TEXT:  
   
   
   
   
   
   
   
   
   
  
   
   
  RACE COMPENDIUM 
  VOLUME ONE 
   
   
  This bundle of races, subraces, and feats expands the options for players and dungeon masters alike, bringing a 
  unique and exciting experience to your tabletop. 
   
  BY JUAN MARCANO 
  ©
  ©
  
   
   
  
  3
  Genasi Subraces ...................................................................... 3 
  Hengeyokai ............................................................................... 4 
  Mul .............................................................................................. 6 
  Revenant .................................................................................... 7 
  Wilden ........................................................................................ 9 
   11
  Breath Mastery (Dragonborn) ............................................. 11 
  Competitive Spirit (Goliath) ................................................ 11 
  Creature of Instinct (Hengeyokai) ...................................... 11 
  Diabolic Soul (Tiefling) ........................................................ 11 
  Dilettante (Half-elf) ................................................................ 11 
  Elven Grace (Elf) .................................................................... 11 
  Fade Away (Gnome) .............................................................. 11 
  Giantslayer (Dwarf) ............................................................... 12 
  Human Resolve (Human) .................................................... 12 
  Incredible Toughness (Mul) ................................................ 12 
  Nature’s Gift (Wilden) ........................................................... 12 
  Reclaimed Memories (Revenant) ....................................... 12 
  Savage Perseverance (Half-orc) ......................................... 12 
  Shifting Manifestation (Genasi) .......................................... 12 
  Skyward Sentinel (Aarakocra) ............................................ 13 
  Smallfolk’s Guile (Halfling) ................................................. 13 
   14
  Spell List ................................................................................. 14 
  
   
   
  
  
  Genasi are an uncommon sight in any of the worlds of 
  DUNGEONS & DRAGONS, but once in a lifetime one might 
  encounter a genasi of combined elemental heritage whose 
  features change subtly from day to day.  There are stories 
  all along the Sword Coast of Faerûn that detail accounts of 
  tribes of shapeshifting folk in the distant lands of Kara-Tur, 
  though few claim to have witnessed these strange and 
  seemingly mythical people first-hand.  These races, and 
  more, are found in the following section. 
  
  A rare and enigmatic people, genasi are a proud and free-
  spirited, with passions that flare as hot as elemental fire 
  and whimsy as unpredictable as elemental air.  As 
  uncommon as air, earth, fire, and water genasi are, 
  combined genasi are doubly so.  In some parts of the 
  Faerûn, people see them as omens of ill fortune or coming 
  catastrophe, and in other more remote parts of the 
  continent, people doubt their very existence. 
  
  Unlike genasi of a single element, combined genasi are not 
  spawned by trysts between genies and humanoids, but 
  rather by the union of two genasi of different elements.  On 
  far rarer occasion, a humanoid can be altered by exposure 
  to a tremendous amount of elemental energy from the 
  borders of two elemental planes, such as the Frostfell, 
  permanently imbuing them with elemental energy. 
  
  There are four major subraces of combined genasi found 
  throughout the multiverse of D&D: ash genasi, frost genasi, 
  and magma genasi, and silt genasi. 
  
  As an ash genasi, you are descended from air genasi and 
  fire genasi parents, or were exposed to a tremendous 
  amount of elemental energy from the Great Conflagration.  
  The hunger of fire and the unpredictability of air are within 
  every inch of your being, making you a force to be reckoned 
  with when you are following your heart’s desire. 
  Ash genasi have skin ranging from light gray to charcoal 
  in color, and carry a smoky scent with them wherever they 
  go.  Their hair is usually gray or red in color and emits thin 
  smoke from the tip of each strand when passions or 
  tempers flare, and their eyes are a deep gray or black, with 
  little flecks of red that drift across the pupil like embers in 
  the wind. 
  Ability Score Increase.  Your Dexterity score or 
  Intelligence score increases by 1. 
  Poison Resistance.  You gain resistance to poison 
  damage. 
  Ashes to Ashen.  You can cast the ashen reformation 
  spell (see Spells below) once with this trait as a 2nd-level 
  spell, and you regain the ability to cast it this way when you 
  finish a short or long rest.  Constitution is your spellcasting 
  ability for this spell. 
  
  As a frost genasi, you are descended from air genasi and 
  water genasi parents, or were exposed to a tremendous 
  amount of elemental energy from the Frostfell.  The driving 
  force of wind and the chill of water flow through your veins, 
  gifting you a modicum of control over the two when they 
  coalesce.  You are ambitious and passionate, though your 
  dual nature allows you better control over your emotions. 
  Frost genasi have skin tones ranging from semi-
  translucent white to icy blue, and their body temperature is 
  chilling to most other humanoids but pleasant to 
  themselves.  Their eyes cover the spectrum from the purest 
  white to light, icy blue.  Their hair and skin develops a thin 
  layer of frost in moist or humid environments that glisten 
  under light, and they smell like freshly fallen snow.  When 
  they speak, their voice might crunch like the sound of 
  walking on packed snow. 
  Ability Score Increase.  Your Dexterity score or Wisdom 
  score increases by 1. 
  Frost Walk.  You can move across difficult terrain made 
  of ice and snow without expending extra movement. 
  Cold Resistance.  You gain resistance to cold damage. 
  Frostbite.  You can cast the ice knife spell once with this 
  trait as a 1st-level spell, and you regain the ability to cast it 
  this way when you finish a short or long rest.  Constitution 
  is your spellcasting ability for this spell. 
  
  As a magma genasi, you are descended from earth genasi 
  and fire genasi parents, or were exposed to a tremendous 
  amount of elemental energy from the Fountains of 
  Creation.  The heat of fire and the stability of earth are 
  strong within you, and you can call upon them to protect 
  you from harm.  You are stalwart and direct, and lash out 
  angrily against those who stand between you and your 
  goals.  Your voice may bubble and roil as a lava flow, or 
  may rumble with the intense heat of molten earth. 
  Most magma genasi appear to be earth genasi from a 
  distance, but upon closer inspection the differences become 
  more apparent.  Their skin may have the coloration and 
  luster of obsidian or some other gemstone, but their flesh 
  bears multiple fissures with dim red light emanating from 
  each one, and their blood flows hot and thick as lava from 
  an active volcano.  They may smell slightly of sulfur or 
  charcoal, and their eyes are often red or black with accents 
  of the other that swirl about the pupil. 
  
   
  
  
  Ability Score Increase.  Your Strength score or 
  Intelligence score increases by 1. 
  Living Furnace.  You are immune to the environmental 
  effects of extreme heat and extreme cold (as described in 
  chapter 5 of the Dungeon Master’s Guide), and you grant 
  creatures within 5 feet of you advantage on saving throws 
  against the environmental effects of extreme cold. 
  Molten Core.  As a bonus action on your turn, you can 
  channel the heat and fury of molten earth.  Until the start of 
  your next turn, you gain resistance to bludgeoning, cold, 
  fire, piercing, and slashing damage, and hostile creatures 
  that start their turn within 5 feet of you take fire damage 
  equal to your Constitution modifier.  You must finish a long 
  rest before you can use this feature again. 
  
  As a silt genasi, you are descended from water genasi and 
  earth genasi parents, or were exposed to a tremendous 
  amount of elemental energy from the Swamp of Oblivion.  
  You inherited the strength of earth and the fluidity of water, 
  granting you some measure of over both where they 
  intertwine.  You are pensive and patient, but once your 
  mind is made up you flow towards that goal relentlessly.  
  Your voice may sound deeper and may carry undertones of 
  thick, muddy water flowing through an overrun river bank. 
  The fusion of earth and water manifests differently from 
  one individual to the next.  Some silt genasi have a skin 
  texture more akin to sand or fine gravel, while others have 
  flesh that is smooth and appears perpetually damp.  Others 
  have earthen skin tones, ranging from the color of pure 
  sand on a sun-bleached beach to rich browns of deep, 
  muddy water.  Their hair may appear slick and oily, and is 
  often matted to their scalp regardless of their grooming 
  habits.  Silt genasi eyes range from deep earth tones to an 
  almost golden hue, and flecks of sand appear to swirl within 
  the pupils.  More exotic silt genasi traveling splotches of 
  different colored pigmentation that slowly move along the 
  surface of their skin, changing shape and size and varying 
  in speed and direction. 
  Ability Score Increase.  Your Strength score or Wisdom 
  score increases by 1. 
  Shifting Stride.  You have advantage on saving throws 
  against being knocked prone and against being moved 
  without using your movement, action, or reaction. 
  Erosion.  You can cast the quagmire spell (see Spells 
  below) once with this trait, requiring no material 
  components, and you regain the ability to cast it this way 
  when you finish a short or long rest.  Constitution is your 
  spellcasting ability for this spell. 
  
  To the east of Faerûn, far beyond the Sea of Fallen Stars, 
  Thay, and the Hordelands, is the continent of Kara-Tur.  It 
  is from this distant land that the hengeyokai originate, and 
  stories of these reclusive shape-shifting creatures have 
  traveled far and wide and are known throughout the Sword 
  Coast and the more diverse cities of Faerûn. 
  
  The first century of a hengeyokai’s life is spent in its animal 
  form.  Members of other races would never know the 
  difference between a mundane lizard and a lizard 
  hengeyokai in the first half of its life cycle, unless they spent 
  many years observing the creature’s behavior.  During the 
  animal stage of their lives, hengeyokai exhibit heightened 
  intelligence and do not progress into old age.   
  Upon the dawn of their second century, they are able to 
  take a half-animal, half-human shape, or a fully human 
  shape.  At this point, their human form is that of an 
  adolescent, and the memories of their past life begin to 
  slowly fade as they transition into the second stage of their 
  life.  From this time onward, hengeyokai age at the same 
  rate as humans, reaching maturity about 110 years of age.  
  
  Hengeyokai are spiritual beings that value freedom and 
  self-determination above all else, both for themselves and 
  those they befriend.  They are diametrically opposed to the 
  schemes of those who would abuse power over others, such 
  as the Zhentarim, and view any attempts to enslave or 
  extort other beings as an unforgivable affront.   
  Unlike lycanthropes, which tend to be less-than-agreeable 
  and violent, hengeyokai are a reclusive, peaceful people.  
  They are strongly connected to the spiritual world and do 
  not reveal their true nature to anyone they do not implicitly 
  trust due to the storied nature of their race and the many 
  myths involving them throughout history.  However, once 
  they let someone into their inner circle, they become 
  stalwart and loyal friends for the rest of their life. 
  
  All hengeyokai begin their lives as animals, and the traits of 
  their animal forms stay with them for the entirety of their 
  lives.  For example, a raven hengeyokai might have a 
  pointed nose that hooks like a bird’s beak, and may make 
  short, fast motions when surveying an area, or cock their 
  head to the side while engaged in conversation.  A cat 
  hengeyokai may be solitary and self-reliant, while a weasel 
  hengeyokai may be energetic and playful. 
  Some hengeyokai are predisposed to act more like their 
  animal forms than others.  A raven hengeyokai may be 
  prone to picking up shiny stones, coins, and other items 
  that a raven might furnish their nest with from a market 
  square, while a lizard hengeyokai may be inclined to 
  observe the crowd at the same market square and blend in 
  with its surroundings to the best of its abilities. 
   
  
   
   
  
  
  Hengeyokai generally don’t stay in one place for long, giving 
  into their impulses and exploring the world, either alone or 
  in small groups.  This urge can take a hengeyokai from 
  distant Wang Kuo all the way to Baldur’s Gate over the 
  span of many years, granting them a number of 
  opportunities to learn, grow, play pranks, and make friends. 
  A small number of hengeyokai who live among humans 
  develop a strong instinctual urge to protect their friends 
  and neighbors, especially those who share the same or 
  similar values that they do.  These hengeyokai remain in 
  their adopted hometowns for several decades under the 
  guise of their animal form or an invented persona.  They 
  might pose as a ranger or traveling merchant, providing an 
  alibi for themselves when they need to tend to other 
  business or deal with a nearby threat.  After safeguarding a 
  town or village for a few generations, a hengeyokai may 
  finally heed their instincts and set off into the world once 
  more in search of another great adventure. 
  
  Hengeyokai take names in the same style as humans in the 
  region that they live in, though they do not assume clan 
  names or surnames. 
  
  Your hengeyokai character has several traits that it shares 
  with all other hengeyokai. 
  Ability Score Increase.  Your Dexterity score increases by 
  2, and your Wisdom score increases by 1. 
  Age.  Hengeyokai can live over 200 years, but their life 
  cycle is unique among the races of Toril.  For the first 
  century of their existence, hengeyokai exist strictly in an 
  animal form, set apart from other beasts only by their 
  higher than usual intellect.  After its first century of life, a 
  hengeyokai can assume a hybrid form and a human form, 
  detailed in each sub-race’s section below. 
  Alignment.  Hengeyokai are just as diverse as humans, 
  though they generally tend towards chaotic alignments due 
  to their animalistic nature and love of freedom.  Certain 
  sub-races of hengeyokai have a predisposition towards 
  good or evil alignments, though as with other races, nothing 
  is set in stone. 
  Size.  Hengeyokai range between 5 and 6 feet in height in 
  their human and hybrid form and have builds suited to their 
  animal forms.  For example, a cat hengeyokai may have a 
  slight build with pointed ears and hair that always seems to 
  stand on end.  In their animal forms, hengeyokai are the 
  same size as another animal of the same type. 
  Speed.  Your walking speed is 30 feet in human and 
  hybrid form.  Your speeds in your animal form are 
  dependent on the animal form’s statistics. 
  Languages.  You can speak, read, and write Common and 
  Sylvan, the language of the Feywild. 
  Beast Tongue.  While you are in hybrid or animal form, 
  you can communicate with beasts and fey creatures that 
  share your animal form or a form closely related (for 
  example, a cat hengeyokai can communicate with a 
  panther).  In human form, you can understand beasts and 
  fey creatures that share your animal form or a form closely 
  related to it, but you can’t directly communicate with them. 
  Subrace.  You spent the first century of your life as an 
  animal, but now that you have awakened you can change 
  between your animal, hybrid, and human forms at-will.  
  Many subraces of hengeyokai exist in Kara-tur, Faerûn, and 
  other parts of Toril, but the following are the most 
  commonly encountered throughout the world.  Choose one 
  of these subraces. 
  Nature’s Mask.  You can use your action to transform 
  into an animal form, a hybrid form, or a human form. 
  In your animal form, you retain your hit points, 
  personality, Charisma, Intelligence, and Wisdom scores.  
  The rest of your game statistics are replaced by the 
  animal’s statistics.  You can’t cast spells, and your ability to 
  speak or take any action that requires hands is limited to 
  the capabilities of your animal form.  Transforming doesn’t 
  break your concentration on a spell you’ve already cast, 
  however, or prevent you from taking actions that are part of 
  a spell that you’ve already cast.  Your equipment merges 
  into your animal form and has no effect until you leave your 
  animal form. 
  
  As a badger hengeyokai, you are extremely tough and can 
  wear down your prey with your tenacity. 
  Animal Form.  You can use your action to transform into 
  a badger (page 318, Monster Manual) form, a hybrid form, 
  or a human form. 
  Resilient Hunter.  You have advantage on Constitution 
  saving throws made against effects that would poison, stun, 
  or paralyze you. 
  Tenacious.  On your turn, you can take one additional 
  bonus action on top of your action and potential bonus 
  action. 
  Once you use this feature, you can’t use it again until you 
  finish a short or long rest. 
  
  As a cat hengeyokai, you are an agile, silent hunter with 
  sharp reflexes and impeccable balance. 
  Animal Form.  You can use your action to transform into 
  a cat (page 321, Monster Manual) form, a hybrid form, or a 
  human form. 
  Feline Grace.  You have advantage on Dexterity saving 
  throws made against effects that would knock you prone, 
  
   
  
  
  and you have advantage on Strength (Athletics) checks 
  made to jump. 
  Fleet-Footed.  Moving through nonmagical difficult 
  terrain costs you no extra movement. 
  
  As a crab hengeyokai, you are resilient and possess 
  incredible strength. 
  Animal Form.  You can use your action to transform into 
  a crab (page 320, Monster Manual) form, a hybrid form, or 
  a human form. 
  Crushing Grip.  When you succeed on a Strength 
  (Athletics) check to grapple a creature, the target takes 
  bludgeoning damage equal to your Strength modifier in 
  addition to becoming grappled. 
  Exoskeleton.  When you are damaged by a spell or attack, 
  you can use your reaction to reduce the damage rolls of a 
  number of dice up to your Constitution modifier (minimum 
  of 1) to 1.   
  Once you use this feature, you can’t use it again until you 
  finish a short or long rest.  
  
  As a lizard hengeyokai, you are able to blend in with your 
  surroundings and can regenerate faster than most other 
  creatures. 
  Animal Form.  You can use your action to transform into 
  a lizard (page 332, Monster Manual) form, a hybrid form, or 
  a human form. 
  Chameleon Skin.  You can use your action while 
  touching a surface with your skin to change the 
  pigmentation of your skin and any equipment that you are 
  wearing or carrying to match the surface as long as you’re 
  touching it.  You are considered to be lightly obscured as 
  long as you are camouflaged. 
  Regeneration.  You can use a bonus action to spend one 
  Hit Die and add your Constitution modifier to the roll.  You 
  regain hit points equal to the total.   
  Once you use this feature, you can’t use it again until you 
  finish a short or long rest.  
  
  As a raven hengeyokai, you are an opportunistic hunter and 
  a quick study on strangers. 
  Animal Form.  You can use your action to transform into 
  an owl (page 333, Monster Manual) form, a hybrid form, or 
  a human form. 
  Opportunist.  As part of an Attack action used to grapple 
  or shove a creature, you can make a Dexterity (Sleight of 
  Hand) check contested by the target’s Wisdom (Perception) 
  check.  On a success, you can steal a small object carried by 
  the target such as a dagger, holstered pistol, or a coin 
  purse. 
  Keen Observer.  You have advantage on Wisdom 
  (Insight) checks made against creatures that you know well 
  or against creatures you have spent at least 1 minute 
  observing. 
  
  As a rat hengeyokai, you have a powerful immune system 
  and excel at taking items without being noticed. 
  Animal Form.  You can use your action to transform into 
  a rat (page 335, Monster Manual) form, a hybrid form, or a 
  human form. 
  Powerful Constitution.  You have resistance against 
  poison damage and are immune to disease. 
  Instinctual Scavenger.  When you make an Intelligence 
  (Investigation) or Wisdom (Perception) check related to 
  finding secret passages or treasure, you are considered 
  proficient in the Investigation or Perception skill and add 
  double your proficiency bonus to the check, instead of your 
  normal proficiency bonus. 
  
  As a quipper hengeyokai, you are a natural swimmer and a 
  vicious combatant against wounded foes. 
  Animal Form.  You can use your action to transform into 
  a quipper (page 335, Monster Manual) form, a hybrid form, 
  or a human form. 
  Blood Frenzy.  When you take the Attack action, you can 
  use a bonus action to gain advantage on the next attack roll 
  you make against a creature that doesn’t have all of its hit 
  points. 
  Once you use this feature, you can’t use it again until you 
  finish a short or long rest.  
  Aquatic Advantage.  No attack roll has advantage against 
  you while you are in water at least 3 feet deep and aren’t 
  incapacitated. 
  
  As a weasel hengeyokai, you are flexible and excel at 
  hunting prey that you’ve backed into tight quarters. 
  Animal Form.  You can use your action to transform into 
  a weasel (page 340, Monster Manual) form, a hybrid form, 
  or a human form. 
  Cornered Prey.  Once per round, you can add your 
  Dexterity modifier to a damage roll made against a creature 
  no more than one size category larger than you that is 
  within 5 feet of another hostile creature or object that is at 
  least one size category larger than it. 
  Nimble.  You have advantage on contested Acrobatics 
  (Dexterity) checks and Dexterity saving throws made 
  against spells or effects that would grapple or restrain you. 
  
  Muls (pronounced mull) are half-dwarves, the product of 
  the coupling of a human and a dwarf.  Muls experience 
  
   
   
  
  some of the same frustrations as half-elves, not being as 
  long-lived as their dwarven kin and having noticeable 
  physical differences from their human relatives.  Despite 
  this, muls are stubborn and determined, easily managing to 
  carve out a place for themselves in the world. 
  
  Muls are caught in between two different worlds, much as 
  half-elves are.  They see the value in tradition and clan as 
  their dwarven relatives do, but they see the world through a 
  different lens.  Not content to labor beneath the earth in a 
  clan hall or be a simple farmer or tradesman, most muls set 
  out into the world in search of fulfillment and purpose that 
  they could not find in the culture they were born into. 
  Many muls find employment as city watchmen or caravan 
  escorts along frontier towns in order to test their strength 
  and skill against bandits, goblinoids, and worse.  The more 
  adventurous sort journey to coastal towns such as 
  Waterdeep and find work as a deckhand on a ship, often for 
  good pay as their physical characteristics make them 
  excellent workers.  More nefarious muls seek to join the 
  crew of a pirate vessel or fall in with gangs of thieves or 
  highwaymen, putting their strength and stamina to use for 
  less benevolent means, and often rise quickly through the 
  ranks of such organizations. 
  
  The average mul stands taller than a human, but as broad 
  and dense as a dwarf.  They are often hairless, though 
  occasionally mul are born with hair on their heads which 
  they wear in tight pony tails or top knots.  Their ears tend to 
  be slightly pointed and smaller, like those of dwarves, but 
  their complexion is as varied as those of humans.  Some 
  muls get tattoos in geometric, symmetrical shapes to honor 
  their dwarven heritage and wear them as proudly as a 
  dwarf might wear a beard. 
  
  Muls have names that fit with the culture in which they are 
  raised.  Some muls who feel as though they weren’t 
  accepted by one culture or another may abandon their 
  surnames and go by a name of their own creation, shunning 
  whichever part of their heritage rejected them. 
  
  Mul are strong, sturdy folk who share the following traits. 
  Ability Score Increase.  Your Constitution score 
  increases by 2, and your Strength score increases by 1. 
  Age.  Muls mature at the same rate as humans and have 
  a similar lifespan. 
  Alignment.  Muls value tradition and family as dwarves 
  do, but are more flexible in their world view and less prone 
  to hold grudges.  As a result, they tend towards neutral 
  good or lawful neutral alignments. 
  Size.  Muls are as broad and stocky as dwarves, but taller 
  than most humans, averaging 6 feet in height.  Your size is 
  Medium. 
  Speed.  Your base walking speed is 30 feet. 
  Mul Vitality.  You start with one additional d10 Hit Die at 
  1st level. 
  Mul Resilience.  At the start of your turn, you can use this 
  feature (no action required) to end one effect on yourself 
  that is causing you to have your movement speed reduced, 
  to deal only half damage with Strength-based melee 
  attacks, or to be stunned. 
  Once you use this feature, you can’t use it again until you 
  finish a short or long rest. 
  Powerful Physique.  You have proficiency in the Athletics 
  skill. 
  Tireless.  You need to sleep 6 hours in a 72-hour period 
  (instead of a 24-hour period) to gain the benefit of a long 
  rest.  In addition, you regain all of your spent Hit Dice when 
  you finish a long rest. 
  Languages.  You can speak, read, and write Common and 
  Dwarvish, though your accent when speaking both 
  Common and Dwarvish is much less pronounced than that 
  of a dwarf. 
  
  The walking dead are a known threat throughout Toril, and 
  whispered tales of hordes of shambling corpses, the 
  powerful wizards that control them, and worse can be 
  heard in nearly every corner of the world.  Zombies, flesh 
  golems, and other abhorrent necromantic creatures roam 
  aimlessly through the world or serve the beck and call of 
  some horrible power.  However, occasionally a tale is told 
  that differs from the rest—a tale of the living dead. 
  
  Revenants are returned to the mortal realm by a deity with 
  some influence over death.  This deity may return a soul in 
  order to give the risen a chance at revenge, allowing the 
  revenant to seek justice against a wrong committed against 
  the deity or the revenant’s past life, or to act as their deities’ 
  agent in the realm of the living or another plane where their 
  deity has no direct power or influence.  The revenant 
  doesn’t know exactly what their goal is, but when they see 
  find quarry they know with certainty what they must do 
  next. 
  Revenants are always on borrowed time, normally given 
  no more than a year to complete their divinely sponsored 
  quest before their bodies crumble to dust.  If a revenant 
  pleases their deity, they might give their servant an 
  extension on their time in the material plane in order to 
  complete yet another deed for their sponsor.  These 
  
   
  
  
  revenants often complete epic journeys before finally 
  passing on into the afterlife, leaving behind a lasting legacy 
  and heartbroken companions. 
  
  Revenants are brought back in the body they inhabited 
  before they died.  If their original body is unavailable, their 
  deity will use another suitable host for their champion’s 
  soul, potentially changing the race of their chosen servant.  
  A revenant 
  When the revenant reawakens, they have little to no 
  memories of their previous lives—their name, their family, 
  and their friends are all but forgotten, though some 
  revenants are given moments of clarity by their deity when 
  they complete arduous tasks or need to be steered back 
  towards their deity’s goals when they stay too far off course. 
  
  Unlike zombies and other common undead, revenants are 
  not monstrous and unsightly.  Their bodies are paler and 
  gaunt when compared to living specimens of the same race, 
  but they are otherwise indistinguishable from their living 
  counterparts at a glance.   
  Upon closer inspection, some may manifest some visible 
  signs of the deity who raised it, usually in the form of minor 
  alterations to their extremities, such as protrusions of bone 
  from the flesh around the hands and feet, or a visible sigil of 
  the deity, but revenants usually conceal these markings 
  from sight.  The eyes of revenants become dark, still pools 
  with a small point of reddish light in place of a pupil.  
  However, the light intensifies and burns with fury and 
  vengeance when they are near their quarry.  Other mortals 
  may feel an inexplicable unease when looking a revenant in 
  the eyes for more than a few moments, and the stillness 
  and lack of warmth in their expressions often cause those 
  interacting with them to reflexively avert their gaze.  
  Regardless of what form they inhabit; a revenant’s foe can 
  always see it for what it truly is—a divine agent for a deity’s 
  wrath. 
  
  Revenants do not remember their names, but are 
  instinctually capable of communicating and handling 
  themselves as an adult.  They often take names based on 
  their frame of mind, regardless of gender. 
   
  Revenant Names:  Blade, Brand, Cleaver, Drove, Foil, 
  Howl, Ire, Rake, Slink, Wrack, Zeal 
  
  Regardless of their mission, revenants all have the 
  following traits in common. 
  Ability Score Increase.  Your Constitution score 
  increases by 2, and an ability score of your choice from the 
  race you chose with your Returned trait’s Ability Score 
  Increase trait increases by 1.  
  Age.  Revenants are reincarnated fully grown and do not 
  age, though they do have a limited amount of time to 
  complete their mission, typically one year, before their soul 
  passes on and their body crumbles to dust. 
  Alignment.  Revenants are bound to the deity that 
  reincarnated them, and straying too far from their bonded 
  mission often bodes ill for their relationship with their 
  divine sponsor.  For this reason, most revenants tend 
  towards the same good or evil alignment of the deity that 
  returned them to the world of the living, and are usually 
  lawful, following the orders of their deity, however vague 
  they may be. 
  Size.  Revenants are returned into a Small or Medium 
  humanoid form of their sponsor’s choice.  See Returned 
  below. 
  Speed.  Your walking speed is dependent on the 
  humanoid form your sponsor returned you in.  See 
  Returned below. 
  Returned.  Your divine sponsor has returned you in a 
  humanoid form that determines your size, speed, and 
  appearance.  Choose a race (at the DM’s discretion) other 
  than Revenant and gain that race’s size, speed, and 
  appearance. 
  Undead.  You count as undead for the purpose of spells 
  and effects that sense or detect undead creatures, such as 
  the paladin’s divine sense. 
  In addition, you do not need to eat, breathe, or sleep, but 
  you can ingest food and drink if you wish. 
  Reaping.  When a creature within 10 feet of you is 
  reduced to 0 hit points, you regain hit points equal to your 
  Constitution modifier (minimum of 1). 
  
   
   
  
  Divine Agent.  You have proficiency in the Religion skill. 
  Languages.  You can speak, read, and write Common and 
  Celestial. 
  
  During the Spellplague, aberrant incursions into the 
  material plane and its echoes in the Shadowfell and 
  Feywild became more and more frequent, causing mayhem, 
  madness, and destruction wherever they managed to 
  establish footholds.  The Feywild, however, fought back 
  against the horrors of the Far Realm, and so the wilden 
  came to be.  As a young race with a unifying purpose, the 
  wilden have much to learn and even more to prove. 
  
  Wilden are sprouted curious, energetic, and irrevocably 
  connected to nature.  Males and females have unique 
  characteristics and differing personalities, but all wilden 
  share the same unique lifecycle and plant-like features.  
  Instead of hair, wilden sprout soft, wheatgrass-like growths 
  from their heads beginning at the brow that are a lighter 
  yellow-green color at the base and a brownish-green at the 
  tip.  Their faces are humanoid, with pronounced brows and 
  angular features.  They grow a canopy of leaves on their 
  back with branches that break through the cover, and their 
  bodies are covered in the same wheatgrass-like growths 
  that sprout from their head, though much shorter in length.  
  Wilden are digitigrades, which allow them to move quickly 
  and quietly through natural terrain. Their hands and feet 
  are both clawed, though their feet are much thicker and 
  padded, with features that are more feline than humanoid. 
  Young wilden are vibrantly colored, like plants in broom 
  during spring, and their bodies are somewhat damp to the 
  touch and have a green tint.  With age, their coloration 
  changes as they journey through the seasons of their 
  existence.  Wilden reach maturity early in the summer of 
  their life, where they stand tall and broad.  Their bodies 
  harden and darken, and their leaves broaden and become a 
  deep, rich green.  As they begin to decline, their skin 
  darkens to beige or gray, and their leaves turn red, orange, 
  and yellow.  When they reach old age, their bodies become 
  dry and begin to thin, and their leaves begin to wither, 
  crack, and fall. 
  
  The wilden were birthed by an unknown force in the 
  Feywild with a common, unifying purpose: repel the 
  influence of the Far Realm in the multiverse.  To this end, 
  the wilden have set out into the Feywild and the material 
  plane to search out aberrant corruption wherever it may 
  lurk and destroy it.  Wilden will often seek the aid of other 
  races and adventurers to help them in cleansing places 
  befouled by the Far Realm, and have been known to join up 
  with crusading paladins of goodly deities, druids, and 
  wardens in their journeys. 
  To aid them in their quest against the aberrant, wilden 
  are imbued with three aspects of nature’s spirit that they 
  are able to manifest.  When they take an aspect, their 
  features and demeanor shift to more closely embody their 
  chosen aspect, though they maintain the core of their 
  personality in their new state. 
  
  Wilden have no established place in the world or singular 
  place their race calls home.  Each individual wilden is 
  connected to all other wilden on a deep spiritual level, 
  considering themselves to be one leaf on the tree of life.  
  Wilden are very gracious and humble, and do not use 
  singular pronouns in conversation as they consider 
  themselves part of the greater whole. 
  Wilden keep their goals firmly fixed in place even as they 
  shape their beliefs and principles through exposure to other 
  peoples and customs.  Those who are exposed to religion 
  and learn about the deities of the multiverse gravitate 
  towards gods and goddesses whose domain includes 
  nature, such as Eldath, Gwaeron Windstrom, Mielikki, and 
  Silvanus, though others may choose to follow deities of 
  knowledge and life. 
  Over time, wilden develop an eclectic combination of 
  cultural and philosophical ideals that they share with others 
  of their kind, all of which are met with open-mindedness 
  and enthusiasm from their peers.  As their customs and 
  culture blossoms, wilden are always keenly aware of their 
  shared purpose.  No matter how far they may roam or how 
  much time they may spend in civilization, their primary 
  drive in life is to protect the natural world and the creatures 
  that inhabit it from the taint of the Far Realm and other 
  malevolent forces. 
  
  Wilden names are multisyllabic and flow off the tongue 
  effortlessly, not unlike elven names.  They are often based 
  on the names of plants or animals native to the area in 
  which the wilden was birthed.  Wilden do not take 
  surnames, as they view themselves as one large family 
  rather than individual tribes. 
   
  Male Names:  Asharr, Chittras, Goudall, Iridur, Lynxen, 
  Oaksen, Urson 
  Female Names:  Ashyrr, Chittrys, Goudyll, Iridaer, Lynxis, 
  Oaksyn, Ursyx 
  
  Despite their varying origins, all wilden share the following 
  traits. 
  Ability Score Increase.  Your Wisdom score increases by 
  1. 
  
   
  
  
  Age.  Wilden reach maturity at around 25 years and can 
  live over a century.  
  Alignment.  Wilden are curious creatures that take upon 
  the culture and traditions of those they spend time with.  As 
  such, wilden tend towards chaotic alignments with a strong 
  bent towards good or neutrality, though some are corrupted 
  by aberrant forces and turned against the rest of their kin. 
  Size.  Wilden are roughly the same height as a human 
  male, ranging within a few inches of 6 feet tall, though their 
  plant-like features make them easily distinguishable from 
  any other humanoid.  Your size is Medium. 
  Speed.  Your base walking speed is 35 feet. 
  Darkvision.  The energy you gather from the sun 
  enhances your vision in its absence, giving you 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. 
  Worldbond.  You have proficiency in the Nature skill. 
  Lifespring.  You have resistance against necrotic damage. 
  Photosynthesis.  Wilden don’t need to sleep.  Instead, you 
  spend at least 2 hours in direct sunlight, you gain the same 
  benefit that a human does from 8 hours of sleep. 
  Languages.  You can speak, read, and write Common and 
  Sylvan. 
  Nature’s Aspect.  Wilden are living embodiments of the 
  will of the Feywild.  Each wilden is inextricably linked to 
  nature and can manifest one of three different aspects after 
  they finish a long rest or use the photosynthesis feature. 
  
  When you take this aspect, the rage of the Feywild flows 
  through your body.  Your eyes sink into your head and turn 
  an oily black, your skin tightens and crackles as your body 
  becomes denser and more powerful, and your fingers 
  elongate into sharp claws. 
  Ability Score Increase.  Your Strength score increases by 
  2. 
  Bark Claws.  Your unarmed strike deals 2 + your 
  Strength modifier slashing damage, instead of 1 + your 
  Strength modifier bludgeoning damage, and are considered 
  light melee weapons for the purposes of two-weapon 
  fighting.  If a spell or effect would change the damage dealt 
  by your unarmed strikes, such as the monk’s Martial Arts 
  feature, you get a +1 bonus to damage rolls made with that 
  spell or effect. 
  
  When you take this aspect, the life-force of the Feywild 
  flows through your body.  Your eyes and leaves turn a 
  blinding white, jagged thorns erupt from your skin, and 
  your skin thickens and becomes resilient against 
  conventional weaponry. 
  Ability Score Increase.  Your Constitution score 
  increases by 2. 
  Bramble Bark.  Bludgeoning, piercing, and slashing 
  damage that you take from nonmagical weapons is reduced 
  by 1. 
  
  When you take this aspect, the predatory instinct of the 
  Feywild flows through your body.  Your skin becomes 
  striped or splotched with colors that camouflage you with 
  your surroundings, your turn a vibrant emerald, and your 
  leaves become still, allowing you to move about unnoticed. 
  Ability Score Increase.  Your Dexterity score increases by 
  2. 
  Camouflage.  You can attempt to hide without any 
  obscuration as long as the creature from which you are 
  hiding can’t see you and you are in a natural environment 
  such as a forest, a meadow, or a bog. 
  
  
   
   
  
  
  If your DM allows the use of feats from chapter 6 of the 
  Player’s Handbook, your characters have access to the 
  following feats. 
  
  Prerequisite: Dragonborn 
   
  You have learned to use your breath weapon as effectively 
  as possible, granting you the following benefits: 
   
   Increase your Constitution score by 1, to a maximum of 
  20. 
   Instead of taking damage, friendly creatures in the area 
  of your breath weapon’s exhalation deal an additional 
  1d6 damage of the same type as your breath weapon on 
  the next weapon attack they make before the start of your 
  next turn. 
   Your breath weapon’s damage increases by 1d6. 
  
  Prerequisite: Goliath 
   
  You have trained your body and mind extensively, striving 
  to outdo your previous accomplishments, which grants you 
  the following benefits: 
   
   When you roll initiative, you have advantage on the first 
  attack roll you make. 
   Before you make a melee attack with a weapon that you 
  are proficient with, you can choose to reduce the size of 
  the damage die you roll with that weapon by one.  If you 
  do and the attack hits, the target suffers the attack’s 
  normal effects and is knocked prone. 
   When you make a Strength (Athletics) check, you can 
  treat a d20 roll of 9 or lower as a 10. 
  
  Prerequisite: Hengeyokai 
   
  You are able to draw upon your deeper animal instincts, 
  granting you the following benefits: 
   
   Increase your Wisdom score by 1, to a maximum of 20. 
   You are able to communicate with monstrosities that are 
  similar to your animal form (for example, a cat 
  hengeyokai can communicate with a displacer beast) 
  while in your animal or hybrid form. 
   You benefit from your animal form’s senses, skills, 
  speeds, and traits while in your hybrid form as well as 
  your animal form.  If your animal form and hybrid form 
  share a movement speed or sense, use the highest option 
  available to you. 
  
  Prerequisite: Tiefling 
   
  Once per day, you can use your action to channel the hellish 
  power that flows through your veins to transform into an 
  avatar of diabolic might.  Your teeth elongate into fangs, 
  your horns grow and become more pronounced, your hair 
  turns into roaring hellfire, and your muscles and veins 
  bulge, all of which grants you the following benefits for 10 
  minutes: 
   
   You add your Charisma modifier to attack rolls. 
   When you hit a creature with a spell attack or weapon 
  attack, you can use a bonus action to set your enemy 
  ablaze with hellfire.  The target takes 1d6 fire damage 
  and gets a penalty to its attack rolls equal to your 
  Charisma modifier for the duration of this form.  The 
  damage increases by 1d6 at 5th level, 11th, level, and 
  17th level. 
   You have advantage on Charisma (Intimidation) checks 
  and creatures have disadvantage against your spells and 
  effects that would cause them to be frightened. 
  
  Prerequisite: Half-elf 
   
  Your sojourns and charm have broadened your horizons, 
  affording you many life experiences that grant you the 
  following benefits: 
   
   You gain a level in a new class, using the rules for 
  multiclassing found in the Player’s Handbook. 
   You gain proficiency with one type of artisan’s tools of 
  your choice. 
  
  Prerequisite: Elf 
   
  Your people’s legendary grace grants you the following 
  benefits: 
   
   You can make a Dexterity (Acrobatics) check in place of a 
  Strength (Athletics) check when you try to climb, jump, or 
  swim. 
   When you miss with an attack roll, you can reroll the die 
  and must use the new roll.  You can only benefit from this 
  feature once every 5 minutes. 
   You can take the Disengage action as a bonus action on 
  your turn. 
  
  Prerequisite: Gnome 
   
  You have learned to harness the innate defensive magic of 
  gnome-kind and gain the following benefits: 
   
   Increase your Intelligence score by 1, to a maximum of 
  20. 
   You can cast the pass without trace spell once.  You 
  regain the ability to cast this spell when you finish a long 
  rest. 
  
   
  
  
   When you are damaged by an attack or spell, you can use 
  your reaction to become invisible until the start of your 
  next turn.  Once you use this feature, you can’t use it 
  again until you finish a short or long rest. 
  
  Prerequisite: Dwarf 
   
  You have trained in traditional fighting techniques used by 
  your kin to defeat creatures much larger than they are, 
  granting you the following benefits: 
   
   Increase your Strength score by 1, to a maximum of 20. 
   You get a +1 bonus to AC against the attacks of Large or 
  larger creatures. 
   You can move through space occupied by a creature at 
  least one size larger than you rather than at least two 
  sizes larger than you, and you can do so without spending 
  extra movement. 
  
  Prerequisite: Human 
   
  You exemplify the human spirit and their stubborn 
  perseverance, which grants you the following benefits: 
   
   Increase the ability score of your choice by 1, to a 
  maximum of 20. 
   You have advantage on all saving throws while you have 
  no more than half of your maximum hit points left and 
  are conscious. 
   You have advantage on death saving throws while you 
  have one or more death saving throw failures. 
  
  Prerequisite: Mul 
   
  The incredible resilience of dwarves combined with the 
  passion and determination of humans has endowed you 
  with the following benefits: 
   
   Increase your Strength or Constitution score by 1, and 
  your maximum for those scores is increased by 2. 
   When you use your Mul Resilience feature, you gain 
  temporary hit points equal to your Constitution modifier. 
   Your Mul Resilience feature can end effects that cause 
  you to be grappled or restrained in addition to its other 
  effects. 
  
  Prerequisite: Wilden 
   
  As you grow in strength and experience more of the world, 
  your bond with nature strengthens, granting you the 
  following benefits: 
   
   You can change your Nature’s Aspect when you finish a 
  short rest in addition to after you finish a long rest or 
  after you sit in direct sunlight for at least 2 hours. 
   When you take Aspect of the Destroyer, you add your 
  Dexterity modifier in addition to your Strength modifier 
  to the damage dealt by your unarmed strikes. 
   When you take Aspect of the Guardian, creatures that hit 
  you with a melee attack take piercing damage equal to 
  your Constitution modifier. 
   When you take the Aspect of the Hunter, you have 
  advantage on damage rolls made for attacks that you 
  make with advantage. 
  
  Prerequisite:  Revenant 
   
  You remember more about your past life, granting you the 
  following benefits: 
   
   The ability score of your choice from the race you chose 
  with your Returned trait’s Ability Score Increase trait 
  increases by 1, to a maximum of 20. 
   You gain one trait from the race you chose with your 
  Returned trait other than Ability Score Increase, Speed, 
  Alignment, Size, Languages, or Subraces traits. 
   You can speak, read, and write one language of your 
  choice that the race you chose with your Returned trait 
  can speak, read, and write. 
  
  Prerequisite: Half-orc 
   
  Your orcish ferocity and human drive imbue you with the 
  strength and courage to fight on in the face of great 
  adversity, granting you the following benefits: 
   
   When you are reduced to below half of your maximum hit 
  points due to being damaged by another creature, you 
  have advantage on attack rolls you make until the end of 
  your next turn.  You can only benefit from this feature 
  once every 5 minutes. 
   When a hostile creature scores a critical hit against you, 
  you can use your reaction to make a weapon attack 
  against that creature.  
   You have advantage on Strength (Intimidation) checks 
  made against creatures of your size category or smaller. 
  
  Prerequisite:  Genasi 
   
  Another elemental manifestation laid dormant in your 
  bloodline until you found a way to unlock it, allowing you to 
  shift between the two and granting you the following 
  benefits: 
   
  
   
   
  
   Choose a genasi subrace option other than the one you 
  already have.  You permanently gain the ability score 
  increase from that choice, up to a maximum of 20. 
   When you finish a short or long rest, you can roll a d20 to 
  determine which traits you manifest until your next short 
  or long rest.  On a 1-10, you manifest the traits your 
  character started with, and on an 11-20, you manifest the 
  traits chosen with this feat. 
  
  Prerequisite: Aarakocra 
   
  Your adventures have made you a stronger and more alert, 
  granting you the following benefits: 
   
   You can use your flying speed while wearing medium 
  armor. 
   When you hit a creature with an unarmed strike while 
  you are flying, you can use a bonus action to attempt to 
  grapple that creature. 
   You have advantage on Wisdom (Perception) checks that 
  rely on hearing or sight. 
  
  Prerequisite: Halfling 
   
  The charm, wits, and agility of your people confer the 
  following benefits to you: 
   
   When you are dropped below half of your maximum hit 
  points due to being damaged by another creature, you 
  can use your reaction to move up to your speed, and this 
  movement doesn’t provoke attacks of opportunity. 
   You add your Wisdom or Intelligence modifier (your 
  choice) to Charisma checks made against friendly or 
  neutral creatures that are at least one size category larger 
  than you. 
   You get a +1 bonus to AC while you are within 5 feet of at 
  least two friendly creatures who are at least one size 
  category larger than you. 
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  
  
  
  The following spells are innately castable by some of the 
  races in this supplement, but can also be learned by 
  practitioners of magic. 
  
   
  2nd Level 
  
   
  2nd Level 
  
   
  2nd Level 
  
  
  2nd-level transmutation 
  Casting Time: 1 reaction, which you take in response to 
  being damaged by a creature 
  Range: Self 
  Components: V, S 
  Duration: Instantaneous 
  You shed the site of your foe’s attack into a cloud of 
  swirling ashes that reforms whole and intact, giving the 
  attacking creature disadvantage on the damage roll for one 
  damage die. 
  At Higher Levels.  When you cast this spell using a spell 
  slot of 3rd level or higher, you can give the attacking 
  creature disadvantage on one additional damage die for 
  each spell slot above 2nd. 
  
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a pinch of dry earth, a drop of water) 
  Duration: Concentration, up to 5 minutes 
  You destabilize an area within a 5-foot radius of point on 
  ground made of earth or stone within range, turning it into 
  quagmire for the duration.  When a Large or smaller 
  creature enters the area or starts its turn in the area, it 
  sinks 1d4 feet into the ground and becomes restrained.  A 
  creature that isn’t completely submerged in the quagmire 
  can escape it by using its action to make a Strength check 
  against a DC of 10 plus the number of feet the creature has 
  sunk into the quicksand.  A creature completely submerged 
  in the quagmire can’t breathe. 
  A creature can pull another creature within its reach out 
  of the quagmire by using its action to make a Strength 
  check against a DC of 5 plus the number of feet the 
  creature has sunk into the quagmire. 
  When the spell ends, or when you lose concentration, any 
  creatures in the quagmire are pushed to the surface. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Coqui Games - Race Compendium - Volume One.pdf