
|
{
|
|
"name": "Tiefling (Variant; Hellfire)",
|
|
"source": "SCAG",
|
|
"_copy": {
|
|
"name": "Tiefling (Variant)",
|
|
"source": "SCAG"
|
|
}
|
|
},
|
|
{
|
|
"name": "Tiefling (Variant; Infernal Legacy)",
|
|
"source": "SCAG",
|
|
"_copy": {
|
|
"name": "Tiefling (Variant)",
|
|
"source": "SCAG"
|
|
}
|
|
},
|
|
{
|
|
"name": "Tiefling (Variant; Winged)",
|
|
"source": "SCAG",
|
|
"_copy": {
|
|
"name": "Tiefling (Variant)",
|
|
"source": "SCAG"
|
|
}
|
|
},
|
|
{
|
|
"name": "Tiefling (Zariel)",
|
|
"source": "MTF",
|
|
"_copy": {
|
|
"name": "Tiefling",
|
|
"source": "PHB",
|
|
"_mod": {
|
|
"entries": {
|
|
"mode": "prependArr",
|
|
"items": {
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
"name": "Tortle",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"Tortles have a saying: \"We wear our homes on our backs.\" These turtle folk live on many worlds, most often journeying up and down coasts, along waterways, and across the sea. Tortles don't have a unified story of how they were created, but they all have a sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles a special feeling of security wherever they go, for even if they visit a far, unknown country, they have a place to lay their heads.",
|
|
"Tortles exhibit the same range of coloration and patterns found among turtles, and many tortles enjoy adorning their shells in distinctive ways."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Tortle.webp"
|
|
},
|
|
"credit": "Mark Behm, Franz Vohwinkel"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Tortle",
|
|
"source": "TTP",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"I caught a big fish.",
|
|
"Now I search for a good friend",
|
|
"To share my lunch with."
|
|
],
|
|
"by": "Tortle haiku"
|
|
},
|
|
"What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Life of a Tortle",
|
|
"entries": [
|
|
"A tortle hatches from a thick-shelled egg and spends the first few weeks of its life crawling on all fours. Its parents, old and near death, spend what little time they have left telling stories to their offspring. Within a year, the young tortle becomes an orphan, though not before it learns to speak and to survive on its own.",
|
|
"A young tortle and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the wilderness in which to hunt, catch fish, and get by. With each passing year, a tortle hones its survival skills. It forms friendships with its neighbors while also respecting their privacy. At some point, a tortle feels an almost overwhelming urge to venture far away from home and see more of the world. It gathers up its possessions and heads into the wilderness, returning months or years later with stories of its exploits and new skills.",
|
|
"When a tortle nears the end of its natural lifespan, it seeks out a mate and procreates. Tortles lay their eggs (numbering as few as one or as many as a dozen) in a fortified compound enclosed by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound, defending their offspring, and sharing a lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and set out on their own."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Beliefs",
|
|
"entries": [
|
|
"Tortles don't have their own pantheon of gods, but they often worship the gods of other races. It's not unusual for a tortle to hear stories or legends related to a god and choose to worship that deity. In the Forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Selûne, and Tymora. In the Greyhawk setting, they gravitate toward Celestian, Fharlanghn, Pelor, Pholtus, and St. Cuthbert. Tortles are often drawn to the Gods of Good in Dragonlance and the Sovereign Host in Eberron. Among the nonhuman deities, Moradin and Yondalla relate to tortles most of all.",
|
|
"Tortles believe that night and day watch over them and other creatures. The moon is the eye of night that watches over them in darkness, and the sun is the equally vigilant eye of day. Tortles feel most at peace when one or both of these \"eyes\" are looking down on them. They become more nervous and uneasy when neither orb is visible in the sky. Tortles tend to be most uncomfortable underground, where neither the sun nor the moon is visible to them.",
|
|
"Blessed are the days when both the sun and moon are visible in the sky at the same time. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Adventurers at Heart",
|
|
"entries": [
|
|
"Tortles have a saying: \"We wear our homes on our backs.\" The shells they carry around provide all the shelter they require. Consequently, tortles don't feel the need to root themselves in one place for too long. A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another, share useful information, and trade with strangers in the safety of greater numbers. Tortles don't regard these settlements as places worth defending with their lives, and they will abandon a settlement when it no longer serves their needs.",
|
|
"Most tortles like to see how other creatures live and discover new customs and new ways of doing things. The urge to procreate doesn't kick in until the end of a tortle's life, and a tortle can spend decades away from its native land without feeling homesick.",
|
|
"Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded human marketplace.",
|
|
"Tortles like to learn new skills. They craft their own tools and weapons, and they are good at building structures and fortifications. They marvel at the works of other civilized creatures, humans in particular, and can lose themselves for years in a city, studying its architectural wonders and learning skills they can put to use when building forts to contain their offspring.",
|
|
"Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to form meaningful friendships. They have no inbred animus toward people of other races. In fact, a tortle will often seek out friendships with non-tortles to learn new customs and new points of view."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Tortle Names",
|
|
"entries": [
|
|
"Tortles prefer simple, non-gender-specific names that are usually no more than two syllables. If a tortle doesn't like its name for whatever reason, it can change it. A tortle might change its name a dozen times in its life.",
|
|
"Tortles don't have surnames or family names.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Male and Female Names:",
|
|
"entry": "Baka, Damu, Gar, Gura, Ini, Jappa, Kinlek, Krull, Lim, Lop, Nortle, Nulka, Olo, Ploqwat, Quee, Queg, Quott, Sunny, Tibor, Ubo, Uhok, Wabu, Xelbuk, Xopa, Yog"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/TTP/Tortle.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Triton",
|
|
"source": "MOT",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Tritons dwell throughout the Siren Sea, exploring a world of coral forests and secret mountains the \"dryfolk\" of the surface world will never know. While most live their entire lives beneath the sea, they're not bound to the deep. Following their inherent curiosity, some tritons venture beyond the waves, seeking to explore a whole world of wonders beyond their own.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Born of the Sea",
|
|
"entries": [
|
|
"Tritons are an amphibious people, at home in the water but mobile on dry land. Their bodies are covered in fine scales that range from yellowish-green through shades of blue to deep purple. Their heads are crowned with prominent crests, and fins sprout from their forearms, calves, and shoulders. Their digits are webbed, allowing them to swim as quickly as they can run.",
|
|
"Well suited to life in the deep, tritons wear little clothing unless armored for battle. They fashion most of their clothes and other items from materials found in the ocean: coral, seaweed, shells, bone, sea urchin spines, the shells of monstrous crustaceans, and so on. Having an old, well-developed civilization, tritons know much of how to refine these materials into garb as rich and weapons as sturdy as any found on land."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Land and Sea",
|
|
"entries": [
|
|
"For centuries, dryfolk have fished the seas of Theros and have used the sea's surface as a means of travel. Many tritons interpret this as an intrusion into their domains. As a result, some warlike triton communities respond with periodic strikes against sailors and fishing vessels. Others believe that turnabout is fair play and so venture onto land to hunt for meat, steal supplies from coastal travelers, or raid dryfolk poleis for riches.",
|
|
"Despite the tensions between tritons and the peoples of the surface, some tritons make their lives on land. Enchanted by the feeling of the winds, the rustle of leaves, the ingenuity of land-dwelling inventors, or any of countless other surface-world charms, every triton living beyond the waves does so for their own reasons. In some places, like the polis of Meletis, whole triton communities flourish among dryfolk neighbors. See {@book chapter 3|MOT|3|Meletis} for more details on the tritons of Meletis and the Siren Sea."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Hand of Thassa",
|
|
"entries": [
|
|
"While tritons pay respects to many gods, they tend to revere Thassa, god of the sea, above all other deities. Her devotees see her as the primary god of the pantheon, believing she will bring their people to ascendancy over the monsters of the sea and the poleis of the land."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Depths of Curiosity",
|
|
"entries": [
|
|
"Many tritons are intrigued by surface culture. The curious among them venture into sunken ruins and shipwrecks, sifting through the debris for whatever grabs their attention. Often these tritons develop collections of a specific kind of object or lore, trading with one another as they develop a sort of expertise in their field. Some tritons approach investigations of the dryfolk with scientific rigor. Such scholars often hold theories to go along with their collections, hypotheses many are eager to test upon meeting new dryfolk.",
|
|
{
|
|
"type": "insetReadaloud",
|
|
"entries": [
|
|
"Myth of Dalakos and the Kraken",
|
|
"Dalakos considered himself a triton like any other\u2014curious, quick-minded, maybe even blessed with exceptional cleverness by the gods. But he was unfocused and easily distracted, his potential scattered like seeds on stone. It wasn't until a kraken rose from the ocean's deepest depths and began a rampage that threatened Dalakos's community that he was forced to focus. As the beast drew closer, Dalakos sought ways to turn the monstrosity from its path. He worked day and night, but ultimately his plans failed. All that Dalakos knew was destroyed, obliterated by the might of the kraken.",
|
|
"Yet the kraken carried on, moving toward a coastal human settlement. Amid the ruins of his home, Dalakos had a revelation. Working desperately, the triton crafted a miraculous device, one that ultimately laid low the kraken and saved the town. Today, Dalakos resides inside the kraken's shell, where he works day and night, his heart broken, but his mind forever focused on bringing his gifts to life."
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Triton Names",
|
|
"entries": [
|
|
"A triton's name is a symbol of choice. Upon reaching adulthood, a triton might shed the name they were given by their parents for one of their own choosing. Some opt to keep their name, but the majority select one that represents the adult they've become. Tritons might even go on to choose yet other names, as they shift from one phase of life to another, or after significant life events. Leaving a home community or transitioning to live among dryfolk might constitute such life changes. Tritons also have a fluid concept of gender and might switch names freely as they shift gender identities.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Female Names:",
|
|
"entry": "Amathe, Gnorcys, Leurybia, Margomestra, Nereones, Oleia, Samathe, Saphiro, Tethene, Theaneia, Thectra"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Male Names:",
|
|
"entry": "Bysseus, Cetos, Galaukus, Galiton, Kenessos, Odexes, Palamon, Pontreus, Rheteus, Thrasios"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MOT/Triton.webp"
|
|
},
|
|
"credit": "Ryan Pancoast"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MOT/Triton 2.webp"
|
|
},
|
|
"credit": "Jack Wang"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Triton",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"Originally from the Elemental Plane of Water, many tritons entered the Material Plane centuries ago in response to the growing threat of evil elementals. Those tritons spread across the worlds' oceans, protecting the surface from terrors in the deep. Over time, triton have extended their stewardship over the sea floor to the ocean's surface.",
|
|
"Tritons have webbed hands and feet, small fins on their calves, and coloration that favors blues and greens."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Triton.webp"
|
|
},
|
|
"credit": "Eric Belisle"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Triton",
|
|
"source": "VGM",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Aquatic Crusaders",
|
|
"entries": [
|
|
"Centuries ago, tritons entered the world in response to the growing threat of evil elementals. Tritons waged many wars against their enemies on the Plane of Water, driving them into the Darkened Depths where they escaped into the crushing pressure and utter darkness. In time, the tritons noticed that their ancient elemental foes had grown quiet. Expeditions to the depths revealed that krakens, sahuagin, and far worse foes had fled the Plane of Water for the Material Plane.",
|
|
"The tritons, driven by a sense of duty and responsibility, would not allow their foes to escape so easily. A great conclave of tritons chose volunteers skilled in weapons and magic as part of an expeditionary force to enter the Material Plane and seek out their enemies.",
|
|
"Those tritons spread across the world's oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their foes when they found them and drove the rest into hiding.",
|
|
"With their foes banished to the deepest reaches of the sea, tritons settled in to watch for any sign of their return. Over time, the tritons extended their stewardship over the sea floor from their initial settlements and built outposts to create trade with other races. Despite this expansion, few folk know of them. Their settlements are so remote even merfolk and sea elves rarely encounter them."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Haughty Nobles",
|
|
"entries": [
|
|
"As a result of their isolation and limited understanding of the Material Plane, tritons can come across as haughty and arrogant. They see themselves as caretakers of the sea, and they expect other creatures to pay them deep respect, if not complete deference.",
|
|
"This attitude might grate on others, but it arises from a seed of truth. Few know of the tritons' great victories over dreadful undersea threats. The tritons make little allowance for such ignorance and are delighted to expound upon the great debt others owe them.",
|
|
"Tritons also have a tendency to emerge from their isolation under the assumption that other folk will welcome them as respected allies and mentors. Again, distance drives much of this attitude. The tritons' limited view of the world leaves them ignorant of the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to the tritons' role as the world's true protectors."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Staunch Champions",
|
|
"entries": [
|
|
"Despite their off-putting manners, tritons are benevolent creatures at heart, convinced that other civilized races deserve their protection. Their attitude might grate, but when pirate fleets prowl the waves or a kraken awakens from its slumber, they are among the first to take up arms to protect others.",
|
|
"Tritons readily sacrifice themselves for the common good. They will fight and die for humans, merfolk, and other creatures without question. Their self-absorbed nature makes them overlook the history of other creatures, but they also endure a sense of guilt over allowing the evils of the Plane of Water to enter the Material Plane and threaten its inhabitants. The tritons believe they owe a debt of honor to the world, and they will fight and die to pay it.",
|
|
"At times their fervor and ignorance of the world can lead them astray. Tritons encountering other creatures for the first time can underestimate them, leaving the tritons vulnerable to deception. With their strong martial tradition, tritons can sometimes be too eager to leap into a fight."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Strangers to the Surface",
|
|
"entries": [
|
|
"Given their isolation, most tritons have never been to the surface world. They struggle with the idea that they can't easily move up and down out of water, and the changing of the seasons mystifies them.",
|
|
"Tritons also find the variety of social institutions, kingdoms, and other customs bewildering. For all their proud culture, they remain innocent of the surface world. The typical triton protectorate is tightly regimented, organized, and unified around a common cause. A triton on the surface becomes easily confused by the bewildering array of alliances, rivalries, and petty grievances that prevent the surface folk from truly unifying.",
|
|
"At its worst, a triton's arrogance compounds the tendency for the triton not to understand the ways of the surface world.",
|
|
"It's easy for a triton to blame baffling social practices on what the triton perceives as the barbarism, weakness, or cowardice of surface folk."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Triton Personality",
|
|
"entries": [
|
|
"Far from flawless, these champions of good mean well, but they are easily frustrated by others. You can select, roll, or adapt a triton-specific quirk from the Triton Quirks table. Use the quirk to inform how you portray your character.",
|
|
{
|
|
"type": "table",
|
|
"caption": "Triton Quirks",
|
|
"colLabels": [
|
|
"d6",
|
|
"Quirk"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"You phrase requests as orders that you expect to be obeyed."
|
|
],
|
|
[
|
|
"2",
|
|
"You are quick to boast of the greatness of your civilization."
|
|
],
|
|
[
|
|
"3",
|
|
"You learned an antiquated version of Common and drop \"thee\" and \"thou\" into your speech."
|
|
],
|
|
[
|
|
"4",
|
|
"You assume that people are telling you the truth about local customs and expectations."
|
|
],
|
|
[
|
|
"5",
|
|
"The surface world is a wondrous place, and you catalog all its details in a journal."
|
|
],
|
|
[
|
|
"6",
|
|
"You mistakenly assume that surface folk know about and are impressed by your people's history."
|
|
]
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Triton Names",
|
|
"entries": [
|
|
"Most triton names have two or three syllables. Male names typically end with a vowel and the letter s, and female names traditionally end with an n. Tritons use their home protectorate as a surname, with the name formed by adding a vowel followed by a \"th\" to the end of the protectorate's name.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Female Triton Names:",
|
|
"entry": "Aryn, Belthyn, Duthyn, Feloren, Otanyn, Shalryn, Vlaryn, Wolyn"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Male Triton Names:",
|
|
"entry": "Corus, Delnis, Jhimas, Keros, Molos, Nalos, Vodos, Zunis"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Triton Surnames:",
|
|
"entry": "Ahlorsath, Pumanath, Vuuvaxath"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/VGM/Triton.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Vampire",
|
|
"source": "PSZ",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Born into ancient servitude and bred to a life of decadent corruption, the vampires of Zendikar feed on the energy in the blood of living creatures\u2014an energy that is particularly strong in times of terror and pain. To members of the other races, vampires are a fearsome mystery and the stuff of nightmares, hunting their prey like beasts or reclining on thrones made of skulls in their moss-draped cities. But few understand how the vampires are locked in a brutal civil war. On one side are those who hold to their traditional ways, desperately battling to remain free. On the other side are those vampires whose legacy reaches back into the deepest recesses of history. Bound once more to the Eldrazi who were their ancient masters, those vampires hunt their kin in an effort to extinguish any dreams of freedom and rebellion.",
|
|
"Vampires are associated with black mana. Their existence is predicated on draining the life from others to fuel their own existence, and on putting their own lives ahead of all other concerns. Philosophically, they do not constrain themselves with artificial rules of morality, but believe that the strong can and should take what they need from the weak.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Between the Living and the Dead",
|
|
"entries": [
|
|
"The vampires of Zendikar are not undead. Rather, their unique nature comes from an eldritch disease that turns their flesh cold, makes their gray or purple skin feel dead to the touch, and enables them to drain concentrated magical energy from the blood of other living creatures. They are tall and slender, with long, elegant necks and broad shoulders. Bony horns protrude from their shoulders and elbows, often augmented by the layered plates of their armor and clothing. Their canine teeth are slightly elongated, but not enough to protrude between their closed lips.",
|
|
"Vampires dress in leather and the chitin carapaces of the gigantic insects that dwell in the swamps and jungles of their native Guul Draz, augmented with fine silk and gauzy fabric. They decorate their skin in elaborate, symmetrical patterns of red paint made from blood and mineral pigments. Their clothing is an odd mixture of complex layers and elaborate patterns combined with plenty of exposed skin, since their cold bodies are unaffected by the temperature around them."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSZ/Vampire.webp"
|
|
},
|
|
"title": "Kalitas, Bloodchief of Ghet",
|
|
"credit": "Todd Lockwood"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSZ/Vampire2.webp"
|
|
},
|
|
"title": "Vampire Nighthawk",
|
|
"credit": "Jason Chan"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Vampire (Ixalan)",
|
|
"source": "PSX",
|
|
"entries": [
|
|
"The Legion of Dusk is dominated by an aristocratic class made up of vampires. They are faster and stronger than most humans, and gifted with supernatural abilities that made them the most formidable force in their homeland. Now, as they push into the depths of Ixalan in search of the Immortal Sun, they bring this strength to bear against all who would resist their advance.",
|
|
"For many vampires, the Rite of Redemption that transforms a human into a vampire is an act of personal sacrifice, paving the way for a promised glorious age. These vampires embody Torrezon's noble tradition in Ixalan. They are often guided by their dual loyalties to church and crown, believing that the monarch acts with righteous purpose. As such, these vampires carry themselves with a self-assurance that is both imposing and imperial. Other societies seem inferior and unclean compared to their own, leading them to feel that they have a right to claim new lands despite the presence of people already inhabiting those lands.",
|
|
"Other vampires view vampirism merely as a means to attain a powerful advantage over others. These vampires are fierce, ruthless, and often cruel, relishing conflict\u2014be it political or armed\u2014as a means of demonstrating their superiority. Many are politically ambitious, invoking Torrezon's hierarchy when it serves their interests, but ignoring all the rules of church, state, and morality when those rules become a burden. When these vampires come to Ixalan, they are conquerors, motivated by the prospect of personal glory and the accumulation of riches. Those who achieve wealth and power display it ostentatiously.",
|
|
"The core of every vampire's nature is the Feast of Blood. Though it is forbidden to feed on human citizens of Torrezon, including the human sailors and servants who accompany the vampire conquistadors to Ixalan, vampires are encouraged to feed on outsiders and heretics. The Feast of Blood sends new life essence flowing through the vampire who partakes of it, manifesting as even greater strength and speed."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSX/Vampire.webp"
|
|
},
|
|
"title": "Vicious Conquistador",
|
|
"credit": "Kieran Yanner"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSX/Vampire2.webp"
|
|
},
|
|
"title": "Glorifier of Dusk",
|
|
"credit": "Viktor Titov"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSX/Vampire3.webp"
|
|
},
|
|
"title": "Arterial Flow",
|
|
"credit": "Josh Hass"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Vampire (Zendikar)",
|
|
"source": "PSZ",
|
|
"_copy": {
|
|
"name": "Vampire",
|
|
"source": "PSZ"
|
|
}
|
|
},
|
|
{
|
|
"name": "Vedalken",
|
|
"source": "GGR",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Nothing is perfect. Vedalken not only believe this fact, they rejoice in it. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never be reached. This viewpoint leads vedalken to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement.",
|
|
"Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and flat, and they are partially amphibious.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Cool Rationality",
|
|
"entries": [
|
|
"Despite being talkative, vedalken keep their personal lives private, and they tend to engage more with ideas than with people. They form close friendships based on mutual interests or compelling disagreements, and their interactions dwell on their thoughts about those issues rather than their feelings about them.",
|
|
"To members of other races, vedalken often seem cold, even emotionless. That assessment isn't fair\u2014they feel emotion every bit as intensely as other folk do, but they are skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing when the ideal outcome relies on such inaction."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Reasoning toward Perfection",
|
|
"entries": [
|
|
"Their curious intellects and rational minds incline vedalken toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever their guild affiliation, they put their intelligence to use in crafting and improving things, whether those things are laws, procedures, or magical sciences.",
|
|
"Vedalken believe that the path toward the impossible goal of perfection is paved with bricks of education, careful deliberation, and controlled experimentation. Some vedalken direct their energy toward perfecting themselves, whether by means of Simic bioengineering or through extensive study, and others concentrate on perfecting society through the careful drafting and application of laws."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Vedalken Names",
|
|
"entries": [
|
|
"Vedalken are given names at birth, but usually choose new names for themselves as part of their transition into adulthood. They rarely use family names.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Male Names:",
|
|
"entry": "Aglar, Bellin, Dallid, Firellan, Kavin, Koplony, Lomar, Mathvan, Modar, Nebun, Nhillosh, Nitt, Otrovac, Ovlan, Pelener, Rill, Trivaz, Uldin, Yolov, Zataz"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Female Names:",
|
|
"entry": "Azi, Barvisa, Brazia, Direll, Fainn, Griya, Hallia, Katrille, Kovel, Lilla, Mirela, Morai, Nedress, Ossya, Pierenn, Roya, Sestri, Triel, Uzana, Yaraghiya, Zlovol"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/GGR/Vedalken.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Vedalken",
|
|
"source": "PSK",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Of course it's flawed. Everything is. And it's a good thing, too! Can you imagine how dreadful it would be if everything was already perfect?"
|
|
]
|
|
},
|
|
"Vedalken have an unusual view of progress. They believe that nothing is perfect, nor can it ever be perfect\u2014and they rejoice in this. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never actually be reached. Thus, pointing out imperfection is hardly an insult\u2014which leads vedalken to note flaws and problems with an enthusiasm that members of other races sometimes find exasperating.",
|
|
"This enthusiasm extends to every aspect of vedalken work, both practical and theoretical. They are curious and excitable, and often become deeply engrossed in their labors. It's not uncommon for a vedalken to spend hours on end caught up in the details of an abstract question or a minute engineering problem. Vedalken can be utterly oblivious to their surroundings while meditating on thorny issues, and they are prone to launching into lengthy explanations of their current research, since most find that talking about a problem often leads to a solution.",
|
|
"As a rule, vedalken are gregarious in conversation. However, they are quite circumspect concerning their personal lives, and they engage more with ideas than with people. They form close friendships based around mutual interests or compelling disagreements, and their interactions focus on their thoughts about those issues rather than their feelings about them. Emotional dynamics don't particularly interest vedalken, either as a conversational topic or a field of study. When they talk about their feelings, it is primarily to provide information that might be helpful to others. For example, a vedalken might tell her colleagues, \"I'm feeling irritated right now, so I might not be reacting appropriately. Perhaps we should continue this later.\" But any questions about the cause of the irritation are likely to be brushed off as being irrelevant to the situation.",
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Vedalken Politics",
|
|
"entries": [
|
|
"Most vedalken care far more about invention and inquiry than about politics. They would rather unlock the hidden potential of aether-based devices than dwell on the question of how aether should be distributed to the Consulate's citizens. For that reason, though vedalken are found both among the officials of the Consulate and among the renegades, their dedication to either cause often lacks the partisan fervor found in the members of other races"
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSK/Vedalken.webp"
|
|
},
|
|
"title": "A flash of genius\u2014resulting in a {@item wand of binding}, a {@item crystal ball}, or a {@item sphere of annihilation}?",
|
|
"credit": "Glimmer of Genius by Tommy Arnold"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/PSK/Vedalken2.webp"
|
|
},
|
|
"title": "Curio Vendor",
|
|
"credit": "Igor Kieryluk"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Verdan",
|
|
"source": "AI",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world.",
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant, and the Verdan emerged. I'm sorry, was that the question?"
|
|
],
|
|
"by": "K'thriss Drow'b"
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Created by Chaos",
|
|
"entries": [
|
|
"When the power of That-Which-Endures mutated the verdan, their skin was turned the color of jade and their blood began to flow black. Their ears grew pointed, and they gained a limited form of telepathy\u2014but at the cost of forgetting their history. The underground homes of the goblins were places of terror to the new creatures those goblins became, and the verdan quickly fled to the surface and into the sunlight.",
|
|
"When they arrived in the new lands of the surface, the verdan found that they were often mistaken for smaller, green-skinned half-elves. Attracting curiosity but no real questions, they have thus been able to make their way reasonably freely in the world."
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "That-Which-Endures",
|
|
"entries": [
|
|
"That-Which-Endures is a nameless, faceless, mysterious entity, something between a multiverse-spanning primordial spirit and an over-god. It represents the amoral and all-encompassing power of entropy\u2014the force that unknowingly and uncaringly changes order into chaos, and that breaks matter and time down into its component parts so that all can be rebuilt. Some who study this entity claim that it is clearly evil and destructive. Others call it simply a necessary part of the cycle of death and rebirth. In the end, though, That-Which-Endures shows precious little interest in what people say about it."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Ongoing Mutations",
|
|
"entries": [
|
|
"Because the verdan have not dwelled long in the world, they are still discovering new things about themselves. Chief among these discoveries is that their physical forms change as they age, signifying that the mutative power of That-Which-Endures is not done with them. The first verdan emerged from the Underdark as creatures of goblin stature. But they soon learned that their kind were fated to eventually undergo a dramatic, painful, and random growth spurt that sees them transformed to hobgoblin size over a period of days.",
|
|
"At the same time, many verdan undergo changes in coloring as they age. Male verdan typically have little to no hair, while females sport shocks of wiry hair that they try to tame in a variety of styles. But the color of any verdan's hair, skin, and eyes can transform from their original jade tones to pale white, deep ebon, or any other shade in between. A verdan's ears also undergo numerous spontaneous alterations over their lifetime, from the typical range of point and peak seen among the elves, to huge ears that sweep back from the head like wings, and which are often pierced behind the head with a single ring to keep them from flapping about.",
|
|
"Changes in gender are also a known and accepted part of verdan life. These fluid aspects of form and identity are seen as blessings, allowing an individual to experience more of the world and grow in empathy and understanding. There is no pattern to any verdan's mutations, as verdan from the same family can shift in drastically different ways. The verdan assign no cultural or biological relevance to any particular coloration, physical features, or gender."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Cultural Chameleons",
|
|
"entries": [
|
|
"The clan homes of the Underdark goblinoids who became the verdan covered an enormous area. As the verdan fled to the surface world, they emerged in culturally diverse locations. Some found themselves near dwarven strongholds, others near elven enclaves, and others near the widespread human settlements of Faerûn.",
|
|
"Without a cultural identity or memory of their own, the verdan quickly adopted the cultural practices of the areas into which they migrated. Still, a sense of not truly belonging is felt even by verdan who have been welcomed into other cultures. They are often stricken with wanderlust, keeping their possessions limited and easily portable. It is not unusual to see individual verdan or whole families trooping along the roads of the world with their tents and belongings strapped to their backs.",
|
|
"Even when they are happily steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that protect, but they rail against laws that restrict and oppress\u2014especially those designed to protect the power and wealth of the elite. When living among enlightened folk, verdan are still the first to speak out against cultural restraints on individuals, particularly those based on physical characteristics such as gender, race, or appearance."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Wide-Eyed and Curious",
|
|
"entries": [
|
|
"Verdan are hungry to undertake new challenges and absorb new experiences. When they meet other verdan who have traveled to different parts of the world, they drop everything to spend as long as possible sharing stories and observations from their respective travels. However, their inexperience in the world and their racial amnesia sometimes lends the verdan a kind of innocence that works against them. Some are credulous and easily fooled by hucksters, but most verdan have an intuition bred by empathy that helps them eventually sort out those who are sincere from those who are not."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Verdan Names",
|
|
"entries": [
|
|
"The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only to change those names when they wander into a human area. A verdan is also not hesitant to change their name as their physical appearance changes\u2014or, indeed, whenever the mood strikes them.",
|
|
"Verdan make no differentiation between male, female, and family names, and often eschew family names altogether.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Verdan Names:",
|
|
"entry": "Bronn, Crahma, Dolar, Dreeda, Duglee, Gruvald, Hulm, Jeal, Kalo, Klesh, Korm, Lathi, Ovlig, Paracii, Pils, Praet, Promul, Reezni, Rin, Shylk, Slyra, Sollo, Stalsii, Stromvo, Stussa, Syrkart, Takat, Toit, Tubyna, Varr, Veriga, Wraq, Wural, Wurxee"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Underlying Improvements",
|
|
"entries": [
|
|
"When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a physical mutation at the player's determination. A boost to Strength might be accompanied by a growth spurt and the development of rippling muscle, while an increase in Intelligence might produce a stylishly large forehead."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/AI/Verdan.webp"
|
|
},
|
|
"title": "Varieties of Adult Verdan",
|
|
"credit": "Kris Straub"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Vulpin",
|
|
"source": "HWCS",
|
|
"entries": [
|
|
"{@font sophisticated yet savage|HPPHumblescratch}",
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"\"My dearest, though your dangerous and reckless lifestyle worries me so, I know that you will outwit any opponent who comes your way...\""
|
|
],
|
|
"by": "Love letter excerpt from Tybalt Hillshaw to his bandit lover"
|
|
},
|
|
"Vulpins are fox-like in appearance, with light builds and sharp fangs. One of the least understood and most often vilified humblefolk in the Wood, vulpins have earned a bad reputation that isn't entirely deserved. Much of this stems from the fact that vulpins are ambitious. Sometimes their drive to succeed can make it difficult for them to empathize with others. Vulpins feel just as deeply as other folk of the Wood, but they possess a keen survival instinct which sometimes causes them to take courses of action that are selfish. Moreover, they are sharp and savvy, possessing an uncanny force of personality that allows them to easily sway the trust of others. In the right situations, vulpins can be true friends, and in the wrong ones, deadly enemies.",
|
|
{
|
|
"name": "Artful and Cunning",
|
|
"entries": [
|
|
"Vulpins are naturally intelligent, rivalled only by corvums. However, where corvums are studious, vulpins are more creative. They enjoy the arts and the pursuit of leisure. Some devote their lives to mastering an art form; learning sculpture, poetry, or refined swordplay. Even though vulpins come from every walk of life, they also have a reputation for being snobbish and looking down on others.",
|
|
"All vulpins have a natural connection to the magic of the Wood, though they channel it in specialized ways. The right look from a vulpin can bewitch or terrify, and vulpins who are truly skilled can command an entire room through sheer force of presence."
|
|
],
|
|
"type": "entries"
|
|
},
|
|
{
|
|
"name": "Prodigious Predators",
|
|
"entries": [
|
|
"Before the Humblefolk Treaty was signed, vulpins controlled a large part of the Wood outside the influence of the birdfolk, and bands of vulpin raiders provided their own kin with a wealth of plundered goods at the expense of birdfolk and other humblefolk alike. Those days are long since gone, but the memory of the sinister vulpin has yet to fade from the minds of the humblefolk, who endured great suffering at their hands.",
|
|
"A few vulpins have attempted to change public opinion, but the majority are unconcerned with their notoriety. Vulpins learn from a young age that they are of two natures: the sophisticated and the savage. While sophistication and elegance are generally preferred, it is considered common sense that vulpins should know when to keep their fangs hidden and when to bear them."
|
|
],
|
|
"type": "entries"
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/HWCS/Vulpin-Noble.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Warforged",
|
|
"source": "ERLW",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"\"Pierce was built by design, while you were built by accident,\" Lakashtai said. \"The soul is what matters, not the shape of the vessel.\"",
|
|
"\"What makes you think he has a soul?\" Gerrion said",
|
|
"\"What makes you think you do?\""
|
|
],
|
|
"skipMarks": true,
|
|
"by": "Keith Baker, {@i The Shattered Land}"
|
|
},
|
|
"The warforged were built to fight in the Last War. While the first warforged were mindless automatons, House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced sapient soldiers, giving rise to what some have only grudgingly accepted as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold-hearted killer, or a visionary in search of meaning.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Living Steel and Stone",
|
|
"entries": [
|
|
"Warforged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed.",
|
|
"Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the {@skill Medicine} skill all provide the same benefits to warforged that they do to other humanoids."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Warforged Personality",
|
|
"entries": [
|
|
"The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The Treaty of Thronehold gave them freedom, but many still struggle both to find a place in the post-war world and to relate to the creatures who created them.",
|
|
"The typical warforged shows little emotion. Many warforged embrace a concrete purpose\u2014such as protecting allies, completing a contract, or exploring a land\u2014and embrace this task as they once did war. However, there are warforged who delight in exploring their feelings, their freedom, and their relationships with others. Most warforged have no interest in religion, but some embrace faith and mysticism, seeking higher purpose and deeper meaning.",
|
|
"The typical warforged has a sexless body shape. Some warforged ignore the concept of gender entirely, while others adopt a gender identity.",
|
|
"The more a warforged develops its individuality, the more likely it is to modify its body, seeking out an artificer to customize the look of its face, limbs, and plating."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Quirks",
|
|
"entries": [
|
|
"Warforged often display an odd personality trait or two, given how new they are to the world. The Warforged Quirks table contains example quirks.",
|
|
{
|
|
"type": "table",
|
|
"caption": "Warforged Quirks",
|
|
"colLabels": [
|
|
"d8",
|
|
"Quirk"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"You analyze\u2014out loud\u2014the potential threat posed by every creature you meet."
|
|
],
|
|
[
|
|
"2",
|
|
"You often misread emotional cues."
|
|
],
|
|
[
|
|
"3",
|
|
"You are fiercely protective of your friends."
|
|
],
|
|
[
|
|
"4",
|
|
"You try to apply wartime discipline to every situation."
|
|
],
|
|
[
|
|
"5",
|
|
"You don't know how to filter your feelings and are prone to dramatic emotional outbursts."
|
|
],
|
|
[
|
|
"6",
|
|
"You don't understand clothing beyond its utility and assume it denotes a person's function."
|
|
],
|
|
[
|
|
"7",
|
|
"You are obsessed with your appearance and constantly polish and buff yourself."
|
|
],
|
|
[
|
|
"8",
|
|
"War is the only thing that makes sense to you, and you're always looking for a fight."
|
|
]
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Warforged Names",
|
|
"entries": [
|
|
"Most warforged were assigned numerical designations for use in military service. Many of them adopted nicknames, often given to them by their comrades. As independent individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.",
|
|
"{@b Warforged Names}: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall"
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/ERLW/Warforged.webp"
|
|
},
|
|
"credit": "Craig J Spearing"
|
|
},
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/ERLW/Warforged 001.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Yuan-Ti",
|
|
"source": "MPMM",
|
|
"entries": [
|
|
"Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new people who mix characteristics of humans and snakes.",
|
|
"Blessed with resistance to magical and poisonous effects by the rituals that created them, each of these yuan-ti manifests their serpentine heritage in a variety of ways: a forked tongue, snake eyes, a snakelike nose, or some other ophidian characteristic. However a yuan-ti looks, they have the power to pursue great good or evil in the multiverse."
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/MPMM/Yuan-ti.webp"
|
|
},
|
|
"credit": "Simon Dominic"
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Yuan-ti Pureblood",
|
|
"source": "VGM",
|
|
"monstrous": true,
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "races/VGM/Yuan-ti Pureblood.webp"
|
|
}
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"raceFluffMeta": {
|
|
"uncommon": {
|
|
"name": "Uncommon Races",
|
|
"type": "inset",
|
|
"entries": [
|
|
"This race, and those listed below, are uncommon. They don't exist in every world of D&D, and even where they are found, they are less widespread than dwarves, elves, halflings, and humans. In the cosmopolitan cities of the D&D multiverse, most people hardly look twice at members of even the most exotic races. But the small towns and villages that dot the countryside are different. The common folk aren't accustomed to seeing members of these races, and they react accordingly.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Dragonborn",
|
|
"entries": [
|
|
"It's easy to assume that a dragonborn is a monster, especially if his or her scales betray a chromatic heritage. Unless the dragonborn starts breathing fire and causing destruction, though, people are likely to respond with caution rather than outright fear."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Gnome",
|
|
"entries": [
|
|
"Gnomes don't look like a threat and can quickly disarm suspicion with good humor. The common folk are often curious about gnomes, likely never having seen one before, but they are rarely hostile or fearful."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Half-Elf",
|
|
"entries": [
|
|
"Although many people have never seen a half-elf, virtually everyone knows they exist. A half-elf stranger's arrival is followed by gossip behind the half-elf's back and stolen glances across the common room, rather than any confrontation or open curiosity."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Half-Orc",
|
|
"entries": [
|
|
"It's usually safe to assume that a half-orc is belligerent and quick to anger, so people watch themselves around an unfamiliar half-orc. Shopkeepers might surreptitiously hide valuable or fragile goods when a half-orc comes in, and people slowly clear out of a tavern, assuming a fight will break out soon."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Tiefling",
|
|
"entries": [
|
|
"Half-orcs are greeted with a practical caution, but tieflings are the subject of supernatural fear. The evil of their heritage is plainly visible in their features, and as far as most people are concerned, a tiefling could very well be a devil straight from the Nine Hells. People might make warding signs as a tiefling approaches, cross the street to avoid passing near, or bar shop doors before a tiefling can enter."
|
|
]
|
|
}
|
|
]
|
|
},
|
|
"monstrous": {
|
|
"name": "Monstrous Adventurers",
|
|
"type": "section",
|
|
"entries": [
|
|
"In some campaigns, humanoids normally regarded as sinister threats can emerge to adventure alongside humans and the other standard races. This section is aimed at DMs who wish to expand the race selections for their campaigns beyond the typical folk of D&D.",
|
|
{
|
|
"type": "entries",
|
|
"name": "Why a Monstrous Character?",
|
|
"entries": [
|
|
"Creating characters as creatures normally cast as villains offers up some interesting roleplaying possibilities. Whether played for comedy, as a tragic story of betrayal and loss, or as an antihero, a monstrous character gives a player a chance to take on an unusual challenge in the campaign. Before allowing monstrous characters in your campaign, consider the following three questions."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Rare or Mundane?",
|
|
"entries": [
|
|
"Consider how common orc, goblin, and similar adventurers are in your setting. Are they regarded as no stranger than elves or dwarves? Are they met with suspicion? The role these races play in your setting should determine the kinds of reactions that such characters meet.",
|
|
"Don't be afraid to push things to an extreme. An orc character might have to venture into town in disguise or remain in the wilderness, for fear of imprisonment or mob violence. Be sure to talk to the group about how such characters can expect the world to treat them. Some players like the challenge of taking on an outcast, but don't set up one expectation and deliver another.",
|
|
"You can establish a monstrous creature as just another culture in your campaign, one that has alliances and rivalries with humans, elves, and dwarves. A hobgoblin kingdom might serve as a buffer between a human kingdom and a blighted region overrun by the spawn of Kyuss. Kobolds might be city builders, the architects of grand, heavily fortified edifices, which other folk dwell in for a price. The cultural notes in chapter 1 are the standard D&D depiction of these creatures, but by no means do they define them for your campaign. Use them as a starting point for your own ideas."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Outcast or Ambassador?",
|
|
"entries": [
|
|
"Consider how a monstrous character's native culture views the character. Is the character an outcast, a spy, an ambassador, or something else? Work with the player to determine how the character ended up as an adventurer.",
|
|
"The character's bond is a great starting point to consider for this question. How did the bond drive the character to adventure? The character's trait, flaw, and ideal can also play a role in fleshing out the story."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Friends or Enemies?",
|
|
"entries": [
|
|
"Figure out what special ties the character has to other members of the adventuring party. An orc warlock might be the dwarf ranger's sworn enemy, but the two are forced to work together to defeat a mutual foe. Perhaps the kobold sorcerer was the tiefling wizard's familiar, transformed by an irate archmage in return for some petty insult. The hobgoblin paladin might have been human once, but crossed the wrong hag and was cursed to take on an evil guise. A creative tie between a monstrous character and the rest of the party helps make for a memorable campaign.",
|
|
"The Monstrous Origin table gives a number of ideas for adding a monstrous character to the campaign.",
|
|
{
|
|
"type": "table",
|
|
"colLabels": [
|
|
"d8",
|
|
"Origin"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"You are a spy sent to undermine your enemies from within."
|
|
],
|
|
[
|
|
"2",
|
|
"You are the victim of a curse or polymorph spell."
|
|
],
|
|
[
|
|
"3",
|
|
"You were raised by humans, elves, or dwarves and have adopted their culture."
|
|
],
|
|
[
|
|
"4",
|
|
"At a young age, you adopted a human religion and now serve it faithfully."
|
|
],
|
|
[
|
|
"5",
|
|
"You received divine insight that sent you on your path, and occasionally receive new visions that guide you."
|
|
],
|
|
[
|
|
"6",
|
|
"Your sworn enemy is an ally of your people, forcing you to leave your tribe to gain vengeance."
|
|
],
|
|
[
|
|
"7",
|
|
"An evil entity corrupted your people's society."
|
|
],
|
|
[
|
|
"8",
|
|
"An injury or strange event caused you to lose all memory of your past, but occasional flashes of it return to you."
|
|
]
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|