TEXT: DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, 
  the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon 
  Master’s Guide, D&D Adventurers League, all other Wizards of the Coast 
  product names, and their respective logos are trademarks of Wizards of the 
  Coast in the USA and other countries. All characters and their distinctive 
  likenesses are property of Wizards of the Coast. This material is protected 
  under the copyright laws of the United States of America. Any reproduction 
  or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast.
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, 
  USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, 
  CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, 
  Middlesex, UB11 1ET, UK. This work contains material that is copyright 
  Wizards of the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for Dungeon Masters 
  Guild.
  All other original material in this work is copyright 2016-2018 by Benjamin 
  Huffman and published under the Community Content Agreement for 
  Dungeon Master’s Guild.
  Game Design & Writing: Benjamin Huffman
  The Book of Uncommon AncesTry
  
  Credits
  Product Lead: Benjamin Huffman
  Writing & Game Design: Benjamin Huffman
  Editor: Alan Tucker
  Layout & Graphic Design: Nathanaël Roux
  Introduction
  The Book of Uncommon Ancestry was written to 
  expand the options available to you in your Dungeons 
  & Dragons campaigns. It includes original races 
  that have never been published elsewhere alongside 
  adaptations of races found in previous editions of D&D. 
  I hope these races spark your imagination and create 
  memorable PCs and NPCs in your games!
  In addition to the new races, The Book of Uncommon 
  Ancestry also introduces new racial feats. Each of the 
  races included in The Book of Uncommon Ancestry 
  gets two feats, a concept first introduced to D&D 5e in 
  Xanathar’s Guide to Everything. In addition, almost all 
  of the races from Volo’s Guide to Monsters receive two 
  racial feats as well. In total, this book includes over 30 
  new feats.
  Rounding out the book is the armory. The armory 
  includes new mundane equipment associated with the 
  races found in this book as well as a vault of magical 
  items that can be used in any campaign.
  Thanks for picking up The Book of Uncommon 
  Ancestry, I’m excited to hear all about your adventures 
  with these new races. Happy adventuring!
  — Benjamin Huffman
  Disclaimer: Sterling Vermin Adventuring Co., this author, and all contributors encourage readers not to instigate 
  prank wars with grimalkin, attempt to eat this or any other book, and, in particular, refrain from engaging in any unusual 
  activities that could result in the birth of a half-human, half-god, half-vampire, or (most especially) half-giff.
  Contents
  Introduction 
  2
  Chapter 1: Races 
  3
  Book Wyrm .......................................................................3
  Dhampir ..............................................................................4
  Dragontortleborn .....................................................5
  Giff .......................................................................................6
  Godblooded ....................................................................8
  Grimalkin .......................................................................11
  Half-Dwarf ...................................................................12
  Lemurian .........................................................................12
  Lupin ..................................................................................14
  Saurian .............................................................................15
  Shardmind ......................................................................17
  Thri-kreen .....................................................................19
  Chapter 2: Feats 
  21
  Chapter 3: Magic Items 
  26
  
  3
  Chapter 1: raCes
  Chapter 1: Races
  This chapter introduces twelve new playable races which 
  represent some of the more obscure lineages in the D&D 
  multiverse. Some DMs might be happy to allow players 
  to choose any race from this or other books while other 
  DMs will have a specific set of races for players to choose 
  from. Consult with your DM before choosing your race to 
  ensure it has a place in the campaign.
  The following races are detailed in this chapter:
  Book wyrms are small, winged draconic bibliovores 
  that immediately learn the content of any book or 
  written document they consume.
  Dhampir are the cursed offspring of a mortal and a 
  vampire. They can walk in sunlight, though they 
  typically avoid doing so, and often find themselves 
  rejected by the living and dead alike.
  Dragontortleborn are the unlikely humanoid offspring 
  of dragonturtles. Often mistaken for odd- looking 
  dragonborn or particularly ferocious tortles, the 
  dragontortleborn are a proud militant people.
  Giff are spacefaring, hippopotamus-headed 
  gunpowder enthusiasts with a mercenary military 
  hierarchy government.
  Godblooded are the children of mortals and gods. A 
  godblooded may look like their mortal parent but they 
  inherit some of the divine resilience and blessings of 
  their holy, or unholy, parent.
  Grimalkin are a race of house cat-like humanoids who 
  live in itinerant communities after having been 
  expelled from the Feywild and Shadowfell for taking a 
  war of pranks too far.
  Half-dwarf are the dwarven equivalents of half-elves. 
  Like half-elves, they often struggle to be accepted fully 
  by their human and non-human kin.
  Lemurians were once a human civilization but 
  generations in the Deep Ethereal, working reality-
  shaping magic, left its mark on them.
  Lupin are divided into two subraces: the ferocious, wolf-
  like hutaakan and the genial, dog-like renardy.
  Saurian are an ancient race of dinosaur-folk who claim 
  to have once ruled the world. Today, what remains of 
  their empire is in ruins and they must choose between 
  clinging to the traditions of the past and forging a new 
  future for their people.
  Shardmind are crystalline beings, each a sentient shard 
  of the Living Gate that once separated the Far Realms 
  from the rest of the multiverse.
  Thri-kreen are a mantis-like people who live short and 
  sleepless existences of hunting and gathering in the 
  hottest regions of the world.
  Book Wyrm
  Our party was running low on rations, so 
  Shakespeare volunteered to go without for the night. 
  The next morning my spellbook was missing and I 
  couldn’t help but notice she refused to make eye contact 
  with me. Needless to say I’ll be packing my spellbook 
  with dried fire peppers from now on.
  — Maximillian Darkblade, drow wizard
  Despite a cursory resemblance to winged kobolds, what 
  sets book wyrms apart from their draconic cousins, or 
  any other people for that matter, is their unusual diet: 
  written documents. Book wyrms can gain sustenance 
  from the same food as any other race but vastly prefer 
  to dine on scrolls, tomes, and books. This quirk makes 
  them unpopular with most wizards.
  Leatherbound Tome Tasters
  Often mistaken for dragonborn children or a distant 
  cousin of that race, book wyrms have a draconic 
  appearance but are smaller with long thin tails and 
  wings as long as they are tall. These bibliovores typically 
  stand between 3 and 4 feet tall although they may 
  appear shorter as they almost all have a stoop in their 
  posture. They infrequently weigh more than 100 pounds. 
  A book wyrm’s leathery wings span up to 4 feet wide 
  and their long tail hovers above the ground behind them 
  when they walk. 
  Book wyrms are hairless though some exhibit 
  whiskers around their snout that can resemble facial 
  hair. They range in color from off-white to tan to dark 
  brown and are fond of decorating themselves with body 
  paint, often utilizing bright colors. It is a custom for 
  book wyrms to carry an autobiographical document on 
  their person at all times so that, should they die, their 
  life story can be served as a delicious and sentimental 
  meal at their own funeral.
  Living Libraries
  Scholars among book wyrms believe the origin of their 
  people lies in the ancient experiments of a wizard. 
  There is a great debate over whether book wyrms were 
  made to be servants who could helpfully absorb any 
  written knowledge, or created to be a plague meant 
  to harass rival casters with spellbook-eating enemies. 
  Whatever the true origins of the book wyrms, it must not 
  have been written down because they don’t know it.
  Despite their habit of treating rare and obscure books 
  as delicacies, book wyrms are taught from a young age 
  to be moderate in their habits and to copy any book 
  that looks important before consuming it. This habit is 
  a result of the great chagrin of other races from having 
  given a book wyrm access to their personal library only 
  to discover it was used as a buffet. Book wyrms prefer 
  written documents they’ve never had before and only eat 
  something they themselves have written if no other book 
  or food is available.
  Hungry for Knowledge
  Being bibliovores makes book wyrms natural travelers. 
  Book wyrms rarely settle in one place for very long, 
  unless it is a large enough city to support a near constant 
  supply of fresh and original writing. In the absence of a 
  literary mecca, book wyrms travel from place to place, 
  tasting the finest poems, the most obtuse bureaucratic 
  documents, books of lore, and historical treatises.
  This wanderlust makes adventuring a relatively easy 
  transition for them. First, traveling long distances to 
  far off places is a gastronomic imperative. Second, 
  subterranean ruins, where no living being has been in 
  hundreds of years, sound like the perfect place to find a 
  one-of-a-kind book for a special feast.
  Book Wyrm Names
  Book wyrms are commonly given up to three names upon 
  hatching. Unlike many other races, book wyrms have no 
  family or clan name. Each of the names given to a book 
  wyrm is a part of their personal name. Often book wyrms 
  name their children after famous, prolific, or remarkable 
  but obscure authors. As a result, some book wyrms have 
  odd combinations of other race’s names.
  
  4
  Chapter 1: raCes
  Book Wyrm Names: Aumar, Bigby, Elminster, Geddarm, 
  Harpell, Iggwilv, Leomund, Melf, Mordenkainen, 
  Rudolph, Shakespeare, van Richten, Volothamp
  Book Wyrm Traits
  Your book wyrm character has the following racial traits.
  Ability Score Increase. Your Constitution score 
  increases by 2, and your Intelligence score increases by 1.
  Age. Book wyrms are hatched from eggs rather than 
  born live. They hatch within a matter of months, reach 
  maturity in 3 years, and have a lifespan of approximately 
  100 years.
  Alignment. Book wyrms are collectivistic, putting the 
  needs of their community above their own desires. As 
  such, they are often lawful, and chaotic book wyrms can 
  be treated as pariahs. Book wyrms are often neutral, 
  sometimes good, and rarely evil.
  Size. Book wyrms stand between 3 and 4 feet tall, 
  with a wingspan of the same length, and weigh up to 
  100 pounds. Your size is Small.
  Speed. Your base walking speed is 25, and you have a 
  flying speed of 25 feet.
  Bibliovorous. Books, scrolls, and other written 
  documents count as food for you. When you eat a 
  written document, you learn the entirety of the text as if 
  you had read it.
  Well Read. You are proficient with calligrapher’s 
  supplies and in your choice of two of the following skills: 
  Arcana, History, Investigation, Nature, and Religion.
  Languages. You can speak, read, and write Common. 
  You can read all written languages.
  Dhampir
  We thought she was trouble from day one. She 
  creeped out all the other patrons and only ate meat so 
  rare it was practically raw. We were just about to kick 
  her out one night when an uppity gang came round to 
  collect a protection fee. She made quick work of them 
  and when she said something about putting them on a 
  spit-roast we weren’t quite sure she was joking. I was 
  happy to have her here that night, but happier to see her 
  leave the next morning.
  — Heela, barkeep
  Born of the union of living humanoid and vampire, 
  dhampirs enter the world tainted by undead influence, 
  but mortal. As a dhampir reaches pubescence its 
  aversion to sunlight and unnatural talents betray its 
  vampiric heritage if it wasn’t already aware. By the time 
  it reaches maturity, most dhampirs have made a decision 
  to openly embrace, or completely reject, any connection 
  to vampires or vampirism. Many dhampirs become 
  vampire hunters, but just as many choose to become 
  necromancers or seek to become vampires themselves.
  Half-Mortal Heritage
  A dhampir’s appearance depends largely on the stock 
  from which its mortal parent hails, most commonly 
  dwarf, elf, or human. Unless inspected with suspicion, 
  a dhampir will pass for a normal member of its mortal 
  heritage. When subjected to closer scrutiny, a dhampir’s 
  relatively pale complexion, enlarged canine teeth, and 
  slow pulse all hint at its true nature.
  Despite myths to the contrary, dhampirs must eat, 
  breathe, and sleep as all flesh and blood creatures 
  do. Though dhampirs are intrinsically enhanced by 
  necromantic magics, they are still living beings. Most, 
  but not all, dhampirs are sterile and cannot sire or 
  bear children of their own. Those rare dhampirs who 
  can produce children rarely pass down their vampiric 
  influence to the next generation. These children are 
  more commonly members of whatever mortal lineage 
  their parents share.
  One Foot in the Grave
  Dhampirs are most often raised without the presence 
  of their vampiric parent. In some instances their 
  vampiric parent was destroyed prior to their birth but, 
  in most cases, the mortal parent fled with the child for 
  their safety. As a dhampir matures, they often become 
  curious about why they are different from other children. 
  Whether their parent reveals the truth to the child, or 
  the dhampir deduces its parentage on its own, most 
  dhampirs are well aware of their true nature by the time 
  they reach adulthood.
  Awareness of a blood relation to an immortal 
  creature can cause a fascination with mortality in 
  dhampirs. This can cause some dhampirs to pursue 
  means of immortality, most often becoming vampires, 
  while others seek to make peace with and accept 
  their mortality, turning to religion or spiritual studies. 
  Although they have no need to consume blood, many 
  dhampirs experience unbidden violent thoughts and 
  dark appetites. Every dhampir chooses for themselves 
  whether to indulge in these impulses or spend a lifetime 
  exercising restraint and self-discipline.
  Accursed Bloodlines
  When a vampire sires a dhampir child, it passes along 
  the curse that runs through its veins as well. Although 
  more obscure curses exist, the three prevailing curses 
  that afflict vampires are the Curse of Dread, the Curse 
  of the Feral, and the Curse of Nobility. These curses 
  manifest in dhampirs as three subraces: dreadblood, 
  feralblood, and nobleblood.
  Dreadblood dhampirs inspire melancholy and 
  creeping terror in those around them, leading many to 
  take up lives of study where they can hide away from 
  others. Feralblood dhampirs exhibit an unnerving 
  affinity for predatory beasts and a greater bloodlust 
  than other dhampirs. Nobleblood dhampirs possess an 
  unnatural charisma and hypnotic presence that they 
  sometimes employ to build small communities or cults 
  to their name.
  Against the Dark
  Many dhampirs take up adventuring for at least some 
  portion of their life. Dhampirs tend to view the world in 
  stark black and white and this thinking extends to their 
  motivations for adventuring. Some dhampirs might 
  take up adventuring to fight against the evil force of the 
  world or to right the wrongs of their vampiric parent. 
  Other dhampirs choose to adventure as a means of 
  quickly amassing a personal fortune, or a collection 
  of mystical artifacts, in pursuit personal power or 
  vampiric apotheosis.
  Dhampir Names
  Most dhampirs are named by their mortal parent in 
  whatever naming tradition that parent uses. When a 
  
  5
  Chapter 1: raCes
  dhampir realizes their true nature they sometimes 
  abandon their birth name as a lie and choose a new 
  name for themselves. A chosen name often reflect the 
  dhampir’s concept of its relationship to vampirism, to 
  good and evil, or to life and death.
  Chosen Names: Amaranth, Atone, Avarice, Beast, 
  Crimson, Everday, Evernight, Fear, Gore, Grave, King, 
  Light, Lord, Misery, Penance, Red, Redemption, 
  Scarlet, Voracity
  Dhampir Traits
  Your dhampir character has inherited a common set of 
  features from its vampiric ancestry.
  Ability Score Increase. Your Constitution score 
  increases by 2.
  Age. Dhampirs mature at the same rate as humans 
  but can live up to 300 years.
  Alignment. Dhampirs are given to dark appetites by 
  their nature, pushing many dhampirs towards evil or 
  neutral alignments. Dhampirs are as likely to be lawful 
  as chaotic.
  Size. Dhampirs stand between 5 and 6 feet tall and 
  weigh, on average, 140 pounds. Your size is Medium.
  Speed. Your base walking speed is 30.
  Darkvision. Thanks to your vampiric heritage, you 
  have superior vision in dark and dim conditions. You can 
  see in dim light within 60 feet as if it were bright light 
  and in darkness as if it were dim light. You can’t discern 
  color in darkness, only shades of gray.
  Daywalker. You can use an action to ignore your 
  Sunlight Sensitivity feature for 1 hour. You can use this 
  trait again after you complete a long rest.
  Hard to Kill. While you are not in direct sunlight, you 
  have advantage on death saving throws.
  Sunlight Sensitivity. You have disadvantage on attack 
  rolls and on Wisdom (Perception) checks that rely on 
  sight when you, the target of your attack, or whatever 
  you are trying to perceive is in direct sunlight.
  Languages. You begin with Common and one extra 
  language of your choice.
  Subraces. Dhampirs are influenced by the specific 
  nature of their vampiric parent’s curse, manifesting in 
  dhampirs as the subraces: dreadblood, feralblood, and 
  nobleblood. Choose one of these subraces.
  Dreadblood Traits
  Dreadblood dhampirs inherit a lesser version of the 
  curse that drove their vampiric parent to the edge 
  of madness and gave them a palpable aura of fear. 
  Whether they like it or not, dreadblood dhampirs inherit 
  that ability to inspire terror and unnerve others by their 
  mere presence. Due to their difficulty establishing and 
  maintaining relationships with others, many dreadblood 
  dhampirs become bookish and withdrawn.
  Ability Score Increase. Your Intelligence score 
  increases by 1.
  Creeping Terror. After you make an Intimidation, 
  Perception, or Stealth ability check, but before the 
  DM declares whether or not you were successful, you 
  can spend and roll a Hit Die to add the result to your 
  ability check.
  Dread Legacy. You can cast the tasha’s hideous 
  laughter spell once with this trait and regain the ability 
  to do so when you finish a long rest. When you reach 
  3rd level, you can cast the crown of madness spell once 
  with this trait and regain the ability to do so when you 
  finish a long rest. Intelligence is your spellcasting ability 
  for these spells.
  Feralblood Traits
  Feralblood dhampirs inherit a lesser version of the 
  curse that turned their vampiric parent into a raging 
  bestial predator in humanoid skin. Feralblood dhampirs 
  possess an unnatural strength which they are prone to 
  use as a solution to all their problems. Known primarily 
  for their inhuman ferocity, feralblood dhampirs also 
  have a rapport with wild beasts. 
  Ability Score Increase. Your Strength score 
  increases by 1.
  Bestial Claws. As an action, you can spend a Hit 
  Die to transform your hands into powerful claws for 1 
  minute. These claws are natural weapons, which you 
  can use to make unarmed strikes. If you hit with them, 
  you deal slashing damage, instead of the bludgeoning 
  damage normal for an unarmed strike. The slashing 
  damage dealt is equal to the Hit Die expended to 
  activate this trait + your Strength modifier.
  Feral Legacy. You can cast the speak with animals 
  spell once with this trait and regain the ability to do so 
  when you finish a long rest. When you reach 3rd level, 
  you can cast the beast sense spell once with this trait 
  and regain the ability to do so when you finish a long 
  rest. Wisdom is your spellcasting ability for these spells.
  Nobleblood Traits
  Nobleblood dhampirs inherit a lesser version of the 
  curse that made their vampiric parent an irresistible 
  force of personality that inspired obedience and 
  adoration in others. Nobleblood dhampirs exude this 
  magnetism and find others easy to manipulate to their 
  will. Because of nobleblood dhampirs’ natural charisma, 
  they often develop a bad habit of seeing others as pawns 
  rather than companions.
  Ability Score Increase. Your Charisma score 
  increases by 1.
  Charming Monster. After you make an Deception, 
  Insight, or Persuasion ability check, but before the 
  DM declares whether or not you were successful, you 
  can spend and roll a Hit Die to add the result to your 
  ability check.
  Noble Legacy. You can cast the charm person spell 
  as a 1st-level spell once with this trait and regain the 
  ability to do so when you finish a long rest. When you 
  reach 3rd level, you can cast the suggestion spell once 
  with this trait and regain the ability to do so when you 
  finish a long rest. Charisma is your spellcasting ability 
  for these spells.
  Dragontortleborn
  At first it looked like nothing more than 
  moonlight glinting off the sea. By the time we realized our 
  ship was surrounded, the air was filled with the hissing of 
  steam and the sound of shells splintering the hull.
  — Captain Thalion, Captain of the Prancing Pegacorn
  An odd cousin of dragonborn, the dragontortleborn 
  combine the best attributes of dragons, humanoids, 
  and turtles. Usually mistaken for a particularly 
  fearsome tortle or a shelled dragonborn, 
  dragontortleborn are a rare sight in most worlds. 
  Despite their small numbers, dragontortleborn are 
  every bit as proud as their dragonborn cousins. 
  While the dragonborn make their wars on land, 
  dragontortleborn carve out territory in the sea.
  
  6
  Chapter 1: raCes
  Big Snappers
  Like their cousins, dragontortleborn hatch from eggs. 
  Instead of being reared by their elders, dragontortleborn 
  form pods with their peers upon hatching. These groups 
  travel and learn together until their adulthood, when they 
  are considered worthy of joining larger dragontortleborn 
  society. Many dragontortleborn do not survive through 
  their adolescence as a result of this practice.
  Those who do grow to be between 5 and 6 feet tall. 
  While they are relatively average in terms of height 
  amongst other humanoids, they are broad and their 
  large armored shells add additional girth and weight. 
  Dragontortleborn weigh no less than 500 pounds and 
  often more. While their turtle-like shape may not make 
  them graceful, the dragontortleborn’s physique is capable 
  of carrying an enormous amount of additional weight.
  A Culture of Honor
  Due to the way infant dragontortleborn are raised, their 
  culture is disjointed and changes dramatically as new 
  pods age into adults. While there are few traditions 
  that bind dragontortleborn together as a whole, they 
  do share an emphasis on personal honor. Although 
  the specifics of what actions and behaviors are 
  honorable vary between pods, dragontortleborn broadly 
  understand honor as exhibiting military strength, 
  stoicism, patience, and conviction.
  Like dragon turtles, dragontortleborn highly prize 
  wealth. While most dragontortleborn prefer to live 
  as warriors who plunder their treasure from fallen 
  adversaries, some become merchants specializing in 
  arranging trade between sea and land-based peoples. A 
  vault of gold and jeweled ornaments may be the only thing 
  dragontortleborn respect as much as personal honor.
  By Fin or Sail
  Dragontortleborn are covetous of wealth, keen to test 
  themselves in battle, and fiercely protective of their 
  personal honor. For all these reasons, dragontortleborn 
  are as likely to stick with their own kind as they are 
  to adventure with others. Dragontortleborn form 
  underwater conclaves defeating other underwater 
  races like sahuagin and tritons or, more rarely, 
  form pirate companies, stealing all they can from 
  seafaring, landborn peoples. When their clans are 
  at peace, or there is little maritime traffic to harrass, 
  dragontortleborn may turn to adventuring to pursue 
  their love of honor, conflict, and money. Some 
  dragontortleborn become adventurers to nurture these 
  appetites in a positive direction.
  Dragontortleborn Names
  Throughout a dragontortleborn’s childhood and 
  adolescence, they use a series of nicknames given to 
  them by their podmates. Upon reaching adulthood, a 
  dragontortleborn is either given or decides a name for 
  themselves that will be used for the remainder of their 
  life. Adult dragontortleborn take offense to being called 
  anything other than their adult name, except in the case of 
  podmates who may continue to use childhood nicknames.
  Male Names: Dangame, Midori, Gawappa, Hyosube, 
  Kaiyo, Kame, Kappa, Kawappa, Kawataro, Kogo, Tono
  Female Names: Ao, Enko, Miroda, Kema, Kappa, 
  Kawatora, Kawaso, Komahiki, Mizuchi, Suitengu, Umi
  Childhood Names: Beach Strider, Eel Chaser, Land 
  Lover, Reef Stalker, Shark Heart, Soft Shell, Wave 
  Rider, Whale Belly
  Dragontortleborn Traits
  Your dragontortleborn character has the following 
  racial traits.
  Ability Score Increase. Your Strength score increases 
  by 2, and your Constitution score increases by 1.
  Age. Like their dragonborn cousins, dragontortleborn 
  develop quickly. They are capable of surviving on their 
  own within hours of hatching and reach adulthood by 
  the age of 10. They live to be around 70.
  Alignment. Dragontortleborn are motivated 
  primarily, though not entirely, by self-interest. Most 
  dragontortleborn are neutral with some being evil and 
  a few being good. They have no natural inclination 
  towards law or chaos.
  Size. Dragontortleborn are stout creatures relative 
  to their height. You stand between 5 to 6 feet tall and 
  weigh around 500 pounds. Your size is Medium.
  Speed. Your base walking speed is 30, and you have a 
  swimming speed of 30 feet.
  Amphibious. You can breathe air and water.
  Breath Weapon. You can use your action to exhale 
  scalding hot steam in a 15 foot cone. When you use 
  your breath weapon, each creature within the cone 
  must make a Constitution saving throw. The DC 
  for this saving throw equals 8 + your Constitution 
  modifier + your proficiency bonus. A creature takes 
  2d6 fire damage on a failed save, and half as much 
  on a successful one. Being underwater doesn’t grant 
  resistance to this damage. The damage increases to 3d6 
  at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
  After you use your breath weapon, you can’t use it 
  again until you complete a short or long rest.
  Natural Armor. Due to your shell and the shape of 
  your body, you are ill-suited to wearing armor. Your shell 
  provides ample protection, however; it gives you a base 
  AC of 17 (your Dexterity modifier does not affect this 
  number). You gain no benefit from wearing armor, but if 
  you are using a shield, you can apply the shield’s bonus 
  as normal.
  Languages. You can speak, read, and write Common 
  and Draconic.
  Giff
  The fight was over in a flash. A literal flash, 
  mind you, and a very loud boom. They had rigged an 
  entire ship with barrels of gunpowder and fired on it 
  themselves when pirates tried to board the vessel. As 
  payment all they wanted was more barrels of gunpowder.
  — Captain Thalion, frequent employer of giff 
  mercenaries
  Long ago the giff, a race of hippopotamus-headed 
  humanoids, lost their home world. Since that time, 
  they have been traveling the multiverse operating 
  as mercenaries. Despite their itinerant society, their 
  culture is highly structured. Every giff has a rank in a 
  military hierarchy that includes all giff, with strict rules 
  and guidelines for interacting with superiors, inferiors, 
  and peers.
  
  7
  Chapter 1: raCes
  Ungentle Giants
  Even in crowded places, a giff stands out. Giff stand 
  between 6 and 7 feet tall and weigh over 300 pounds. If 
  that wasn’t enough to attract attention, they are rarely 
  seen wearing anything but garish military regalia. If 
  the giff is particularly wealthy, it will also smell of 
  gunpowder, which serves as both a currency and an 
  aphrodisiac for the giff.
  Asking a giff about their outfit, particularly a military 
  medal, is likely to lead to a long monologue about the 
  rarity of the award and the courage the giff displayed 
  in earning it. Pipe smoking and wearing items such as 
  glasses or monocles are popular affectations among giff. 
  Weapons of War
  The only thing that giff love more than military hierarchy 
  is gunpowder and the weapons that use it. Young giff 
  are taught to use pistols shortly after they learn to walk 
  and muskets when they are capable of firing one without 
  falling down from the recoil. It is tradition for a giff to be 
  welcomed to adulthood by receiving a grenade from all 
  close personal and professional associates. The giff is 
  expected to use these gifts as soon as possible.
  Despite their love of loud bangs and bright flashes of 
  light, giff are ambivalent about magic. Exact attitudes 
  vary depending on the giff, but it is very rare for giff to 
  become spellcasters. Those giff that do learn to cast 
  spells are assigned ranks that prevent them from rising 
  too high in the chain of command. Spellcasters may also 
  endure prejudice from other giff who accuse magic-
  users of being too cowardly to “fight fair.”
  Adventurers By Birth
  Giff are born adventurers but the structure of their 
  society, and their fondness for that structure, means 
  few giff are interested in adventuring with non-giff. 
  Instead, giff move from one mercenary adventure to the 
  next with as many other giff as required to successfully 
  complete the mission. Although giff are a proud people, 
  they are not shy about ensuring they have all the 
  reinforcements necessary to accomplish a job.
  When giff do adventure with others it may be because 
  they have been exiled. Giff spellcasters are often 
  shunned by other giff, so they might join others who 
  show more respect for their craft. Cowardice among 
  giff is usually rewarded with a demotion but, if an act of 
  cowardice caused sufficient loss of giff life, the offender 
  could be exiled. Very rarely a giff simply chafes against 
  the structure of its society or prefers the company of 
  other peoples.
  Giff Names
  Every giff has a personal name and a military rank and 
  they insist, in almost all situations, to be called by this 
  full title and name. Military rank titles are very specific, 
  often including variations to identify particular honors 
  the giff has earned. Personal names are typically short 
  and simple. Giff take too much pride in their titles to be 
  overly concerned with impressive names.
  Female Names: Beluarr, Drena, Hrusta, Jala, Pomo, 
  Sirla, Ulyrn, Undra, Weelso, Yuralsha
  Male Names: Brost, Dromb, Hurst, Lewmur, Krak, 
  Pomj, Romd, Tug, Ularn, Undar
  Military Titles: Cadet, Officer Cadet, Officer, Third 
  Lieutenant, Second Lieutenant, Lieutenant, Captain, 
  Lieutenant-Major, Major
  Giff Traits
  Your giff character has the following racial traits.
  Ability Score Increase. Your Strength score increases 
  by 2, and your Constitution score increases by 1.
  Age. Giff reach adulthood in their early teens and can 
  live to be 80 years old. Giff who survive past their 50th 
  birthday are often looked down upon by other giff as 
  being insufficiently adventurous.
  Alignment. Giff live in a highly structured society that 
  emphasizes the value of hierarchy but places no special 
  importance on issues of moral consideration. Most giff 
  are lawful neutral.
  Size. Giff typically stand about 7 feet tall and weigh in 
  excess of 300 pounds. Your size is Medium.
  Speed. Your base walking speed is 30.
  Firearms Knowledge. You ignore the loading property 
  of muskets and pistols.
  Giff Weapon Training. You have proficiency with the 
  grenade, musket, and pistol.
  Headfirst Charge. When you take the Dash action, 
  you can choose to make one melee weapon attack as 
  part of the same action. If you deal damage with this 
  attack, that creature must succeed on a Strength saving 
  throw (DC = 8 + your proficiency bonus + your Strength 
  modifier) or be knocked prone. You can use this trait 
  again after you finish a short or long rest.
  Intimidating Size. When you make an Intimidation 
  ability check against a creature your size or smaller, you 
  gain advantage.
  Gunpowder weapons
  There are few things giff love more than grenades, muskets, 
  and pistols. Even if such weapons are not broadly available 
  in your campaign setting, the giff know how to manufacture 
  such weapons (and will keep that knowledge to themselves 
  if others don’t know already). Muskets and pistols both 
  require bullets as ammunition, which can be purchased in 
  bundles of 10 for 1 gold piece.
  special weapons
  Weapons with special rules are described below:
  Grenade. When you hit a creature with a grenade, each 
  creature within 5 feet of the target must make a Dexterity 
  saving throw (DC 12). A creature takes 2d6 piercing 
  damage on a failed save, or half as much damage on a 
  successful one.
  weapons
  Name
  Cost
  Damage
  Weight
  Properties
  Martial Ranged Weapons
   
   
   
   
  Grenade
  10 gp
  2d6 piercing
  3 lb. Special, thrown (15/30)
  Musket
  150 gp
  1d12 piercing
  12 lb. Ammunition (40/120), heavy, loading, two-handed
  Pistol
  100 gp
  1d10 piercing
  5 lb. Ammunition (30/90), loading
  
  8
  Chapter 1: raCes
  Tool Proficiencies. You are proficient with alchemist’s 
  supplies and tinker’s tools
  Languages. You can speak, read, and write Common 
  and one extra language of your choice. Giff often pick up 
  the languages of their long term employers.
  Godblooded
  Oh, he’s probably just scaring the boys with a bit 
  of thunder because they didn’t invite him to play earlier. 
  He’ll be hurling lightning to impress girls any day now. 
  He gets that from his father, you know.
  — Brianne, mother of a godblooded adolescent
  Godblooded are the literal children of the gods. Most 
  are conceived during a brief dalliance between a mortal 
  and a god but a few are the result of a committed 
  relationship. Whatever the nature of their parents’ 
  relationship, godblooded inherit qualities from both. 
  From their humanoid parent they get mortality and a 
  mortal’s perspective. From their immortal parent they 
  get superlative health and a portion of divine power.
  Godlike Physique
  By physical standards most godblooded appear as 
  members of their mortal parent’s race, albeit typically 
  exceptionally attractive and fit. They tend to stand on 
  the taller side of the scale for members of their mortal 
  heritage. Godblooded may exhibit the typical skin tones, 
  hair, and eye colors of their mortal race, or these traits 
  may be influenced by their divine parent. For example, 
  godblooded whose divine parent claimed light as one of 
  its domains might have golden eyes, white hair, or both.
  Heavy is the Head
  A godblooded’s identity is shaped by its divine parents. 
  First and foremost in the blessings and gifts such rare 
  parentage bestows, but secondarily by the expectations 
  of the godblooded’s parents and those around the 
  godblooded. Most godblooded are raised by their mortal 
  parent in their deific parent’s absence. The god may 
  occasionally visit his or her child in the flesh but more 
  commonly in visions. This can lead to godblooded 
  being eager to please their divine parent so they visit 
  more frequently. Or, it can lead to godblooded resenting 
  their divine parent and intentionally choosing a life that 
  drives the divine parent away.
  Even when not navigating the complex relationship 
  with their divine parent, a godblooded must contend 
  with society’s expectations. Although godblooded are not 
  immediately physically obvious, only the most restrained 
  are able to hide their nature as they go through 
  adolescence and become adults. Once a community 
  knows a godblooded is in its midst, the godblooded 
  is likely to have all kinds of attention, positive and 
  otherwise. Most people have never met a godblooded 
  in person and are likely to believe that godblooded are 
  capable of performing miracles and blessings. How 
  those people react when their expectations aren’t met 
  can cause a lot of trouble for a godblooded.
  The Dangers of Half-Divinity
  Some godblooded hide their divine nature as long 
  as they can, using their gifts for the good of their 
  communities or their own personal gain while 
  attempting to keep a low profile. Other godblooded are 
  proud of their heritage and use their access to divine 
  magic to show off their prowess and build a reputation. 
  In either case, enemies of a god that go looking for a 
  weak point to strike at may discover the offspring and 
  decide that the godblooded is a decent proxy for the 
  god itself. These godblooded find themselves the target 
  of cultists, monster attacks, and strange curses as their 
  divine parent’s enemies draw the godblooded into their 
  plots against the deity.
  With an inheritance that attracts the attention of 
  the ambitious and supernatural, godblooded turn to 
  adventuring as a life of relative safety. The enemies of 
  their divine parent can’t very well find the godblooded 
  to kidnap if the godblooded is lost in some far flung 
  tomb plundering treasure. Adventuring also has the 
  benefits of keeping anyone the godblooded might care 
  about from their childhood out of harm’s way, as well 
  as introducing the godblooded to worthy heroes and 
  warriors who might agree to help the godblooded in 
  times of need.
  Godblooded Names
  Godblooded use the naming traditions of the mortal 
  culture they are born into. In some cases this means that 
  their personal name will be a common or typical name 
  for that race. In other cases, a godblooded’s name is an 
  oblique reference to the identify of their diving heritage.
  Godblooded Traits
  Your godblooded character has the following racial traits.
  Ability Score Increase. Your Constitution score and 
  one other ability score of your choice increases by 1.
  Age. Godblooded mature slightly faster than humans 
  until adulthood when their aging process slows greatly. 
  Godblooded live to around 300 years old.
  Alignment. Godblooded do not tend towards any 
  specific alignment as a group. An individual godblooded’s 
  alignment will be influenced by, and possibly a rebellion 
  against, its divine parent’s temperament.
  Size. Godblooded weigh about as much as the 
  average member of their mortal parent’s race and often 
  stand slightly taller than the race of their mortal parent. 
  Your size is Medium or Small, depending on the size of 
  your mortal parent’s race.
  Speed. Your base walking speed is 30 if you are 
  Medium, or 25 if you are Small.
  Ageless. You cannot be magically aged and never 
  suffer any penalties or disadvantages as a result of 
  advanced age.
  Semi-Divine Health. Your hit point maximum 
  increases by 1, and it increases by 1 every time you 
  gain a level. Additionally, you have advantage on saving 
  throws against disease.
  Languages. You can speak, read, and write Common 
  and Celestial.
  Subraces. The godblooded are possessed of 
  incredible talents and abilities based on their divine 
  parentage. Choose one of the following domains your 
  Giffs without Gunpowder
  If you are a DM and wish to include the giff race in your 
  campaign but don’t want to include gunpowder weapons, 
  use the following changes.
  • Remove Firearms Knowledge, Giff Weapon Training, and 
  Tool Proficiency from Giff traits and add Giff Feat.
  • Giff Feat. You gain one of the following feats of your 
  choice: Headstrong or Spell Suppression.
  
  9
  Chapter 1: raCes
  divine parent held sway over and gain its corresponding 
  traits: arcana, death, forge, grave, knowledge, life, light, 
  love, nature, tempest, trickery, or war.
  Arcana Domain Traits
  Your heritage gifts you with an intuitive grasp on the 
  intricate laws that govern arcane magic. Your divine 
  parent could be Azuth, Deneir, Mystra, Savras, or some 
  other god of magic.
  Bonus Proficiency. You have proficiency in the 
  Arcana skill.
  Divine Legacy. You can cast the detect magic or magic 
  missile spell as a 1st-level spell with this trait. Once you 
  cast either spell, you can’t cast either spell again until 
  you finish a long rest. When you reach 3rd level, you can 
  cast the magic weapon or nystul’s magic aura spell as a 
  2nd-level spell with this trait. Once you cast either spell, 
  you can’t cast either spell again until you finish a long 
  rest. When you reach 5th level, you can cast the dispel 
  magic or magic circle spell as a 3rd-level spell with this 
  trait. Once you cast either spell, you can’t cast either 
  spell again until you finish a long rest. Constitution is 
  your spellcasting ability for these spells.
  Death Domain Traits
  You have an innate connection not just to death but also 
  the negative energy that creates undead. Your divine 
  parent could be Chemosh, Myrkul, Wee Jas, or some 
  other god of death.
  Bonus Cantrip. You learn the chill touch cantrip. 
  Constitution is your spellcasting ability for this spell.
  Divine Legacy. You can cast the false life or ray of 
  sickness spell as a 1st-level spell with this trait. Once 
  you cast either spell, you can’t cast either spell again 
  until you finish a long rest. When you reach 3rd 
  level, you can cast the blindness/deafness or ray of 
  enfeeblement spell as a 2nd-level spell with this trait. 
  Once you cast either spell, you can’t cast either spell 
  again until you finish a long rest. When you reach 5th 
  level, you can cast the animate dead or vampiric touch 
  spell as a 3rd-level spell with this trait. Once you cast 
  either spell, you can’t cast either spell again until you 
  finish a long rest. Constitution is your spellcasting 
  ability for these spells.
  Forge Domain Traits
  Your mind naturally turns to the act of creation and 
  your hands are calloused from your love of building 
  and crafting. Your divine parent could be Gond, Reorx, 
  Onatar, Moradin, or some other god of the forge.
  Bonus Proficiencies. You have proficiency with 
  warhammers, shields, smith’s tools and tinker’s tools.
  Divine Legacy. You can cast the identify or searing 
  smite spell as a 1st-level spell with this trait. Once you 
  cast either spell, you can’t cast either spell again until 
  you finish a long rest. When you reach 3rd level, you can 
  cast the heat metal or magic weapon spell as a 2nd-level 
  spell with this trait. Once you cast either spell, you can’t 
  cast either spell again until you finish a long rest. When 
  you reach 5th level, you can cast the elemental weapon 
  or protection from energy spell as a 3rd-level spell with 
  this trait. Once you cast either spell, you can’t cast either 
  spell again until you finish a long rest. Constitution is 
  your spellcasting ability for these spells.
  Grave Domain Traits
  You are keenly attuned to the cycle of life, its ending in 
  particular, and have an innate distaste for magic that 
  creates undead. Your divine parent could be Kelemvor, 
  Wes Jas, Hades, Osiris, or some other god of the dead.
  Bonus Cantrip. You learn the spare the dying cantrip. 
  Constitution is your spellcasting ability for this spell.
  Divine Legacy. You can cast the bane or false life spell 
  as a 1st-level spell with this trait. Once you cast either 
  spell, you can’t cast either spell again until you finish a 
  long rest. When you reach 3rd level, you can cast the 
  gentle repose or ray of enfeeblement spell with this trait. 
  Once you cast either spell, you can’t cast either spell 
  again until you finish a long rest. When you reach 5th 
  level, you can cast the revivify or vampiric touch spells 
  as a 3rd-level spell with this trait. Once you cast either 
  spell, you can’t cast either spell again until you finish 
  a long rest. Constitution is your spellcasting ability for 
  these spells.
  Knowledge Domain Traits
  Your heavenly heritage has bestowed upon you a keen 
  intellect and mind for retaining lore. Your divine parent 
  could be Oghma, Boccob, Gilean, Aureon, Thoth, or 
  some other god of knowledge.
  Bonus Proficiency. You have proficiency in one of 
  the following skills of your choice: Arcana, History, or 
  Investigation. Alternatively, you can choose to learn to 
  speak, read, and write two languages of your choice 
  instead.
  Divine Legacy. You can cast the command or identify 
  spell as a 1st-level spell with this trait. Once you cast 
  either spell, you can’t cast either spell again until you 
  finish a long rest. When you reach 3rd level, you can 
  cast the augury or suggestion spell with this trait. Once 
  you cast either spell, you can’t cast either spell again 
  until you finish a long rest. When you reach 5th level, 
  you can cast the nondetection or speak with dead 
  spell with this trait. Once you cast either spell, you 
  can’t cast either spell again until you finish a long rest. 
  Constitution is your spellcasting ability for these spells.
  Life Domain Traits
  The vibrant energy of life swells within your spirit. Your 
  divine parent could be Chauntea, Lathander, Ilmater, 
  Hestia, or some other god of life.
  Bonus Cantrip. You learn the give life cantrip. 
  Constitution is your spellcasting ability for this spell.
  Divine Legacy. You can cast the bless or cure wounds 
  spell as a 1st-level spell with this trait. Once you cast 
  either spell, you can’t cast either spell again until you 
  finish a long rest. When you reach 3rd level, you can 
  cast the lesser restoration or spiritual weapon spell as 
  a 2nd-level spell with this trait. Once you cast either 
  spell, you can’t cast either spell again until you finish 
  a long rest. When you reach 5th level, you can cast the 
  beacon of hope or revivify spell with this trait. Once you 
  cast either spell, you can’t cast either spell again until 
  you finish a long rest. Constitution is your spellcasting 
  ability for these spells.
  uncommon domains
  Included with the Godblooded race are rules to play the 
  children of gods of obscure domains. The death domain is 
  detailed in the Dungeon Master’s Guide, the arcana domain 
  is described in the Sword Coast Adventurer’s Guide, and 
  the forge and grave domains are both found in Xanathar’s 
  Guide to Everything. The Love Domain will be featured in 
  an upcoming book available exclusively on the DM’s Guild, 
  The Complete Devout Handbook.
  
  10
  Chapter 1: raCes
  Light Domain Traits
  You have a deep connection to the metaphorical and 
  literal light that illuminates the multiverse. Your divine 
  parent could be Helm, Pholtus, Branchala, the Silver 
  Flame, Belenus, Apollo, or some other god of light.
  Bonus Cantrip. You learn the light cantrip.
  Divine Legacy. You can cast the burning hands or 
  faerie fire spell as a 1st-level spell with this trait. Once 
  you cast either spell, you can’t cast either spell again 
  until you finish a long rest. When you reach 3rd level, 
  you can cast the flaming sphere or scorching ray spell 
  as a 2nd-level spell with this trait. Once you cast either 
  spell, you can’t cast either spell again until you finish 
  a long rest. When you reach 5th level, you can cast the 
  daylight or fireball spell as a 3rd-level spell with this 
  trait. Once you cast either spell, you can’t cast either 
  spell again until you finish a long rest. Constitution is 
  your spellcasting ability for these spells.
  Love Domain Traits
  Your heart is full of passion and romance, an obsession 
  you enjoy sharing. Your divine parent could be Sheela 
  Peryroyl, Sune, Kiltz, or some other god of love.
  Bonus Proficiencies. You have proficiency in the 
  Insight and Persuasion skills.
  Divine Legacy. You can cast the charm person or cure 
  wounds spell as a 1st-level spell with this trait. Once you 
  cast either spell, you can’t cast either spell again until 
  you finish a long rest. When you reach 3rd level, you 
  can cast the calm emotions or enthrall spell with this 
  trait. Once you cast either spell, you can’t cast either 
  spell again until you finish a long rest. When you reach 
  5th level, you can cast the sending or tongues spell with 
  this trait. Once you cast either spell, you can’t cast either 
  spell again until you finish a long rest. Constitution is 
  your spellcasting ability for these spells.
  Nature Domain Traits
  The verdant power of natures flows through you and 
  you call plants and animals alike your allies. Your divine 
  parent could be Silvanus, Obad-Hai, Chislev, Balinor, or 
  some other god of nature.
  Bonus Proficiency. You have proficiency in the 
  Nature skill.
  Divine Legacy. You can cast the animal friendship or 
  speak with animals spell as a 1st-level spell with this 
  trait. Once you cast either spell, you can’t cast either 
  spell again until you finish a long rest. When you reach 
  3rd level, you can cast the barkskin or spike growth spell 
  with this trait. Once you cast either spell, you can’t cast 
  either spell again until you finish a long rest. When you 
  reach 5th level, you can cast the plant growth or wind 
  wall spell with this trait. Once you cast either spell, you 
  can’t cast either spell again until you finish a long rest. 
  Constitution is your spellcasting ability for these spells.
  Tempest Domain Traits
  Your soul is a storm that flashes and booms with 
  unrestrained passion. Your divine parent could be 
  Talos, Umberlee, Kord, Zeboim, Thor, or some other 
  god of storms.
  Bonus Cantrip. You learn your one of the following 
  cantrips of your choice: shocking hands or thunderclap. 
  Constitution is your spellcasting ability for this spell.
  Divine Legacy. You can cast the fog cloud or 
  thunderwave spell as a 1st-level spell with this trait. 
  Once you cast either spell, you can’t cast either spell 
  again until you finish a long rest. When you reach 3rd 
  level, you can cast the gust of wind or shatter spell as a 
  2nd-level spell with this trait. Once you cast either spell, 
  you can’t cast either spell again until you finish a long 
  rest. When you reach 5th level, you can cast the call 
  lightning or sleet storm spell as a 3rd-level spell with 
  this trait. Once you cast either spell, you can’t cast either 
  spell again until you finish a long rest. Constitution is 
  your spellcasting ability for these spells.
  Trickery Domain Traits
  You have a cunning mind and a habit of playing tricks, 
  either out of a desire to be endearing or cruel. Your 
  divine parent could be Tymore, Beshaba, Olidammara, 
  Garl Glittergold, or some other god of trickery.
  Bonus Proficiency. You have proficiency in one of the 
  following skills of your choice: Acrobatics, Deception, 
  Sleight of Hand, or Stealth.
  Divine Legacy. You can cast the charm person or 
  disguise self spell as a 1st-level spell with this trait. Once 
  you cast either spell, you can’t cast either spell again 
  until you finish a long rest. When you reach 3rd level, 
  you can cast the mirror image or pass without trace 
  spell with this trait. Once you cast either spell, you can’t 
  cast either spell again until you finish a long rest. When 
  you reach 5th level, you can cast the blink or dispel 
  magic spell as a 3rd-level spell with this trait. Once you 
  cast either spell, you can’t cast either spell again until 
  you finish a long rest. Constitution is your spellcasting 
  ability for these spells.
  War Domain Traits
  Your temper is short, your memory long, and your 
  sword arm always ready for use. Your divine parent 
  could be Torm, Erythnul, Gruumsh, Bane, or some 
  other god of war.
  Bonus Proficiency. You have proficiency in one of the 
  following skills of your choice: Acrobatics, Athletics, or 
  Intimidation. Alternatively, you gain proficiency with 
  martial weapons and shields.
  Divine Legacy. You can cast the divine favor or shield 
  of faith spell with this trait. Once you cast either spell, 
  you can’t cast either spell again until you finish a long 
  rest. When you reach 3rd level, you can cast the magic 
  weapon or spiritual weapon spell as a 2nd-level spell 
  with this trait. Once you cast either spell, you can’t cast 
  either spell again until you finish a long rest. When you 
  reach 5th level, you can cast the crusader’s mantle or 
  spirit guardians spell as a 3rd-level spell with this trait. 
  Once you cast either spell, you can’t cast either spell 
  again until you finish a long rest. Constitution is your 
  spellcasting ability for these spells.
  new spell
  Give life
  Transmutation cantrip
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  When placing your hand on another creature, you can 
  transfer your own life force to them. You spend and roll one 
  of your Hit Dice, add your spellcasting modifier, and the 
  creature regains that many hit points.
  
  11
  Chapter 1: raCes
  Grimalkin
  Whenever the grimalkin caravans come to town, 
  all the casinos hire extra muscle to keep a special eye 
  on those tricky fey cats. Their good fortune seems an 
  awful lot like cheating. Or maybe it’s their cheating that 
  looks an awful lot like good fortune?
  — Victor, thief
  The grimalkin were once a people divided. There were 
  grimalkin native to the Feywild and grimalkin native 
  to the Shadowfell. The two sides were locked in a war 
  which, for grimalkin, meant an endless parade of usually 
  harmless, often elaborate, and occasionally cruel pranks. 
  As the war dragged on from decades to millennia, 
  denizens of the Shadowfell and the Feywild conspired 
  with one another for a way to be rid of these nuisances 
  for good. Eventually an agreement was struck and the 
  grimalkin were driven from the Shadowfell and the 
  Feywild and a curse was laid over their race that only 
  so many could gather in each of those realms at a time. 
  Although annoyed at having to endure the consequences 
  of forced relocation, the grimalkin were quite pleased 
  with the dramatic extent of the reaction their warring 
  had elicited in others.
  Fancy Felines
  In appearance, grimalkin are nearly indistinguishable 
  from a large, bipedal house cat. They usually stand 
  slightly below 3 feet tall and weigh no more than 30 
  pounds and have a tail about a third again of their size 
  in length. When they lived in other realms, their coats 
  were more uniform but today, breeding between the 
  two groups has caused any number of fur patterns to 
  manifest. A grimalkin’s eyes are usually green, purple, 
  or golden.
  Despite how easily they can pass themselves off as 
  house cats, grimalkin rarely do so unless it’s part of a 
  prank or gambit. When dealing with members of other 
  races, grimalkin tend to wear an excessive amount 
  of clothing and accessories, as if that  were the proof 
  necessary to show they are indeed a race of people and 
  not an animal. Grimalkin fashion is considered garish 
  and mismatched by most other races.
  Cat Caravans
  Grimalkin are widely mistrusted by other peoples and 
  thus often live in their own itinerant communities.These 
  communities can be as small as a couple of families in 
  a few wagons to dozens of families in nearly a hundred 
  wagons. Traveling from settlement to settlement, 
  grimalkin take work as couriers, entertainers, and 
  farmhands. They also make money grifting and 
  practicing hedge magic.
  When the grimalkin were exiled from the Feywild and 
  Shadowfell, they brought with them the many strange 
  customs they had developed in those alien places. 
  Although they came together as one people, they had 
  two distinct cultures based on their prior plane of origin. 
  After a few generations, these customs mingled and now 
  would seem out of place even if they were to return to 
  their distant homes. Most of these idiosyncratic customs 
  are based around death or self-expression. For example, 
  during card games, they always deal a hand for the 
  most recently deceased mutual acquaintance they all 
  share and they believe it is bad luck to dance and play a 
  musical instrument simultaneously.
  Curiouser and Curiouser
  The grimalkin have a legend that a particularly clever 
  member of their own kind will one day discover a way to 
  lift the curse limiting the number of their kind that can 
  enter the Feywild and Shadowfell. This legend inspires 
  some grimalkin to split away from their caravans to 
  search for sources of magical power or curry favors 
  from powerful wizards or interplanar beings.
  Grimalkin are a curious people as a rule. They 
  travel the world in caravans with their families, but 
  occasionally find something in the world that captures 
  their attention and decide that they can’t leave it until 
  they’ve discovered everything there is to know about 
  it. Some grimalkin may even inadvertently become 
  adventurers as they wander too far from their traveling 
  caravans and never find their way back again.
  Grimalkin Names
  A grimalkin’s name consists of as many as four parts, 
  depending on their parentage and family history. Those 
  grimalkin with ancestors from the Feywild use their 
  personal name, their mother’s personal name, their 
  father’s personal name, and “...of the Shine.” Grimalkin 
  with ancestors from the Shadowfell use their personal 
  name, their father’s personal name, their mother’s 
  personal name, and “...of the Gloom.” Grimalkin who 
  do not know their parents do not include their parent’s 
  personal names as part of their full name but may still 
  choose to associate themselves with a historical conclave 
  of grimalkin if they wish. There is a movement among 
  younger grimalkin to abandon references to the old war 
  altogether and drop both epithets from their names.
  Female Names: Blythe, Cady, Corliss, Demelza, Godiva, 
  Idina, Matilda, Nara, Radella, Rowena, Sabella, Zelda.
  Male Names: Alder, Arundel, Beldon, Colbert, Dayton, 
  Digby, Erskine, Kenelm, Nedes, Oswin, Seabert, Tostig.
  Grimalkin Traits
  Your grimalkin character has the following racial traits.
  Ability Score Increase. Your Dexterity, Intelligence, 
  and Charisma scores increase by 1.
  Age. Grimalkin are considered adults at age 6, elders 
  by age 28, and rarely live past 50 years of age.
  Alignment. Grimalkin are fiercely independent and 
  willful. They are almost always chaotic. Grimalkin tend 
  to be self-serving but not to the extent that they are cruel. 
  Most are neutral.
  Size. Grimalkin are usually just shy of 3 feet tall and 
  weigh about 30 pounds. Your size is Small.
  Speed. Your base walking speed is 25.
  Catlike. You have advantage on ability checks made to 
  trick others into believing you are just a house cat.
  Claws. Because of your claws, you have a climbing 
  speed of 20 feet. In addition, your claws are natural 
  weapons, which you can use to make unarmed strikes. 
  If you hit with them, you deal slashing damage equal to 
  1d4 + your Strength modifier, instead of the bludgeoning 
  damage normal for an unarmed strike.
  Mischievous Talents. You gain proficiency with 
  two of the following skills of your choice: Acrobatics, 
  Deception, Insight, Perception, or Stealth.
  Steal Fortune. When a creature you can see within 30 
  feet makes an ability check, attack roll, or saving throw, 
  you can use your reaction to give that roll disadvantage. 
  When you do, one ability check, attack roll, or saving 
  throw of your choice that you make within the next 
  
  12
  Chapter 1: raCes
  minute gains advantage. Once you use this trait, you 
  can’t use it again until you finish a short or long rest.
  Languages. You can speak, read, and write Common 
  and Sylvan.
  Half-Dwarf
  We spent all day and all night trying to dig those 
  villagers out of the collapsed mine. When the rest of us 
  passed out from exhaustion she just kept at it. By the 
  time I woke up, they were all free and she hadn’t broken 
  a sweat.
  — Chando, half-orc retired adventurer
  Half-dwarves, known as muls on some worlds, are the 
  rare offspring between human and dwarven parents. 
  Dwarven culture is conservative and implicitly forbids 
  relationships between dwarves and other races, so 
  most half-dwarves are born in times of social upheaval 
  or as the result of a secret romance. Half-dwarves 
  raised among dwarves are social pariahs, seen by their 
  community as a living embodiment of the consequences 
  of breaking with tradition. Raised among humans, half-
  dwarves experience prejudice and stereotypes related to 
  their dwarven heritage.
  Born Outsiders
  To humans, half-dwarves look like dwarves. To dwarves, 
  half-dwarves look like humans. Half-dwarves stand 
  between 4 and a half to 5 and a half feet tall and weigh 
  around 200 pounds. They aren’t as stocky as dwarves 
  but have a broader stature and more muscular physique 
  than humans. Half-dwarves exhibit a range of skin tones 
  and hair colors, but have notably thick and full hair.
  Half-dwarves have experimental senses of fashion, 
  taking dwarven and human traditions and blending 
  them. Novel hairstyles and colors, or ways of wearing 
  facial hair and jewelry are things that half-dwarves 
  do to create their own identity. These styles are rarely 
  subdued and cause half-dwarves to stand out in a crowd.
  Iconoclasts and Innovators
  Routinely reminded by humans and dwarves alike that 
  they have no unique culture of their own, half-dwarves 
  are often rebels and revolutionaries. This manifests 
  in a variety of ways, from forsaking the local religious 
  customs to experimenting in new forms of art to 
  advocating for vast and dramatic political changes. If 
  proponents of the status quo suggest they shouldn’t 
  even exist, half-dwarves have no reason to embrace 
  the cultural institutions that stand against them. This 
  tendency to align against tradition means half-dwarves 
  often participate in countercultural movements and 
  befriend other social misfits.
  Half-Dwarf Names
  Half-dwarves tend to use either human or dwarf names. 
  Those raised in human communities are usually 
  given dwarven names and those raised in dwarven 
  communities usually given human names.
  Half-Dwarf Traits
  Your half-dwarf has some of the natural fortitude and 
  traits dwarves possess but also shares qualities with 
  other half-dwarves that set them apart from their 
  stockier kin. 
  Ability Score Increase. Your Constitution score 
  increases by 2, and one ability score of your choice 
  increases by 1.
  Age. Half-dwarves mature at the same rate as humans 
  reaching adulthood around their second decade of life. 
  They tend to live to around 200 years old.
  Alignment. Half-dwarves can be of any alignment. 
  Half-dwarves raised in dwarven communities tend to be 
  chaotic as they are perceived as outsiders and identify 
  closely with defying social customs and expectations.
  Size. Half-dwarves are slightly smaller than humans, 
  ranging from four and a half to five and a half feet tall. 
  Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Thanks to your dwarf heritage, you have 
  superior vision in dark and dim conditions. You can see 
  in dim light within 60 feet of you as if it were bright light, 
  and in darkness as if it were dim light. You can’t discern 
  color in darkness, only shades of gray.
  Tireless. When you finish a short rest you may remove 
  a level of exhaustion and regain half your maximum hit 
  points. You can’t use this feature again until you finish a 
  long rest.
  Tool Proficiency. You gain proficiency with a tool set 
  of your choice. Half-dwarves have all the raw talent of 
  their dwarven kin without being bound by tradition to 
  apply it to only a handful of endeavors.
  Languages. You can speak, read, and write Common 
  and Dwarvish. Half-dwarves speak common and other 
  languages without the harsh accent of the dwarves.
  Lemurian
  “The memory of the Lemurian race was not as yet 
  fully evolved, and they were without language, although 
  they could communicate with each other by a species of 
  thought transference. Lemurian man had ‘imbibed the 
  physical and chemical forces inherent in lifeless things,’ 
  and had but to look at objects to judge their weight-
  bearing capacity. Thus he could build and erect without 
  recourse to the arts of engineering, and could lift 
  enormous weights by the exercise of will-power alone. 
  Will-power, was, indeed, the particular quality in which 
  the Lemurians were transcendent.”
  Lewis Spence, The Problem of Lemuria: The Sunken 
  Continent of the Pacific
  Once upon a time, Lemuria was the envy of all its 
  neighbors. With advanced theories of magic and the 
  resources to turn those sophisticated concepts into 
  practical applications, the people of Lemuria were 
  free from the mundane business of making a living to 
  pursue personal interests and relationships. Raiders 
  came to their shores and crashed uselessly against 
  the walls of their great cities, eager to access the 
  network of interconnected magical items that ensured 
  Lemuria’s ongoing prosperity. After hundreds of years of 
  muls?
  On some worlds half-dwarves are more commonly known 
  as muls, an epithet which is believed to have been derived 
  from the dwarven word for “strength”, mul-zhennedar. 
  The word mul can be pronounced MULL or MOOL but is 
  sometimes pronounced in an intentionally inflammatory 
  fashion as MULE. On one desert world where half-
  dwarves are an enslaved race the name mul and the MULE 
  pronunciation are the default name for the half-dwarves.
  
  13
  Chapter 1: raCes
  increasing isolation, the people of Lemuria grew weary 
  of the world and decided to leave it.
  A Whiter Shade of Pale
  There are two physical features that set lemurians apart 
  from many of the other races in the worlds of D&D: 
  their skin is devoid of pigment and they have a third eye 
  above the center of their brow. Lemurian hair is silver, 
  gray, or white. Their eyes can be nearly any color. In 
  lemurian culture there is a belief that eye color says a lot 
  about one’s personality similar to the astrology practiced 
  by other races.
  Perhaps owing to the relative scarcity of food stuffs in 
  the ethereal realm, lemurians have slight builds. They 
  stand between 4 feet and 5 feet tall and weigh 65 to 85 
  pounds. Lemurians who pass their adolescence in the 
  material realm stand a bit taller and broader than those 
  raised in the ethereal.
  Intangible Exodus
  When lemurians left the Material Plane, they took the 
  land they lived on with them. The ritual they performed 
  shifted their entire continent into the Border Ethereal. 
  For a time they continued to travel between their new 
  home and their old. When they desired greater isolation 
  they worked new rituals to push their home into the 
  Deep Ethereal.
  The story of Lemuria ends there. Surviving lemurian 
  records state that as their people continued to advance 
  in arcane lore and its practical uses they began to fade 
  out of existence. This phenomena became known as 
  “Ascension” and the majority of lemurians pursued it 
  until only a fraction of the people remained that once 
  made up the great civilization. Some still haunt the 
  forgotten ruins of Lemuria but others have wandered 
  back into the Border Ethereal or even crossed over into 
  the Material Plane.
  Haunting the Border
  Since the fall of Lemuria, lemurians have formed tribes 
  and migrated back from the Deep Ethereal to the Border 
  Ethereal. Each tribe has developed its own customs to 
  honor their ancestors and placate the odd denizens of the 
  Ethereal Plane. Lemurian tribes treasure artifacts from 
  Lemuria and hold them with great reverence. At times, 
  conflicts over the possession of these artifacts escalates 
  into war between lemurian tribes.
  Much of what lemurians know about the Material 
  Plane comes from what they have observed by looking 
  through the border or have talked about with ghosts or 
  other creatures who can pass between the planes easily. 
  Lemurians are curious, observant, and can be obsessive 
  about their interests and uncovering secrets. Lemurians 
  prefer to watch situations unfold from a distance and 
  only get involved once they feel confident they have all 
  the information they need to make an informed decision 
  or take decisive action.
  Out of the Ethereal
  Lemurians share some of the reasons members of other 
  races become adventurers and are also powerfully 
  motivated by curiosity. Those who have only recently 
  made their way to the material plane are eager to see 
  as much of this vibrant world as they can. Lemurians 
  who’ve been in the material plane for some time might 
  be interested in finding ancient artifacts that connect 
  them to the history of Lemuria and its people.
  Lemurian Names
  In Lemuria it was common practice to name newborns 
  after mystic principles and theories that were relevant to 
  the parents’ hopes for the child. Although few lemurians 
  know the full significance of these words today, by 
  tradition this naming convention has continued on. 
  Lemurians use the name of their tribe as their surname 
  with most tribes being named after the cities of Lemuria.
  Male Names: Ananke, Asha, Barbelo, Eveko, Gnostikos, 
  Kensho, Kismet, Luminatio, Ma’at, Revelate, Wyrd
  Female Names: Abjarua, Barbelo, Laima, Moirai, Ousia, 
  Orgone, Pleroma, Prajna, Punya, Samsara, Satori, 
  Wuwei
  Tribe Names: Gondwana, Kerguelen, Laurasia, 
  Pannotia, Rodinia, Kenor, Nena, Vaalbara, Zeaia
  Lemurian Traits
  Your lemurian character has the following racial traits.
  Ability Score Increase. Your Dexterity score increases 
  by 1, and your Intelligence score increases by 2.
  Age. Lemurians reach maturity slower than humans, 
  not reaching adulthood until the age of 30. If they 
  remain in the Ethereal Plane they live to nearly 300 
  years old but lemurians who venture out of the Border 
  Ethereal into the Material Plane typically do not live 
  longer than 200 years.
  Alignment. Lemurians are reserved by nature 
  and rarely interfere in the struggles of others. Most 
  lemurians are lawful neutral or neutral.
  Size. Lemurians are slightly shorter and significantly 
  slighter than humans. They stand between 4 and 5 feet tall 
  and weight between 65 to 85 pounds. Your size is Medium.
  Speed. Your base walking speed is 30.
  Ethereal Step. As a bonus action, you become 
  partially ethereal until the start of your next turn. While 
  partially ethereal, you have resistance to nonmagical 
  damage, you have a fly speed equal to your base walking 
  speed, and you can move through occupied spaces. If 
  you end your turn in an occupied space, you are shunted 
  to the nearest unoccupied space and take force damage 
  equal to twice the number of feet you are moved. Once 
  you use this trait, you must finish a short or long rest 
  before you can use it again.
  Third Eye. You have a third eye above the middle of 
  your brow. You have advantage on saving throws against 
  being blinded.
  Vision Beyond Sight. You can take an action on your 
  turn to open your third eye to vision beyond sight for one 
  minute. While your third eye is open, you see invisible 
  creatures and objects as if they were visible, and you 
  can see into the Ethereal Plane. You are immune to 
  being blinded while this ability is in use. If you were 
  blinded before engaging this ability, that condition ends 
  immediately. Once you use this trait, you must finish a 
  long rest until you can use it again.
  Languages. You can speak, read, and write Common. 
  When lemurians left the Material Plane hundreds or 
  thousands of years ago, an earlier form of Common was 
  spoken. Today lemurians continue to use many of the 
  words, phrases, and linguistic rules of that older version 
  of the language which sounds distinctly odd to those 
  who speak the Common of modernity.
  
  14
  Chapter 1: raCes
  Lupin
  Who’s a good adventurer? You’re a good 
  adventurer! That’s right, you! You’re a good adventurer!
  — Gart, a well-intentioned companion of a lupin just 
  before being bitten
  In bustling cities and dangerous wilds, lupin thrive. In 
  the wild, hutaakan lupin form tribes akin to wolf packs 
  and take what they need from those too weak to avoid 
  them. In cities, the social nature of the renardy lupin 
  helps them make allies and easily collaborate with other 
  races. Despite all their similarities, these two groups of 
  lupin hate each other with unmatched passion.
  Fur and Fang
  Lupin stand between 5 and 7 feet tall and weigh from as 
  little as 150 pounds to as much as 300 pounds. Renardy 
  lupin tend towards the smaller side of that spectrum 
  while hutaakan are on the larger side. All lupin are 
  covered in fur and boast a mouth of sharpened teeth, a 
  snout, and hocks rather than ankles.
  Renardy lupin come in a huge variety of skin tones 
  and features, similar to domesticated dogs. Black, 
  brown, gray, tan, white, spotted, and patterned are 
  all within the realm of possibility. Renardy lupin tend 
  to dress in the style of other nearby races, preferably 
  emulating members of the upper classes if they can 
  afford to do so. Hutaakan lupin more closely resemble 
  wolves and are most often a blend of gray, tan, and 
  white. Hutaakan lupin dress to exhibit their prowess. 
  Hunters will wear pelts of various animals they have 
  killed, raiders will wear keepsakes from defeated foes, 
  and skilled artisans will wear the tools of their trade.
  Faithful Followers
  Unless they are raised in another culture or convert, 
  the majority of lupin are monotheistic. They worship 
  an all powerful creator and see all other gods as lesser 
  divinities worthy of respect but not worship. In addition 
  to their god, lupin pray to specific saints depending 
  on their needs. Most saints revered by the lupin are 
  historical figures from their own society that represent a 
  particular virtue.
  The huge cultural differences between the renardy 
  and hutaakan lupin mean that the creator god and lupin 
  saints are interpreted very differently between the two 
  groups. Hutaakan admire saints that exhibit strength, 
  dominance, and leadership. Renardy pray to saints that 
  exhibit mercy, collaboration, and ingenuity. These same 
  qualities are also respectively seen as the defining and 
  critical elements of their creator god.
  Loyalty and Ambition
  Renardy lupin are focused on the health and wellbeing 
  of their communities and social networks. If the people 
  they care about are threatened, they will not hesitate to 
  take up arms to protect them. Usually renardy lupin will 
  retire after dealing with the immediate threat but some 
  find fulfillment in being of greater service and will seek 
  out other opportunities to help others.
  Hutaakan lupin adventure for their own personal 
  glory or because they are separated or cast out of their 
  tribe. Most often a hutaakan adventurer travels to amass 
  a great enough reputation that when the adventurer 
  returns they can make a claim to leadership in the tribe. 
  If they happen to find magical arms and armor in their 
  journey, that makes their attempt at becoming the tribal 
  alpha all the more likely to succeed.
  Lupin Names
  Every lupin has a personal name and a profession 
  name. A lupin’s personal name is given by their parents 
  upon their birth. A lupin’s profession name is claimed 
  by the lupin when it chooses to pursue a particular 
  craft. Personal naming conventions vary between the 
  hutaakan and renardy. A lupin’s profession name may 
  change over the course of its life if it changes profession 
  or exhibits expertise (in which case its profession name 
  may be preceded by Good, Well, or Master) or ineptitude 
  (in which case its profession name may be preceded by 
  Little, Poor, or Minor) at its career choice.
  Female Hutaakan Names: Amelia, Bernadette, 
  Brunhilde, Hilda, Liesel, Mischa, Trudy, Ursula, 
  Wanda, Zelda
  Male Hutaakan Names: Albern, Bernard, Dedrick, 
  Dieter, Gunther, Rolf, Sigmund, Stein, Waldo, Ulf
  Female Renardy Names: Allette, Brigitte, Dominique, 
  Eloise, Fantine, Giselle, Lyonette, Ninon, Soleil, 
  Therese
  Male Renardy Names: Armand, Beauregard, Beldoin, 
  Chanceux, Danton, Emile, Lafayette, Marceau, 
  Quennel, Reynard
  Lupin Profession Names: Baker, Brewer, Fisher, 
  Fletcher, Gardener, Hunter, Mason, Tanner, Weaver
  Lupin Traits
  Your lupin character has the following racial traits.
  Ability Score Increase. Your Strength and 
  Constitution scores increase by 1.
  Age. Lupin reach maturity at about 8 years old and 
  can live to be as old as 80.
  Alignment. Lupin have a pack mentality which leads 
  them to consider the impact of their actions on their 
  community so are most often lawful. Hutaakan lupin 
  live in marauding tribes where leadership is a matter 
  of capacity for violence and are typically evil or neutral. 
  Renardy  lupin value cooperation and loyalty and are 
  typically neutral or good.
  Size. Lupin are between 5 and 7 feet tall and weigh 
  anywhere from 150 to 300 pounds. Your size is Medium.
  Speed. Your base walking speed is 30.
  Bite. You have powerful jaws lined with sharp teeth, 
  which you can use to make unarmed strikes. If you hit 
  with it, you deal piercing damage equal to 1d6 + your 
  Strength modifier, instead of the bludgeoning damage 
  normal for an unarmed strike.
  Darkvision. Used to nocturnal hunts with nothing 
  but the stars to light your way, you have superior vision 
  in dark and dim conditions. You can see in dim light 
  within 60 feet of you as if it were bright light, and in 
  darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Keen Sense of Smell. When you make an 
  Investigation, Perception, or Survival ability check that 
  could benefit from having a heightened sense of smell, 
  you gain advantage on that ability check.
  Pack Tactics. When a friendly creature makes an 
  attack against a creature within 5 feet of you, you can 
  use your reaction to give that attack advantage.
  Languages. You can speak, read, and write Common 
  and one extra language of your choice. Renardy often 
  learn Dwarven, Elven, Halfling, or Gnomish depending on 
  
  15
  Chapter 1: raCes
  what other races they live closest to. Hutaakan are more 
  likely to learn Giant, Gnoll, Goblin, or Orc as they live in 
  areas where those creatures are more common neighbors.
  Subraces. Lupin are divided into two subraces: 
  Hutaakan and Renardy. These subraces exhibit physical 
  differences but their cultural differences are even greater.
  Hutaakan Traits
  Hutaakan lupin live in the wild and untamed places 
  of the world in tribes lead by the strongest, fiercest, or 
  most cunning among them. Wolf-like in appearance, 
  hutaakan raid other communities for resources 
  when possible and otherwise subsist on hunting and 
  gathering. Renardy lupin claim that hutaakan are the 
  unfortunate and disgusting result of lupin and gnoll 
  interbreeding.
  Ability Score Increase. Your Wisdom score 
  increases by 1.
  Free & Fearless. You have advantage on saving 
  throws against being charmed and frightened.
  Renardy Traits
  Renardy lupin take their name after a legendary nation 
  of lupin they believe existed long ago. Renardy believe 
  that this mythical nation was undone by a lack of 
  cooperation and loyalty among the lupin. As a result, 
  these qualities are seen as the pinnacle of virtue and 
  civilized society. Hutaakan lupin believe that renardy are 
  the docile and domesticated outcasts of their fiercer and 
  more individualistic culture.
  Ability Score Increase. Your Charisma score 
  increases by 1.
  Social Animal. You have proficiency in your choice 
  of one of the following skills: Intimidation, Persuasion, 
  or Performance. Additionally, you can speak, read, and 
  write one additional language of your choice.
  Saurian
  Did not learned men, too, hold, till within the 
  last twenty-five years, that a flying dragon was an 
  impossible monster? And do we not now know that there 
  are hundreds of them found fossil up and down the 
  world? People call them Pterodactyls: but that is only 
  because they are ashamed to call them flying dragons, 
  after denying so long that flying dragons could exist.
  — Charles Kingsley, The Water Babies
  Like their behemoth kin, the saurians are relics of an 
  ancient time and unknown to nearly all inhabitants of 
  the worlds of D&D. As a people, saurians struggle to 
  uphold time honored traditions while they maintain the 
  ruins of their once opulent city states. Individually, each 
  saurian must decide for themselves if they will maintain 
  their culture in its long decline or leave their ancestral 
  home to find a new life.
  Kin to Behemoths
  Saurians tower over other humanoid races. The size of 
  the saurian race is proof, saurians say, of their mandate 
  of rulership over the younger races and their connection 
  to the primordial origins of the world. When their foot 
  falls shake the earth and echo off the hills, even the 
  skeptical are inclined to give their point consideration.
  Their appearance is further evidence of their ancient 
  and titanic origins. All saurians resemble the behemoths 
  commonly believed by scholars to have ruled the 
  world in prehistoric times. Different saurian subraces 
  resemble different species of behemoths but all are 
  covered with a scaled or feathered hide, possess large 
  black eyes, and have a tail.
  The End of an Era
  The reign of the saurians was long but so far in the 
  distant past that none but their own scholars even recall 
  the details of it. In the modern age, saurians remain in 
  ancient, gilded cities deep in the forgotten places of the 
  world. Hidden away in these lands lost to time, saurians 
  remain committed to the culture and traditions of their 
  ancestors. Even as their numbers grow fewer with each 
  passing decade, saurians still look to the past rather 
  than embrace the future.
  In that bygone age, the saurian people ruled sprawling 
  empires from capitols littered with gold and precious 
  gems, enlightened by the doctrine of their religious 
  philosophy, and pioneered a great number of the 
  mundane and mystical arts practiced today. At least, that’s 
  what the saurians claim. With their numbers shrinking 
  since before recorded time, some saurians embrace a 
  fatalistic stance that their race was born dying.
  Breaking With Tradition
  Saurians are an isolationist and monocultural people 
  and have been for the length of recorded history. When 
  a saurian becomes an adventurer, they leave the highly 
  structured society they come from and embrace a world 
  of dizzying freedom. A saurian might take this dramatic 
  leap  because they reject the caste they’ve been born 
  into, they’ve committed a great crime, or they’re the last 
  survivor of a once great city-state. Whatever the reason, 
  saurians typically know little of the customs of other 
  people and often struggle to adopt new ways of thinking.
  Saurians serve adventuring parties well as historians. 
  Saurians are long lived as individuals and, collectively, 
  look to the past for answers to present challenges. A 
  saurian might recall the details of how a great force of 
  evil was contained or defeated long ago, or remember 
  the solution to an ancient riddle.
  Saurian Names
  Every saurian is given a personal name at birth. In 
  adolescence the saurian is taught the personal names 
  of all of its ancestors and these form the saurian’s 
  extended name. Saurians traditionally greet others 
  by announcing their personal name and as much of 
  their extended name as they can remember. Between 
  saurians it is considered rude to list a longer extended 
  name than someone older or in a higher social status.
  Ankylos Names: Bhatha, Bhima, Charma, Gada, 
  Gadadhar, Khethah, Laguda, Sainya
  Deinony Names: Babila, Javana, Pathika, Rajaduta, 
  Rewa, Turanya, Vanik, Yathu
  Plesios Names: Aayaata, Annapurna, Karshakka, 
  Maalaakaara, Ogha, Puura, Riddhi, Samudra
  Pteradas Names: Aakaash, Aksha, Daksha, Pataga, 
  Silpa, Vihaga, Yantram, Yukti
  Sarchos Names: Dawati, Hantaram, Makara, Nakra 
  Raja, Peck, Tanupa, Udadhi, Urmi
  Triceras Names: Acharya, Agamya, Aparavid, 
  Chanaakya, Gyana, Itihaasa, Katha, Vidvat
  Tyrannos Names: Abhiraj, Adhip, Bhayan, Mahesh, 
  Mahiipat, Rajaan, Upadravin, Virochan
  
  16
  Chapter 1: raCes
  Saurian Traits
  Your saurian shares an inheritance of traits and abilities 
  with other saurians, passed down by your ancestors 
  since time immemorial.
  Age. Saurians mature slower than humans do, 
  reaching maturity at the age of 100, and can live up to a 
  thousand years.
  Alignment. Saurians are creatures of habit and 
  custom and are almost always lawful. Saurians have 
  an even temperament and a dislike for trouble, making 
  them disinclined toward good or evil.
  Size. Saurians are between 6 to 8 feet tall and weigh 
  between 350 and 450 lbs. A saurian’s size varies by 
  subrace with Pteradas being the smallest and lightest, 
  Plesios being the tallest, and Ankylos being the heaviest. 
  Your size is Medium.
  Speed. Your base walking speed is 30.
  Intimidating Size. When you make an Intimidation 
  ability check against a creature your size or smaller you 
  gain advantage.
  Long Memory. You have proficiency in the History skill.
  Powerful Build. You count as one size larger when 
  determining your carrying capacity and the weight you 
  can push, drag, or lift.
  Languages. You can speak, read, and write Common 
  and Draconic. The saurian dialect of Draconic is 
  obvious to other speakers of the language and unless 
  you learn Draconic again from another source, your 
  speech in Draconic will always be notable for its 
  saurian idiosyncrasies.
  Subrace. Saurian society is divided into castes 
  primarily determined by a saurian’s subraces. Ankylos 
  are expected to become a member of the military or 
  city guard. Deinony serve their people as ambassadors 
  and traveling merchants. Plesios are depended on as 
  farmers and explorers of saurian society. Pteradas are 
  known for their creativity and expertise as artisans. 
  Sarchos are found almost exclusively in coastal cities 
  and often make up whatever naval forces a saurian city-
  state has. Triceras are encouraged to become scholars 
  and bureaucrats. Tyrannos are the leaders of saurian 
  society, as likely to be feared as they are admired.
  Ankylos
  By tradition, the ankylos are the military caste of 
  saurian society. Ankylos are introduced to fighting 
  in small groups as a competitive team sport for the 
  entertainment of other saurians. As ankylos age, they 
  take on roles in the city guard, in militaries, or as 
  bodyguards and warriors.
  These combat roles well suit the ankylos, who are the 
  heaviest among saurian kind and possess both natural 
  weapons and defense. Along their back the ankylos have 
  contiguous bone plates that create a shell and their tail 
  ends in a club formed from a dense nodule of the same 
  bone plates.
  Ability Score Increase. Your Strength score increases 
  by 2, and your Constitution score increases by 1.
  Club Tail. You have a club tail which you can use to 
  make unarmed strikes. If you hit with them, you deal 
  1d6 + your Strength modifier bludgeoning damage.
  Heavy. You have advantage on saving throws against 
  being moved and knocked prone.
  Natural Armor. You have a bone plated back you can 
  use to intercept attacks when you have no better shield 
  on hand. While you are not using a shield you gain +1 to 
  your AC.
  Slow. Your base movement speed decreases to 25 feet.
  Deinony
  With their heightened speed and relatively smaller 
  frame, the deinony serve saurian society as 
  ambassadors, merchants, and rangers. In ancient eras 
  the deinony would travel from one saurian city-state 
  to another delivering their ruler’s lists of demands, 
  requests, or peace offerings. It has been centuries since 
  two great saurian city-states have been close enough 
  for such a relationship so deinony today serve as the 
  primary face of saurian society to the outside world, if 
  the outside world knows of saurians at all.
  To the uneducated eye, a deinony might look like a 
  particularly feral lizardfolk. To those who are familiar 
  with both races the deinony’s size, protruding nose, 
  and dagger-sized talons on their feet make the two 
  impossible to confuse.
  Ability Score Increase. Your Strength, Dexterity, and 
  Charisma scores increase by 1.
  Clawed Toe. You have dagger like claws at the end of 
  your feet that you can use to make unarmed strikes. If 
  you hit with them, you deal slashing damage equal to 
  1d4 + your Strength modifier, instead of the bludgeoning 
  damage normal for an unarmed strike.
  Clever. You have a natural talent for providing openings 
  and advantages for others. On your turn, you can use a 
  bonus action to take the Help action. You can use this 
  feature again after you complete a short or long rest.
  Raptor Agility. Your reflexes and agility allow you to 
  move with a burst of speed. When you move on your 
  turn in combat, you can double your speed until the end 
  of the turn. Once you use this trait, you can’t use it again 
  until you move 0 feet on one of your turns.
  Plesios
  Plesios form the bulk of the agricultural caste of saurian 
  society. Plesios are naturally gifted at tending the land 
  and the sea and are taught horticulture and herbalism at 
  a young age. Many plesios become farmers but some rare 
  few serve their communities as druids or rangers instead.
  Plesios are the tallest of the saurian owing in no small 
  part to their sizeable neck. Plesios stand nearly 8 feet 
  tall on average with their neck comprising about 2 feet 
  of that height. Despite lacking any external gills, plesios 
  are equally at home above and below water. Their skin 
  produces an oily sheen when they remain out of water 
  for extended periods of time.
  Ability Score Increase. Your Strength score increases 
  by 2, and your Wisdom score increases by 1.
  Darkvision. Accustomed to darkened waters, you have 
  superior vision in dark and dim conditions. You can see 
  in dim light within 60 feet of you as if it were bright light, 
  and in darkness as if it were dim light. You can’t discern 
  color in darkness, only shades of gray.
  Aquatic. You have a swimming speed equivalent to your 
  base walking speed and you can breathe air and water.
  Catch of the Day. When you are near a body of water 
  you can spend 10 minutes fishing. You catch 10 fish 
  which function identically to the berries created by the 
  spell, goodberry. You can use this feature again after you 
  complete a long rest.
  Pteradas
  In saurian society, pteradas make up the artisan caste. 
  In a culture that changes as slowly as saurian society 
  does, pteradas are given a limited freedom to innovate 
  and experiment with new forms of art and thinking. In 
  practical roles, pteradas become artists, philosophers, 
  and inventors.
  
  17
  Chapter 1: raCes
  Physically the pteradas are the smallest and lightest 
  of all saurians. Their relatively spry stature allows them 
  to use their wings, a membrane between the bottom of 
  their palms and their top of their hips, to fly. Their heads 
  are long and angular, due to their pronounced beaks.
  Ability Score Increase. Your Strength score increases 
  by 1, and your Dexterity score increases by 2.
  Flight. You have a fly speed of 30 feet. You cannot fly 
  using this feature when you are carrying more than half 
  of your encumbrance rating in weight. While flying in this 
  way you cannot make attack rolls, cast spells, or maintain 
  concentration on spells you had previously cast.
  Tool Proficiency. Choose and gain proficiency with 
  any one tool kit.
  Sarchos
  Sarchos occupy a precarious position in saurian 
  society. It’s an accepted fact that sarchos were one of 
  the youngest of the saurian races and their unique gifts 
  leave them ill-suited for landlocked settlements. While 
  historically the sarchos made up the bulk of saurian city-
  state’s navies, today few such city-states exist and those 
  that do are hard pressed to muster enough members to 
  call it a “navy.” As a result, sarchos are largely forgotten 
  by other saurians or sometimes even viewed as 
  suspicious outsiders. In the rare saurian city-states that 
  have long and proud naval traditions, the sarchos are 
  still accepted as members of society, but often take roles 
  that keep them at sea.
  Sarchos have long snouts, a thick scaled hide, short 
  powerful legs, and long tails. While their gait on land 
  could be described as awkward, they swim with the grace 
  of a sea serpent, using their tails to propel themselves 
  forward. Sarchos are sometimes mistaken for large 
  crocodiles by humanoids unfamiliar with saurians.
  Ability Score Increase. Your Strength score increases 
  by 2, and your Constitution score increases by 1.
  At Home in Water. Your base movement speed 
  decreases to 25 feet, but you have a swimming speed of 
  30 feet.
  Hold Breath. You can hold your breath for up to your 
  Constitution modifier in hours (minimum 1).
  Powerful Jaws. Sarchos have powerful jaws they can 
  use to grapple and control enemies with in combat. 
  When you make a grapple attempt you may use your 
  mouth instead of a free hand. If you do, and you 
  successfully grapple a creature, that creature takes your 
  strength modifier in damage.
  Scaley Hide. Whenever you complete a short or a 
  long rest you gain temporary hit points equal to your 
  Constitution modifier (minimum 1).
  Triceras
  Triceras are regarded as gifted scribes and ritualists 
  and make up the majority of the scholar caste in saurian 
  society. As such, triceras are called on to remember the 
  customs and traditions of the past as well as interpret 
  and implement the application of historical laws. 
  Triceras fulfill their function as members of the scholar 
  caste by serving as judges, priests, and lorekeepers.
  The most striking physical characteristic of the 
  triceras is their forehead which forms an elevated ridge 
  that separates the front of their skull from the back. 
  Three horns protrude from the front facing side of that 
  ridge. A shorter horn sits directly above the triceras’ 
  beak and two longer horns grow on either side of 
  central horn.
  Ability Score Increase. Your Strength and Intelligence 
  scores increase by 2. 
  Living Fossil. Your proficiency bonus is doubled when 
  you make Intelligence (History) ability checks.
  Tricorn Headbutt. You have three horns on your head 
  that you can use to make unarmed strikes. If you hit 
  with them, you deal piercing damage equal to 1d4 + your 
  Strength modifier, instead of the bludgeoning damage 
  normal for an unarmed strike.
  Ritualist. Choose any 1st-level spell with the ritual tag. 
  You can cast this spell as a ritual. Intelligence is your 
  spellcasting ability for this spell.
  Tyrannos
  Along with the blood of the mythical Tyrant King, the 
  tyrannos inherit the birthright of leadership and form 
  the ruling caste of saurian society. Historically, the 
  tyrannos proved their worth as rulers by launching 
  extended military campaigns against one another. As 
  the numbers of their subjects dwindled, the efficacy 
  of such campaigns became unsustainable. Traditional 
  tyrannos do little today but rule over the decaying 
  ruins of their once great society while enterprising 
  tyrannos may attempt to start trade with the wider 
  world. Tyrannos are given a wide berth in terms of the 
  functional roles they play in society but most often act 
  as politicians, rulers, and merchants.
  The tyrannos are easily identified by their large heads, 
  which they claim are a result of their superior intellect 
  and political prowess, and their short arms, which 
  everyone else should be careful never to call to attention.
  Ability Score Increase. Your Strength score increases 
  by 2, and your Charisma score increases by 1.
  Carnivorous Bite. You have rows on rows of sharp 
  teeth which you can use to make unarmed strikes. If 
  you hit with them, you deal slashing damage equal to 
  2d4 + your Strength modifier, instead of the bludgeoning 
  damage normal for an unarmed strike.
  Small Arms. You have disadvantage on attack rolls 
  with heavy weapons.
  Tyrant King. You have proficiency in the 
  Intimidation skill.
  Terrifying Roar. You can use your action to roar with 
  rage, shocking your inferiors into submission. When 
  you do, all creatures within 30 feet must pass a Wisdom 
  saving throw or be frightened until the end of your next 
  turn. The DC for this saving throw is equivalent to 8 
  + your Charisma modifier + your proficiency modifier. 
  After you use your terrifying roar, you can’t use it again 
  until you complete a short or long rest.
  Shardmind
  It was the most exquisite statue I’d ever seen. 
  Then it ordered a drink!
  — Gringilligus Grogoggnog, gnome tavernkeeper
  All shardminds were once physically and psychically 
  united in the Living Gate, a metaphysical seal that 
  locked the Far Realm away from the rest of existence. 
  When the Living Gate was destroyed it sent crystalline 
  shards across the multiverse. Some of these shards 
  became sentient, formed humanoid bodies, and became 
  shardminds. Almost all shardminds agree their purpose 
  in existence is to rebuild the Living Gate, but how to 
  accomplish that goal and what’s worth sacrificing to 
  accomplish it are highly debated.
  
  18
  Chapter 1: raCes
  Crystalline Bodies
  Although each shardmind’s appearance is unique, other 
  races often have difficulty telling two shardminds apart 
  unless they have obvious differences in height, features, 
  or coloration. Shardminds stand between 5 and a half 
  feet to a little over 6 feet tall and weigh anywhere from 
  180 to 240 pounds. Their body is composed of hundreds 
  of crystalline shards vibrating silently against one 
  another. These crystals are amber, green, red, or white 
  in color. Shardminds are luminescent with particularly 
  bright crystals where other humanoids might associate 
  with eyes.
  Shardminds have no reproductive organs or any other 
  sex characteristics. When a shardmind first awakens, 
  it determines what shape it will take and maintains 
  that shape for the duration of its existence. The psionic 
  energy that animates a shardmind requires their shape 
  to be humanoid although they can break down into 
  a cloud of crystal shards for a brief moment. Despite 
  being a non-biological race, the psionic energy of a 
  shardmind responds to poisons as if they were made of 
  flesh and blood.
  Crystalline Minds
  Shardminds believe there is only so much psionic 
  energy leftover from the Living Gate and that a new 
  shardmind is only created when an old one dies. When 
  this occurs, a deposit of crystals, left when the Living 
  Gate was destroyed, stir to life and fly to a central point, 
  forming a dense sphere of shards that quickly coalesces 
  into a humanoid form. Many shardminds have never 
  seen another of their kind but know they exist because 
  they all retain some memories of the time they existed 
  as a singular being in the Living Gate.
  Beings of pure thought given form, shardminds are 
  emotionally distant and logical. Although shardminds 
  are not often moved to acts of emotion, when they are 
  the emotion is often extreme. A shardmind will patiently 
  tolerate a companion’s practical jokes until the day 
  they don’t — and then they will make their rage known. 
  These emotional outbursts are rare and often pass 
  quickly, but are proof that the shardminds are not as 
  dispassionate as they might appear.
  Singular Purpose, Multiple 
  Methods
  A shardmind’s first thoughts when they come to exist 
  are of the Living Gate. All shardminds share a drive to 
  seal away the Far Realms from the multiverse but vary 
  in their idea of how that should be accomplished. Some 
  shardminds believe that they must learn to construct a 
  new Living Gate. Others believe that each shardmind 
  should defend its own existence before anything else, 
  believing that a large enough population of elder and 
  powerful shardminds will spontaneously unite into 
  the collective being they once were. Finally, some 
  shardminds come to the dark conclusion that their own 
  race is wasted energy. They believe the psionic energy 
  that animates shardminds would naturally reform the 
  Living Gate if it wasn’t tied up creating and maintaining 
  shardminds. These believers hunt down and kill other 
  shardminds, believing that with each death they come 
  closer to protecting the multiverse.
  Rebuilding the Living Gate
  All living shardminds are adventurers for some part 
  of their lives. Shardminds come into existence with 
  a sense that the multiverse is out of sorts and needs 
  their intervention to correct itself. This urge to correct 
  a defect in the cosmos drives shardminds to seek out 
  any way they can of rebuilding the Living Gate to once 
  again seal the Far Realms off from the rest of existence. 
  In the pursuit of that knowledge, they often take up with 
  adventurers of other races, predicting they are more 
  likely to find ancient lore and powerful artifacts with the 
  aid of others.
  Shardmind Names
  Shardminds take the names of runes that were 
  incorporated into the Living Gate as personal names. 
  Because shardminds have no sex their names are not 
  differentiated by gender. 
  Shardmind Names: Amata, Arshaka, Arwia, Balashi, 
  Bashanu, Belessunu, Dpiana, Erishti, Eshunu, Hunzu, 
  Iltani, Ishmea, Kuaya, Kubaba, Kuri, Manishtu, 
  Naram, Nuraya, Seluku, Tabni, Ubashu, Utua, Zakiti
  Shardmind Traits
  Your shardmind character has the following racial traits.
  Ability Score Increase. Your Intelligence, Wisdom, 
  and Charisma scores each increase by 1.
  Age. Shardminds are effectively ageless. They awaken 
  from dormancy fully mature and have no natural lifespan.
  Alignment. Shardminds are people of custom and habit 
  making most of them lawful. A shardmind is as likely to 
  be good as it is evil but much more likely to be neutral.
  Size. Shardminds are between 5 and 6 feet tall and 
  weigh around 200 pounds. Your size is Medium.
  Speed. Your base walking speed is 30.
  Crystalline Mind. You have resistance to psychic 
  damage.
  Inner Light. You emit light out to a distance of 30 feet 
  and dim light to a distance of 30 feet beyond that. You 
  can choose to darken your light as an action. When you 
  do, it remains darkened for one minute.
  Living Construct. Even though you are a construct, 
  you are also a living creature. You are immune to 
  disease. You do not need to eat, breathe, drink, or sleep.
  Shard Swarm. As an action on your turn, you 
  can burst into your composite crystal shards then 
  reassemble in a new location. When you do, each 
  creature within 5 feet of you when you use this action 
  must succeed on a Dexterity saving throw (DC 8 + your 
  Intelligence modifier + your proficiency bonus) or it 
  takes 1d6 piercing damage. A creature who succeeds 
  on its saving throw takes half damage. The damage 
  increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 
  at 16th level.
  As part of the same action, you teleport to an 
  unoccupied space you can see within 30 feet.
  You can use this trait again when you finish a short or 
  long rest.
  Telepathy. You can telepathically speak to any creature 
  you can see within 120 feet of you. You must share a 
  language with the creature for it to understand your 
  telepathic utterances.
  Languages. You can speak, read, and write Common 
  and Deep Speech. Although shardminds are physically 
  capable of producing speech, they prefer not to when 
  
  19
  Chapter 1: raCes
  possible. Most shardminds use their telepathy as their 
  primary means of communicating with other humanoids.
  Thri-kreen
  Although we had traveled together for over a 
  year by then, I never knew where I stood with Tak-tha. 
  Then one day, after a particularly ferocious battle, I 
  laid there bleeding and helpless on the ground and she 
  approached. When she didn’t eat me, that’s when I knew 
  we were friends after all.
  — Aranarei, urchin by birth, adventurer by trade
  Dwelling in the hottest parts of the world, thri-kreen 
  stalk the savannas and deserts they call home. These 
  insect-like humanoids must fend for themselves from 
  the moment they are born and continue to do so 
  until the day they die. Not prone to emotion or social 
  impulses, thri-kreen are happy to spend the entirety of 
  their lives hunting and foraging for everything they need 
  to survive.
  Mantis Warriors
  Thri-kreen are insectoid humanoids covered in chitinous 
  armor with four arms, powerful mandibles, and two 
  antennae at the top of their head. For non-thri-kreen, they 
  are practically impossible to tell apart except by whatever 
  weapons or hunting trophies they might be carrying. A 
  thri-kreen’s lower set of arms are just below the upper 
  arms, which connect to their shoulders, and are just as 
  capable of lifting and carrying as the upper arms. Their 
  antennae move about unconsciously unless they are 
  being used to communicate with other thri-kreen.
  The shortest thri-kreen are 5 feet tall and the tallest 
  thri-kreen stand nearly 7 feet. They weigh an average of 
  200 pounds but can weigh significantly more depending 
  on the thickness of their exoskeleton. The natural armor 
  that covers their faces obscures any facial features that 
  might provide insight into a thri-kreen’s thoughts or 
  feelings. Thri-kreen rarely wear clothes unless they are 
  attempting to fit into humanoid society but some do carry 
  a keepsake or two from particularly challenging hunts.
  Survival of the Fittest
  Adult thri-kreen feel an impulse to seek one another 
  out and mate just before the hottest season of the 
  year. Female thri-kreen then work together to dig 
  underground chambers for their eggs where they will 
  collectively lay dozens of eggs. By the time the eggs 
  hatch a few months later, the parents have left the 
  chamber and will likely never meet their offspring. The 
  vast majority of thri-kreen die within the first three years.
  Those that survive mature quickly. Thri-kreen do not 
  need to sleep and age rapidly compared to many other 
  humanoid races. Over the course of its first 5 years, a 
  thri-kreen will molt over a dozen times. After that time, a 
  thri-kreen is fully mature and will only molt once a year. 
  Many thri-kreen are the only members of their brood 
  to make it to this age but some survive with a handful 
  of others. When this happens, broodmates will likely 
  remain together for the duration of their lives. Whether 
  thri-kreen learn how to use tools and speak their shared 
  language by instinct or a latent psionic connection is a 
  point of debate among scholars.
  Solitary Hunters
  Thri-kreen spend their days and nights on the hunt. As 
  a rule, thri-kreen are not interested in wealth and rarely 
  hunt or forage for more than is required to meet their 
  immediate needs. Thri-kreen have a deep respect for the 
  natural order of the world and never kill for pleasure 
  or entertainment. Despite having no laws or society to 
  speak of, many thri-kreen have taken it upon themselves 
  to put an end to hunters who take more than they need 
  from thri-kreen territory.
  Most thri-kreen live alone or with the few broodmates 
  that they survived adolescence with. In rare instances, 
  however, thri-kreen will form small tribes if the natural 
  threats in the region are too great for individual thri-
  kreen. In very rare cases, a thri-kreen will experience a 
  psionic awakening that gives rise to intense emotions 
  and the desire to communicate with non-thri-kreen. 
  These thri-kreen are the most likely to enter a society of 
  other humanoid races.
  Territorial Adventurers
  Given that they spend most of their lives alone, content 
  to live a simple life of hunting, and rarely swayed by 
  appeals to emotion, thri-kreen are not likely to become 
  adventurers. When they do it is most often temporary, 
  with the realization that there is an existential threat to 
  their hunting territory, forcing them to take extraordinary 
  measures. Although rare, it is possible a thri-kreen will 
  discover that they prefer the company of others to a life of 
  solitary hunting and decide to continue adventuring after 
  they have resolved the threat to their home.
  Thri-kreen Names
  Thri-kreen choose a personal name for themselves only 
  if necessary upon encountering other humanoids. Since 
  thri-kreen almost never know their parents, they do not 
  have family names. Thri-kreen names are not gendered.
  Thri-kreen Names: Chak-tha, Chit’al, Drik-chkit, Gulnik, 
  Kacht-ta, Kat’chka, Kiktul, Klaktuk, Krik, Pak’cha, Pik-
  ik-cha, Pok, Ptekwe, Tak-tha, Tal’tich, Tilnak, Tik-tik
  Thri-kreen Traits
  Your thri-kreen character has the following racial traits.
  Ability Score Increase. Your Dexterity score increases 
  by 2, and your Wisdom increases by 1.
  Age. A thri-kreen reaches adulthood by 6 and are 
  considered elders by 25. No thri-kreen has ever 
  naturally lived past 35 years of age.
  Alignment. Most thri-kreen are chaotic neutral. Thri-
  kreen are not swayed by sentiment or greed so they 
  rarely seek to obtain more resources than necessary, 
  but likewise rarely provide charity for those in need. 
  Thri-kreen grow up in isolation, or with only their 
  broodmates, so the intricacies of law and custom are 
  lost on them.
  Size. Adult thri-kreen stand about 6 feet tall and 
  weigh around 200 pounds. Your size is Medium.
  Speed. Your base walking speed is 35.
  Bite. You have powerful mandibles that you can use 
  to bite creatures in place of an unarmed strike. If you 
  hit with it, you deal piercing damage equal to 1d6 + your 
  Strength modifier, instead of the bludgeoning damage 
  normal for an unarmed strike.
  
  20
  Chapter 1: raCes
  Darkvision. Accustomed to long nights under the 
  desert sky, you have superior vision in dark and dim 
  conditions. You can see in dim light within 60 feet of 
  you as if it were bright light, and in darkness as if it 
  were dim light. You can’t discern color in darkness, only 
  shades of gray.
  Extra Arms. You have four arms.
  Leaper. Your jump distances are tripled and you make 
  standing jumps as if you had a running start.
  Limited Emotions. You have advantage on saving 
  throws against being charmed or frightened.
  Sleepless. You do not need to sleep and magic can’t 
  put you to sleep. You can rest as normal by doing only 
  light activities during rests.
  Thri-kreen Weapon Training. You have proficiency 
  with the gythka and chatkcha.
  Languages. You can speak, read, and write Common 
  and can speak Thri-kreen. Thri-kreen is a language 
  composed entirely of whistles, mandible clicks, and 
  antennae gestures making it impossible for other races to 
  speak. Thri-kreen has no alphabet or written language.
  thri-kreen weapons
  As they reach maturity, thri-kreen instinctively learn 
  how to craft and use the following weapons. The gythka 
  introduces a new weapon property, which is detailed after 
  the weapons table.
  weapon properties
  The defensive property presented here supplements those 
  found in the Player’s Handbook.
  Defensive. While you wield one or more weapons 
  with this property, you gain a +1 bonus to AC if you are 
  proficient with the weapon and not using a shield.
  weapons
  Name
  Cost
  Damage
  Weight
  Properties
  Martial Melee Weapons
   
   
   
   
  Gythka
  15 gp
  1d8 slashing
  5 lb. Defensive, thrown (10/30), two-handed
  Martial Ranged Weapons
   
   
   
   
  Chatkcha
  8 gp
  1d6 piercing
  5 lb. Light, thrown (30/120)
  
  21
  Chapter 2: Feats
  Chapter 2: Feats
  Feats are an optional rule in chapter 6, “Customization 
  Options,” of the Player’s Handbook. The DM decides 
  whether they’re used and may also decide that some 
  feats are available to choose and others aren’t.
  This section introduces a collection of special feats that 
  allow you to explore your character’s race further. These 
  feats are each associated with a race from this book or 
  Volo’s Guide to Monsters, as summarized in the Racial 
  Feats table. A racial feat represents either a deepening 
  connection to your race’s culture or a physical 
  transformation that brings you closer to an aspect of 
  your race’s lineage.
  The feats are presented below in alphabetical order.
  Abyssal Sight
  Prerequisite: Triton
  Used to long excursions in the deep sea where the 
  sunlight never reaches, you have superior vision in the 
  dark. You can see in dim light within 120 feet of you as if 
  it were bright light, and in darkness as if it were dim light. 
  You can’t discern color in darkness, only shades of gray.
  Additionally, as an action you can open your 
  awareness to the presence of your ancient foes. Until 
  the end of your next turn, you know the location of any 
  elemental, monstrosity, or undead that has a swim 
  speed and is within 300 feet of you. You know the type 
  (elemental, monstrosity, or undead) of any being whose 
  presence you sense, but not its identity (the elemental 
  Leviathan, for example). Within the same radius, you 
  can also detect the presence of any portals to or from 
  an elemental plane. You can use this ability a number of 
  times equal to 1 + your Charisma modifier. When you 
  finish a long rest, you regain all expended uses.
  Blood of Giants
  Prerequisite: Goliath
  You are stronger still than your goliath kin. Worryingly, 
  you have discovered a way to tap into your ancient 
  heritage and unleash an inner power that causes you to 
  resemble a giant yourself. You gain the following benefits:
  • Increase your Strength score by 1, to a maximum of 20.
  • You can cast the enlarge/reduce spell on yourself once 
  with this trait, using only the spell’s enlarge option. 
  You don’t need material components for this spell and 
  cannot lose concentration on this spell as a result of 
  taking damage. You regain the ability to cast this spell 
  with this trait when you finish a long rest. Strength is 
  your spellcasting ability for this spell.
  Catlike Reflexes
  Prerequisite: Tabaxi
  You walk with swift speed and a watchful eye for danger. 
  You gain the following benefits:
  • Your base walking speed increases to 35.
  • After you roll a Dexterity saving throw, but before the 
  DM declares it a success or failure, you can use your 
  reaction to roll the saving throw again. You must use 
  the second result.
  • You do not drop prone when you take damage from 
  falling.
  Channel Divinity
  Prerequisite: Godblooded
  You gain the ability to channel divine energy directly 
  from your blood, using that energy to fuel magical 
  effects. You can use your channel divinity to access the 
  2nd level Channel Divinity effect of the Cleric Domain 
  you chose as your subrace. You must finish a short or 
  long rest to use your Channel Divinity again.
  Some Channel Divinity effects require saving throws. 
  When you use such an effect from this trait, the DC equals 
  8 + your proficiency bonus + your Constitution modifier.
  Cold-Blooded
  Prerequisite: Lizardfolk
  You are not easily moved to affection and find fear nearly 
  as effective as violence for getting what you want. You 
  gain the following benefits:
  racial feats
  Race
  Feat
  Aasimar
  Divine Conduit
  Aasimar
  Supernal Touch
  Book Wyrm
  Glossolalic Cacophony
  Book Wyrm
  Scribe of Secrets
  Dhampir
  Ferocious Bite
  Dhampir
  Protean Magic
  Dragontortleborn
  Dragon Fear
  Dragontortleborn
  Dragonturtle Champion
  Firbolg
  Hidden Stride
  Firbolg
  Silver Speaker
  Giff
  Headstrong
  Giff
  Spell Suppression
  Godblooded
  Channel Divinity
  Godblooded
  Resurgent Divinity
  Goliath
  Blood of Giants
  Goliath
  Mountain’s Endurance
  Grimalkin
  Nine Lives
  Grimalkin
  Otherworldly Ancestry
  Half-Dwarf
  Dwarven Fortitude
  Half-Dwarf
  Prodigy
  Kenku
  Magic Mimic
  Kenku
  Master Mimic
  Lemurian
  Not of This World
  Lemurian
  Sufficiently Advanced
  Lizardfolk
  Cold-Blooded
  Lizardfolk
  Ravenous Appetite
  Lupin
  Wild Howl
  Lupin
  Wolfsbane
  Saurian
  Intimidating Size
  Saurian
  Primordial Resilience
  Shardmind
  Disciplined Mind
  Shardmind
  Inquisitive Mind
  Tabaxi
  Catlike Reflexes
  Tabaxi
  Sharpened Claws
  Thri-kreen
  Predator’s Gifts
  Thri-kreen
  Psionic Awakening
  Triton
  Abyssal Sight
  Triton
  Triton Weapon Training
  
  22
  Chapter 2: Feats
  • You have advantage on saving throws against being 
  charmed.
  • You can use an action to expend a use of your Hungry 
  Jaws racial trait to instead make direct eye contact 
  with a creature who can see you within 30 feet and 
  hiss loudly. When you do, that creature must succeed 
  on a Wisdom saving throw (DC = 8 + your proficiency 
  bonus + your Wisdom modifier) or be frightened of 
  you for the next minute. If the frightened target takes 
  any damage, it can repeat the saving throw, ending the 
  effect on itself on a success.
  Disciplined Mind
  Prerequisite: Shardmind
  You are stoic and clear-eyed. You have advantage on saving 
  throws against illusions and being charmed or frightened.
  Divine Conduit
  Prerequisite: Aasimar
  You are a living conduit between the divine and material 
  realms. You gain the following benefits:
  • Increase your Wisdom or Charisma by 1, to a 
  maximum of 20.
  • You have the ability to strike fear in the hearts of 
  fiends. You can Channel Divinity to use the Turn 
  Fiend effect. If you already have an ability that grants 
  you Channel Divinity, you gain an additional use of it 
  before needing to take a short or long rest to regain 
  expended uses.
  Dragon Fear
  Prerequisite: Dragonborn or dragontortleborn
  When angered, you can radiate menace. You gain the 
  following benefits:
  • Increase your Strength, Constitution, or Charisma 
  score by 1, to a maximum of 20.
  • Instead of exhaling destructive energy, you can expend 
  a use of your Breath Weapon trait to roar, forcing each 
  creature of your choice within 30 feet of you to make a 
  Wisdom saving throw (DC 8 + your proficiency bonus 
  + your Charisma modifier). A target automatically 
  succeeds on the save if it can’t hear or see you. On a 
  failed save, a target becomes frightened of you for 1 
  minute. If the frightened target takes any damage, it 
  can repeat the saving throw, ending the effect on itself 
  on a success.
  Dragonturtle Champion
  Prerequisite: Dragontortleborn
  As you’ve matured, many of your natural defenses and 
  aptitudes mutated, making you even more dangerous 
  than your peers. You gain the following benefits:
  • Increase your Strength or Constitution by 1, to a 
  maximum of 20.
  • You have retractable claws at the ends of your fingers 
  that you can use to make unarmed strikes. If you hit 
  with them, you deal slashing damage equal to 1d6 + 
  your Strength modifier, instead of the bludgeoning 
  damage normal for an unarmed strike.
  • The AC granted by your Natural Armor racial trait 
  increases to 18.
  • You count as one size larger when determining your 
  carrying capacity and the weight you can push, drag, 
  or lift.
  Dwarven Fortitude
  Prerequisite: Dwarf or half-dwarf
  You have the blood of dwarf heroes flowing through your 
  veins. You gain the following benefits:
  • Increase your Constitution score by 1, to a maximum 
  of 20.
  • Whenever you take the Dodge action in combat, you 
  can spend one Hit Die to heal yourself. Roll the die, 
  add your Constitution modifier, and regain a number 
  of hit points equal to the total (minimum of 1).
  Ferocious Bite
  Prerequisite: Dhampir
  You can reflexively extend your canines, giving you a 
  vicious bite that you can use to make unarmed strikes. 
  If you hit with it, you deal piercing damage equal to 1d6 
  + your Strength modifier, instead of the bludgeoning 
  damage normal for an unarmed strike.
  When you deal damage to a creature with your bite 
  attack, you can use your reaction to absorb a measure of 
  their lost vitality. When you do, you gain temporary hit 
  points equal to the damage dealt. You cannot use this 
  reaction ability again until you finish a short or long rest.
  Glossolalic Cacophony
  Prerequisite: Book Wyrm
  You learn to exhale a stream of consciousness gibberish 
  picked up from your diverse studies that maddens those 
  around you. You gain the following benefits:
  • Increase your Intelligence or Wisdom score by 1, to a 
  maximum of 20.
  • As an action, you can exhale a cacophony of 
  incoherent babble. Each creature in a 15 ft. cone 
  must make a Wisdom saving throw. The DC for this 
  saving throw equals 8 + your Constitution modifier + 
  your proficiency bonus. A creature takes 2d6 psychic 
  damage on a failed save, and half as much damage 
  channel divinity: turn fiend
  As an action, you present your holy symbol and speak holy 
  words condemning fiends. Each fiend that can see or hear 
  you within 30 feet of you must make a Wisdom saving 
  throw (DC = 8 + your proficiency bonus + your Wisdom or 
  Charisma modifier). If the creature fails its saving throw, it 
  is turned for 1 minute or until it takes any damage.
  A turned creature must spend its turns trying to move 
  as far away from you as it can, and it can’t willingly 
  move to a space within 30 feet of you. It also can’t take 
  reactions. For its action, it can use only the Dash action or 
  try to escape from an effect that prevents it from moving. 
  If there’s nowhere to move, the creature can use the 
  Dodge action.
  
  23
  Chapter 2: Feats
  on a successful one. The damage increases to 3d6 
  at 6th level, 4d6 at 11th level, and 5d7 at 16th level. 
  After using this ability, you can’t use it again until you 
  complete a short or long rest.
  Headstrong
  Prerequisite: Giff
  Your head is particularly hard, something you have learned 
  to rely on in a fight. You gain the following benefits:
  • Your head is a natural weapon, which you can use 
  to make unarmed strikes. If you hit with it, you deal 
  bludgeoning damage equal to 1d8 + your Strength 
  modifier, instead of the damage normal for an 
  unarmed strike.
  • You regain the use of your Headfirst Charge racial 
  trait whenever you end a turn without using it.
  Hidden Stride
  Prerequisite: Firbolg
  You have mastered the secrets that let your people walk the 
  woods unseen for years. You gain the following benefits:
  • Increase your Dexterity score by 1, to a maximum of 20.
  • When you remain motionless for 1 minute, you turn 
  invisible. This invisibility lasts for 1 hour but ends 
  early if you attack, cast a spell, make a damage roll, or 
  force a creature to make a saving throw. Once you use 
  this trait, you can’t use it again until you finish a long 
  rest.
  Inquisitive Mind
  Prerequisite: Shardmind
  You can cast the detect thoughts spell without providing 
  the material components. When you gain this trait you 
  choose one of the following as your spellcasting ability 
  for this spell: Intelligence, Wisdom, or Charisma. Once 
  you cast this spell with this trait, you can’t cast it again 
  until you finish a short or long rest.
  Intimidating Size
  Prerequisite: Saurian
  Your towering stature is unsettling to others. You gain 
  the following benefits:
  • Increase your Strength score by 1, to a maximum of 20.
  • When you use threats of violence or demonstrate your 
  physical power to frighten another, you can add your 
  Strength modifier instead of your Charisma modifier 
  to your Intimidation ability check.
  • When you make an Intimidation ability check against 
  a creature your size or smaller you gain advantage.
  Magic Mimic
  Prerequisite: Kenku
  When a creature you can see and hear within 30 feet 
  casts a spell, you can use your reaction to memorize 
  their words and gestures. When you do, make a Wisdom 
  (Perception) ability check with a DC of the spellcaster’s 
  spell save DC. If your ability check equals or exceeds 
  their spell save DC and the spell was of a level you can 
  cast or lower (determined by the Kenku Magic Mimic 
  table below), you can mimic that spell once in the next 
  minute. When you mimic a spell, you cast the spell as 
  normal but do not need to expend a spell slot or provide 
  material components (unless there is a cost associated 
  with the material component of the spell). Wisdom is 
  your spellcasting ability for spells cast with this trait. 
  Once you use this trait, you must finish a short or long 
  rest before you can use it again.
  Master Mimic
  Prerequisite: Kenku
  You’ve taken your people’s natural aptitude for mimicry and 
  elevated it into a science. You gain the following benefits:
  • Increase your Charisma score by 1, to a maximum 
  of 20.
  • You are proficient in your choice of one of the following 
  skills: Deception, Insight, Perception, or Stealth.
  • When you use your Mimicry racial trait, you have 
  advantage on your Charisma (Deception) check.
  Mountain’s Endurance
  Prerequisite: Goliath
  Injuries that would rock lesser heroes fall flat on you. 
  You gain the following benefits:
  • Increase your Constitution score by 1, to a maximum 
  of 20.
  • When you use your Stone’s Endurance racial trait you 
  gain temporary hit points equal to twice your level. 
  You lose any remaining temporary hit points you have 
  from this ability after one minute.
  Nine Lives
  Prerequisite: Grimalkin
  The tenacious luck of cats is the stuff of legend. You gain 
  the following benefits:
  • Increase your Dexterity, Intelligence, or Charisma 
  score by 1, to a maximum of 20.
  • Whenever you would die as the result of failing your 
  third death saving throw, or by taking excessive 
  damage, mark a life on your character sheet. If you 
  have not marked your 9th life, you miraculously 
  survive the trauma and stabilize at 0 hit points.
  • Once you have marked your 9th life, your choice of 
  Dexterity, Intelligence, or Charisma score increases 
  by 1, to a maximum of 20, and you are vulnerable 
  to excessive damage and death saving throws as 
  normal characters.
  kenku maGic mimic
  Your Level
  Maximum Spell Level
  1-2
  1st
  3-4
  2nd
  5-6
  3rd
  7-8
  4th
  9+
  5th
  
  24
  Chapter 2: Feats
  Not Of This World
  Prerequisite: Lemurian
  Your connection to the Ethereal Plane is even stronger 
  than most lemurians. You gain the following benefits:
  • You regain the use of your Vision Beyond Sight racial 
  trait when you finish a short or long rest.
  • While you are partially ethereal as a result of using 
  your Ethereal Step racial trait, you have resistance to 
  all damage except force and psychic.
  • As an action, you can detect the distance and direction 
  to all portals that connect the Material Plane to the 
  Border Ethereal within 1 mile. After you use this 
  ability, you must finish a short or long rest before you 
  can use it again.
  Otherworldly Ancestry
  Prerequisite: Grimalkin
  You have a fine coat of purplish-black or white-silver, a 
  remnant of your ancestors’ times in the otherworldly 
  realms. You gain the following benefits:
  • Increase your Dexterity, Intelligence, or Charisma 
  score by 1, to a maximum of 20.
  • The majority of your ancestors came from the Feywild 
  or the Shadowfell. If you choose Feywild, gain the 
  Fey Ancestry trait. If you choose Shadowfell, gain the 
  Darkvision trait.
  • Darkvision. Used to lightless skies in a world of 
  endless grey, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 
  feet of you as if it were bright light, and in darkness 
  as if it were dim light. You can’t discern color in 
  darkness, only shades of gray.
  • Fey Ancestry. You have advantage on saving 
  throws against being charmed, and magic can’t 
  put you to sleep.
  Predator’s Gifts
  Prerequisite: Thri-kreen
  You are an unrivaled predator, both cunning and swift. 
  You gain the following benefits:
  • You have proficiency with the Survival skill.
  • Your base walking speed increases to 40.
  • You can spend 1 minute focusing to change 
  the coloration of your carapace to match your 
  surroundings. When you do, you have advantage on 
  Dexterity (Stealth) ability checks made to hide while 
  you remain in those surroundings.
  Primordial Resilience
  Prerequisite: Saurian
  The reign of the saurian empire was so long because 
  its warriors could not be broken. You have inherited 
  a measure of your ancestors’ resilience. You gain the 
  following benefits:
  • Increase your Constitution score by 1, to a maximum 
  of 20.
  • When you complete a short rest, you gain your level in 
  temporary hit points.
  • When you complete a long rest, you gain twice your 
  level in temporary hit points.
  Prodigy
  Prerequisite: Half-dwarf, half-elf, half-orc, or human
  You have a knack for learning new things. You gain the 
  following benefits:
  • You gain one skill proficiency of your choice, one 
  tool proficiency of your choice, and fluency in one 
  language of your choice.
  • Choose one skill in which you have proficiency. You 
  gain expertise with that skill, which means your 
  proficiency bonus is doubled for any ability check 
  you make with it. The skill you choose must be one 
  that isn’t already benefiting from a feature, such as 
  Expertise, that doubles your proficiency bonus.
  Protean Magic
  Prerequisite: Dhampir
  When you are not in direct sunlight, you can use an 
  action to cast the gaseous form, meld into stone, or 
  polymorph spell on yourself. You do not need to provide 
  material components to cast the spell and, if you cast 
  polymorph with this trait, you can only choose to turn 
  into a bat or a wolf. Once you have cast a spell with this 
  trait, you must finish a long rest to cast a spell using this 
  trait again.
  Psionic Awakening
  Prerequisite: Thri-kreen
  An event or experience has triggered your psionic 
  awakening. Your emotional range expands beyond other 
  thri-kreen and you gain the following benefits:
  • You can speak with creatures within 60 feet 
  telepathically. You do not need to share a language with 
  the creature to be able to do so but the creature must 
  be capable of understanding at least one language.
  • You can cast the mage hand cantrip with this trait. 
  When you do, the hand is invisible. Once you reach 
  3rd level, you can cast either the blur or invisibility 
  spell once with this trait as a 2nd-level spell, targeting 
  yourself only. You regain the ability to do so when you 
  finish a long rest. Wisdom is your spellcasting ability 
  for these spells.
  Ravenous Appetite
  Prerequisite: Lizardfolk
  The limitations of your Hungry Jaws trait fall away as 
  you are constantly consumed with a ravenous appetite 
  that must be sated. You gain the following benefits:
  • When you use your Hungry Jaws racial trait, you regain 
  hit points equal to half the damage dealt by the attack.
  • You can use your Hungry Jaws racial trait a number 
  of times equal to 1 + your Constitution modifier 
  (minimum 1). You regain all expended uses when you 
  finish a long rest.
  
  25
  Chapter 2: Feats
  Resurgent Divinity
  Prerequisite: Godblooded
  You have discovered a wellspring of divine power within 
  yourself and can tap into it as you desire. You gain the 
  following benefits:
  • Increase your Constitution score by 1, to a maximum 
  of 20.
  • As a bonus action, you regain the ability to cast spells 
  you have already cast using your Divine Legacy trait. 
  You can use this ability again after you finish a long rest.
  Scribe of Secrets
  Prerequisite: Book Wyrm
  Your mastery of the written word has crossed the border 
  into the supernatural. You gain the following benefits:
  • Increase your Intelligence or Wisdom score by 1, to a 
  maximum of 20.
  • Your proficiency bonus is doubled for any ability 
  check you make that uses your calligrapher’s 
  supplies proficiency.
  • You can cast the illusory script spell without expending 
  a spell slot or providing the material components.
  Sharpened Claws
  Prerequisite: Tabaxi
  Your claws are naturally sharper than most, or you 
  spend a great deal of time on nail care. You gain the 
  following benefits:
  • The climbing speed granted by your Cat’s Claws trait 
  increases to 30 feet.
  • You can add your Dexterity modifier instead of your 
  Strength modifier to the attack and damage rolls of 
  unarmed strikes you make using your claws.
  • The damage die of your claws increases to d6.
  • While you are grappled, you have advantage on 
  attacks made with your claws against the creature 
  grappling you.
  Silver Speaker
  Prerequisite: Firbolg
  You have learned to soothe the tempers of flora and 
  fauna and have a rudimentary grasp of their attempts at 
  communication. You gain the following benefits:
  • Increase your Charisma score by 1, to a maximum 
  of 20.
  • When you communicate with beasts and plants using 
  your Speech of Beast and Leaf racial trait, you can 
  understand their crude attempts at communicating 
  back to you.
  • You can cast the animal friendship spell as a 1st-level 
  spell. You can target plants as well as beasts when 
  you cast this spell with this trait. You do not need to 
  provide the material component to cast this spell 
  and use Charisma as your spellcasting ability for this 
  spell. Once you have cast this spell using this trait, you 
  cannot do so again until you have finished a short or 
  long rest.
  Spell Suppression
  Prerequisite: Giff
  The giff despise magic because they have no natural 
  aptitude for it and it sometimes goes awry in their 
  presence. You gain the following benefits:
  • When you take damage from a spell you can use your 
  reaction to gain resistance against the damage of the 
  triggering spell until the start of your next turn. Once 
  you use this ability, you can’t use it again until you 
  finish a short or long rest.
  • You add your proficiency bonus to any saving throw 
  you make against a spell that doesn’t already include 
  your proficiency bonus.
  Sufficiently Advanced
  Prerequisite: Lemurian
  Although Lemuria is no more, you have acquired some 
  of its lost secrets. You gain the following benefits:
  • You gain proficiency with the Arcana skill if you are 
  not proficient already. If you are, your proficiency 
  bonus is doubled for any Intelligence (Arcana) ability 
  check you make.
  • You learn any two cantrips of your choice. Intelligence 
  is your spellcasting ability for these cantrips.
  Supernal Touch
  Prerequisite: Aasimar
  You are a gifted healer, even among aasimar. You gain 
  the following benefits:
  • Increase your Charisma score by 1, to a maximum 
  of 20.
  • You can use your Healing Hands racial trait twice and 
  regain any expended uses when you finish a long rest.
  • When you use your Healing Hands racial trait, you 
  gain a number of temporary hit points equal to your 
  level. You lose any remaining temporary hit points 
  after 1 minute.
  Triton Weapon Training
  Prerequisite: Triton
  The tritons use weapons of war that are equally functional 
  above and below the waves, favoring the trident and net in 
  particular. You gain the following benefits:
  • When you use a net or a trident its normal and 
  maximum ranges are doubled.
  • When a creature provokes an opportunity attack 
  from you, you can use your reaction to make a ranged 
  weapon attack against that creature with a net.
  • When you make a ranged attack with a net, you do not 
  have disadvantage for being within 5 feet of a hostile 
  creature or creatures.
  • When you wield a trident with one hand, its damage 
  die changes from 1d6 to 1d8. When you wield a 
  
  26
  Chapter 2: Feats
  trident with two hands, its damage die changes from 
  1d8 to 1d10.
  • Tridents count as having the reach property for you.
  Wild Howl
  Prerequisite: Lupin
  You have discovered a feral voice within you that 
  frightens others and marks you as kin to canines. You 
  gain the following benefits:
  • Increase your Wisdom or Charisma score by 1, to a 
  maximum of 20.
  • You can speak to and understand the speech of dogs 
  and wolves.
  • You can let out a wild howl, forcing each creature of 
  your choice within 30 feet of you to make a Wisdom 
  saving throw (DC 8 + your proficiency bonus + your 
  Wisdom or Charisma modifier). A target automatically 
  succeeds on the save if it can’t hear or see you. On a 
  failed save, a target becomes frightened of you for 1 
  minute. If the frightened target takes any damage, it 
  can repeat the saving throw, ending the effect on itself 
  on a success. Once you use this ability, you must finish 
  a short or long rest before you can use it again.
  Wolfsbane
  Prerequisite: Lupin
  Lupin have never gotten along with werewolves. You have 
  trained in the methods your ancestors learned to detect 
  and counter lycanthropes. You gain the following benefits:
  • Increase your Constitution score by 1, to a maximum 
  of 20.
  • You gain proficiency in one of the following skills of 
  your choice: Animal Handling, Insight, Investigation, 
  Perception, or Survival.
  • You can use an action to smell a creature within 
  30 feet of you. You learn whether or not they are a 
  shapechanger and, if they are, whether or not they are 
  a lycanthrope. Once you use this ability, you can’t use 
  it again until you finish a short or long rest.
  • Your bite counts as magical for the purpose of 
  overcoming resistance and immunity to nonmagical 
  attacks and damage.
  Chapter 3: Magic Items
  Adventurers in the worlds of D&D have been known to 
  acquire magical items in their travels. Presented in this 
  chapter are a variety of magical items that can be used 
  by any character but may be of particular interest to the 
  races detailed in the Book of Uncommon Ancestry.
  Magic items are presented in alphabetical order. A 
  magic item’s description gives the item’s name, its 
  category, its rarity, and its magical properties.
  Adamovich’s Flying Dagger
  Weapon (dagger), uncommon
  This dagger’s normal and long thrown ranges are tripled. 
  You have advantage on all ranged attack rolls against 
  inanimate objects and disadvantage on all ranged attack 
  rolls against creatures with this weapon.
  Ambrosia
  Potion, legendary
  This golden-hued effervescent beverage is the legendary 
  nectar of the gods. Mortals are rarely lucky enough to 
  discover a supply of the divine drink but a generous 
  celestial might gift it to an adventurer for completing a 
  quest. The first time you consume ambrosia, you gain 
  the following benefits:
  • You gain all the benefits of completing a long rest.
  • You age slower than others. For every 2 years that 
  pass, your body ages only 1 year.
  • Roll 1d6 twice and consult the chart below. Each 
  time the ability score indicated increases by 1, to a 
  maximum of 22.
  Auto-Illustrating Device
  Wondrous item, rare
  This small, black box-like contraption has a large bulb, 
  with a coil inside, sticking out the top and a transparent, 
  circular lens sticking out the front. You can use an 
  action to point the device and push a button, located on 
  the top of the box, causing the bulb to flash with intense 
  light. When it does, all creatures in a 15 foot cone in 
  front of you must succeed on a Constitution saving 
  throw (DC 13) or be blinded until the end of their next 
  turn. Once it has been used in this way, it cannot be 
  used again for 1 minute. At the end of that minute, the 
  device excretes a paper illustration in the likeness of the 
  scene it was pointed in the direction of.
  Bedroll of Dirt Napping
  Wondrous item, rare
   
  This used bedroll is stained with grass and dirt. As an 
  action, when you are inside the bedroll, you can cause 
  the bedroll and everything it contains to sink ten feet 
  into the earth over the course of a minute. While in the 
  earth, you do not need to breathe. As an action while 
  you are inside the bedroll under the earth, you can 
  cause the bedroll and everything it contains to rise out 
  of the earth over the course of a minute.
  Big Boomer
  Weapon (musket), rare
  You gain a +1 bonus to attack and damage rolls made 
  with this magic weapon. In addition, you can use an 
  action to put the muzzle of this weapon against the 
  ground and fire. When you do, each creature within 10 
  feet must succeed on a Constitution saving throw (DC 
  14) or take 1d12 thunder damage and be deafened for 1 
  minute. In addition, the force of the blast causes you to 
  jump 30 feet in a direction of your choice.
  d6
  Ability Score
  1
  Strength
  2
  Dexterity
  3
  Constitution
  4
  Intelligence
  5
  Wisdom
  6
  Charisma
  
  27
  Chapter 3: MagiCal iteMs
  Blessed Holy Symbol
  Wondrous item, very rare
  This holy symbol emanates an invisible but palpable 
  aura of divine radiance. You gain a +1 to your spell 
  save DC and spell attack modifier while using this holy 
  symbol as your spellcasting focus.
  In addition, this magic item holds 7 charges. 
  Whenever you use a feature that would allow you to 
  expend a use of your Channel Divinity, you can expend a 
  charge from this magic item instead. On the last day of 
  each week, the holy symbol regains 1d6 + 1 charge.
  Book of Origami Ships
  Wondrous item, rare
  This book contains pages of firm paper with illustrations 
  of a variety of sailing vessels and pages that are 
  blank except for folding instructions. When a page 
  with instructions is torn out and folded following the 
  instructions, it transforms into a vessel over the course 
  of 1 minute. The vessel exists for a single voyage (to a 
  maximum of 1 year), after which time it deteriorates 
  into wet paper. The book contains a random number of 
  vessels: 2d6 rowboats, 1d8 keelboats, 2d4 sailing ships, 
  and 1d4 war ships. Rules for these vessels can be found 
  on page 119 of the Dungeon Master’s Guide.
  Boots of Excessive Action
  Wondrous item, rare (requires attunement)
  These well worn brown leather boots are emblazoned 
  with wings on the outside ankle. While you wear 
  these shoes and are attuned to them, you can use a 
  bonus action on each of your turns to take the Dash, 
  Disengage, or Dodge action.
  Curse. While you are attuned to the boots of excessive 
  action, you cannot take the Dash, Disengage, or Dodge 
  action unless you are wearing the boots. While you 
  are wearing the boots, whenever you take the Dash, 
  Disengage, or Dodge action you have a 50% chance 
  of falling prone instead of taking that action. If you fall 
  prone as a result of taking the action, you cannot rise 
  from prone before the end of the turn.
  You can break the curse in all the usual ways.
  Bottle of Spirits
  Wondrous item, rare
  This pale white, translucent bottle is filled with a thin 
  milky liquid. When the crystal stopper is removed, mist 
  billows out the top of the bottle. If the stopper remains 
  removed for a minute, a ghost rises from the bottle. The 
  ghost disappears when it is reduced to 0 hit points or 1 
  hour passes, whichever happens sooner.
  The ghost is friendly to you and your companions. 
  Roll initiative for the creature, which has its own turns. 
  It obeys any verbal commands that you issue to it (no 
  action required by you) If you don’t issue any commands 
  to the ghost, it defends itself from hostile creatures but 
  otherwise takes no actions.
  Once you have released a ghost from the bottle it 
  remains empty and unusable until 1 week passes. The 
  same ghost is never summoned more than once by this 
  magic item.
  Cannibal Coin
  Wondrous item, rare
  This gold coin appears like any other piece of regional 
  currency where it is found. When stored with other gold, 
  it eats 1 gold piece a day. It will only eat this gold piece 
  when it is not being observed by a creature with an 
  Intelligence score of 4 or higher.
  Cat’s Boots
  Wondrous item, uncommon
   
  You are resistant to damage from falling and you are not 
  knocked prone by taking damage from falling.
  Circlet of Many Tongues
  Wondrous item, rare
  This silver circlet has jewels dangling from metallic cords 
  that curl around the ears of the wearer. As an action you 
  can cast the comprehend languages, speak with animals, 
  speak with plants, or speak with dead spell. Once you 
  cast a spell with this circlet, it can’t be used to cast 
  another spell until after dawn of the next day.
  Everfull Stein
  Wondrous item, uncommon
  This large ceramic stein is decorated with dwarven 
  glyphs and topped with a brass metal lid that can be 
  opened by thumb lever. While the lid is closed and the 
  stein is empty, you need only name a non-magical ale, 
  beer, or mead you have had before and the stein fills 
  with that brew.
  Goggles of Brightvision
  Wondrous item, rare
   
  These dark tinted goggles give you advantage on saving 
  throws against being blinded and allow you to ignore 
  the Sunlight Sensitivity trait if you have it.
  Helm of Heroism
  Wondrous item, rare
  This regal looking helm is polished and without scuffs 
  or dents. While you wear this helm, you are immune to 
  being frightened.
  Invigorating Potion
  Potion, uncommon
  This pale green effervescent potion sparkles on the 
  tongue. When you consume this potion, you lose a level 
  of exhaustion.
  Ioun Gauntlet
  Wondrous item, legendary (requires attunement)
  This gold, ostentatious gauntlet has a dozen sockets on 
  the back of the hand, each capable of holding an ioun 
  stone. This magic item changes sizes to fit its attuner 
  perfectly and the sockets flex to hold an ioun stone of 
  any shape. When discovered, the ioun gauntlet already 
  has 2d6 - 1 random ioun stones set into it.
  When you wear the gauntlet, you gain the benefits of 
  each ioun stone. Additionally, you gain a bonus to your 
  attack rolls, AC, and saving throws depending on the 
  number of ioun stones in the gauntlet: 6 or fewer ioun 
  
  28
  Chapter 3: MagiCal iteMs
  stones grants a +1 bonus, 7 to 11 ioun stones grant a +2 
  bonus, and 12 ioun stones grant a +3 bonus.
  If the ioun gauntlet holds 12 ioun stones, you can use 
  an action on your turn to snap your fingers and make a 
  wish, as if you had cast the wish spell. Once you do, your 
  attunement to the gauntlet ends, all of the ioun stones in 
  the gauntlet are destroyed, and the gauntlet teleports to 
  a distant corner of the multiverse.
  Ironbloom
  Weapon (pistol), very rare (requires attunement)
  You gain a +2 bonus to attack and damage rolls made 
  with this magic weapon.
  Ammunition fired from this weapon punctures any 
  non-magical material up to 1 foot in thickness. A target 
  gains no benefit from cover behind such material when 
  you make an attack with this weapon. When you reduce 
  a creature to 0 hit points with this magic weapon, the 
  creature is petrified but turns to iron rather than stone.
  Lightened Weapon
  Weapon (varies), uncommon
  If a weapon of this type normally has the heavy property, 
  this magical weapon doesn’t. If a weapon of this type 
  doesn’t normally have the heavy or light property, this 
  magical weapon gains the light property.
  Love’s Bow
  Weapon (any bow), uncommon
  You gain a +1 bonus to attack and damage rolls made 
  with this magic weapon.
  As an action, you can fire a physical manifestation 
  of love from this bow targeting a creature you can 
  see within the bow’s long range. When you do, that 
  creature must make a Wisdom saving throw (DC = 8 
  + your proficiency bonus + your Dexterity modifier) or 
  be charmed by a creature of your choice that they can 
  see within 120 feet. This charmed condition lasts for 
  24 hours, ending early if the charmed creature takes 
  damage from the creature it is charmed by, or one of 
  that creature’s allies. While charmed, the charmed 
  creature considers the creature it is charmed by a close 
  personal friend or a love interest (as determined by the 
  player of the charmed creature or the DM for NPCs).
  Once you have used this bow to fire a charmed arrow, 
  you cannot do so again until after dawn of the next day. 
  One day a year, during a holiday celebrating a god or 
  goddess of love, this ability can be used an unlimited 
  number of times that day.
  Mantle of the Mithril Knight
  Armor (plate), legendary (requires attunement)
   
  While wearing this armor, you gain a +3 bonus to 
  AC and have resistance to non-magical bludgeoning, 
  piercing, and slashing damage. This magical plate 
  armor is decorated in the ostentatious style of the 
  fabled Mithril Knight and grants its wearer a fly 
  speed of 60 feet. In addition, you can cast each of the 
  following spells once: chromatic orb (as a 5th-level spell), 
  counterspell (as a 5th-level spell), darkvision (can only 
  target yourself), detect magic, fireball (as a 5th-level 
  spell), magic missile (as a 9th-level spell), scorching ray 
  (as a 5th-level spell), shield, and thunderwave (as a 5th-
  level spell). You uses Intelligence as your spellcasting 
  ability for these spells and regain the ability to cast each 
  spell using this armor after dawn of the next day.
  Manual of Mitosis
  Wondrous item, rare
  This magical book is completely blank. While the pages 
  are blank, and this manual is placed on any nonmagical 
  book, it copies the complete written contents and any 
  illustrations onto its own pages over the course of 8 
  hours. The pages of the manual can be cleared of all 
  writing and illustrations with one minute of vigorous 
  shaking.
  Manual of Ancestral Excellence
  Wondrous item, very rare
  Each manual of ancestral excellence is full of the 
  history and major figures of one race. If you spend 48 
  hours, over a period of 6 days or fewer, studying the 
  book’s contents and practicing its advice, and you are 
  a member of the race described in the manual, you 
  gain one feat of your choice that has your race as a 
  prerequisite. The manual then loses its magic, but 
  regains it after a century.
  Mask of the Outsider
  Wondrous item, very rare (requires attunement)
  Each of these stylized masks exhibit features commonly 
  associated with one of the following creature types: 
  celestial, fey, or fiend. While you are wearing the mask, 
  you can speak with any creature of that type as long as 
  you can both speak at least one language. Additionally, 
  creatures of that type will perceive you as being one of 
  them rather than a humanoid.
  As an action, you can cast the polymorph spell on 
  yourself. When you do, instead of choosing a beast, you 
  must choose a creature of the mask’s type whose CR is no 
  more than half your level. After you cast this spell using 
  the mask, you cannot do so again until the next sunrise.
  Mechanical Mount
  Wondrous item, uncommon (mastiff, warhorse), rare 
  (elephant, giant eagle, giant shark, giant spider) 
  (requires attunement)
   
  This construct shares the statistics with one animal 
  associated with its rarity. The construct generally looks 
  like the animal as well, although it is created from 
  sheets of metal, gears, and pistons rather than flesh and 
  blood. While the creature is not attuned to anyone, it 
  behaves as if it were a normal beast. 
  Once you attune to the creature, it is friendly and 
  obedient to you. The mechanical mount has its own 
  initiative and acts on its own turn, obeying verbal 
  commands that you issue to it (no action required by you). 
  If you don’t issue any commands to it, it defends itself 
  from hostile creatures, but otherwise takes no actions.
  The mechanical mount has no way to heal its own 
  injuries and must be repaired manually. When you 
  spend 1 hour working on the creature with tinker’s tools, 
  you can make a tinker’s tools (Intelligence) ability check. 
  The mechanical mount regains a number of hit points 
  equal to the result, up to its maximum hit points.
  
  29
  Chapter 3: MagiCal iteMs
  Menacing Weapon
  Weapon (any), rare
  While you have this weapon drawn, when you threaten 
  violence to intimidate a creature, you have advantage on 
  the Charisma (Intimidation) ability check.
  Mind Spike
  Weapon (chatkcha), rare
  You gain a +1 bonus to attack and damage rolls made 
  with this magic weapon.
  When you deal damage to a creature with this weapon, 
  that creature takes additional psychic damage equal to 
  6 - its Intelligence modifier. While this weapon remains 
  within 300 feet of you, you can call it to your hand as a 
  bonus action on your turn.
  Mirror of Many Selves
  Wondrous item, legendary
  When you gaze upon this mirror, you see yourself 
  reflected as if you were another race. If you continue 
  to gaze into the mirror, you discover that every few 
  seconds the race reflected by the mirror changes. 
  After you have gazed into the mirror for 1 minute, you 
  permanently transform into a new race, determined 
  randomly on the chart below.
  After being transformed by the mirror, its magic will 
  never work on you again. In addition, roll a d20 when 
  you are a transformed. If the result is a 1, the mirror 
  shatters into dozens of pieces.
  Peace Bonding of Diplomacy
  Wondrous item, rare
  This bit of silken rope can be used to peace bond any 
  melee or ranged weapon. When you have a weapon tied 
  up with the peace bond, it takes an action to untie the 
  rope and draw the weapon. If the only weapon you have 
  is peace-bonded with this item, you can use an action to 
  cast the calm emotions spell (DC 14). Once you use this 
  ability, a minute must pass before you can use it again.
  Pen of the Unknown Tongue
  Wondrous item, rare
   
  When you write with this pen you can choose to write 
  in any language you don’t know, although doing so does 
  not give you the ability to read what you have written. 
  In addition, you can use this pen to copy writing from a 
  document written in a language you don’t speak, read, or 
  write into a language you do.
  Planar Key
  Wondrous item, very rare
   
  Each planar key is linked to one plane in the multiverse. 
  When the key is placed into a lock on a door and turned, 
  the doorway becomes a portal to that plane for 1 minute. 
  Planar keys are made of a black iridescent metal and 
  often decorated in motifs related to the plane they are 
  attuned to.
  Potion of Belittling
  Potion, very rare
  This light blue liquid is notable for producing no bubbles 
  even when shaken vigorously. When you consume 
  this potion, your size decreases by one step (Medium 
  creatures become Small, Small creatures become Tiny, 
  etc.). This change does not end until a dispel magic, 
  remove curse, or wish spell is cast upon you.
  Potion of the Broken Tongue
  Potion, very rare
  This pink liquid produces a murmuring sound when 
  poured out. When you consume this potion, you forget all 
  languages you know and learn an equal number of random 
  languages, determined by rolling on the chart below.
  d100
  Race
  1-2
  Aasimar, protector
  3-4
  Aasimar, scourge
  5
  Aasimar, fallen
  6-7
  Book wyrm
  8
  Dhampir, dreadblood
  9
  Dhampir, feralblood
  10
  Dhampir, nobleblood
  11-13
  Dragonborn
  14-15
  Dragontortleborn
  16-18
  Dwarf, hill
  19-21
  Dwarf, mountain
  22-23
  Elf, dark
  24-26
  Elf, high
  27-29
  Elf, wood
  30-31
  Firbolg
  32-33
  Giff
  34-35
  Gnome, forest
  36-37
  Gnome, rock
  38-39
  Godblooded (roll 1d12 & go down 
  alphabetically to randomly determine subrace)
  40-41
  Goliath
  42-43
  Grimalkin
  44-46
  Half-dwarf
  47-51
  Half-elf
  52-54
  Half-orc
  55-57
  Halfling, lightfoot
  58-60
  Halfling, stout
  61-71
  Human
  72-73
  Kenku
  74-75
  Lemurian
  76-77
  Lizardfolk
  78-79
  Lupin, hutaakan
  80-81
  Lupin, renardy
  82
  Saurian, ankylos
  83
  Saurian, deinony
  84
  Saurian, plesios
  85
  Saurian, pteradas
  86
  Saurian, sarchos
  87
  Saurian, triceras
  88
  Saurian, tyrannos
  89-90
  Shardmind
  91-93
  Tabaxi
  94-96
  Tiefling
  97-98
  Thri-kreen
  99-100
  Triton
  d20
  Language
  1
  Abyssal
  2
  Celestial
  3-7
  Common
  8
  Deep Speech
  
  30
  Chapter 3: MagiCal iteMs
  Potion of Embiggening
  Potion, very rare
  This dark red potion constantly seems to be bubbling 
  and frothing, even when corked. When you consume 
  this potion, your size increases by one step (Small 
  creatures become Medium, Medium creatures become 
  Large, etc.). This change does not end until a dispel 
  magic, remove curse, or wish spell is cast upon you.
  Potion of Draconic Transformation
  Potion, very rare
  When you consume this thick black liquid, your skin 
  sloughs off over the course of a round. At the start of your 
  next turn, your transformation into a draconic shape is 
  complete. Certain abilities and the appearance of your 
  draconic shape depend on the potion’s draconic type, 
  which you determine by rolling on the chart below. While 
  in this draconic shape, you gain the following benefits:
  Your AC increases to 16 + your Dexterity modifier, 
  unless your AC is already higher.
  You gain wings and a flying speed of 60 feet.
  You have resistance to the damage type associated 
  with the draconic type of this potion.
  You can use an action on your turn to exhale 
  destructive energy. When you use this breath weapon, 
  each creature in the area of the exhalation must make 
  a saving throw, the type of which is determined by the 
  draconic type of the potion. The DC for this saving 
  throw equals 8 + your Constitution modifier + your 
  proficiency bonus. A creature takes 5d6 on a failed 
  save, and half as much damage on a successful one. 
  After you use this breath weapon, you can’t use it 
  again for 1 minute.
  After one hour, you are stunned for 1 minute. During 
  this minute you return to your normal shape and lose all 
  of the abilities of this potion.
  Potion of Silvering
  Potion, uncommon
  This thin, silvery potion can be poured over a weapon or 
  up to 20 pieces of ammunition to silver that object. If the 
  potion is consumed, you must succeed on a Constitution 
  saving throw (DC 14) or take 5d8 force damage. 
  Lycanthropes have disadvantage on this saving throw.
  Ring of the Ant’s Haul
  Ring, uncommon
  This ring is made out of a ruddy metal and depicts a line 
  of ants, forming a circle. While wearing the ring, you 
  count as one size larger when determining your carrying 
  capacity and the weight you can push, drag, or lift.
  Ring of Reflection
  Ring, rare
  This gold ring is covered in runes that glow softly when 
  a spell is cast within 30 feet. When a creature makes 
  a spell attack against you, you can use your reaction to 
  choose another creature you can see within 60 feet of 
  you. That creature becomes the target of the spell attack. 
  After you use this ability, you cannot use it again until 
  after dawn of the next day.
  Ring of Swift Drinking
  Ring, uncommon
  This simple iron ring has several arms that can be 
  unfolded to function as corkscrews or bottle openers. 
  While worn, the wearer can use a bonus action on each 
  of their turns to consume a potion or other beverage.
  Roseprick
  Weapon (rapier), very rare (requires attunement)
  You gain a +2 bonus to attack and damage rolls made 
  with this magic weapon. Additionally, your Charisma 
  increases by 2, to a maximum of 20, while you are 
  attuned to this weapon.
  As an action, you can transform this magical weapon 
  into a single rose or back to its original shape again. 
  While you are attuned to this magic weapon, you can 
  use an action to cast the entangle, spike growth, or 
  speak with plants spells (DC 16). Once you cast a spell 
  with this magic weapon, you cannot cast another spell 
  with it for one hour.
  Curse. While you are attuned to this weapon, you 
  have disadvantage on all attacks against creatures with 
  a Charisma of 16 or higher. You can break the curse in 
  all the usual ways.
  Satchel of Miraculous Mercantilism
  Wondrous item, very rare
  This satchel is made from sturdy cloth and is three feet 
  long, one foot wide, and two feet deep. It is decorated 
  with stitching to look like a sign that might hang from a 
  general merchant’s store.
  Gold pieces and other items placed into the satchel 
  disappear as soon as the satchel is closed. The satchel 
  keeps a ledger of the gold pieces and items placed into 
  the bag. Items placed in the bag add half their gold 
  pieces in value to the ledger. At any time, you can name 
  a non-magical item, reach into the satchel, and find the 
  item inside, provided you could afford to buy the item 
  9
  Draconic
  10
  Dwarvish
  11
  Elvish
  12
  Giant
  13
  Gnomish
  14
  Goblin
  15
  Halfling
  16
  Infernal
  17
  Orc
  18
  Primordial
  19
  Sylvan
  20
  Undercommon
  d10
  Dragon
  Damage Type
  Breath Weapon
  1
  Black
  Acid
  5 by 30 ft. line (Dex. save)
  2
  Blue
  Lightning
  5 by 30 ft. line (Dex. save)
  3
  Brass
  Fire
  5 by 30 ft. line (Dex. save)
  4
  Bronze
  Lightning
  5 by 30 ft. line (Dex. save)
  5
  Copper
  Acid
  5 by 30 ft. line (Dex. save)
  6
  Gold
  Fire
  15 ft. cone (Dex. save)
  7
  Green
  Poison
  15 ft. cone (Con. save)
  8
  Red
  Fire
  15 ft. cone (Dex. save)
  9
  Silver
  Cold
  15 ft. cone (Con. save)
  10
  White
  Cold
  15 ft. cone (Con. save)
  
  31
  Chapter 3: MagiCal iteMs
  based on the credit on the ledger. The ledger is then 
  reduced by the value of the item.
  Shapechanger’s Scourge
  Weapon (any), very rare (requires attunement)
  You gain a +2 bonus to attack and damage rolls made 
  with this magic weapon.
  This weapon glows when a shapechanger or creature 
  who is not in its natural shape is within 60 feet. When 
  you deal damage to a shapechanger, or a creature who 
  is not in its natural shape with this weapon, the attack 
  deals an additional 2d6 damage. Finally, you have 
  advantage on saving throws made against a spell or 
  other effect that would cause you to change shape.
  Curse. While you are attuned to this weapon you may 
  not willingly take a shape other than your natural shape. 
  If you attune to this weapon and you are a shapechanger, 
  your maximum hit points is reduced by 1d8 hit points 
  each day. If your maximum hit points reaches 0, you die. 
  You can break the curse in all the usual ways.
  Skillful Tome
  Wondrous item, rare or very rare
  Each skillful tome contains practical advice and extensive 
  theoretical applications for one skill or tool. If you spend 
  48 hours, over a period of 6 days or fewer, studying 
  the book’s contents and practicing its advice, you gain 
  proficiency with that skill or tool. If the skillful tome is 
  very rare, your proficiency bonus is doubled for any ability 
  check you make that uses this proficiency. The manual 
  then loses its magic, but regains it after a century.
  Soft-Skins Stalker
  Weapon (gythka), very rare (requires attunement)
  You gain a +2 bonus to attack and damage rolls made 
  with this magic weapon.
  While you are attuned to and carrying this weapon, 
  you can cast the disguise self spell. When you do, its 
  duration becomes indefinite and does not end until you 
  use an action to end the spell or you cast the spell again. 
  While you are disguised as a humanoid of a different 
  race, attacks with this weapon deal 1d6 additional 
  damage against humanoids of that race.
  Sphere of Subjugation
  Wondrous item, uncommon (6d8), rare (12d8), and very 
  rare (18d8) (requires attunement)
  This three inch diameter colorful sphere is bisected with 
  a hinge but only opens when thrown.
  When the sphere of subjugation is empty and you are 
  attuned to it, you can use an action to throw the sphere 
  at a creature within 30 feet. When you do, roll a number 
  of dice determined by the rarity of this magic item. If 
  the result of those dice is equal to or greater than the 
  remaining hit points of the creature you threw the 
  sphere at, the creature disappears in a flash of light and 
  is trapped inside the sphere. While inside the sphere, 
  the creature is unable to take actions and is unaware 
  of its surroundings. The creature gains the benefit of a 
  long rest after it has been captured for 8 hours or more.
  When the sphere of subjugation has a trapped 
  creature inside it and you are attuned to it, you can use 
  an action to throw the sphere at an unoccupied space 
  within 30 feet. When you do, the captured creature 
  appears in that unoccupied space and must obey 
  your commands (no action required by you to issue 
  commands). It has its own initiative and follows the 
  intent of your commands. After 1 minute, your control 
  over the creature ends and it is teleported to a random 
  location it is familiar with.
  A sphere of subjugation is destroyed in a burst of light 
  when a creature trapped inside it is released.
  Twinned Tomes
  Wondrous item, uncommon
   
  This magical item is a pair of books, plainly bound and 
  each with the same rune on the cover. Each pair of these 
  tomes has a unique rune which can be used to identify 
  its partner. Anything that is written in one of the paired 
  books magically appears in the other, so long as both 
  tomes are on the same plane of existence.
  Whistle of Dog Calling
  Wondrous item, rare
  You can use an action to blow this unassuming whistle 
  that’s inaudible to all creatures except canines. When 
  you do, you cast the conjure animals spell, but can only 
  choose to summon two dire wolves or eight wolves. You 
  do not need to maintain concentration, but the duration 
  is 10 minutes instead of 1 hour. Once you do, this magic 
  cannot be used again until dawn of the next day.
  Wilhelmina’s Whimsical Wind-Up Key
  Wondrous item, uncommon
   
  This small wind-up key magically adheres to the surface 
  of any Tiny, nonmagical object. When the key is turned 
  for 1 minute, the object animates as if the creature who 
  had turned they key had cast the tiny servant spell on the 
  object. After this magical item is used, it remains adhered 
  to the object it was placed on and becomes nonmagical.
  Vampiric Weapon
  Weapon (any that deals piercing damage), very rare
  You gain a +2 bonus to attack and damage rolls made 
  with this magic weapon. 
  Whenever you deal damage to a beast or humanoid 
  creature with this weapon, you gain 1d12 temporary hit 
  points. If you die within 24 hours of killing a creature 
  with this weapon, you rise again in 1 minute as a vampire.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Benjamin Huffman/The Book of Uncommon Ancestry.pdf