Professional Documents
Culture Documents
RACIAL TRAITS
Average Height: 6 26 8
Average Weight: 220320 lb.
C H A P T ER 3 | C h arac te r Race
34
D R AG O N B O R N
Physical Qualities companions or opponents, admiring their strength
and tenacity as friends or enemies.
Dragonborn resemble humanoid dragons. Theyre
Dragonborn seek adventure for the chance to prove
covered in scaly hide, but they dont have tails. They
their worth, win renown, and perhaps become cham-
are tall and strongly built, often standing close to
pions about whom stories will be told for generations.
6 feet in height and weighing 300 pounds or more.
To win everlasting glory through mighty deeds, daring
Their hands and feet are strong, talonlike claws with
exploits, and supreme skillthat is the dragonborn
three fingers and a thumb on each hand. A dragon-
dream.
borns head features a blunt snout, a strong brow,
and distinctive frills at the cheek and ear. Behind
Dragonborn Characteristics: Driven, honor-bound,
the brow, a crest of hornlike scales of various lengths
noble, perfectionist, proud, reliable, reserved, rooted in
resembles thick, ropy hair. Their eyes are shades of
ancient history
red or gold.
A typical dragonborns scales can be scarlet, gold,
Male Names: Arjhan, Balasar, Bharash, Donaar,
rust, ocher, bronze, or brown. Rarely do an individ-
Ghesh, Heskan, Kriv, Medrash, Nadarr, Patrin,
uals scales match the hue of a chromatic or metallic
Rhogar, Shamash, Shedinn, Torinn
dragon, and scale color gives no indication of the type
of breath weapon a dragonborn uses. Most dragonborn
Female Names: Akra, Biri, Daar, Harann, Kava,
have very fine scales over most of their body, giving
Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina,
their skin a leathery texture, with regions of larger
Thava
scales on the forearms, lower legs and feet, shoulders,
and thighs.
Young dragonborn grow faster than human chil- Dragonborn
dren do. They walk hours after hatching, reach the Adventurers
size and development of a 10-year-old human child
Three sample dragonborn adventurers are described
by the age of 3 and reach adulthood by 15. They live
below.
about as long as humans do.
Bharash is a dragonborn warlord who leads a group
of adventurers in search of riches and glory. Inspired
Playing a Dragonborn by tales of the ancient heroes of Arkhosia, he seeks
To a dragonborn, honor is more important than life his destiny in battle. He dreams of someday leading
itself. First and foremost, honor is tied to battlefield a mighty army against an orc horde or a hobgoblin
conduct. Adversaries should be treated with courtesy host, but he is content in the meantime to coordinate
and respect, even if they are bitter enemies. Caution strikes against the lesser forces of evil he encounters in
and discretion are key to a warriors survival, but fear dungeons and ruins. He reveres Bahamut as the god of
is a disease and cowardice is a moral failing. honor.
The drive to behave honorably extends into the rest Harann is a fighter dedicated to the mastery of her
of a dragonborns life: Breaking an oath is the height chosen weapon, the bastard sword. She rises early
of dishonor, and attention to honesty extends to every every morning to practice combat maneuvers and con-
word. A commitment made must be carried out. Ulti- stantly strives to master new techniques. Excellence
mately, a dragonborn takes responsibility for his or her with her weapon is symbolic to her; it represents excel-
actions and their consequences. lence of character, the perfection of her spirit. When
A continual drive for self-improvement reveals an she has achieved perfect mastery of the bastard sword,
additional aspect of dragonborn honor. Dragonborn she believes she will be perfect herself.
value skill and excellence in all endeavors. They hate Donaar is a paladin of Erathis, the god of cities and
to fail, and they push themselves to extreme efforts civilization. He believes that the dragonborn race is
before they give up on something. A dragonborn holds destined to rise from the ashes of its ancient empire
mastery of a particular skill as a lifetime goal. Mem- and to form a new nation carved from the wilderness.
bers of other races who share the same commitment And he intends to be instrumental in that process. As
find it easy to earn the respect of a dragonborn. a reminder of his heritage, he keeps a piece of the shell
The dragonborn dedication to honor and excellence from which he hatched in an amulet around his neck.
sometimes leads others to view dragonborn as arro- Although he sometimes thinks that pillaging dungeons
gant and proud. Most dragonborn share a great pride is a waste of his effort, he occasionally unearths a rem-
in their races past and present accomplishments, but nant of the long-lost dragonborn empire. He believes
they are also quick to admire the accomplishments of he can put such items to use one day in forging a new
others. Even though the tiefling empire of Bael Turath empire for his people.
was the enemy of the ancient dragonborn empire of
Arkhosia, dragonborn recognize tieflings as worthy
C H A P T ER 3 | C h arac te r Race
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DWARF
RACIAL TRAITS
Average Height: 4 34 9
Average Weight: 160220 lb.
C H A P T ER 3 | C h arac te r Race
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DWA R F
Physical Qualities To a dwarf, it is a gift and a mark of deep respect
to stand beside an ally in battle, and a sign of deepest
Dwarves average about 4 feet in height and are very
loyalty to shield that ally from enemy attack. Dwarven
broad, weighing as much as an adult human. Dwarves
legends honor many heroes who gave their lives to save
have the same variety of skin, eye, and hair colors as
their clans or their friends.
humans, although dwarf skin is sometimes gray or
sandstone red and red hair is more common among
Dwarf Characteristics: Acquisitive, brave, hard-
them. Male dwarves are often bald and braid their
working, loyal, organized, stern, stubborn, tenacious,
long beards into elaborate patterns. Female dwarves
vengeful
braid their hair to show clan and ancestry. Dwarven
attire and equipment, including weapons and shields,
Male Names: Adrik, Baern, Berend, Darrak, Eberk,
are decorated with bold geometric shapes, natural
Fargrim, Gardain, Harbek, Kildrak, Morgran, Orsik,
gems, and ancestral faces.
Rangrim, Thoradin, Thorfin, Tordek, Travok, Vondal
Although they reach physical maturity at roughly
the same age as humans, dwarves age more slowly and
Female Names: Artin, Bardryn, Diesa, Eldeth,
remain vigorous well past 150 years of age, often living
Falkrunn, Gurdis, Helja, Kathra, Kristryd, Mardred,
to see 200.
Riswynn, Torbera, Vistra
C H A P T ER 3 | C h arac te r Race
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ELADRIN
RACIAL TRAITS
Average Height: 5 56 1
Average Weight: 130180 lb.
C H A P T ER 3 | C h arac te r Race
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ELADRIN
Physical Qualities The Feywilds most powerful eladrin, called noble
eladrin, become so infused with their realms inherent
Eladrin are of human height. They are slim, and even
magic that they transform into entirely new creatures.
the strongest simply look athletic rather than muscle-
These noble eladrin take on characteristics of the sea-
bound. They have the same range of complexions as
sons and other natural phenomena.
humans, though they are more often fair than dark.
Their straight, fine hair is often white, silver, or pale
Eladrin Characteristics: Aesthetic, deliberative,
gold, and they wear it long and loose. Their ears are
detached, free, graceful, magical, otherworldly, patient,
long and pointed, and their eyes are pearly and opal-
perceptive
escent orbs of vibrant blue, violet, or green, lacking
pupils. Eladrin cant grow facial hair and have little
Male Names: Aramil, Arannis, Berrian, Dayereth,
body hair.
Erevan, Galinndan, Hadarai, Immeral, Mindartis,
Eladrin children grow much as human children
Paelias, Quarion, Riardon, Soveliss
do, but their aging process slows to a crawl when they
reach maturity. They enjoy youth and health for most
Female Names: Althaea, Anastrianna, Andraste,
of their lives and dont begin to feel the effects of age
Bethrynna, Caelynna, Jelenneth, Leshanna, Meriele,
until the middle of their third century. Most live for
Naivara, Quelenna, Sariel, Shanairra, Theirastra,
over 300 years, and even at the end they suffer few of
Valenae
the infirmities of old age.
C H A P T ER 3 | C h arac te r Race
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ELF
RACIAL TRAITS
Average Height: 5 46 0
Average Weight: 130170 lb.
C H A P T ER 3 | C h arac te r Race
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ELF
Physical Qualities Feywild and the world grew tenuous, and eventually
the elves and eladrin grew into two distinct races.
Elves are slender, athletic folk about as tall as humans.
Elves are descended from those who lived primarily
They have the same range of complexions as humans,
in the world, and they no longer dream of the Feywild.
tending more toward tan or brown hues. A typical elf s
They love the forests and wilds of the world that they
hair color is dark brown, autumn orange, mossy green,
have made their home.
or deep gold. Elves ears are long and pointed, and
their eyes are vibrant blue, violet, or green. Elves have
Elf Characteristics: Agile, friendly, intuitive, joyful,
little body hair, but they favor a wild and loose look to
perceptive, quick, tempestuous, wild
their hair.
Elves mature at about the same rate as humans, but
Male Names: Adran, Aelar, Beiro, Carric, Erdan,
show few effects of age past adulthood. The first sign
Gennal, Heian, Lucan, Peren, Rolen, Theren, Varis
of an elf s advancing age is typically a change in hair
colorsometimes graying but usually darkening or
Female Names: Adrie, Birel, Chaedi, Dara, Enna,
taking on more autumnal hues. Most elves live to be
Faral, Irann, Keyleth, Lia, Mialee, Shava, Thia, Valna
well over 200 years old and remain vigorous almost to
the end.
Elf Adventurers
Playing an Elf Three sample elf adventurers are described below.
Varis is an elf ranger and a devout worshiper of
Elves are a people of deeply felt but short-lived pas-
Melora, the god of the wilds. When a goblin army
sions. They are easily moved to delighted laughter,
forced his people from their woodland village, the
blinding wrath, or mournful tears. They are inclined
elves took refuge in the nearest human town, walled
to impulsive behavior, and members of other races
and guarded by soldiers. Varis now leads other elves
sometimes see elves as flighty or impetuous, but elves
and some human townsfolk in raids against the gob-
do not shirk responsibility or forget commitments.
lins. Although he maintains a cheerful disposition, he
Thanks in part to their long life span, elves sometimes
frequently stares into the distance, listening, expecting
have difficulty taking certain matters as seriously as
at any moment to hear signs of approaching foes.
other races do, but when genuine threats arise, elves
Lia is an elf rogue whose ancestral forest burned
are fierce and reliable allies.
to the ground decades ago. Lia grew up on the waste-
Elves revere the natural world. Their connection
lands fringes in a large human city, unable to quite
to their surroundings enables them to perceive much.
fit in. Her dreams called her to the forests, while her
They never cut living trees, and when they create
waking hours were spent in the dirtiest parts of civili-
permanent communities, they do so by carefully
zation. She joined a group of adventurers after trying
growing or weaving arbors, tree houses, and catwalks
to cut a warlocks purse, and she fell in love with the
from living branches. They prefer the primal power
wide world beyond the city.
of the natural world to the arcane magic their eladrin
Heian is an elf cleric of Sehanine, the god of the
cousins employ. Elves love to explore new forests and
moon. The elven settlement where he was born still
new lands, and its not unusual for individuals or
thrives in a forest untouched by the darkness spread-
small bands to wander hundreds of miles from their
ing through the world, but he left home years ago, in
homelands.
search of new horizons and adventures. His travels
Elves are loyal and merry friends. They love simple
lately have brought rumors to his ears that danger
pleasuresdancing, singing, footraces, and contests
might be brewing in the ancient forest, and he is torn
of balance and skilland rarely see a reason to tie
between a desire to seek his own way in the world and
themselves down to dull or disagreeable tasks. Despite
a sense of duty to his homeland.
how unpleasant war can be, a threat to their homes,
families, or friends can make elves grimly serious and
prompt them to take up arms.
At the dawn of creation, elves and eladrin were a
single race dwelling both in the Feywild and in the
world, and passing freely between the two. When
the drow rebelled against their kin, under the leader-
ship of the god Lolth, the resulting battles tore the fey
kingdoms asunder. Ties between the peoples of the
C H A P T ER 3 | C h arac te r Race
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HALF-ELF
RACIAL TRAITS
Average Height: 5 56 2
Average Weight: 130190 lb.
E VA W I D E R M A N N
C H A P T ER 3 | C h arac te r Race
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HALF-ELF
Physical Qualities Half-elves naturally inspire loyalty in others, and
they return that feeling with deep friendship and a
Half-elves tend to be sturdier of build than elves but
keen sense of responsibility for those who place them-
more slender than most humans. Half-elves have the
selves in their care. Half-elf warlords and generals do
same range of complexions as humans and elves, and
not order their followers into danger that they would
like elves, half-elves often have eye or hair colors not
not face themselves, and they usually lead from the
normally found among humans. Male half-elves can
front, trusting their allies to follow.
grow facial hair, unlike male elves, and often sport
Half-elves have no culture of their own and are not
thin mustaches, goatees, or short beards. Half-elves
a numerous people. They usually bear human or elf
ears are about the size of human ears, but they are
names, sometimes using one name among elves and a
tapered, like the ears of their elven ancestors.
different one among humans. Some are anxious about
Half-elves usually adopt the dress and hairstyles
their place in the world, feeling no kinship with any
of the society they spend the most time with; for
race, except other half-elves, but most call themselves
example, a half-elf raised among a barbaric human
citizens of the world and kin to all.
tribe dresses in the furs and skins favored by the tribe
and adopts the tribes style of braids and face paint.
Half-Elf Characteristics: Accommodating, adapt-
However, it would not be unusual for half-elves raised
able, charming, confident, gregarious, open-minded
among humans to seek out articles of elven clothing or
jewelry so that they can proudly display signs of their
Half-Elf Names: Typically elf or human names,
dual heritage.
though some half-elves have names more typical of
Half-elves have life spans comparable to humans,
other races
but like elves they remain vigorous well into old age.
C H A P T ER 3 | C h arac te r Race
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HALFLING
RACIAL TRAITS
Average Height: 3 104 2
Average Weight: 7585 lb.
BEING SMALL
Small characters follow most of the same rules as Medium
ones, with the following exceptions.
You cant use two-handed weapons (page 215), such as
greatswords and halberds.
When you use a versatile weapon (page 217), such as a
DAV I D G R I F F I T H
C H A P T ER 3 | C h arac te r Race
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HUMAN
RACIAL TRAITS
Average Height: 5 66 2
Average Weight: 135220 lb.
W I L L I A M O CO N N O R
C H A P T ER 3 | C h arac te r Race
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HUMAN
Physical Qualities Despite the far reach and power of Nerath, humans
in the present day are a scattered and divided people.
Humans come in a wide variety of heights, weights,
Dozens of small kingdoms, fiefdoms, and free cities
and colors. Some humans have black or dark brown
have arisen from Neraths ruins, and many of these
skin, others are as pale as snow, and they cover the
realms are petty, weak, or isolated. Tensions and
whole range of tans and browns in between. Their hair
misunderstandings among them often precipitate skir-
is black, brown, or a range of blonds and reds. Their
mishes, espionage, betrayal, and even open warfare.
eyes are most often brown, blue, or hazel.
Human attire varies wildly, depending on the envi-
Human Characteristics: Adaptable, ambitious,
ronment and society in which they live. Their clothing
bold, corruptible, creative, driven, hardy, pragmatic,
can be simple, ostentatious, or anything in between.
resourceful, territorial, tolerant
Its not unusual for several distinct human cultures
to live side by side in a particular area and mingle, so
Male Names: Alain, Alek, Benn, Brandis, Donn,
human armor, weaponry, and other items incorporate
Drew, Erik, Gregg, Jonn, Kris, Marc, Mikal, Pieter,
a variety of designs and motifs.
Regdar, Quinn, Samm, Thom, Wil
Humans average life spans of about 75 years,
though some venerable members of the race live as
Female Names: Ana, Cassi, Eliza, Gwenn, Jenn, Kat,
long as 90 or more years.
Keira, Luusi, Mari, Mika, Miri, Stasi, Shawna, Zanne
C H A P T ER 3 | C h arac te r Race
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TIEFLING
RACIAL TRAITS
Average Height: 5 66 2
Average Weight: 140230 lb.
C H A P T ER 3 | C h arac te r Race
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TIEFLING
Physical Qualities Tief ling Characteristics: Cunning, disquieting,
imposing, mysterious, proud, rebellious, self-reliant,
Tieflings appearance testifies to their infernal blood-
sinister, sly, unconventional
line. They have large horns; thick, nonprehensile tails
that range in length from 4 to 5 feet; sharply pointed
Male Names: Akmenos, Amnon, Barakas, Damakos,
teeth; and eyes that are solid orbs of black, red, white,
Ekemon, Iados, Kairon, Leucis, Melech, Morthos,
silver, or gold. Their skin color covers the whole
Pelaios, Skamos, Therai
human range and also extends to reds, from a ruddy
tan to a brick red. Their hair, cascading down from
Female Names: Akta, Bryseis, Damaia, Ea, Kallista,
behind their horns, is as likely to be dark blue, red, or
Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta
purple as more common human colors.
Tieflings favor dark colors and reds, leathers and
Some young tieflings, striving to find a place in the
glossy furs, small spikes and buckles. Tiefling-crafted
world, choose a name that signifies a concept and then
arms and armor often have an archaic style, harkening
try to embody the concept. For some, the chosen name
back to the glory of their long-vanished empire.
is a noble quest. For others, its a grim destiny.
C H A P T ER 3 | C h arac te r Race
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DEVA
RACIAL TRAITS
Average Height: 6 16 6
Average Weight: 175280 lb.
C H A P T ER 1 | C h arac te r Races
8
D EVA
incarnation in flesh and the beginning of their cycle
of rebirth, and they share some common cultural
In appearance, devas are very similar to humans, but
elements of dress, religion, and habits. Devas favor
with an unearthly beauty and an uncanny stillness
flowing clothes of fine silks, polished metal armor
about them. They are almost as tall as dragonborn,
with winglike shoulder ornaments, and headdresses
but much more slender.
or helmets that suggest crowns or halos. In other
Devas coloration distinguishes them most strongly
ways, they prefer to live simply, without extravagance.
from humans. All devas have patterns of light and
dark colors on their skin. The light portions are chalk
Deva Characteristics: Dedicated, devout, elegant,
white or pale gray, and the dark areas range from
enlightened, introspective, mystical, refined, righ-
blue or purple to dark gray or black. In any individual
teous, spiritual, thoughtful
deva, either light or dark can be dominant, with the
opposite shade appearing in simple, elegant patterns
Male Names: Adiah, Ansis, Ayab, Bavak, Beriah,
on the face, chest, and shoulders. A devas hair is typi-
Eben, Elyas, Galad, Gamal, Hiyal, Iannes, Kerem,
cally the same color as these skin patterns.
Mahar, Marach, Mathas, Natan, Nehem, Oris,
When sitting or standing at rest, devas remain
Raham, Ronen, Samel, Sered, Tavar, Vered, Zachar
almost perfectly still, except for the occasional blink
of the eyes. They dont fidget or twitch, and their
Female Names: Abea, Adara, Asha, Chana, Danel,
eyes move only when they are actively examining
Darah, Davi, Elka, Eranah, Hania, Hava, Idria, Isa,
something.
Jael, Kana, Kayah, Lihi, Mahel, Marek, Noma, Navah,
Devas do not have children. When a deva dies, his
Paziah, Ravah, Riya, Sada, Shara, Tirah
or her spirit is reincarnated in a new, adult body that
appears in some sacred place, such as a mountain
peak, a riverbank, or a desert oasis. The new deva Deva Adventurers
retains enough memory of past lives to speak and Three sample deva adventurers are described below.
understand multiple languages and offer the proper Galad is a deva wizard who believes that the goal
prayers and sacrifices to the gods of good. of his existence is to attain perfect knowledge of
the universe. He believes that his arcane power is a
Playing a Deva manifestation of all he has learned throughout all his
past lives, and that in this life or perhaps the next he
Devas are refined and polite. They follow the highest
will achieve perfect mastery and become a demigod,
moral standards, but they are not afraid of violence.
freed from the cycle of reincarnation.
They believe that the pursuit of good is an eternal
Eranah is an invoker who wields the power of
war with the forces of evil, embodied in rakshasas,
Bahamut. Just as Bahamut warred with Tiamat when
demons, devils, and the evil gods and their servant
the world was young, Eranah believes that her calling
angels. Devas wage that war in their hearts as well,
in this incarnation is to fight against the evil dragons
constantly vigilant lest evil take root and corrupt
and dragonspawn that pollute the world. Words of
their souls, transforming them into the creatures they
power resound in her mind like an echo of the Plati-
most despise.
num Dragons voice when she invokes his wrath upon
Because they remember, at least dimly, a life in
her enemies.
the Astral Sea spent in close company with the gods,
Raham is a shaman who has embraced his life in
most devas are devout worshipers of the gods of good,
the world, abandoning all thought of his previous
especially Bahamut but also Moradin and Pelor.
astral existence. The primal spirits of the world are
Devas seek to achieve a personal connection with
his patrons and allies, not the gods he left behind. He
the gods rather than approach them through temples
sees his endless rebirth as a part of the cycle of nature
and priests. They worship at meals in their homes,
and has no desire to escape it.
setting an empty place for the absent gods, and strive
through meditation and prayer to become more like
the gods they serve. Deva adventurers are commonly
avengers, clerics, and invokers, who savor the experi-
ence of divine power flowing through them without
any intermediary.
Devas do not have cities or societies of their own,
and their numbers are so small that a deva can spend
entire lifetimes without ever meeting another of his
or her kind. They live among other races and, at least
to some extent, adopt their ways. However, all devas
remember elements of the life they had before their
C H A P T ER 1 | C h arac te r Races
9
RACIAL TRAITS
Average Height: 3 43 8
Average Weight: 5075 lb.
C H A P T ER 1 | C h arac te r Races
10
GNOME
fire repartee. They are inventive and resourceful,
Gnomes are smaller even than halflings, rarely although they have little interest in or aptitude for
exceeding 4 feet in height. Apart from their size, the kind of technology found in human cities. They
they resemble elves or eladrin, with pointed ears and have an innate talent for magic and a love of illusion,
chiseled facial features such as high cheekbones and music, poetry, and story.
sharp jaws. They have a more wild look than eladrin Eager to see what the world has to offer and will-
do, though, particularly in the hair that sprouts from ing to be awed by its wonders, gnomes greet the
their heads in random directions. Some male gnomes world with open curiosity. Gnomes who are drawn
sprout tufts of hair from their chins, but they other- to adventure are most often driven by curiosity and
wise lack body hair. wanderlust above any desire for wealth or glory.
Gnome skin tone ranges from a ruddy tan through Gnomes were once enslaved by the fomorian
woody brown to rocky gray. Their hair can be virtu- rulers of the Feydark, the subterranean caverns of
ally any color, from stark white to blond and various the Feywild. They regard their former masters with
shades of brown to autumnal orange or green. Their more fear than hatred, and they feel some degree of
eyes are glittering black orbs. sympathy for the fey that still toil under fomorian
Gnomes are as long-lived as eladrin, living over lashesparticularly the spriggans, which some say
300 years, but they show more of the effects of age. A are corrupted gnomes. Gnomes are not fond of gob-
gnome over the age of 100 has gray or white hair and lins or kobolds, but in typical gnome fashion, they
skin that shows the wrinkled and weathered lines avoid creatures they dislike rather than crusading
of a century of laughter, but even the oldest gnome against them. They are fond of eladrin and other
retains the strength and agility of youth. friendly fey, and gnomes who travel the world have
good relations with elves and halflings.
Playing a Gnome
In quiet forests of the Feywild and remote woodlands Gnome Characteristics: Affable, clever, crafty,
in the world, gnomes live out of sight and mostly curious, funny, guarded, inconspicuous, inventive,
beneath the notice of larger races. Gnomes dwell in secretive, sly, tricky
homes dug among the roots of trees, easily overlooked
and cleverly concealed by camouflage and illusion. Male Names: Alston, Alvyn, Brocc, Eldon, Frug,
They are fond of the burrowing mammals that share Kellen, Ku, Nim, Orryn, Pock, Sindri, Warryn,
their habitat, such as badgers, foxes, and rabbits, and Wrenn
have a sense of kinship with these small animals that
share their forests. Female Names: Breena, Carlin, Donella, Ella, Lilli,
Unobtrusiveness is a virtue among gnomes. They Lorilla, Nissa, Nyx, Oda, Orla, Roswyn, Tana, Zanna
grow up on games of stealth and silence, in which
the winner is the last to be discovered. An adult Gnome Adventurers
gnome who draws attention in a crowd is considered Two sample gnome adventurers are described below.
dangerously rude. Gnome folk heroes are not mighty Kellen is a gnome bard with a grim sense of humor
warriors, but tricksters who slip out of captivity, play and a ready blade. He was thrust unwillingly into an
great pranks without being detected, or sneak past adventuring career when cyclopses raided his vil-
magical guardians. They deflect both aggression and lage and took him captive. He labored as a slave to
attention with humor, and they guard their thoughts a fomorian king for a decade before finally making
with friendly laughter. his escape and fleeing the Feywild entirely. Though
Gnomes also value a quick mind and the ability he longs to return one day to free the members of his
to come up with a clever solution to any problem. family he was forced to leave behind, fear of what
awaits him in the Feywild keeps him in the world.
Orla has lived in the world her entire life. She was
born in a forest among elves, but an encounter in the
BEING SMALL
forest one evening changed her life. She found herself
Small characters follow most of the same rules as Medium face to face with a fey spirit of such power that she
ones, with the following exceptions. was unable to move or speak and could only acqui-
You cant use two-handed weapons, such as great- esce to its unspoken demands. Her life belongs to that
swords and halberds. spirit now, she knows. She wields its power as a fey
When you use a versatile weapon, such as a longsword, pact warlock, but she feels its desires and pursues its
you must use it two-handed, but you dont deal addi- goals without fully understanding where they might
tional damage for doing so. lead her.
C H A P T ER 1 | C h arac te r Races
11
RACIAL TRAITS
Average Height: 7 27 8
Average Weight: 280340 lb.
C H A P T ER 1 | C h arac te r Races
12
G O L I AT H
driven, inquisitive, powerful, reliable, restless,
Goliaths tower over even dragonborn, standing trusting
between 7 and 8 feet tall. Their skin is gray or brown,
mottled with darker patches that they believe hint Male Names: Aukan, Eglath, Gauthak, Ilikan,
at some aspect of each goliaths fate or destiny. Their Kavaki, Keothi, Lo-Kag, Maveith, Meavoi, Thotham,
skin is speckled with lithoderms, coin-sized growths Vimak
of bone that appear like pebbles studding their arms,
shoulders, torso, and head. A bony ridge juts over Female Names: Gae-Al, Kuori, Manneo, Nalla,
their gleaming blue or green eyes. Male goliaths are Orilo, Paavu, Pethani, Thalai, Uthal, Vaunea
bald, and females have dark hair they typically grow
long and wear in braids.
Goliaths have life spans comparable to those of Goliath Adventurers
humans. Three sample goliath adventurers are described
below.
Playing a Goliath Kavaki was injured in an avalanche as a young
man and exiled from his tribe because he was unable
Goliaths are driven by a fierce love of competition. to walk with them when they moved to a new hunt-
Anything that can be conceived as a challenge invites ing ground. His tribe lamented his loss, celebrated his
goliaths to keep score, tracking their progress against accomplishments, and then left him for dead. How-
both their comrades and themselves. A goliath fighter ever, a ram spirit sheltered him through blizzards and
might remark on how many times he has drawn storms until his injury healed, and he now evokes the
first blood in battle within a particular dungeon power of that ram spirit to fuel his barbarian rage.
compared to the partys rogue, and hes certainly Still cut off from his tribe, Kavaki has found a new
mentally tracking his own performance against his familya group of adventurersand is determined
last adventure. This competitiveness takes the form never again to be in a position where he cannot carry
of good-natured rivalry among goliaths. As a race his own weight.
they have no patience for cheaters, gloaters, or sore Nalla was a tent-mother for her tribe, caring for
losers, but goliaths can be very hard on themselves infants and toddlers while their parents performed
when they fail to measure up to their own past their own tasks on the tribes behalf. When her own
accomplishments. child died in an orc raid, however, Nalla felt that she
Daring that borders on foolhardiness is also a could no longer bear to care for children, and she
common trait among goliaths. They have no fear of soon exiled herself. As a fighter, she has fallen in with
heights, climbing sheer mountain cliffs and leaping a band of adventurers she now guards with her life,
great chasms with ease. Their nomadic lifestyle of almost as if they were the children of her tribe.
hunting and gathering instills in them an inquisitive Lo-Kag was a trader for his tribe, interacting
interest in whatever lies over the next ridge or at the regularly with a nearby dwarf clan. As a warden,
head of a canyon. To a wandering hunters mind, that he was interested in the traditions of the dwarven
curiosity can lead to better hunting grounds or a good defendersdetermined fighters and paladins sworn
water source that would otherwise go undiscovered. to the defense of their clanholdand learned much
Goliaths respect and revere the natural world, from a mentor trained in their ways. On his last trip
and goliath adventurers commonly draw on the to the dwarf clanhold, however, he found it deserted.
primal power source. Druids and shamans are Corpses lay strewn around the citadel, but he saw no
more common among them than clerics, and goli- sign of violence or looting. Instead of returning to his
ath priestscalled skywatchersinvoke the spirits tribe, Lo-Kag set out into the world to investigate the
of nature and their ancestors far more often than mystery of the dwarves demise.
they call on the distant gods of the Astral Sea. Some
goliath tribes also honor Kord, Melora, and Avan-
dra, particularly those tribes that have frequent
contact with other races. Tribes that regularly trade
with dwarves sometimes offer sacrifices to Moradin
as well.
C H A P T ER 1 | C h arac te r Races
13
RACIAL TRAITS
Average Height: 5 96 4
Average Weight: 155225 lb.
C H A P T ER 1 | C h arac te r Races
14
HALF-ORC
of an adventurer is either a natural extension of that
Half-orcs favor their human lineage in appearance, trend or a way to throw off the weight of prejudice.
but are distinguished by skin that tends to various The adventuring life also means finding a place in a
shades of gray, broad jaws, and prominent lower group of allies and equalsa simple pleasure that is
canine teeththough these are still a far cry from the all too hard for many half-orcs to find in the world.
jutting tusks of orcs. On average, they are taller and
stronger than humans as well. Their hair is usually Half-Orc Characteristics: Brash, ferocious, hedo-
black, though it grays quickly with age. Most half-orcs nistic, impulsive, short-tempered, tough, uninhibited
who live among humans favor human styles of cloth-
ing and hairstyle, but a few adopt orc traditions, tying Male Names: Brug, Dorn, Druuk, Gnarsh, Grumbar,
small bones or beads into long braids or bunches Hogar, Karash, Korgul, Krusk, Lubash, Mord, Ohr,
of hair. Rendar, Sark, Scrag, Tanglar, Tarak, Thar, Ugarth,
Half-orcs dont live quite as long as humans do. Yurk
They mature quickly, reaching adulthood at about 16
years, and rarely live past the age of 60. Female Names: Augh, Bree, Ekk, Gaaki, Grai,
Grigri, Gynk, Huru, Lagazi, Murook, Nogu, Ootah,
Playing a Half-Orc Puyet, Tawar, Tomph, Ubada, Vanchu
Half-orcs combine the best qualities of humans and
orcs, though some would argue that the good quali- Half-Orc Adventurers
ties of orcs are few and hard to find. From their orc Three sample half-orc adventurers are described
blood, half-orcs inherit great physical strength and below.
toughness. They are fierce warriors, fleet of foot as Tarak, a half-orc rogue, is at home in the city. He
they charge into battle. grew up in the rough-and-tumble wharf quarter and
Their human blood makes half-orcs decisive and ran with street gangs and rough sailors. Everything
bold, resourceful and self-reliant. They are adaptable changed when a sailor dropped dead at his feet,
and able to make their way in almost any circum- leaving a mysterious box in Taraks possession. The
stance. Although half-orcs often live on the fringes of box brought chaos into his life until he fled the city
society in human towns and cities, they still find ways and fell in with some adventurers on the road. Tarak
to prosper in a world to which they dont fully belong. doesnt know whats in the boxits strange lock has
For all their good qualities, many half-orcs exhibit defeated every attempt to open it, and its hard metal
characteristics that polite society finds uncouth or sides resist breaking. But goblins and doppelgangers
undesirable. Half-orcs have little patience for com- have proven themselves willing to kill to get the box
plicated rules of etiquette or procedure and find for themselves, piquing Taraks interest.
little value in hiding their true opinions in order Murook is a warden, born and raised among an
to spare someones feelings. They enjoy the simple orc tribe. She was a staunch defender of her tribe
pleasures of food and drink, boasting, singing, wres- for years, but her ties to the primal spirits of wood
tling, drumming, and dancing, and they dont find and stone slowly coaxed her away from the worship
much satisfaction in more refined or sophisticated of Gruumsh and led her to question the brutality
arts. Theyre prone to act without much deliberation, the orcs performed in his name. She made her way
preferring to overcome obstacles as they arise rather to human lands and has struggled to fit in, trying to
than consider every possible outcome and make con- leave behind the barbarian ways of her tribe and
tingency plans. These qualities lead some members of adopt at least a veneer of civilization, but she is still
other races to consider them rude or crass, but others far more comfortable among the trees and mountains
find their brashness refreshing. than confined in a city or village.
Half-orcs generally live among either human Dorn is a half-orc ranger who prefers not to talk
or orc culturessome in bustling human towns or about his birth and his family. He spent most of his
cities, others among remote human or orc tribes. life in a hut at the outskirts of a farming village, hunt-
Most half-orcs have two half-orc parents, but some- ing and trapping in the surrounding forest, keeping
times half-orcs marry and have half-orc children to himself and asking only to be left alone. His life
with humans or orcs. Orcs show grudging respect to turned upside down on his thirtieth birthday, when
half-orcs for their considerable strength and for their a group of adventurers stopped in the village looking
cunning intelligence, which sometimes allows half- for directions to an ancient ruin. The villagers steered
orcs to rise to leadership positions in orc tribes. the adventurers to Dorn, who agreed to guide them
Although possessed of many strengths, half-orcs through the forest. He never returned home, because
frequently encounter prejudice in human com- that first adventure led him into many more.
munities. Thus, most half-orcs gravitate to careers
C H A P T ER 1 | C h arac te r Races
15
RACIAL TRAITS
Average Height: 5 76 0
Average Weight: 130180 lb.
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, choice of one other
LONGTOOTH SHIFTERS
Ability Scores: +2 Strength, +2 Wisdom
Skill Bonuses: +2 Athletics, +2 Endurance
Longtooth Shifting: You have the longtooth shifting
power.
RAZORCLAW SHIFTERS
Ability Scores: +2 Dexterity, +2 Wisdom
Skill Bonuses: +2 Acrobatics, +2 Stealth
Razorclaw Shifting: You have the razorclaw shifting
power.
C H A P T ER 1 | C h arac te r Races
16
SHIFTER
River, Rock, Storm, Thorn, Tor
In broad strokes, shifters resemble humans with ani-
malistic features. Their bodies are lithe and strong, Female Names: Aurora, Autumn, Dawn, Hazel, Iris,
and they often move in a crouched posture, springing Lily, Rain, Rose, Summer
and leaping along the ground. Their faces have a bes-
tial cast, with wide, flat noses, large eyes and heavy
eyebrows, pointed ears, and long sideburns. The hair Shifter Adventurers
of their heads is thick and worn long. Shifter skin and Three sample shifter adventurers are described
hair are usually some shade of brown. below.
Longtooth shifters claim werewolves as ancestors Ash is a proud longtooth cleric devoted to Melora.
and have a vaguely canine cast to their features that His clan moved from the open plains into a nearby
becomes much more pronounced when they use city shortly after the fall of Nerath, and most of them
their longtooth shifting power. Razorclaw shifters are have adjusted smoothly to an urbanized life. Even
descended from weretigers and are more catlike, par- during his childhood, though, Ash felt a calling to the
ticularly when using razorclaw shifting. wild places of the world, and he ventured far from
Shifters live about as long as humans. the city on his wanderings. As a personal rite of pas-
sage when he turned 18, he traveled ten days from
Playing a Shifter the city into the wilds and stayed there for ten more
days, spending his time hunting, gathering food,
Shifters are strongly influenced by their animal and praying to the god of the wilderness. He had
natures. They think and act like predators, conceiving planned to return after those ten days but decided
of most activities in terms of hunting and prey. that Melora had a different plan in mind. He avoids
Longtooth shifters are drawn to a pack of cities and towns now unless he has no choice, spend-
companions, whether thats a family group or an ing his time wandering the wilds, exploring ancient
adventuring party. They work well as part of a team ruins, and fighting the monsters that make the
in combat, coordinating their attacks with their wilderness unsafe.
allies and coming to the aid of beleaguered friends. Summer is a razorclaw druid whose tribe still
Theyre drawn to the leader and defender roles, and wanders a pristine forest far from any human cities.
they make excellent clerics, fighters, paladins, She was her tribes moonspeaker, a religious leader
and wardens. who traveled among the different clans of her tribe.
Razorclaw shifters are more independent, self-reli- In the summer of one year, she went to visit the
ant, and adaptable. Theyre no less devoted to their northernmost clan and never found them. She trav-
adventuring companions, but they trust their allies to eled farther and farther afield until she found a
take care of themselves, and they strive to carry their hobgoblin city. While sneaking into the city, she dis-
own weight in the group. Theyre more inclined to be covered that the surviving members of the clan were
strikers or controllers, and they favor classes such as now slaves of the hobgoblins. She plans to return
avenger, druid, ranger, and rogue. to that city one day to free her people, but in the
Historically, most shifters dwelled in nomadic meantime she is very interested in the power she has
bands in plains and forests far removed from cities gained through adventuring.
and towns. Since the fall of Nerath, however, the Storm is a razorclaw avenger dedicated to the
increasing dangers of the wilds have driven many Raven Queen. He knows no tribe except the remote
shifters into closer proximity to human and elf com- monastery where he was raised and trained. For
munities. Some shifters have adapted smoothly to this many years, he never knew another shifter, and he
change, carving niches for themselves as trappers, believed himself to be a human who was specially
hunters, fishers, trackers, guides, or military scouts. blessed for the work of the Raven Queenendowed
Others have a much harder time fitting in. Shifters with speed, stealth, and strength to make him more
who feel alienated from the plains and forests they perfect in her service. On reaching adulthood, he left
love sometimes take up the adventuring life as a way the monastery and ventured into the world on his
of escaping the confines of city walls and returning to first major undertaking for his order. There he dis-
nature. Some shifters, though, turn to a life of crime, covered others of his race and has begun to question
preying on the residents of their new homes like the fundamental assumptions of his identity. Disillu-
hunters they are. sioned about his gods work, he has taken up with
a group of adventurers while he sorts out his place
Shifter Characteristics: Active, alert, fierce, free- in a world that is much different from anything he
spirited, intuitive, perceptive, predatory, self-reliant, previously imagined.
unrestrained, wild
C H A P T ER 1 | C h arac te r Races
17
RACIAL TRAITS
Size: Medium
Speed: 6 squares
Vision: Normal
RACIAL TRAITS
Size: Medium
Speed: 6 squares
Vision: Normal
RACIAL TRAITS
Size: Medium
Speed: 6 squares
Vision: Normal
the end of your next turn. You then teleport half your
speed.
Size: Medium
Speed: 6 squares
Vision: Low-light
276
R AC I A L T R A I T S
Githyanki Gnoll
Average Height: 6 0 6 5 Average Height: 7 0 7 6
Average Weight: 160190 lb. Average Weight: 280320 lb.
277
Goblin Shifty Kobold Racial Power
Average Height: 3 4 3 8 You skitter and scamper through the ranks of your enemies,
Average Weight: 4055 lb. much to their chagrin.
At-Will
Ability Scores: +2 Dexterity, +2 Charisma Minor Action Personal
Size: Small Effect: You shift 1 square.
Speed: 6 squares
Vision: Low-light
Minotaur
Languages: Common, Goblin Average Height: 7 1 7 5
Skill Bonuses: +2 Stealth, +2 Thievery Average Weight: 320350 lb.
Goblin Ref lexes: You gain a +1 racial bonus to your Reflex
defense. Ability Scores: +2 Strength, +2 Constitution
Goblin Tactics: You can use goblin tactics as an at-will power. Size: Medium
Speed: 6 squares
Vision: Normal
Goblin Tactics Goblin Racial Power
You avoid your enemys blow and cleverly slink past his defenses. Languages: Common
At-Will Skill Bonuses: +2 Nature, +2 Perception
Immediate Reaction Personal Ferocity: If you are reduced to 0 hit points, you can make
Trigger: You are missed by a melee attack. a melee basic attack as a free action before falling
Effect: You shift 1 square. unconscious.
Oversized: You can use weapons of your size or one size
larger than you as if they were your size.
Hobgoblin Goring Charge: You can use goring charge as an encounter
Average Height: 6 1 6 5 power.
Average Weight: 190240 lb.
Goring Charge Minotaur Racial Power
Ability Scores: +2 Constitution, +2 Charisma
Size: Medium You charge the enemy and gore him with your horns.
Speed: 6 squares Encounter
Vision: Low-light Standard Action Melee 1
Attack: Strength +2 vs. AC
Languages: Common, Goblin Increase to +4 at 11th level, +6 at 21st level.
Skill Bonuses: +2 Athletics, +2 History Special: You must charge as part of the attack.
Battle Ready: You gain a +2 bonus to initiative checks. Hit: 1d6 + Strength modifier damage, and the target is
Hobgoblin Resilience: You can use hobgoblin resilience as an knocked prone.
encounter power. Increase the damage to 2d6 + Strength modifier at 11th
level and 3d6 + Strength modifier at 21st level.
Hobgoblin Resilience Hobgoblin Racial Power
You shake off an effect that would cripple a lesser warrior. Orc
Encounter Average Height: 6 0 6 5
Immediate Reaction Personal Average Weight: 200230 lb.
Trigger: You suffer an effect that a save can end
Effect: You make a saving throw against the effect. Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6 squares
Kobold Vision: Low-light
Average Height: 3 6 4 0
Average Weight: 6075 lb. Languages: Common, Giant
Running Charge: When you charge, add 2 to your speed.
Ability Scores: +2 Constitution, +2 Dexterity Warriors Surge: You can use warriors surge as an encounter
Size: Small power.
Speed: 6 squares
Vision: Normal
Warriors Surge Orc Racial Power
Languages: Common, Draconic Spilling the blood of your enemy invigorates you.
Skill Bonuses: +2 Stealth, +2 Thievery Encounter Healing, Weapon
Trap Sense: You gain a +2 bonus to defenses against traps. Standard Action Melee weapon
Shifty: You can use shifty as an at-will power. Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you can spend a
healing surge.
Increase to 2[W] + Strength modifier damage at 21st level.
278
R AC I A L T R A I T S
Shadar-kai Shifter, Razorclaw
Average Height: 5 7 6 0 Average Height: 5 7 6 0
Average Weight: 130170 lb. Average Weight: 130180 lb.
279
Infernal Quills Duergar Racial Power
RACIAL TRAITS Y o u tense and send the quills projecting from your body into the
gaps inyourfoe's armor.
As in the Monster Manual, a few o f the monsters Encounter Poison
in Monster Manual 2 have racial traits and powers Minor Action Ranged 3
similar to those o f the races presented in the Player's Target: One creature
Attack: Constitution + 2 vs. AC
Handbook and Player's Handbook 2.
Level 1 1 : Constitution + 4 vs. AC
These traits and powers are most useful to
Level 2 1 : Constitution + 6 vs. AC
D u n g e o n Masters interested in creating detailed non- Hit: 1 d8 + Constitution modifier damage, and the target
player characters (NPCs). T h e information c a n also takes a -2 penalty to attack rolls and ongoing 2 poison
b e used as guidelines for creating player character damage (save ends both).
( P C ) versions o f these creatures. B e aware that the Level 1 i: 2d8 + Constitution modifier damage, and the
traits and powers that follow a r e more in line with target takes a -2 penalty to attack rolls and ongoing 5
poison damage (save ends both).
monster powers t h a n with player character p o w e r s -
Level 21: 3d8 + Constitution modifier damage, and the
actual P C versions o f any o f the races published later target takes a -1 penalty to attack rolls and ongoing 8
would likely b e slightly different. poison damage (save ends both).
As a D M , you should carefully consider which, i f
any, o f the monster races you wish to include as P C
options in your campaign. KENKU
Average Height: 5 ' 0 " - 5 ' 6 "
BULLYWUG A v e r a g e W e i g h t : 1 1 0 - 1 5 0 lb.
A b i l i t y S c o r e s : +2 Constitution, +2 W i s d o m
Size: Medium
S p e e d : 6 squares
V i s i o n : Darkvision
L a n g u a g e s : C o m m o n , D e e p Speech, Dwarven
Skill B o n u s e s : +2 Dungeoneering
I n f e r n a l Q u i l l s : You c a n use infernal quills as a n
encounter power.
Racial Variants Moradin, and they have greater common cause with
each other than with any other race. However, the
two subraces have lived apart for thousands of years,
Elves and dwarves in the FORGOTTEN REALMS setting
and their lifestyles affect not only their cultures but
are made up of distinct subraces. Such divisions often
their physical appearance as well.
have their roots in a race's earliest existence.
If you are a shield dwarf, you might come from
When you create a character who belongs to a
beyond the Spine of the World mountains or some
subrace, you are free to use the race's standard traits
other area of the North. The heir ofDelzoun is a good
for that character. However, you can instead use the
choice for your character theme, but you have other
options in this section to set the character apart from
options.
other members of his or her race, and to provide ways
If you are a gold dwarf, you are unlikely to have
to develop your character's identity.
Delzoun blood (unless you have shield dwarf ances-
Each subrace deSCription contains a set of benefits.
tors in your past), so you should consider other
Each of these replaces a standard racial trait, as noted
character themes such as devil's pawn, spellscarred
in the benefit's description. Unless otherwise noted,
harbinger, and Harper agent.
you can select as many of a subrace's benefits as you
want.
In addition, each subrace includes a racial back- Gold Dwarf
ground tied to it. Like other backgrounds in the Gold dwarves see themselves as the founders of the
game, these offer associated skills and languages. If dwarven race, their society able to trace an unbro-
you choose the racial background that matches your ken line back nearly to the world's creation. It should
character's subrace, you can select one of the follow- be no surprise, then, that gold dwarves have a chip
ing benefits. on their shoulders-and a heavy one at that. Gold
Gain a +2 bonus to checks with a skill associated dwarves get along well with others, but they come
with your background. from a culture where tradition reigns and codes of
honor are strict. Each dwarf has a predestined role
Add a skill associated with your background to
and a place in society that stems from birth order and
your list of class skills before you choose your
bloodline. Gold dwarves who stray from such stric-
trained skills.
tures bring great dishonor on themselves and shame
Choose one language associated with your back- to their clans.
ground. You can speak, read, and write that The largely isolated kingdoms of the gold dwarves
language fluently. had begun to expand before the Spellplague hit.
Many adventurous gold dwarves left the Great Rift
and their other traditional lands to explore distant
DWARVES parts of the surface world. This emigration served
In a time before the world knew what it was, Moradin them well when their homeland was destroyed by
the All-Father forged the dwarves in the fiery heart the plague. Much of the Great Rift and the sur-
of Abeir-Toril. His people won their way to the light rounding surface was obliterated, leaving in its wake
of the surface through grit and battle prowess. In the the massive Underchasm and the realm of Great
hot south of the world that then was, they emerged Bhaerynden. The gold dwarves who were spread
into the cool heights of the mountains and forged for across Faenln returned to the area to help rebuild
themselves an empire. Divisions among them forced their homeland, and the realm known as the East
some away and to the plains of the west, where they Rift was built on and in the ruins of the Great Rift.
settled in what would come to be known as the Great The disaster and the disruption of those dark times
Rift. This banishment to the flatlands would prove to caused numerous gold dwarf clans to accept new
have far-reaching consequences when gods and pri- ideas and new peoples, while some others retreated
mordials battled. The world split apart, stealing the into xenophobia as a means of holding onto the tradi-
first great dwarven empire away-beyond even Mora- tions of the past.
din's reach.
Untold years passed until the next great schism Roleplaying a Gold Dwarf
among the dwarves, during which their commander
When creating a gold dwarf character, here are a few
led an exodus from the caverns beneath the plains.
points to consider.
His people would forge many kingdoms and pass
Tradition preserves us. Your people have sur-
through many generations, eventually becoming
vived for eons by adhering to the ways of their
shield dwarves. Those who remained in the plains,
ancestors back to the All-Father. Tradition must be
and who dwell there still, are the gold dwarves.
respected, and those who go against it dishonor them-
No grudges endure from such ancient
selves and cannot be trusted.
divisions. Dwarves are the children of
the cloud of darkness power or the darkfire power. most keep long and decorate with intricate pins and
CH A PTER 1 | Races
8
CH A PTER 1 | Races
9
CH A PTER 1 | Races
10
Physical Qualities
Every genasi constantly manifests an element.
(Genasi have no neutral, nonelemental state.) All
genasi are born with one elemental manifestation, a
genetic trait that is handed down from hir or her par- The physical qualities that genasi display when
ents. Some genasi learn an additional manifestation using different elemental manifestations are summa-
in late adolescence or adulthood, and a rare few have rized below.
several. Earthsoul: Brown skin; golden energy lines and
Genasi are of roughly the same size and propor- eyes; bald with golden energy lines glowing on the
tions as humans, though they tend toward broader head.
physiques that are evidence of their physical strength. Firesoul: Ruddy bronze skin; fiery orange energy
A genasis body is etched with energy lines that glow lines and eyes; flickering flames coming out of the
in a color associated with the element that the genasi energy lines on the head.
is manifesting. The energy lines on a genasis body Stormsoul: Purple skin; silvery energy lines; glow-
appear in a pattern that is common between mem- ing crystalline silver spikes on the head.
bers of the same family and sometimes between Watersoul: Seafoam green skin; bright blue
natives of the same area. The specific configuration energy lines; bald with blue energy lines glowing on
of energy lines on each genasis face and head is the head.
distinctive, varying between individuals the way fin- Windsoul: Silver skin; light blue energy lines;
gerprints differ between humans. Even when genasi glowing blue and gray ice crystal spikes on the head.
change their elemental manifestation, each one
retains his or her unique facial energy lines. To show Genasi have an average life span comparable to that
off the energy lines etching his or her body, a genasi of humans, roughly 75 years. Some members of the
often wears clothes that leave at least some portion of race can live to the age of 90 or 100.
his or her body uncovered.
Genasi skin tones and hair also vary depend- Playing a Genasi
ing on which element an individual is manifesting.
Generalities about a genasis elemental manifestation
Genasi dont have actual hairthe substance that
are sometimes contradicted by the races changeable
appears to cover their heads during different mani-
nature. In most regions where genasi live, the domi-
festations is a magical expression of their elemental
E VA W I D E R M A N N
CH A PTER 1 | Races
11
CH A PTER 1 | Races
12
Racial Traits
Average Height: 5'6"-6'2"
Average Weight: 130-180 lb.
Spirit Form Hamadryad Utility 1 0 Fey Mind Mirror Creatures of the Feywild
Your physical form fades into a diaphanous vision that can pass are known for their resistance to the control of others.
throuah the solid world like a ahost. You have focused this innate resistance, allowing you
Encounter to ignore the most debilitating coercion of mind and
Move Action Personal body even as you laughingly turn your foe's attack
Effect: You are phasing and insubstantial until the end of back on its creator.
your next turn. In addition, you shift up to 2 squares.
Fey Mind Mirror Hamadryad Utility 22
Feyborn Majesty Those that would harm a As you shake off an enemy's control ofyour mind and body. you
powerful creature of the Feywild soon come to regret turn the tables by usina its own power aaainst it.
their rash action. When your body suffers a grievous Daily
hurt, the fey spirit within you flares with brilliance Immediate Interrupt Special
that unnerves your enemies. Trigger: You are subjected to an enemy's dazing,
dominating, or stunning effect that a save can end.
Feyborn Majesty Hamadryad Utility 16 Effect: You make a saving throw against the effect. If your
saving throw is successful, the triggering enemy must
As you reel from your Joe's attack, your fury creates a display of
make a saving throw against the same effect. If that
otherworldly liaht all but impossible to look upon.
enemy's saving throw fails, the enemy is subjected to the
Encounter effect (save ends). If your saving throw fails, you do not
Immediate Reaction Special expend this power.
Trigger: An enemy attack bloodies you or hits you while you
are bloodied.
Effect: Until the end of your next turn, you shed bright
light to a radius of 5 squares, the triggering enemy grants
combat advantage, and enemies take a -5 penalty to
attack rolls against you.
SPECIAL RULES
As a pixie, keep the following rules in mind.
Sharing a Space: Because you are Tiny, you can
enter the space of a Small or larger creature and
end your turn there (forced movement must still
end in an unoccupied space, unless noted othe r-
wise). Two creatures are considered adjacent ifthey
are in the same square.
Altitude limit: You fall at the end of your turn
if you are using your racial fly speed and are more
than 1 square above the ground (see the rules for
flying and falling in the Rules Compendium).
Weapons: Because you follow the same weapon
rules as a Small creature, you cannot use a two-
handed weapon unless it has the small property.
Whe n you use a versatile weapon, you must use it
two-handed but don't gain the normal + 1 bonus to
damage for using it in that manner.
pushing the fairy folk back into the Feywild and into
the dark unknown beyond civilization.
Physical Qualities
Barely over a foot tall, pixies resemble diminutive
eladrin with gossamer wings. These wings sprout
from their backs like those of dragonflies or butter-
flies , but are grander and more beautiful than either.
Pixie wings come in as many colors as there are
shapes to dreams. Despite their almost insubstantial
quality, they are as bright as the clear dawn and as
luminous as the full moonrise.
Pixies rarely appear to onlookers unless they wish
to be seen, and other people who happen to spot a
tell it, whenever a human child is born, a pixie also pixie are astonished at the first sight of these tiny fey.
comes into existence. The personalities of the two When pixies fly, a shower of sparkling dust follows
races are indistinguishable during the first few in their wake like the glittering tail of a shooting star.
years oflife. However, human adolescents cast off Pixie dust is said to be composed of the dreams of the
their childhood ways, while pixies retain them for- living forest, the gold of the brightest sunbeams, and
ever. Sometimes pixies feel compassion for mortals the starlight cast upon lovers. When such elements
who retain a degree of childhood innocence. They are combined as one, they elevate the soul and grant
often watch over such humans, secretly aiding their the ability to fly.
"flawed" reflections with magic when they fall on ill Pixies' eyes come in as many different colors as
circumstances. their wings. When pixies interact with mortals in the
In the world, pixies were once as prevalent as they world, their eyes appear to have pupils. However, the
were in the Feywild. However, during the years that natural state of a pixie's eye is a single glittering orb
mortals have ruled, they have diminished and gone like that of an eladrin.
into decline. As humanoid civilizations began to Pixies wear light, ephemeral clothing that grants
flourish, they encroached on the pixies' homelands, maneuverability while they fly. Noble pixies array
C H A P TE R 2
themselves like princes and princesses of the fey, Pixie Communities
wearing flowing gowns and doublets of spider and
In the world, pixies make their homes in deep forests
caterpillar silk that sparkle like moonlight on a pond.
or hidden grottos beneath the hills, far beyond the
Wild pixies dress themselves in acorns, leaves and
sight of other humanoids. In these places, pixies cast
bark, and the pelts of woodland beasts. Pixies prefer
their shimmering lights to color their domains in
armor made of acorns, insect chitin, leather, the
incandescent hues, gradually shifting from soft red to
scales of reptiles, stiff bark, or fine mithral mail. They
bright yellow to deep violet and back again.
rarely wear heavy armor.
Some say that the realms of the pixies are the
Pixies live as long as eladrin. In the Feywild,
places where rainbows begin and end, and those
the race measures time in centuries, and pixies are
rainbows are pixie roads emanating from the light
effectively immortal unless they are slain. However,
of the kingdoms they connect, which can be seen by
legends claim that some pixies are so bound to their
mortals only when the sun shines through the rain.
human reflections in the world that they perish when
Though pixies prefer to keep out of sight, they can
that human dies.
be found almost anywhere in the Feywild. As intrin-
sically magical as they are whimsical, pixies enhance
Attitudes and Beliefs the world around them with their presence. At the
According to the oldest tales of the mortal races, beginning of time, the Court of Stars passed down
pixies are as enchanting as the heart's true desire decrees on each type of pixie, charging it with duties
and as dangerous as the kiss of fate. Possessed of to uphold in the Feywild. Some pixies brush the
simple desires, pixies frolic in the sunlight, sing in flower petals with morning dew, while others
the rain, and dance beneath the moon and stars. are responsible for conjuring the evening
Eternally childlike, they find their joy in new games mists. Some are charged with awakening the
and new experiences, and boredom is their constant winking stars in the night sky, while others
adversary. paint each sunset into a masterpiece of vivid
Pixies thrive on randomness and excitement. The colors.
banal, common, and everyday routine of ordered life Such labors keep pixies focused on put-
that mortal humanoids must endure is anathema to ting their magic to benevolent uses, rather
the long-lived pixies. Their restlessness gives rise to than becoming a source of pure mischie
the kinds of tricks and pranks for which pixies are Pixies in the world carry these traditions
best known. When pixies enchant mortals to fall in over with them. A creature that strays
love with ugly beasts or with their most hated ene- near a pixie home finds the world more
mies, they do so not only for their own amusement. alive somehow, thrumming with life,
Such magic is a gift that allows a bewitched mortal to color, and breathtaking natural beauty.
break the ordinary routine of his or her life. Pixie settlements vary as widely
Despite their love of chaos, pixies obediently serve as the shifting spectrum of
the Court of Stars and obey the commands ofits lead- color found in them.
ers. They divide themselves into orders that revere Isolated pixies
their own rulers. Some serve the Summer Queen, build their homes
others the Prince of Frost. In the world and in deep among the roots
pockets of the Feywild, wild pixies can be found who of great trees
serve no master. These dangerous fey view the mem-
bers of other races as intruders in their realms, and
are known to torture and slay them for sport.
Even the benevolent pixies who serve the Court of
Stars can be dangerous. Mortals who wander into a
fairy ring during a pixie dance can cross over into the
Feywild without warning, becoming trapped there
for years.
Like other fey, pixies rarely perceive short-lived
humanoids such as humans as equals, living as they
do only in the moment. Nevertheless, they believe
that even the clumsiest mortals have the potential to
experience the freedom and wonder that all pixies
know.
Pixie Adventurers
Pixies who venture forth into the world do so for a
variety of reasons. Some go at the command of their
monarch to assist clumsy mortals on their quests.
Some go forth to fight a great evil that threatens the
pixie realms or the Feywild as a whole. Some take
up a life of adventure simply because they are bored,
seeking the excitement that comes with travel and
the inherent chaos that comes with entanglements in
the mortal world.
sprouting from their heads, ranging in shape from a Attitudes and Beliefs
pair of small nubs to the curling horns of the largest
Satyrs are driven by curiosity and hedonism in
rams. They display the broad shoulders and powerful
equal measure. They have a natural sense of wonder
upper bodies of humans, and most sport some kind
regarding the world around them and the creatures
of facial hair. Their wild, curly hair ranges in length,
with which they share that world. Though many
with younger satyrs keeping their hair short. Older
satyrs are shy, satisfying their curiosity cautiously and
satyrs let it grow as they age, until it hangs about their
from the shadows, they all have a burning desire to
shoulders.
see, touch, and know more. This is not to say that they
Though not as robust as other fey, satyrs lead
are reckless, however. Satyrs exercise great caution
long lives compared to most humanoids. They reach
in their exploration, a result ofliving in the Feywild
adulthood at around the same age as humans, but
with its wild magic and hidden dangers. In addi-
can live to be two hundred years old or more. Satyrs
tion, satyrs seek to satisfy their curiosity through the
become tough and serious as they age, losing the
spread of stories and songs, allowing a satyr to feed
mischievous appearance of their youth to resemble
the inquisitiveness of others by retelling a tale of his
stern grandfathers and stoic leaders. However, a
exploits. Most satyrs are proficient with at least one
twinkle of troublemaking still shines in even the
musical instrument, and a satyr revel is always a
oldest satyr's eyes.
musical affair.
Young satyrs grow quickly to maturity. Though
A satyr will take risks , but those risks are typically
they remain small in size as children, satyrs are
measured against his preparation and cunning. A
capable of complex speech and movement in a matter
satyr seeks to gain any advantage that he can early
of weeks. Young satyrs resemble infants in size and
on, then presses that advantage. When meeting new
appearance, but they speak and interact with the
creatures, satyrs are cautious to the point of outright
competence of a human adolescent.
suspicion. When new people have proven themselves
trustworthy, a satyr becomes a dedicated and relent-
less ally.
Roleplaying a Satyr
When creating a satyr adventurer, here are a few
points to consider.
You live life to the fullest. Satyrs don't let any
opportunity for reveling pass them by, but this is
not to say that you are completely self-centered or
obsessed with your own hedonism. Rather, every-
thing you do is focused in some way on adding to
your full and rich life. To satyrs, much of what con-
stitutes a rich life consists of good wine, good friends, a ferocity that belies their cautious reputation. You
and the company of the nymphs they love. However, look for every possible advantage in battle, and you
even the most shallow of satyrs knows that a life of have little regard for the idea of honorable combat or
leisure doesn't come easily. As an adventuring satyr, a fair fight. Your inclination to avoid conflict when
you do what you do in pursuit of something you love, out of combat makes you a more dangerous enemy
whether excitement and thrills, new stories and expe- in a battle, since satyrs believe that failing to finish
riences, or simply material wealth. off a disadvantaged foe means risking another fight
Friends are better than enemies. Given the with that foe in the future. Though you do not seek
choice between easily making an enemy and going out combat, you recognize that the faster it ends, the
out of his way to make a friend, a satyr will almost quicker you might return to the more important pur-
always try the harder course. Satyrs are fond of saying suits oflife.
that no one ever had to look over his shoulder to You live the life you deserve. Satyrs believe that
make sure he wasn't being chased by a friend. Satyrs the fate that befalls all sentient creatures occurs for
dislike conflict, and would often rather give up some a reason. You believe that the winds of good fortune
personal comfort on a short-term basis than offend and ill fortune alike blow according to how every
someone. They prefer to get along with everyone if creature lives his or her life. When you have the
they can, believing that with peace comes prosperity. advantage, you never take it for granted, acknowledg-
As such, you almost always greet every stranger as ing those who have stood by your side and helped you
if he or she were an old friend, in the hope that such live a fulfilling life. When things turn bad for you and
people might eventually become trusted allies. If you your allies, you understand that it is simply because
do make an enemy, you try to rectify the situation if you haven't tried hard enough yet to tip the balance of
you can. However, even the most optimistic satyr rec- fate in your favor.
ognizes base villainy, and you are not easily taken in Satyr Characteristics: Amicable, capricious, inquis-
by duplicity or false friendship. itive, lighthearted, mischievous, tricky
Never fight on even footing. Those that have Satyr Names: Adronus, Barases, Canteon, Dantes,
seen a satyr's friendly side often make the mistake of Gilderos, Pan, Puck, Romeus, Silenus, Tarteron
assuming you are easily cowed in combat. But when
conflict arises as it inevitably does, satyrs fight with
Satyr's leap Satyr Utility 2
BARD'S TALE: You crouch and sprina to catch your fo es off auard, puttina your
powerful leas to aood use.
THE UGLY SATYR At-Will
Once there was a young man who loved a lord's Move Action Personal
daughter. Night after night he came to her window Effect: You jump with a +1 0 power bonus to the Athletics
to woo her, but each time the lady refused him, check. When you make this jump, you are always
saying, "My love's face is secret, my love is most considered to have a running start. The distance you jump
cannot exceed your speed.
rare, my love plays the music upon the night air."
One night, as the young man went out to woo
his lady, he heard a beautiful melody in the wood. Bending the Balance Most satyrs believe
He followed the sound to a glade where an ugly that all creatures get what they deserve, and you have
satyr played the pipes with skill beyond mortal learned not only to accept fate but to push its bound-
reckoning. aries to your benefit. After all, your allies deserve
"If you would teach me that tune, I would give their good fortune , just as your foes will get what's
you anything you ask," said the young man. The coming to them.
satyr agreed in return for a small vow, and he taught
the man the tune upon the pipes. When the man Bending the Balance Satyr Utility 6
played it at the lady's window, she consented to Your very presence causes fate to twist in an ally's favor.
marry him. A wedding day was set, guests were Daily
invited, and all was made ready. Immediate Reaction Ranged 1 0
Trigger: A creature within 1 0 squares of you regains hit
On the eve of the wedding, the ugly satyr
points or takes damage from an attack that hits it.
arrived to claim his due: a kiss from the lady who Target: The triggering creature
adored his music. The young man scoffed at the Effect: The target either regains 2d6 additional hit points
request and turned the satyr away. The man then or takes 2d6 extra damage.
set a circle of cold iron around his beloved's cham-
ber, for the creatures of Faerie cannot cross such Tune of Enchantment In legend, satyrs
boundaries. are said to produce music that is so captivating
That night, as the man slept, a beautiful new because it draws on fey magic for its power. Such
melody drifted from the forest and into the bridal legends arise from the satyrs who h ave practiced the
bower. On the morning of the wedding, the lady art of the tune of enchantment. When you play your
was gone from the tower. The only trace of her song, its haunting notes burrow deep into the minds
was a single delicate footprint outside the circle of your enemies, who find themselves enthralled by
of cold iron. Try as he might, the man who broke your music.
his vow to the satyr never discovered where she
had gone. Tune of Enchantment Satyr Utility 1 0
...... You play a whimsical tune in the heat of combat that clouds
your enemies' minds.
Satyr Utility Powers Daily-+ Aura, Charm
Minor Action Personal
When your satyr character gains a class utility power Requirement: You must be playing a musical instrument.
after 1st level, you can forgo taking a power granted Effect: You activate an aura 5 that lasts until the end of
to you by your class. Instead, you gain a satyr utility the encounter. Any enemy must roll twice when making
power of the same level or lower. saving throws against charm effects while in the aura,
using the lower result. The aura is deactivated if you are
not playing your musical instrument at the end of your
Satyr's Leap A satyr's legs are as powerful as turn , but you can reactivate the aura as a minor action.
those of the wild goats of the mountains, enabling
him to jump incredible distances with no effort.
Whether you are vaulting over the heads of fo es or
bounding through the forest to avoid terrain that
might slow you, your distinctive leap is one of your
most recognizable features.
Rowena n eaotiates with a satyr of niaht, while Viltham sneaks up to steal the ever-bloomina rose
Foes into Friends As with all satyrs, you Channel the Unseelie Though most satyrs
would rather m ake allies than enemies. You have seek the bright pleasures oflife, there also exist satyrs
learned a natural charm that allows you to intervene of the night-shadowy creatures that have been trans -
when an enemy would fall , controlling that fo e to formed by exposure to dark magic. By manipulating
spare its life-or taking revenge to show it the error of subtle currents of this magic, you temporarily take on
its ways. the form of a dark creature.
Foes into Friends Satyr Utility 16 Channel the Unsee lie Satyr Utility 22
You draw an enemy back from the brink of death, holdin& it You tap into dark fey power, transformin& yourself into a crea-
under your spell. ture of shadow.
Daily+ Charm Daily + Polymorph
Immediate Interrupt Ranged 1 0 Minor Action Personal
Trigger: An ene my within 1 0 squares of you drops below 1 Effect: You transform into the form of a satyr of the night,
hit point. and you remain in that form until the end of the encounter.
Target: The triggering enemy While in this form, you have partial concealment, and
Effect: The target instead has 1 hit point, and it is domi- when you would normally have partial concealment
nated by you until the end of the encounter. The target because of dim light, you are instead invisible. Additionally,
cannot regain hit points, and a missed attack cannot you take only half damage from necrotic attacks.
damage it. If the target still has 1 hit point at the end
of the encounter, it drops to 0 hit points. You choose
whether it dies or is unconscious.
BLADELING
Bladeling Ironmage Tactics
Bladeling ironmages take charge in battle, supporting Average Height: 5 86 4
allies by launching shrapnel bursts into the enemies Average Weight: 210310 lb.
midst and hurling razor darts. Even if an ironmages foes Ability Scores: +2 Dexterity, +2 Wisdom
manage to close in, the ironmage can respond with Size: Medium
improved razor storm and its painful cloud of blades aura. Speed: 6 squares
Vision: Normal
Encounter Groups Languages: Common
Bladelings reside throughout the planes and are often Skill Bonuses: +2 Intimidate
encountered in Sigil, Gloomwrought, and the wilds of Acid Resistance: You have resist acid 5 + one-half
the Elemental Chaos. Bladelings often serve as mer- your level.
cenaries, fighting for whoever meets their price. Razor Storm: You can use razor storm as an
encounter power.
Level 11 Encounter (XP 3,000)
1 bladeling ironmage (level 10 elite controller) Razor Storm Bladeling Racial Power
2 bladeling razorguards (level 8 artillery) Spikes and blades leap from your body to tear through your foes.
4 bladeling spikers (level 6 soldier) Encounter
1 hell hound (level 7 brute) Minor Action Close burst 1
Targets: Each creature in burst
Attack: Strength + 2 vs. Reflex, Constitution + 2 vs. Reflex,
or Dexterity + 2 vs. Reflex
Hit: 1d6 + Dexterity modifier damage.
Increase to +4 bonus and 2d6 + Dexterity modifier dam-
age at 11th level, and to +6 bonus and 3d6 + Dexterity
modifier damage at 21st level.
Special: When you create your character, choose Strength,
Constitution, or Dexterity as the ability score you use when
making attack rolls with this power. The choice remains
throughout your characters life and does not change the
powers other effects.
RACIAL TRAITS
Average Height: 5 ' 7 ' - 6 ' 0 "
Average Weight: 1 2 0 - 1 6 0 lb.
Languages: Common
Skill Bonuses: +2 Bluff,+2 Insight
Shapechanger: You are a shapechanger; you can alter
your appearance. As such, you are subject to effects
and conditions that affect shapechangers.
Mental Defense: You have a +1 racial bonus to Will.
Change Shape: You have the changeling disguise
power.
Changeling Trick: You have the changeling trick power.
CHAPTER 2 | Races
Play a changeling i f you w a n t . . . grand civilizations and sweeping edifices devoted J
2
to excel at deception, misdirection, and trickery. to their people, changelings are content to treat the
works o f other races as their own. T h e i r willingness LL
to fit in wherever you go.
to identify with a variety of societal structures is vital U
to b e a m e m b e r o f a race that favors the bard, to maintaining their false identities. For most change- z
rogue, sorcerer, and warlock classes. lings, the arts, customs, and practices they uphold are <
more t h a n tools to reinforce their identities. T h e s e z
PHYSICAL QUALITIES aspects o f society and culture are a part o f their
Changelings wear m a n y masks, concealing their beliefs and values, j u s t as they are for other m e m b e r s
o f their adopted c o m m u n i t i e s .
true identities b e h i n d false faces. As shapechangers,
changelings c a n appear to be m e m b e r s o f any
humanoid race, playing the part o f a d w a r f one day C h a n g e l i n g C h a r a c t e r i s t i c s : Adaptable, compel-
and a dragonborn the next. This propensity for dis- ling, cunning, devious, evasive, furtive, insightful,
guise leads people to distrust changelings, so most mysterious, prudent, sly, subtle
keep their true nature hidden.
Although changelings c a n adopt any persona, M a l e a n d F e m a l e N a m e s : Bin, Dox, Fie, Hars , Jin,
most rely on a few established guises, each with L a m , Nit, Ot, Paik, Ruz, Sim, Toox, Yog
a developed history and a network o f friends and
acquaintances. These guises provide a changeling CHANGELING ADVENTURERS
with b a c k u p identities should one persona b e c o m e T h r e e sample changeling adventurers are described
compromised. A changeling who travels frequently below.
might change identities from town to town, swapping D o x is a changeling bard who constantly tries to
genders, appearances, and voices to blend in within escape the infamy o f her people. She swaps person-
each new community. alities and appearances like another person would
I n true form, a changeling has a startling yet vague change clothes. D o x sees h e r s e l f as m a n y people.
appearance. A changeling's skin is uniformly pale W h e n she assumes one o f her personas, she b e c o m e s
with white or light gray tones. Its oversized eyes are that person until she's ready for a new identity. She
often sunken in dark rings, b e t w e e n w h i c h lies a uses her shapechanging talents to augment he r per-
subtle nose. Changelings are slender, bordering on formances as a bard, switching her form to m a t c h a
frail. T h e i r hair tends to have light coloring with hints c h a r a c t e r she presents in stories and songs.
o f blue, green, and even pink; pale silver is the most Hars is a changeling rogue, a trained killer with an
c o m m o n hair color, followed by platinum and blond. intellect as sharp as the knives he wields. H e keeps
Aside from the hair on their heads, changelings have his changeling nature a secret, using it as a hidden
little or no hair. weapon to take enemies by surprise. W h e n he settles
Changelings reach maturity at about fifteen years on a guise, he rarely changes it. He keeps a facade
o f age, and they live about as long as h u m a n s do. for m o n t h s or years, switching only w h e n no one is
around or w h e n it is absolutely necessary to discard
PLAYING A CHANGELING the identity.
Lacking a culture or a civilization to call their own, A u n n is a changeling artificer, a spy who works
changelings adopt other races' societies. T h e y seek for Aundair's Royal Eyes. H e was raised to b e c o m e
out c o m m u n i t i e s that have values and interests that a m e m b e r o f the Royal Eyes, instilled with deep loy-
parallel their own. Changelings prefer cities because alty to the queen but taught not to care for anyone
they are ideal places to blend in with others or to or anything else. Friendship and sympathy are dis-
vanish i f necessary. Cities also contain people too tractions that only interfere with completing a j o b .
interested in their own affairs to notice the oddities of W h e n Aunn was sent to X e n ' d r i k on an expedition,
strangers. although, he b e c a m e strangely drawn to one o f his
Changelings are inoffensive and peaceful by companions, a paladin o f the Silver F l a m e . W h e n
nature, and they have few c o n c e r n s about political the expedition c l a i m e d her life, A u n n found h i m s e l f
and social affairs. T h e i r mercurial nature breeds dis- in turmoil, questioning everything he learned in his
trust and suspicion in other races. People are intent childhood and training. Now adventuring with a new
on seeing the worst in changelings; they assume the group o f companions, he again finds h i m s e l f drifting
race uses its shapechanging ability for malicious away from the ideal o f d e t a c h m e n t he was taught,
ends. S o m e changelings do use their talents for evil, b e c o m i n g increasingly c o n c e r n e d with his allies'
but such individuals exist in no greater n u m b e r s t h a n goals andto his horrorgenuinely caring for t h e m .
among other races.
I n a way, changelings are parasitic in their rela-
tionships with other races. R a t h e r t h a n constructing
CHAPTER 2 | Races
Refugees from the realm of dreams whose minds are
as sharp as their swords
RACIAL TRAITS
Average Height: 5 ' 8"-6' 3 "
Average Weight: 1 3 0 - 2 2 0 lb.
CHAPTER 2 | Races
WARFORGED
Built for a war that has ended, searching for purpose
RACIAL TRAITS
Average Height: 6 ' 0 " - 6 ' 6 "
Average Weight: 2 7 0 - 3 0 0 lb.
Languages: Common
Skill Bonus: +2 Endurance, +2 Intimidate
Living Construct: You are a living construct. You do
not need to eat, drink, breathe, or sleep. You never
make Endurance checks to resist the effect of star-
vation, thirst, or suffocation. All other conditions
and effects affect you normally.
Unsleeping W a t c h e r : You do not sleep and instead
enter a state of inactivity for 4 hours to gain the
benefits of an extended rest. While in this state,
you are fully aware of your surroundings and notice
approaching enemies and other events as normal.
Warforged Resilience: You have a +2 racial bonus to
saving throws against ongoing damage. Also, when
you make a death saving throw, you can take the
better result of your die roll or 10.
Warforged Mind: You have a +1 racial bonus to your
Will.
Warforged Resolve: You have the warforged resolve
power.
CHAPTER 2 [ Races
SHADOW MAGIC has an understandably their souls might drive t hese people toward wicked
sinister reputation, and those who study and master ends. turning thern into nocturna l predators or
its power bear a stain on their souls that can never un hinged deviants who indulge in every heinous
be clean . There are great risks to dabbling in dark impulse. Others resist the evil pull of shadow and
ness, and no one knows those risks more intimately might becom e heroes even though their dark hcrita
than the races of shadow. These peoples stand apart and clear connection to shadow magic makes them
from other denizens of the planes because shadow outcasts and paria hs. These lonely souls often wander
magic is an intrinsic pa rt of their souls, a dark ness the world, doing what good they can in the hope of
within that shapes their identities ancl <1lso eases the redeem ing their ta inted souls.
processes by which they call upon shadow to scourge
their foes. Revenant: Everything a character accomplished in
This chapter presents three races particularly li fe serves as a mere precursor of his or her true
suited to players who want to build characters purpose-a purpose that becomes apparent only
infused with shadow's power. The shadow darkening a fter he or she returns from death as a revenant to
inhabit the world once more.
Shade: Shades are mortals who have willingly
CHANGING YOUR RACE embraced the darkness by engagi ng in secret ritu-
Shade, vryloka, or revenant characters can start als that infuse their souls w ith shadow.
a campaign at 1st level like any other character,
Vryloka: The vampirism that infects the ancient
but these races can also be used to transform an
human race of the vryloka is a fell curse that dark-
existing character. Your fallen eladrin knight might
ens their ancient bloodline.
rise from the dead as a revenant, or your human
rogue might succumb to the vampiric curse of
In addition to the races of shadow introduced here,
the vryloka.
this chapter also explores the legends of shadow that
If you change both your race and your class (for
appear in the cultures of other races such as dwarves.
example, if your eladrin knight returns from the
cladrin, halflings, and humans in the DuNGEONS &
dead as a revenant assassin), then you are best off
DnAGONS world.
creating a new character from scratch. But if all
you want to change is your character's race, then
making changes to the character's mechanics is "You come with questions, seeking
straightforward. When you change your race, you forbidden power, but lvhat do you
lose any features, traits, and powers of your original
race. You also lose any ability score modifications know of shadow's price? How can you
your original race provided. Then apply the ability understand what only I have endured,
score modifications, traits, powers, and racial fea-
tures of your new race. You also need to swap out
I who was born into darkness and must
any feats or other such mechanics for which you no bear its weight for the rest of my days.
longer meet the prerequisites. You see, I remember what it was like
It's up to you to make sure that choices you
make in revising your character still support your before I become what you. see before you.
character's story. For example, the revenant of I remember life, living, vigor, and vitality.
your eladrin knight should probably have eladrin And I mourn their loss."
as his chosen race for the revenant's Past Life
racial trait. -Loss, revenant blackguard
-
Racial Traits
Average Height: 5' 5"-6' 2"
Average Weight: 100-200 lb.
Physical Qualities
~ne nants a re souls of the dead returned to
_semblance of life by the Rave n Queen or
some other agency of the afterlife. Rev-
enants do not appear as undead horrors
r e\en anything like their former selves.
\ "hen the Raven Queen reincarnates souls. Its mas klike face in no way con ceals a revenant's deadly resolve
AWAKENING
You gasp a breath of cold air like it's your first. Your eyes snap open. Colors seem dim, and every sound is foreign
and filled with newness. Rather than warmth, a chill emanates from within you, making your chest feel heavy
and your extremities blaze with heat. You are in a graveyard, surrounded by stones that mark the location of dead
bodies-all engaged in the sleep that has been denied you.
The world appears strange, and as you struggle to rise, you have the sense that you control a body that is not
your own.
And nothing is your own. You know that. You remember that. That's when other memories come flooding back.
Before this place, you struggled somewhere cold. The sky was dark, but it was also somehow alight with flowing
color-as if the wind glowed instead of the stars. Snow buried everything, veiling the landscape into funereal forms.
And before that, other memories-scenes, faces, feelings-all a jumble, all confused like a half-forgotten dream.
You know one thing for certain. You were dead.
Judging from how you look and feel, you might be a little dead still. You pick a direction and start walking, noting
all you can about what you see and hear as you go. You might not remember everything about who you were, but
you can make new memories while you try to find out.
Something else hounds your thoughts as you strike out into an eerily familiar world: The dead don't come
back to life by accident. Someone did this to you, and whoever that was had a reason. And with that thought, you
remember the voice. A woman's voice. Cold, yet gentle. Demanding, yet understanding. A voice like the flutter of
soft wings.
"Arise, my champion," the voice whispered to you as you drifted out of the darkness. "There is work to do."
Racial Traits
Average Height: 5' 6"-6' 2"
Average Weight: 100-160 lb.
C H A PT E R 3 I Race s of Shadow
and its dark echo is thinnest. Known in sch olarly Shades value restraint, poise, and patience. They
circles as the Trail of Five Darknesscs, this arduous bide their time in all things, keeping a low profile
ritua l is as likely to slay its practitioner outright- as they manipulate events to their advantage. Just
obliterating body and soul-as it is to grant t he ability as the Shadowfell's malaise can smother the spirits
to wield shadow magic. of mortal adventurers who venture into that dread
Unbridle d ambition and utter desperation are plane, the sliver of shadow w ithin each shade sub-
common reasons for a human to undertake the Trail dues emotion. A shade still feels love, hate, pride,
of Five Da rknesses, since the taint of the Shadowfell despair, and the like, but he or she buries these feel
marks a shade as an outcast forever. Shades maintain ings deep inside. A shade's smirk or frown carries as
a determined self-reliance when among their own much we ight as a halfling's laughter or an ore's fren
kind, because they know all too well the greed and zied roar.
duplicity their race is capable of However, shades Shades hold little love for the gods. Having
also believe in strength in numbers, and as such t hey made the ultimate sacrifice for power, they have no
congregate in settlements close to shadow c rossings, patience for those who beg deities for their favor.
both in the world and the Shadowfell. Those few shades who dedicate themselves to a faith
A few shades deny the self-serving nature of their worship Sehanine, god of trickery, or Vecna, god of
kind, striving to ensure that the true nature of their secrets.
souls overcomes the shadowy nature ortheir chosen For all their fierce independence and self-reliance.
path. Rejecting their own kind, these shades seek the some shades feel a hunger for companionship driven
company of t he common races. Drawn to the Life of by the emptiness of their fracture d souls. Although
a n adventu rer, such shades try to earn the trust of a such shades ra rely become social creatures, they
close circle of [riends, defending those comrades with gravitate to strong allies alongside whom they can
the r uthlessness for which their kind is known. How- prove themselves in battle. Such long-term com pan
ever, some decry this behavior as just a nother facet ions are typically the on ly ones who ever see a shade
of the shades' characteristic avarice- treating friends true emotions, even as the shade demonstrates the
as personal possessions that must be kept safe at all fu ll strength of his or her driven r uthlessness in those
costs. allies' defense.
The shades' independence puts them in direct
Physical Qualities opposition to the intense shadar-kai and their devo
tion to the Raven Queen. These two races ofshadm1
Shades resem ble their or iginal human selves, though
demonstrate an a nimosity that rivals that of elves and
they sacrifice their native vitality to the ritual that
drow, or dwarves and orcs. However, shades are civi l
turns them into slender creatures of shadow. Their
to the va mpiric vryloka, understanding too well the
darkness-piercing eyes become orbs of dull black,
effect of living under the weight of shadow.
dark gray, or purple. Their coloring takes on subdued
hues, with most shades having pale skin a nd lank,
black hair. Sh ades prefer dark, somber clothing of Shade Communities
silk, suede, or supple leather, decorated with brass The dark nature of their transformation places shade
and iron. Their metal vveapons and tools are coated firmly outside the societies they arise from. The most
with spec ial oils that dull a ny sheen or reflection. social of their kind distrust all except their closest
The Trail of Five Darknesses has a dramatic companions. Truly misanthropic shades embrace
effect on longevity, doubling a shade's normal life their da rkness fully, seeing others as pawns to be
span. Rumors abound of shades who eventually exploited in the quest for power.
attain a level of power that allows them to stop aging In the mortal realm, a shade often takes up a life
altogether. of wandering or lives as a social outcast on the fringes
of humanoid society. It is common. for shades to mask
Attitudes and Beliefs their true nature with magic or clever disguises,
using their shadow powers as a screen against watch-
Shades exist a mong all cultures, but the transfor-
ful eyes. In ma ny cases, shades reject family or clan
mation they undergo creates a consistent sense of
names from their past lives to take on the name of the
ambition for which their kind is known. No matter
shadow crossing where they undertook the Trail of
what justification inspires an individual to under-
Five Darknesses ritual.
take the Trail of Five Darknesses, the conscious act of
In the Shadowfell, and around shadow crossings.
embracing the power of shadow cha nges that person.
shades form communities that reflect the avaricious
For many shades, having given up a portion of their
and brutal nature of their residents. Shades who
own soul in the name of power mea ns that no sacri-
settle in the Shadowfell are typically those who have
Ilce is too great.
strongly embraced the darkness in their souls. Their
enclaves are built on a rigid caste structure in which
CH A P T E 1\ 3 J Races of Shad ow
w..
shade nobles plot against each other in bloodthirsty Q
political machinations that would tear other societies <
apart. In such communities, shades unattached to a ::r:
Vl
noble house are treated as outcasts or used as pawns
in attacks against rival nobles.
Shade Adventurers
The hunger for power is a constant among shades.
However, a shade's moral bent determines the
manner in which that power is pursued-and what he
or she will do with it in the end.
rryloka Communities
~ nature of their race compels vrylokas to h ide in
..!ain sight within other cultures, typically by passing
mselves off as human nobles from distant lands.
':ldearing themselves to local rulers, vrylokas strive
attain a measure of power and wealth that reflects
status their ancestors first enjoyed. At the same
...::x'. however, vrylokas maintain a shadow society
~eir own, engaging in vicious games ofinfluence
A horde oforcs beains to break and run as a vryloka paladin
power against their vryloka peers-and oblivious
cleaves throuah their ranks
C II A P T E R 3 I Races of Shadow
A vry loka wizard brin9s forth shadowy skeletons to join the f iBht a9ainst a sava9e ettin
of the harm they might cause to the mor tal folk their dark powers with a single-minded devotion to
caught in the crossfire. excel as adventu ring warriors.
In their veiled society, vrylokas value the bond
of blood above all other laws. Those who break this Rogue Vryloka adventurers commonly choose
bond are typically exiled-shunned by vryloka soci- the path of the rogue, favoring daggers and other
ety and forced to live in isolation among the common weapons designed for stealthy attacks. Information
races. Some such vrylokas take up lives of wandering is power in the vrylokas' secret society, a nd vryloka
that lead them to join advent uring groups. Others rogues steal secrets as often as they acquire more tra
undergo a dark breakdown as a result of their soli- ditionalloot.
tude, turning into bloodthirsty killers that prey on the
folk around them. Vampire Despite their ties to vampirism, vry-
lokas ma intain a strong taboo against the complete
Vryloka Adventurers embrace of a n undead existence. They seek eternal
life, not the empty shell of an undead existence. A
Vrylokas are drawn to adventuring as a temporary
vryloka who becomes undead is an outcast, a pariah
means of battling the ennu i that is the product of
hunted for h is or her corruption of the vryloka blood-
their long lives. llowever, havi ng forged new bond s
lines. However, rumors abou nd of powerful vryloka
with those they fight alongside, vryloka adventurers
nobles who have successfully hidde n their vampiric
make a choice to continue that life, even at the risk of
nature for decades.
turning their back on their blood and kin.
Vryloka Bloodbond The secret ritual Crimson Death You have focused and honed
taught to your a ncestors by the Red Witch is part of your vampiric nature in combat, feed ing ofl'the life
you now. When one of your allies dies, you can invoke force of your falle n foes. Among your kind, you are
the ritua l yourself to restore his or her life- but at known as Crimson Death, capable of entering a mur-
what price? derous ecstasy when an enemy expires.
W hatever th eir races, creatures steeped in shadow often con8reaate to pursue their dark aoals
C II A I'T E H 3 I Races of S h a d o w
who seck out the power of a black well are typically
desperate, mad, or both. ELADRIN
Dwarf communities ban ish or even execute clan The eladrin have long held a fascination with shadow
members who turn to shadow magic, which they fear magic. "f heir mastery of arcane forces stokes their
as a corrupting, evil force. Shadow magic's prom- curiosity when it comes to exploring new sources of
ises of power can spread through a strongh old like power. To the e lad rin, shadow magic is just another
a disease, but arc said to yield only weakness and means of channeli ng arcane power, and they ignore
ruin. For this reason, dwarves who embrace shadow the tales of horror a nd corruption that other races
magic turn their backs on their p eople, living among ascribe to it. As a result, individ ual eladrin sometime
humans and other races. fail to see the threat implic it in shadow magic until it
Although a few dwarves learn to channel shadow is too late.
magic on their own, those who master the power of
the Shadowfell do so as members of an order known
as the Obsidian Cave. Those in the order arc typically
The Pale Court
outcasts, accused of heinous crimes and banished The Pale Court was once a gathering of the most
from dwa rvcn society. Nonetheless, they wage a beautifu l and wondrous cladrin artisans and nobles.
hidden wa r against the enemies of their people in the Through the use of illusions a nd similar magic, they
darkness ofthe world below. clad themselves in unearthly wonder. Tales abound
Would-be members of the cabal must venture of worldly ex plorers who stumbled across the Pale
into the Shadowfcll to the borders of the realm of the Court's fey realm and starved to death, transfixed by
dead. There, they seek an isolated crag of black rock its beauty and unable to look away.
where the masters of the order dwell. This mou nta in, In time, the Pale Court's arrogance grew so over-
known as the Ebon Spire, is said to appear and dis- whelming that its members refused to associate with
appear according to the strange currents of shadow a ny but the most beautiful c reatures. Other e lad rin
magic that surround it. Legends say that only an were allowed into the glades of the Pale Court only
exiled dwarf bereft ofhope and deter mined to die in if they were deemed to be of acceptable aesthetic
the service of the dwarven people can findth is place. val ue. The court's hunters tracked down malformed
A newcomer to the Ebon Spire faces a series of creatures such as trolls and fomorians not out of any
tests designed to ensure loyalty to the order and to desire to drive back evil, but because such creatures
the dwarvcn race. Such acolytes might be fiJrccd to offended their sight.
endure days of unremitting hardship and torment. [n time, however, the Pale Court began to lose its
Other tests might send the initiate out into the world, lu ster. Even the graceful aging that eladrin exhibit
tasked with slaying or spying on a known enemy became a source of u n rest among its members, for
of the dwarves. Only after surviving such tests is a whom the illusion of youth was not enough. Marred
dwarf initiated into the order-and given the fi.tll by the ravages oftime, the e ladrin of the Pale Court
secrets of shadow magic. soon fell to infighting and teetered on the brink of
Dwarves ofthc Obsidian Cave rarely deal with destruction.
other dwarves. preferring instead to wage a singu- Even as anger and hatred threatened to undo
lar war against orcs, drow, and other threats to the ir the Pale Court, a n eladrin of unmatched grace and
people. W hen dwarves of the order die, their souls beauty appeared among its members. With his pale
~eturn to the Ebon Spire, w here they linger as spite-
skin and raven-black ha ir, he was the e nvy of even the
fu l undead spi rits. For initiates of the Obsidian Cave, most arrogant nobles. Dazzled by th is wondrous crea-
destroying the spirit of a fallen m aster serves as a ture, ma ny of the eladrin qu ickly embraced his offer
ft nal test of one's dedication. of the secret of eterna l youth . However, that gilt car-
ried a da rk price.
Those eladrin who rejected the newcomer fought
bravely against their fellows, but to no avail. W hen
the battle was done, those who accepted t he newcom-
"Indeed, the Pale Court is a cursed lot,
er's boon were undone by treachery- given the gift
an assembly as vile any to darken the of eternal life and youth, but as va mpires. After slak-
legacy of the eladrin people. Their crime, ing their newly awakened hunger on their defeated
kin, the surviving eladrin traveled to the Shadowfell.
however, was not in their aesthetic There, the Pale Court persists, still clingi ng to its
obsession, but in their pride." obsession with beauty and its hatred of imperfection.
Across a ll eladrin lands, rumors tell of how par-
-Allomar, ticularly beautiful cladrin sometimes d isappear from
knight of Mithrendain their chambers in the dead of night without a trace.
C HA PT ER 3 I R aces of S hadow
The Phantom Blades strike w ithout warnina, then vanish into the darkness
"It is not for personal gain that we dabble The Phantom Blades
in darkness. Rather, it is to protect our The Phantom Blades are a cabal of ha lfling shack
people and what is rightfully ours." magic-wielders who patrol the waterways and pa:..
on which their people wander. They keep the Blei
-Callie Darkdagger Paths secret, hunting down members of other ran_
of the Phantom Blades who stenl and misuse the lore of such sites.
By using their own knowledge of the Bleak Pau..:..
The spiritual imprint th nt death makes on an the Phantom Blades specialize in setting up ambc,.
area is the key to accessing a Bleak Path. As such, for their enem ies. More than one kobold or goblin
the halflings' mastery oflore and secrets allows party in stealthy pursuit of a hall1ing clan has be=
the ir scouts and clan leaders to accumulate untold suddenly assaulted by halfling warriors who appez=
numbe rs of such keys. T his information, along wit h from nowhere as they step from the Shadow fell i
maps showing the locations of131eak Paths across the world.
the lands in which hal flings travel, is greatly trca Their fanatic dedication to defending their peop.-
sured by the clans that possess it. somctimes causes the Phantom Blades to cross the
The lore of the Bleak Paths is concealed within between protection and aggression . A human trader
otherwise mundane-looking maps. Vanishi ng ink who overcharges only half1ings for his goods migh;
made visible on ly by the light of a full moon, secret be targeted fo r vengeance. Likewise, the Phantom
symbols woven into a map's decorative borders, and Blades have been known to resort to banditry on
codes carefully worked into place names and histo Bleak Paths to settle old grudges with other fol k.
ries protect th is precious secret. grudges can trace their roots to inj ustices visited oc
half1ings in the distant past. However, for some PI=
tom Blades, such slights arc an excuse to raid. pi~
and murder in the present day.
RACIAL TRAITS
Average Height: 5 8-6 4
Average Weight: 200-300 lb.
I ~\
1 Incredible Toughness Miii Racial Power
Through dogged determination and sheer physical hardiness,
you shrug off an effect that would daunt a lesser person.
Encounter
No Action Personal
Trigger: You start your turn.
Effect: You end any ongoing damage or any dazed, slowed,
stunned, or weakened condition currently affecting you.
THR1-KREEN
Alien to most people ofAthas, these desert-dwelling
creatures livefor the thrill ofthe hunt
PHYSICAL QUALITIES
The insectoid thri-kreen have six limbs and are cov
RACIAL TRAITS ered in tough, sandy-colored chitinous plates. Their
Average Height: 5 4-6 6 lowest pair of limbs is used as legs, and their upper
Average Weight: 180-240 lb. pair of limbs serves as arms. The middle set of limbs
is small but dexterous, and the thri kreen use them
Ability Scores: +2 Dexterity; +2 Strength or Wisdom for fine manipulation, leaving heavy work to the
Size: Medium stronger upper arms. Both the middle and the upper
Speed: 7 squares pairs of limbs have three clawed fingers and one
Vision: Low-light opposable thumb. In combat, thri-kreen hold weap
ons or shields in their upper limbs, since the middle
Languages: Common, Thri-Kreen pair lacks the strength for this purpose and using
Skill Bonuses: +2 Athletics, +2 Nature both sets of limbs would be awkward and unwieldy.
Multiple Arms: Once per turn, you can draw or Swift and athletic, thri-kreen are natural climbers
sheathe a weapon (or retrieve or stow an item and jumpers. Their wedge-shaped heads have large
stored on your person) as a free action instead of a compound eyes, two (mostly vestigial) antennae, and
minor action. powerful mandibles. They can speak an accented
Natural Jumper: A thri-kreen is always considered to form of Common but prefer their own language,
have a running start when jumping. which is easier to pronounce with their mouth parts.
Torpor: Rather than sleep, thri kreen enter a torpid Thri-kreen have short life spans and rarely reach
state. In this state, you remain aware of your sur 30 years of age.
roundings, and you require only 4 hours of torpor
(rather than 6 hours of sleep) to gain the benefit of
~ extended rest.
PLAYING A THRI-KREEN
Thri-Kreen Claws: You have the thri kreen claws power. Thri-kreen minds, behavior, and physiology often
seem bizarre to members of other races. But despite
Thri-Kreen Claws Thri-Kreen Racial Power their fierce appearance, the insectlike humanoids
can be loyal and courageous companions. Thri-kreen
You quickly lash out with all your claws, tearing at
nearby enemies. have most of the same needs and morals as do other
races; they simply prioritize those needs and morals
Encounter
Minor Action Melee 1 differently. Most important, thri-kreen judge others
Target: One, two, or three enemies solely on physical and mental ability. The lazy and
Attack: Strength, Dexterity, or Wisdom + 3 (6 at 11th level weak deserve contempt, regardless of race; likewise,
and 9 at 21st level) vs. AC strength and cleverness merit respect no matter who
Hit. 1 d8 + Strength, Dexterit>c or Wisdom modifier demonstrates these qualities.
damage. You gain a bonus to the damage roll equal to Thri kreen view everything through the lens of
the number of targets.
the hunt and the predator-prey relationship. Their
Level ii: 2d8 + Strength, Elexterit>c or Wisdom modifier
damage. basic social units are the clutch and the pack. A
Level 21: 3d8 + Strength, Dexterity, or Wisdom modifier clutch is a small group (no more than six) to which
damage. an individual kreen has a close bond. The concept of
the clutch combines team, friends, and family.
Thri-kreen are mantislike humanoids that hunt in Every thri-kreen has a birth clutch that consists of all
packs throughout the wastes ofAthas. They have surviving members of the group of eggs from which it
adapted to the harsh climate and are experts at sur hatched. Later in life, each kreen forms one or more
viving with only scarce resources. Thri-kreen are other clutches, perhaps centered around adventur
nimble, and many also have psionic abilities. ing groups or specialized hunting parties. A pack is
a larger social unit that consists of any number of
Play a thri-kreen if you want...
clutches. If deprived of a clutch, a thri kreen is bio
+ to be a pragmatic hunter who knows how to sur logically compelled to seek out a new group to join.
vive in a harsh world. Obeying their pack instincts, thri-kreen try to
+ to roleplay a race with beliefs and practices far dif find their place in any group. They use a series of
ferent from those of humans. challenges to determine the pecking order, assessing
z
+ to be a member of a race that favors the monk, their possible clutchmates in secret or, when neces z
druid, and ranger classes. sary, demanding trial by combat. Thri kreen seize
S
Kobolds are survivors first. They are not above yellow. Small horns angle backward from a kobold's
prostrating themselves before enemies if it means brow, and bony barbs stud its forearms to its elbows.
buying a little time. A lone kobold survivor after a Its fingers end in stubby talons, as do its long toes.
raid, a prisoner, or one otherwise cut offfrom its fel- Fine scales cover a kobold's body, usually some shade
lows must adapt to avoid death. A kobold who was of green. Brown, red, and orange scales appear
part of an evil tribe might reform its behavior in the among particular tribes, as do mottled hides of sev-
presence of others who are willing to guide and sup- eral colors.
port it, and might even find this new "tribe" more Their reptilian anatomy hides kobolds' physical
comforting than the old one. Such individuals find expressiveness from other races. Their facial con-
the adventurer's life suits them-not because they struction lacks the anatomy to display the same range
crave danger or excitement, but because their talents of emotions as other humanoids. Kobolds who need
make them useful to other adventurers who protect to deal with warmbloods develop broad arm and
them in return. head gestures to convey how they feel.
Since kobolds have to make do with what they
Physical Qualities scavenge, clothing is limited and functional. A loin-
cloth serves the least among them, while warriors
Their spare frames and stooped postures don't
cobble together armor from scraps they harvest from
inspire fear in others, which suits kobolds just fine .
the dead. Crude weaponry suffices until they can
They would rather look nonthreatening but not quite
steal something better.
vulnerable. A few brave kobolds emulate their hon-
Kobolds grow quickly. They can walk and talk
ored dragons. They put on a little muscle, raise their
within hours after hatching and reach their full
snouts high, and roar with a ferocity no one would
height after about a year. Kobolds can live longer than
expect such weak-looking creatures to muster.
a century, though very few make it through their first
Kobolds' long muzzles are lined with tiny teeth
decade.
and lolling tongues similar to those of a dragon or
crocodile. Their slitted eyes are usually red, gold, or
Attitudes and Beliefs
Kobolds look after the tribe foremost, and they take
whatever steps they deem necessary to ensure the
community's survival. The more populous the tribe,
the lower the chance any individual will come to
harm-even though such large numbers invariably
attract attention. Thus, kobolds nurture their eggs in
communal nesting grounds to ensure the next gen-
eration will preserve their numbers.
Even kobolds who leave their tribes retain the
instinct to survive and find comrades. An adventur-
ing kobold regards the party as a small tribe and
finds a place to contribute to the group's success.
He or she shows an immediate willingness to work
within the team, especially if the kobold can tackle a
job nobody else in the group is suited for.
Even good-aligned kobolds see little point in fight-
ing with honor. A fair fight achieves nothing if you
die. Instead, kobolds admire trickery and subterfuge
as virtues and deride as foolish any notion of fairness.
The best fight to a kobold is one in which no kobold
blood is spilled.
Kobolds see dragons as living gods and offer sac-
rifices, prayers, and anything else they find to honor
their masters. Their devotion stems from their con-
nection to Tiamat, whom they see as their ultimate
goddess and mother to all dragons. Kobolds also
worship their ancestors, chief among them being
Kurtulmak, a figure thought to be one ofTiamat's
exarchs. Adventuring kobolds never quite escape
their devotion to Tiamat and continue to worship her
even if doing so is offensive to their new companions.
No kobold wants to face the repercussions of angering
such a threatening god.
Kobold Communities
Anyone who examines kobolds' traps can see their
ingenuity in construction, yet kobolds do not raise
their own towns or strongholds. Instead, they squat in
places other peoples have abandoned. A kobold settle-
ment's location must be defensible, offer shelter, and
provide enough water and food to support the tribe.
A typical kobold community includes a large
common room where the rank and file gather, cook,
and sort through the plunder. Nearby is a temple or
shrine dedicated to Tiamat, along with chambers set
aside for the high priest, the chieftain, and the most
accomplished warriors. These rooms offer privacy
for the higher-ups without sacrificing the security of
having the rest of the tribe nearby.
The passages leading into the warren look safe
enough to an outsider, but hidden throughout are all
sorts of nasty traps to discourage intruders from ven-
turing too far. Kobolds favor devices that humiliate
as much as harm their victims. An adventurer who
survives a kobold's trap usually does not do so with their work. Instead, their techniques are natural out- c
pride intact. The tribe might also use rats, scorpi- growths of how kobolds normally fight. 0-
ons, slimes, or drakes to help guard their warrens. cc
0
Kobold tribes not affiliated with dragons freely Roleplaying a Kobold ~
abandon their lairs if they come under attack. They
When creating a kobold adventurer, here are a few
fight to protect themselves, but should the situation
points to consider.
become untenable, they are not above pulling up
You know your way around traps. Even if another
stakes and settling somewhere else. A dragon's involve-
character handles the task of disarming traps, you
ment shores up the tribe's courage, and kobolds fight
know enough about their construction to help disman-
with uncommon boldness to protect their god.
tle them when they are discovered and avoid them
when they attack. Traps fascinate you, and any new
Kobold Adventurers device is an opportunity to add a weapon to your arse-
Adventuring might seem an unlikely occupation for nal. Don't pass up opportunities to tackle a trap and, if
kobolds, but they have several talents that make them possible, try to find ways to turn it to your advantage.
well-suited to the life. They can see in the dark, antic- Fair fights are for suckers. Concepts such as
ipate and avoid traps, and stay a step ahead of their honor, nobility, and fairness make little sense to you.
enemies. Kobolds can be useful and effective allies in Death comes soon enough without inviting it through
almost any adventuring group. some foolish belie You use trickery and planning to
Very few kobolds become adventurers by choice, defeat your enemies. You lure them into danger, draw-
however. Some catastrophe must befall them before ing them into positions where your allies can finish
they traipse offlooking for danger. Most take up this them of You hit enemies when they're down, dazed,
life after being captured by adventurers or separated or otherwise incapacitated. Your survival depends on
from their tribes. your willingness to do whatever it takes to win.
Dragons are gods. Dragons represent everything
Rogue Growing up in environments where any kobolds hope to become. Everyone fears them. If
misstep can bring death, poisoned darts fly with a dragons are not true gods, they are close enough for
stumble, and pits bristling with spikes lurk in every you. Encounters with dragons awe you, far beyond
corridor, kobolds learn a healthy respect for traps. the threat they pose. You feel conflicted about fight-
Familiarity with such hazards, combined with their ing dragons and seek a peaceful way out of such an
furtive natures, make kobolds a natural fit for the encounter, such as by making an offering pfSpouting
rogue class. Kobold rogues are among the best at locat- excessive flattery. Should your efforts fail, you still
ing and dismantling traps. This talent, combined with support your allies, but killing the dragon should be
their great mobility, makes kobold rogues particularly the last resort.
dangerous. You know your place. Every kobold in a tribe
knows that for the rest to survive, each member must
Sorcerer Kobolds have strong arcane traditions, do his or her duty. As an adventuring kobold, you see
and most who follow those traditions become sor- your companions as your new tribe and search for a
cerers. They like to think that dragon's blood flows way to contribute outside of combat. You might cook
through their veins, and they believe that the best of meals, mend clothing, or polish armor in addition to
them can tap into this essence and become like the fulfilling your role during exploration and combat.
gods they worship. Most kobold sorcerers choose the You exercise caution. Taking heedless risks can
.path of dragon magic. get you killed. Better to be prepared and know what
you're getting yourself into. If you get in over your
Warlock A kobold who cannot harness the magic head, fleeing is an important tactic. An enemy that
within might seek out other sources of power. Many gives chase enters unfamiliar territory, often pro-
kobolds make unwise bargains with strange entities, tected by traps. As a kobold, you feel no shame in
offering their souls to make themselves strong. Most running away and expect your companions to do the
kobold warlocks look to the stars and the beings that same should the situation turn against you.
reside there for magical power, though they bargain The world hates you. Being considered vermin by
with anything that offers to make them strong. most people you meet is bound to take a toll. No matter
what you accomplish, others might be anything from
Assassin Kobolds avoid direct confrontation. suspicious to hostile. Even most other reptilian human-
They employ poison, traps, and ambushes to deal oids look down on you, though they're more likely to
with enemies, all tactics that make them eminently show you some respect if you prove yoursel When
suited to the assassin's trade. Kobolds rarely become traveling through civilized lands, consider concealing
assassins for profit, though most accept payment for your features to avoid conflicts.
Kobold Characteristics: Ambitious, cooperative, Trapbuster You understand the mechanisms
fawning, greedy, loyal, obedient, quick, timid used in all sorts of traps, and your ability to disarm
Kobold Male Names: Bont, Dartak, Deekin, Forgen, them is second to none.
Kol, Meepo, Nin, Speelok, Zeem Prerequisite: Kobold, training in Thievery
Benefit: You can roll two dice and use either
Kobold Female Names: Capax, Eenith, Foruul,
result when you make a Perception check to detect a
Gumba, limen, Lorpe, Rowatak
trap. In addition, you never trigger a trap when you
Kobold Tribal Names: Black Death, Broken Fang, fail a Thievery check to disable it.
Gouger, Red Moon, Skull Kicker, Torn Ear
Kobold Utility Powers
Kobold Feats Kobolds don't like to venture too far out of their com-
Each kobold tribe has its own methods and special- fort zone, so they stick to what they are best at: canny
ties, but all of them have a few things in common. movement, teamwork, and careful exploration. Many
Dungeon travel and dragon worship both hold a kobolds carry strange gadgets created from scrap
prominent place in kobold society. Trapmaking and metal and other refuse. They make these items using
evasive maneuvers let kobolds get the upper hand formulas handed down by the tribe and their own
in battle, and they take great pains to improve these ingenuity, honed by years of trapmaking.
abilities. When your kobold character gains a class utility
power after 1st level, you can forgo taking a power
Dragon's Indomitability You're not granted to you by your class. Instead, you gain a
entirely fearless, but you try to follow the example of kobold utility power of the same level or lower.
the great dragons.
Prerequisite: Kobold
Benefit: You can roll two dice and use either
result when making saving throws against effects that
daze or stun you.
NEW ITEM:
Eldritch Momentum In the kobold tra- HURLER-SNATCHER
dition, warlocks learn to warp arcane energy with With some foraged twine, a supple reed, simple
their movement and use it to break through enemies' pulleys, and a soft cloth bindle, a kobold can piece
defenses. Your attacks zig and zag in an unpredict- together a crude device for getting around obstacles.
able fashion that catches enemies off guard. These hurler-snatchers, as kobolds call them, have
Prerequisite: Kobold, warlock, Warlock's Curse long been used to fling objects across gaps safely
class feature and retrieve small items lost down narrow chasms.
Benefit: If you move at least 3 squares away from Using a hurler-snatcher (4 lb., 10 gp) requires a
where you started your turn, you gain combat advan- move action. When you do so, you either transfer
tage until the start of your next turn against creatures one item you have that weighs 5 pounds or less to
subject to your Warlock's Curse. an unoccupied space or a willing character within 5
squares of you, or you take one similar item that the
Kobold in a Corner Getting trapped in character or the space has and transfer it to yourself.
a dead end and surrounded is the worst danger a If you intend to transfer the item to a character, he
kobold can face . When enemies surround you, your or she has to have a free hand and must use a free
instincts to escape kick in, and you fight back angrily. action to catch it. Otherwise, the item lands in that
Prerequisite: Kobold character's space.
Benefit: You gain a +1 bonus to damage rolls The 5-pound limit on a hurler-snatcher is enough
against creatures that have combat advantage against to carry most simple objects. If items are bundled
you. This bonus increases to +2 at 11th level and +3 at together in a backpack or a sack, they're usually too
21st level. heavy to flick around. Some items are too unwieldy
to be transferred in this way; your DM ultimately
Shiftier Maneuver Carefully skulking makes the call.
around the battlefield is the kobold way to victory, The hurler-snatcher is constructed to protect what
and everyone in the tribe should be good at it. Your it carries, even glassware, as long as the intended
expertise is infectious. receiver can catch it. Objects break in transit only in
Prerequisite: Kobold, shifty maneuver racial power a very small number of cases. Kobolds offer no war-
Benefit: When you use shifty maneuver, one target ranties on items sent by way of a hurler-snatcher.
of the power can shift up to 2 extra squares.
Flee! A kobold knows better than to fight against 0
overwhelming odds. Sometimes the only way to win 0
a fight is to escape and fight another day. When it's co
time to retreat, a kobold leads the way to safety. 0
~
Svirfneblin History
Gnomes can be careless about historical documen-
went deeper underground, away from the fomorian
tation. Rather than put down records in stone or on
realms but still within the Night Below.
paper, they pass down their tales by word of mouth.
Most svirfneblin tales remain secret, repeated
It is known that svirfneblin lived among the other
only among the clan. The few stories they tell to
gnomes when all were still imprisoned by the fomori-
other people make the svirfneblin people look cor-
ans. When the gnomes escaped their fetters, most of
dial and helpful.
them traveled to the surface. The svirfneblin instead
Svirfneblin Society Svirfneblin keep these feelings to themselves:
To reveal them might weaken the bonds of the group.
Svirfneblin communities are organized into clans and
A svirfneblin away from home constantly longs to
are located exclusively in subterranean settlements
go back underground and would rather explore an
deep within the Underdark. Specialized engineers
unfamiliar dungeon than travel through a forest or
constantly seek out large caverns that can sustain the
surface city.
clan's population growth and societal needs, as well
as the evolving nature of their environment. When
a town is first settled, the leaders claim the more
Druid Svirfneblin feel a natural connection to
the world around them and many hear the call of the
stable areas of the cavern and build complexes out of
wild even in the Underdark. Many svirfneblin druids
stalagmites located within. Remaining members of
operate subterranean farms to train beasts of burden
the clan choose the location of their home in order of
for daily tasks. Some also specialize in knowledge
priority, based on many factors such position, lineage,
of unique terrain found only in the Underdark. The
and wealth.
rulers of deep gnome city-states use this information
Of all the treasure that the svirfneblin gather,
when directing the expansion of their communities.
they cherish their children the most. Many families
include four or more children, and rarely fewer than
two. Repopulation is so important to the deep gnomes
Cleric Priests in svirfneblin communities teach
that Callarduran Smoothhands gave svirfneblin the
that the largest families often earn rewards and ben-
tools to thrive in the Underdark. Their teachings and
efits. The parents of six or more children are rarely
magic are practical rather than flashy. An adventur-
impoverished.
ing cleric prepares meticulously for battle and travel,
The majority of male svirfneblin work in their com-
always carrying his or her own weight so as not to
munity's mining operations. Those who do not are
force the burden of upkeep and defense on others.
either physically disabled or are part of the political
In a group of explorers, a svirfneblin cleric puts an
and religious structure of the community. Even those
emphasis first on cooperation, settling disputes and
who are not capable of helping in the mines find jobs
making sure the others communicate effectively.
processing raw material as it returns, or operating
businesses that help support the town. Female svirf-
neblin are the masters of the domicile and venerated
Ranger Svirfneblin rangers are some of the best
in the Underdark. They spend a great deal of time
for their hard work. Their ability to manage a house-
away from the cherished comforts of their homes ~
hold, raise children, and keep the miners of their
to hunt, fish, and scout. The strongest deep gnome
family healthy makes them the cornerstone of svirf-
communities are protected by hundreds of rangers,
neblin life-a concept not lost on the ruling family of
who are responsible for detecting and responding to
any given clan.
incoming threats before they arrive.
Governance of a deep gnome settlement varies
depending on the clan. Some towns operate on a
purely democratic principle, giving an equal voice
Warden Wardens are the core of a svirfneb-
lin militia. They are stalwart guardians of their kin
to all in the community. Others form committees
and trusted defenders of home and hearth. Having
that manage the overall direction of the clan and are
a unique relationship with primal forces of earth
empowered to make decisions on the town's behalf.
and stone, svirfneblin wardens are indomitable
The most common form stays close to the communal
adversaries.
beliefs on which the race was founded. Both a king
and a queen rule these svirfneblin towns, each hold-
ing the position for life. The king oversees mining Roleplaying a Svirfneblin
operations, while the queen manages infrastructure. When creating a svirfneblin adventurer, here are a
Though each takes pride in friendly competition few points to consider.
between the sexes, both are ultimately responsible for You are a team player. Whenever a prob-
the community's defense. lem arises, you always advocate for everyone to be
involved in the solution. You are eager to contribute
Svirfneblin Adventurers your skills and knowledge to the discussion.
Strength in numbers. An individual svirfneblin
Few svirfneblin travel outside the safety of the com-
never confronts a physical threat alone unless forced.
munity. The race has grown to know strength in
You understand the intrinsic value of a coordinated
numbers, and for this reason alone individuals have
group attack against a superior challenge. You can
a hard time breaking free. Those enterprising souls
help the team find the best way to tactically take
who yearn for adventure succeed in overcoming this
down an opponent using all the resources available.
fear, but do so with some remorse and regret.
You know the depths better than anyone. You
know your way around the Underdark. You might
z
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....J
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.....
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>
J'J
Svirfneblin Characteristics: Proud, meek, lonely, Deep Durability The primal spirits of earth
curious, solemn, dour, cynical and stone recognize you as their protector, and they
Svirfneblin Male Names: Ashcoffer, Belwar, Boon- shield you.
ler, Molgar, Sachelhoffen, Tassen, Victorbuff Prerequisite: Svirfneblin, warden, stone camou-
Svirfneblin Female Names: Anselway, Dollidor, flage racial power
Fansel, Gretzlynn, Juile, Polliwopple, Wailee Benefit: When you use stone camouflage, you gain 3
additional temporary hit points for each enemy marked
,_ Svirfneblin Clan Names: Dallydans, Jokulhaups,
by you. The additional temporary hit points per enemy
~ Mallywagers, Peppleponds
~
increase to 5 at 11th level and 7 at 21st level.
X
6z
Deepstone Blessing Since svirfneblin first Words from the Deep The rules of svirfne-
learn to heal their own kin, their prayers confer distinct blin society reinforce the community to such a degree
blessings. Anyone healed by a svirfneblin prayer feels that little politicking is needed. Svirfneblin know to do
his or her skin toughen and turn stony for a brief time. what's best for the community. Translating the ways
Prerequisite: Svirfneblin, cleric, healing word of the isolated Underdark settlements can be difficult
power when dealing with surface dwellers, but sometimes a
Benefit: When you use healing word, the target svirfneblin can make the connection.
also gains temporary hit points equal to your Consti-
tution modifier. Words from the Deep Svirfneblin Utility 1
You call on your experience with the people ofyour deep home
Fade to Gray The gnomes who live above to be outaoinB in the presence of other people.
have a stronger affinity for illusion than svirfneblin Encounter
do. You're one of the few deep gnomes with a greater Free Action Personal
connection to such magic than to the magic of stone Trigger: You would make a Diplomacy check or a Streetwise
and earth. check.
Effect: You make a Dungeoneering check in place of the
Prerequisite: Svirfneblin, stone camouflage racial
Diplomacy check or Streetwise check.
power
Benefit: When an attack hits you while you have
partial concealment from stone camouflage, you can
Deep Senses Stone might seem to be immo-
bile and inert, but the svirfneblin understand that
become invisible until the end of your next turn or
even the great caves shake when trod upon. By attun-
until you attack.
ing your senses to pick up these vibrations, you can
detect the presence of other creatures.
Svirfneblin Utility Powers
Ancient connections made by the svirfneblin's ances- Deep Senses Svirfneblin Utility 6
tors give them the ability to draw on the magic of You extend your mind into the stone, and you feel it shift and
stone. The spirits of rock and earth found only cruel reverberate with the motion o,fyour enemies.
and evil beings in the reaches of the Underdark, until Daily
they met the deep gnomes-the first creatures who Minor Action Personal
wanted to preserve the tunnels. Even though they Effect: You gain tremorsense 5 until the end of the
mine and carve their settlements in the living rock, encounter. Once per round, you can spend a minor action
to increase the radius of the tremorsense by 1 (to a
svirfneblin don't engage in wanton destruction or
maximum of 1 0).
rituals that corrupt nature.
Each svirfneblin learns some different part of this
ancient magic based on his or her role in society. It
Stony Disappearance Your race has a
natural ability to blend in with your surroundings
serves more as tradecraft than a magical tradition or
underground, as reflected in your stone camouflage
school. As with svirfneblin history, no written record
racial feature. Harnessing a more potent version of
exists of how to obtain these powers: The teaching are
this magic makes you even harder to find. Successful
passed down through storytelling.
svirfneblin scouts master this power.
When your svirfneblin character gains a class util-
ity power after 1st level, you can forgo taking a power
Stony Disappearance Svirfneblin Utility 6
granted to you by your class. Instead, you gain a svirf-
neblin utility power of the same level or lower. You tap into your natural maaical abilities and use them to
blend in with your surroundinas perfectly.
Ring of Rubble Svirfneblin guards contain Encounter + Illusion
Minor Action Personal
themselves and their foes within ramparts ofbroken Effect: You become invisible until the end of your next turn
rock to keep enemies from escaping without a fight. or until you attack.
Draconians are unique among the strong arms of the Dark Queens ground army, during
races of Krynn. Most races were cre- wartime their vicious instincts were encouraged
ated by the gods in ages long past, but rather than suppressed, so that most displayed little
draconians were shaped by servants of better temperament than the ogres and goblins they
the Dark Queen for one purpose: the con- commanded. Draconians are expected to be cruel,
quest of the world. Thousands of dragon eggs and they enjoy reinforcing that belief.
were transmuted (some say cursed), resulting Even in the midst of waging the war for which
in the hatching of powerful, disciplined, they were created, though, some draconians found
and seemingly endless shock troops. a purpose other than blind servitude. Some, such as
Several varieties of draconian exist, the sivak Slith, obeyed their orders loosely, more con-
and each is determined by the type of cerned with turning a healthy profit than conquest.
dragon egg used in its creation. Auraks are Others, such as the renowned bozak engineer Kang,
rare and powerful users of mind magic. The natural struggled with a foreign concept learned on the field
shapeshifting talent of the massive sivaks allows them of battle: honor.
to act as brutal but effective spies. Kapaks lick their These exceptional draconians and others like
arrowheads and blades to coat them in poison- them were pioneers. Their individuality inspired
ous saliva, ensuring an imminent (if agonizing) others, until the draconian race eventually learned to
death to those hit by the weapons. The bozaks, not only survive without the direction of their Dark
much like the auraks, are natural users of Queen but to also thrive without it. With time, they
magic. Even the lowliest of the draconians, learned to coexist with the other races of Krynn.
the baaz, are deadly foot soldiers in their own Two types of draconians are presented in this
right. (See the Draconomicon: Metallic Dragons article for use as player characters: the bozaks, magic-
sourcebook for more details.) using subcommanders of the dragonarmies, and the
Most draconians are inured to a harsh and kapaks, naturally gifted in the art of assassination.
wicked lifestyle. Intended to be the willing
TM & 2013 Wizards of the Coast LLC. All rights reserved. M a rc h 2 013 | D R AG O N 4 21
22
You Say Dragonborn, I Say Draconian
Roleplaying a
how to shape your Draconian RACIAL VARIANTS
draconian from a When creating a draconian character, consider the When you create a character belonging to a
dragonborn following points. subrace, you have the option to select from
You are the boogeyman. Draconians have a several benefits unique to that subrace. Each
Other than the obvious physical similarities,
well-deserved reputation as killers, conquerors, sla- benefit replaces a standard racial trait, as noted
its fair to ask whether dragonborn really have
vers, and bringers of war. To say that most people in the benefits description. Unless indicated
enough in common with draconians to stand in
dont care for you is an understatement; you are likely otherwise, you can select as many of a subraces
for them. Using dragonborn for draconian player
reviled by all who behold you. It might take some benefits as you want. See the Neverwinter
characters might seem like a bit of a stretch.
impressive deeds to persuade members of other races Campaign Setting for more information on racial
Most of the differences between the races
to accept you as the individual you are, rather than variants.
represent cultural and historical idiosyncrasies
rather than physical differences. Physically, the just another typically brutal draconian.
races are quite similar. Both are covered in scales You are proud. Draconians verge on arrogance,
and resemble their draconic forebears. Both tend certain of their superiority. In spite of their cruelty
and vice, most draconians are as fearless and bold as Their natural cleverness and magnetism make them
to be strong, proud, and remarkably tough. Both
their opponents. Even the staid and proper Knights of trusted, effective, and intelligent leaders. Bozaks
races have innate, dragon-themed racial powers
Solamnia bear a grudging respect for the courage and prefer the more destructive flavors of magic, such as
and abilities.
guile of their draconian foes. elemental evocations, over the subtle spells employed
Two specific factors offer unusual perspec-
You must change. During the war, it was easy by their aurak cousins.
tives for roleplaying a draconian character.
to follow the orders of your superiors and to give Bozaks are dangerous even in death, thanks to
First, a draconian player character is assumed
in to your baser instincts. You were at the top of their tendency to explode and damage creatures
to be a cut above rank-and-file soldiers in terms
the food chain, and the creatures you subjugated around them at the moment of their demise. A slayer
of training, perspective, and power.
had to submit to you and your comrades in arms or of a bozak draconian might find his or her own death
Second, the draconian race is a young one.
risk being crushed and discarded. Now, the chang- with the swords final stroke.
Most of the remnants of the Dark Queens draco-
ing landscape has forced you to find a new path for On average, bozak draconians stand just over 6
nian army are uniform in ability and personality,
which you are ill-prepared. You have been forced to feet tall and are covered in bronze scales. They have
but exceptions naturally occur. The years follow-
acknowledge the shocking reality that your greatest the most highly developed wings among the draco-
ing the War of the Lance see the draconian race
changes are yet to comeif you truly wish to adapt nian subraces. Bozaks generally prefer light or no
coming into its own. Your character might have
and survive in this world. armor, because anything heavier interferes with their
special gifts, abilities, and attitudes outside the
arcane gestures and flight.
norm. The draconian race doesnt really have a
common culture to speak of, so your character R acial Variant: Bozak player characters are usually sorcerers, rep-
resenting those who prefer to delve fully into their
can forge a unique path.
If you are seeking inspiration for the creation of B ozak Draconian natural magical talents, or hexblade warlocks, for
those who wish to blend their natural strength and
a draconian player character, you might want to Bozak draconians are widely regarded as some of magical power. Bozak sorcerers make adept dragon
read the Kangs Regiment novels by Margaret Weis the most dangerous soldiers that served under the or cosmic sorcerers, playing to their natural gifts.
and Don Perrin. These books deal with a group of Dark Queen. Their magical power is exceeded by the Bozak hexblades tend to opt for the elemental or
draconian veterans of the War of the Lance learn- auraks and their physical strength is dwarfed by the infernal pacts. Bozaks can also make effective black-
ing to coexist in a world never meant for their kind. sivaks, but the bozaks exist in far greater numbers. guards or assault swordmages.
M a rc h 2 013 | D R AG O N 4 21
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You Say Dragonborn, I Say Draconian
When creating a bozak draconian character, you enough to sustain flight for long, your battleground
can pick from the following benefits. mobility is still quite extraordinary.
Arcane Blood: The essence of your draconic Benefit: You gain a flight speed of 6 squares (alti- Draconian
forebears surges through your veins. Born to a legacy tude limit 1). You cannot use this fly speed if you are backgrounds
of arcane might, you have learned to augment your carrying more than a normal load. You must land at
If you choose a racial background, you either
spells with this gift. the end of your turn. This benefit replaces Draconic
gain a +2 bonus to checks with one of its asso-
Benefit: You gain a +1 racial bonus to the damage Heritage.
ciated skills, or you add one associated skill to
rolls of your arcane attack powers. This bonus Concussive Vengeance: You have learned to
your classs skills list before you choose your
increases to +2 at 11th level and +3 at 21st level. This trigger your death throes prematurely as a last resort,
trained skills.
benefit replaces Dragonborn Fury. through a mixture of self-discipline and arcane
Bozak Draconian: From the moment of your
Instinctive Flight: Although your wings are experimentation. Be wary, thoughmimicking your
birth, you were a match for virtually any human
neither large enough nor death throes might well result in the genuine article.
soldier. Your natural aptitude for both magic and
strong Benefit: You gain the concussive vengeance power.
combat and your gift for command make you a
This benefit replaces Dragon Breath.
force to be reckoned with.
Associated Skill: Arcana, Diplomacy, or
Intimidate
Kapak Draconian: You are as slippery as a
kender and as deadly as a minotaur. When you
set your sights on a foe, it is as good as dead.
Associated Skill: Intimidate, Stealth, or
Thievery
M a rc h 2 013 | D R AG O N 4 21
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You Say Dragonborn, I Say Draconian
M a rc h 2 013 | D R AG O N 4 21
25
Character Themes: Heroes of the Moonshaes
Dragoon Warding Callidyrr Dragoon Utility 2 Level 10 Utility Power Ancestral Defender Level 10 Summoned Creature
Medium natural animate
You vow to protect an ally, creating a spiritual tie between You are a true knight of the land, and that status
you and shielding the ally from the worst of any assault. HP your bloodied value; Healing Surges none, but you can
brings with it ancient and tested power. By focusing
spend a healing surge for the defender if an effect allows it
Encounter F Martial, Primal your will and giving a traditional battle cry, you stir to spend one
Minor Action Melee 1 the ancestors toaction. Defenses your defenses, with a +2 bonus to AC and not
Target: One ally
including any temporary bonuses or penalties
Effect: The target gains a +2 power bonus to AC and
Dragoon Summons Callidyrr Dragoon Utility 10 Speed 0, fly 6 (hover; altitude limit 1)
Fortitude. Whenever the target is adjacent to you and O Battle Blessing F Aura 1
takes damage from a melee or ranged attack, you can You howl the ancient battle cry of Ffolk warriors and the
wind gains a sudden chill, followed by the ghostly arrival of You and your allies gain a +2 power bonus to damage rolls
take half the damage, halving the damage the target
an ancestral defender. while in the aura.
takes. Nothing can reduce the damage you take. These
Minor Action F At-Will
effects last until the end of your next turn. Daily F Primal, Summoning
Effect: The defender administers first aid to an adjacent
Minor Action Ranged 5
ally. It uses your Heal skill with a +2 power bonus to the
Level 6 Utility Power Effect: You summon an ancestral defender in an unoc-
check.
cupied square within range. The creature is an ally to
So versed are you in combat stratagems that you have Minor Action F At-Will (1/round)
you and your allies.
an uncanny knack for reading your enemies move- Effect: The defender crawls, flies, runs, stands up, shifts,
The defender lacks actions of its own. Instead, you
squeezes, or walks.
ments and countering their attacks. spend actions to command it mentally, choosing from
Immediate Interrupt F Encounter
the actions in its description. You must have line of
Trigger: An ally adjacent to the defender is hit by a melee or
Dragoon Parry Callidyrr Dragoon Utility 6 effect to the defender to command it. When you com-
a ranged attack.
mand the defender, the two of you share knowledge
Subtle changes in the enemys bearing reveal its intentions, Effect: The defender is hit by the attack instead.
but not senses.
allowing you to parry and throw the foe off balance.
When the defender makes a check, you make the
Encounter F Martial, Primal
Immediate Interrupt Personal
roll using your game statistics, not including tempo- Racial Variants
rary bonuses or penalties.
Trigger: An adjacent enemy hits you with a melee attack The defender lasts until it drops to 0 hit points, at
Elves in the Forgotten Realms setting are made
while you are wielding a melee weapon. which point you lose a healing surge (or hit points up of distinct subraces. The Llewyrr elves of the
Effect: You gain a +2 power bonus to AC and Reflex equal to your healing surge value if you have no surges Moonshaes are one such variant. See the Neverwinter
against the triggering attack. In addition, you gain left). Otherwise, it lasts until you dismiss it as a minor Campaign Setting for additional racial variants.
combat advantage against the triggering enemy until action or until the end of the encounter.
the end of your next turn.
Llewyrr Elf (Eladrin)
During the Crown Wars, the Llewyrr were a com-
munity of moon elves and green elves dwelling in
the verdant woodland known today as Neverwinter
Wood. When Vyshaan armies swept through their
lands, the Llewyrr fled across the sea seeking the
fabled isle of Evermeet.
A fierce squall forced the refugees to make land-
fall on the Moonshaes, where they were greeted by
the enigmatic leShay, legendary progenitors of the
fey. The leShay permitted the Llewyrr to settle in
isolation and safety among the mountains of the
large central island. The Llewyrr named their new
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Character Themes: Heroes of the Moonshaes
kingdom Synnoria, after the queen who led them to You share a bond with the natural world and
this island sanctuary. primal spirits of the land. Unlike many eladrin, the
Over the next eleven millennia, the Llewyrr Llewyrr do not worship Corellon Larethian or other Llewyrr Elf
evolved into a unique subrace rarely seen outside the divine entities of the Seldarine. Instead, the Llewyrr Background
Moonshaes. Llewyrr share many of the same soci- venerate the fey gods, mighty primal spirits and
Llewyrr elves study the natural world and master
etal attributes of their moon elf ancestors, including archfey that have watched over the Moonshaes for
arcane magic. A long-standing cooperation with
the building of grand cities and advanced mastery of millennia. Greatest among these primal manifesta-
the druid circles of the Moonshaes has given the
arcane arts. Llewyrr have fair skin, but unlike their tions are the Earthmother and her children.
Llewyrr an understanding of their rare tongue.
moon elf cousins, the elves of Synnoria have golden Your people have survived for millennia by form-
Many Llewyrr are avid historians with a keen inter-
hair. Llewyrr born in the last century share the ing strong family and community bonds, and you
est in the lineages of humanoid societies.
hauntingly opalescent eyes common to all eladrin, honor these. An oath given by a Llewyrr is a binding
Associated Skills: Arcana, History, Insight,
with the pupils of older generations colored in shades pledge. Though Llewyrr are slow to trust, once a bond
Nature.
of green and brown, with gold flecks. is formed, the friendship lasts a lifetime.
At the heart of Synnoria is the resplendent city
of Chrysalis, resting upon a verdant tor rising from Llewyrr Elf Benefits
a crystal clear lake. The city is a dazzling display of When creating a Llewyrr elf character, you can pick
soaring glassteel towers, crystalline gardens, and About the Author
from the following benefits. Matt James is a freelance game designer from the Washing-
majestic silver-glyphed boulevards. Historical Insight: Armed with a voracious appe- ton DC area. His recent design credits include Monster Vault:
Today, much of the city is abandoned, for the Llew- tite for studying the antiquity of humanoid culture, Threats to the Nentir Vale , D&D Lair Assault: Attack of the
yrr have paid a price for their long isolation. Birth you have an uncanny ability to discern the intent of Tyrantclaw , and Into the Unknown: The Dungeon Survival Hand-
rates are low, and centuries of attrition has dwindled individuals based solely on the historical exploits of book (due to release in 2012). Matt is a disabled veteran,
their numbers dramatically. Males are uncommon, their kind. wounded during combat operations in Iraq during 2005. You
constituting less than a quarter of the population. can follow his gaming insights via @matt_ james_rpg on Twit-
Benefit: You gain a +2 bonus to Insight checks. This
ter and at Loremaster.org.
benefit replaces the normal eladrin skill bonus to
Roleplaying a Llewyrr Elf Arcana. Developers
Sun elves were the aggressors who forced the Llew- Elf Weapon Proficiency: Elves and eladrin of all Chris Sims, Robert J. Schwalb
yrr out of the Llewyrrwood on the mainland, so you stripes take time to learn the traditional weapons of Editor
harbor a lingering animosity toward them. This dis- their people. Miranda Horner
trust extends to other elf subraces as well. Having Benefit: You gain proficiency with the longbow and Managing Editors
lived in isolation for so long, most Llewyrr feel no kin- the shortbow. This benefit replaces Eladrin Weapon Jeremy Crawford, Kim Mohan
ship toward their elf cousins, and have no desire to be Proficiency. Producers
caught up in elven politics and intrigues. You swear Christopher Perkins, Greg Bilsland, Stan!
fealty to the High Lady of Sarifal, not the crown of Digital Services Consultant
Evermeet. Dan Helmick
Art Directors
Kate Irwin, Jon Schindehette
Illustrators
Beth Trott, Jason Juta
Graphic Production
Erin Dorries
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Playtest:
Ecology of
the Hengeyokai
By Tim Eagon
Illustrations by Tyler Jacobson
TM & 2011 Wizards of the Coast LLC. All rights reserved. O c t o b e r 2 011 | D R AG O N 4 0 4
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Playtest: Ecology of the Hengeyokai
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Playtest: Ecology of the Hengeyokai
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Playtest: Ecology of the Hengeyokai
province is also famous for the beauty of its people, and the largest concentration of hengeyokai in all of After the Spellplague, Kozakura lapsed into civil
and the Sheng are thought to owe much of their Kara-Tur. war. Much of the hengeyokai population, as well as
diminutive stature and elegance to the influence of Hengeyokai thrive in this remote wilderness, their spirit folk allies, remained neutral and retreated
hengeyokai, as well as numerous spirit folk. and the barbarians that dominate the region accord deeper into the wilderness or fled to Shou Lung.
Following the Spellplague, the connection grew them a great deal of respect (and sometimes fear and However, several devoted themselves to protecting
much stronger between Sheng Ti and the portion hatred), believing them to be powerful manifestations the populace from the warring factions and rampant
of the spirit world that Faernians would call the of the spiritual forces of nature. Traditionally henge banditry. The most famous was a female monkey
Feywild. Though empowered by these events, the yokai, even evil ones, become protectors of human hengeyokai named Aoi, a student of Onoye, a fellow
hengeyokai and spirit folk inhabitants of the prov- tribes, who have always been in desperate need of monkey hengeyokai who had established the Monkey
ince remained loyal to the Emperor and helped him allies. The situation has only worsened in the decades style of martial arts during the previous century.
restore order (the maternal great-grandfather of the following the Spellplague, for several powerful oni She single-handedly protected seven villages from a
ninth Emperor Chin of the ruling Kuo dynasty was have enslaved the hobgoblin living in the nearby force of over 100 marauding ronin, and after the war
a hengeyokai from Sheng Ti). Recognizing their con- Land of Snow Demons. The human villages scattered ebbed, she established several dojos throughout the
tribution, in 2646 (1396 DR), the grateful Emperor across the region are now under constant threat from hinterlands of Shinkoku to teach her masters style to
decreed that all hengeyokai and spirit folk subjects their predatory neighbors to the north. the islands peasantry. Now, many villages in south-
residing in the province could legally take the civil Shamanism is the regions most widespread belief western Shinkoku defiantly display wooden or stone
service examinations and join the mandarinate, system, and the Ama River basin is home to most monkey carvings as a warning to bandits, evil spirits,
which had previously been an option available only hengeyokai practitioners of primal magic, especially and headstrong samurai.
to humans. Given their nature, few took the oppor- barbarians, druids, rangers, and seekers. Spellscars,
tunity, but that fact hasnt stopped the formation of
racist tongs that wish to restore the former status quo.
which are otherwise extremely rare in Kara-Tur, are
unusually widespread among the hengeyokai of the
Beyond Kara-Tur
These tongs plot in the shadows with tacit support Northern Wastes. These strange markings mani- The upheaval and disruption caused by the Spell-
from some nobles and bureaucrats, and sometimes fest only on hengeyokai in hybrid or human form, plague prompted many to leave Kara-Tur for what
act against prominent hengeyokai. engendering great respect (and fear) in their human they mistakenly believed was the relative peace of
Nowadays, hengeyokai from all over Kara-Tur neighbors. No one has been able to explain this mys- Faern. Numerous hengeyokai have emigrated west-
view Sheng Ti province as a refuge, and many have terious phenomenon, though it has attracted the ward in recent years. This migration actually began
migrated to it by way of LoShan, its main seaport. attention of sages and wu jen across Kara-Tur. prior to the Spellplague; like their human neighbors,
Hengeyokai who fled Wa after a wave of gargantuas some fled before the Tuigan Horde, while others left
following Tan Chins subsequent invasion of Shou
devastated that country came to Sheng Ti but had
trouble assimilating; many left to establish new homes
Kozakura Lung. A few hengeyokai, motivated by curiosity and
in the Hordelands or even farther west in Faern. The mountains and forests of Kozakura have long wanderlust, joined or followed merchant caravans
been home to hengeyokai, who live in isolated traveling along the Spice Road and the Golden Way.
enclaves far from the constant strife of the human- Some of the hengeyokai who left settled in the
Ama Basin dominated coastal regions. Traditionally, monkey Hordelands, particularly in Yaimunnahar, along the
The Shou refer to this immense area of swamps and hengeyokai are the most numerous in southern Lake of Mists, or in the foothills of the Sunrise Moun-
taiga around the Ama River as the Northern Wastes, Shinkoku, fox hengeyokai in northern Shinkoku, and tains. They became self-appointed guardians of the
a misleading name since it is hardly a wasteland. In rat hengeyokai in Tenmei. These demographics have Golden Ways many oases, much to the chagrin of
fact, it is home to a wide variety of peoples, including largely remained the same over the centuries, though the bandits and savage humanoids looking to prey on
several confederations of human barbarians, many many rat hengeyokai left Tenmei following a bloody caravan traffic.
korobokuru clans, numerous spirit folk enclaves, feud with the local korobokuru. In Faern, the majority of hengeyokai settled
near the Golden Way in Thesk and Rashemen, as
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Playtest: Ecology of the Hengeyokai
well as in the Great Dale and along the Dragon Badger Hengeyokai Chanshi Level 4 Brute
Coast. Any city with a Shou-town has at least a few Medium fey magical beast (shapechanger) XP 175
hengeyokai inhabitants, who often live disguised as HP 64; Bloodied 32 Initiative +5
Hengeyokai AC 16, Fortitude 17, Reflex 16, Will 15 Perception +3
humans (especially in xenophobic Nathlan). They
outside the Realms must be cautious to avoid being mistaken for lycan- Speed 7, burrow 3 (badger form) Low-light vision
Standard Actions
The ancestors of the hengeyokai were inhabit thropesa particular concern for those with sinister m Guan Dao (weapon) At-Will
ants of the Feywild but fled to the world in the counterparts such as rat hengeyokai. However, the Requirement: The hengeyokai must be in human or hybrid
aftermath of an extraordinarily destructive war crafty among them can turn such confusion to their form.
between the eladrin and the fomorians. During advantage. Attack: Melee 2 (one creature); +9 vs. AC
that long-ago conflict, evil hengeyokai served A few hengeyokai have left behind the familiar- Hit: 2d8 + 6 damage, or 3d8 + 6 damage if the target is
the fomorians as spies and assassins. After the ity of the Shou-towns and struck out on their own, prone.
C Slashing Arc (weapon) Recharge when first bloodied
eladrin emerged victorious, they took their relocating primarily to the Dalelands, the Western
Requirement: The hengeyokai must be in human or hybrid
revenge upon the survivors. This retribution was Heartlands, and the North. For example, a pride of form.
swift, brutal, and indiscriminate, and many inno cat hengeyokai has settled within the Kings Forest Attack: Close burst 1 (creatures in the burst); +7 vs. Reflex
cents were slaughtered. To this day, hengeyokai in Cormyr. Cleverly taking advantage of their new Hit: 2d8 + 6 damage, and the hengeyokai pushes the target
fear and distrust eladrin. homes favorable attitude toward cats, these hengeyo- 1 square.
The actual origin of the hengeyokai is a matter kai protect the humans living nearby from rampaging Minor Actions
of dispute. They believe they are fey versions of beasts and other threats. M Trip Up (weapon) At-Will (1/round)
Requirement: The hengeyokai must be in human or hybrid
primal animal spirits; however, most eladrin schol
E x ample
form.
ars dismiss them as awakened beasts infused with Attack: Melee 2 (one creature); +7 vs. Reflex
the magic of their home plane. Some eladrin,
H engeyokai
Hit: The target falls prone.
perhaps wishing to justify their races pogrom, Natures Mask (polymorph) At-Will (1/round)
believe that the fomorians created the hengeyokai Effect: The hengeyokai alters its physical form to appear as
to act as their agents, and they point to the races Hengeyokai are a diverse race that can fulfill a a Tiny badger or as a Medium unique human or hybrid.
chaotic, unpredictable nature as a sign of this number of different roles in your campaign. This Triggered Actions
influence. The races innate skill at assassination, section provides three sample hengeyokai statistics Savage Demise Encounter
blocks as well as a quick and easy method of creating Requirement: The hengeyokai must be in badger or hybrid
infiltration, and espionage is also taken as a sign form.
of fomorian interest. new hengeyokai characters.
Trigger: The hengeyokai drops to 0 hit points.
Today, small bands of hengeyokai live in Effect (Free Action): The hengeyokai takes a standard action.
remote wilderness regions, occasionally inter Badger Hengeyokai Chanshi Skills Athletics +11, Endurance +9, Intimidate +6
acting with nearby human, halfling, or elven Str 18 (+6) Dex 16 (+5) Wis 13 (+3)
Badger, crab, and dog hengeyokai in particular
settlements. In the Nentir Vale, they are rela Con 14 (+4) Int 10 (+2) Cha 9 (+1)
embrace the way of the warrior, for they possess the Alignment unaligned Languages Common, Shou
tively plentifulthough rarely seenwithin the requisite strength, temperament, and stamina. This Equipment leather armor, guan dao
Harkenwold and Winterbole forests, the Witch badger hengeyokai is a fearsome and ornery chanshi
light Fens, and even the depths of Lake Nen. (warrior); she sweeps the battlefield with her guan
In Eberron, the Eldeen Reaches is home to the dao, a crescent-bladed broadsword with a long haft,
majority of that worlds hengeyokai. knocking enemies prone and then hacking them to
death.
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Playtest: Ecology of the Hengeyokai
Fox Hengeyokai Wu Jen Monkey Hengeyokai Sensei Monkey Hengeyokai Sensei Level 12 Skirmisher
Medium fey magical beast (shapechanger) XP 700
As inherently magical creatures, hengeyokai often The monkey hengeyokai of southwestern Shinkoku, HP 119; Bloodied 59 Initiative +14
become wu jen: sorcerers and diviners who strive to Kozakuras largest island, are renowned martial art- AC 26, Fortitude 23, Reflex 25, Will 24 Perception +15
master the arcane power of the five elements (air, earth, ists. Two of the best known are Onoye, founder of the Speed 7, climb 3 (monkey form) All-around vision,
fire, water, and wood). Cat, fox, monkey, and sparrow Monkey style, and Aoi, his contemporary disciple. low-light vision
hengeyokai have the strongest talent for magic. This fox While in human form, this monkey hengeyokai Traits
hengeyokai has mastered the element of fire; in battle, appears to be an elderly farmer, though closer exami- All-Around Vision
Enemies cant gain combat advantage by flanking the
he hurls fiery shuriken, burns opponents alive with his nation reveals a loping gait and abnormally long
hengeyokai.
mesmerizing gaze, and augurs the future. He is also arms. He is actually an extremely agile warrior who Standard Actions
a member of the Iridescent Peacock Society, a secre- can effortlessly deliver a staggering blow with a kick m Flying Kick At-Will
tive cabal of mercenary wu jen that fans the flames of or throw. Requirement: The hengeyokai must be in human or hybrid
conflict in Kozakura. Its members profit in wartime by form.
selling their destructive skills to the highest bidder. Effect: The hengeyokai jumps up to 2 squares before the
attack. This movement does not provoke opportunity
Fox Hengeyokai Wu Jen Level 7 Artillery attacks.
C Blazing Eyes (aura, charm, fire, implement) Encounter
Medium fey magical beast (shapechanger) XP 300 Attack: Melee 1 (one creature); +15 vs. Reflex
Requirement: The hengeyokai must be in human or hybrid
HP 60; Bloodied 30 Initiative +6 Hit: 2d10 + 9 damage.
form.
AC 21, Fortitude 18, Reflex 19, Will 20 Perception +5 M Throw Recharge 5 6
Attack: Close blast 5 (enemies in the blast); +10 vs. Will
Speed 7 (9 in fox form) Low-light vision Requirement: The hengeyokai must be in human or hybrid
Hit: Ongoing 5 fire damage, and the target is immobilized
Resist 10 fire form.
(save ends both).
Traits Attack: Melee 1 (one creature); +15 vs. Reflex
Effect: The hengeyokai activates an aura 5 of bright light
Elemental Mastery Hit: 3d8 + 6 damage, and the hengeyokai pushes the target
that lasts until the end of the hengeyokais next turn. Each
When the hengeyokai hits any creature with a fire power, up to 2 squares.
enemy in the aura takes a 2 penalty to saving throws.
that creature gains vulnerable 5 fire until the end of the Sustain Minor: The aura persists until the end of the henge
Move Actions
hengeyokais next turn. Light Step Encounter
yokais next turn.
Standard Actions Effect: The hengeyokai shifts up to its speed.
Minor Actions
m Staff (weapon) At-Will Minor Actions
Augury Encounter
Requirement: The hengeyokai must be in human or hybrid Natures Mask (polymorph) At-Will (1/round)
Effect: Roll a d20 and note the result. As a free action before
form. Effect: The hengeyokai alters its physical form to appear as
the end of its next turn, the hengeyokai can use that result
Attack: Melee 1 (one creature); +12 vs. AC a Tiny monkey or as a Medium unique human or hybrid.
to replace the result of one d20 roll of its choice made by
Hit: 2d6 + 5 damage. Spring Up At-Will
any creature it can see.
r Fiery Shuriken (fire, implement) At-Will Effect: The hengeyokai stands up.
Natures Mask (polymorph) At-Will (1/round)
Requirement: The hengeyokai must be in human or hybrid Effect: The hengeyokai alters its physical form to appear as a
Triggered Actions
form. Stunning Blow Encounter
Tiny fox or as a Medium unique human or hybrid.
Attack: Ranged 10 (one or two creatures); +12 vs. Reflex. If Trigger: The hengeyokai hits an enemy with a melee basic
Triggered Actions
the hengeyokai targets only creature with this power, it attack.
Fortuitous Wind Recharge when first bloodied
can make this attack twice against that creature. Effect (Free Action): The enemy is stunned until the end of
Trigger: An enemy ends its move adjacent to the hengeyokai.
Hit: 3d4 + 4 fire damage. its next turn.
Effect (Immediate Reaction): The hengeyokai pushes the trig
Skills Athletics +15, Acrobatics +17, History +12, Insight +15
gering enemy 1 square.
Str 19 (+10) Dex 22 (+12) Wis 19 (+10)
Skills Arcana +10, Insight +10, Nature +10, Stealth +11
Con 15 (+8) Int 13 (+7) Cha 16 (+9)
Str 9 (+2) Dex 16 (+6) Wis 15 (+5)
Alignment unaligned Languages Common, Kozakuran
Con 12 (+4) Int 14 (+5) Cha 19 (+7)
Alignment chaotic evil Languages Common, Kozakuran
Equipment staff, bag of chicken bones
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Playtest: Ecology of the Hengeyokai
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Playtest: Ecology of the Hengeyokai
Managing Editors
Kim Mohan, Jeremy Crawford
Producers
Greg Bilsland, Christopher Perkins
Art Directors
Kate Irwin, Jon Schindehette
Illustrator
Tyler Jacobson
Graphic Production
Erin Dorries
O c t o b e r 2 011 | D R AG O N 4 0 4
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Winning Races:
Tinker
Gnomes
By Daniel Helmick
Illustration by Ralph Horsley
A p r i l 2 013 | D R AG O N 4 2 2
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Tinker Gnomes
efforts end in failure. This fact does not disturb them, in varying shades of tan, and wrinkles develop at an and deeds of every member of the gnomes family
however; they are always ready to move onward to early age. tree. The second name is a shortened version, which
their next pet project. When on the job or traveling, tinker gnomes merely points out the highlights of the family his-
prefer to wear heavily modified thick leather aprons tory. The third name is a nickname, usually bestowed
Racial Traits festooned with all manner of small tools. A tinker upon the gnome by members of other races. The
Average Height: 2833 gnome is always prepared to make improvements, no nickname usually consists of the first few syllables
Average Weight: 4455 lb. matter the situation. of the gnomes full name. Most gnomes find these
nicknames to be a mild indignity, but those who have
Ability Scores: +2 Intelligence; +2 Dexterity or +2
Constitution Attitudes and regular dealings with other races tolerate their use.
The patron deity of the tinker gnomes is Reorx,
Size: Small
Speed: 5 squares Beliefs the Creator. But the tinker gnomes are not especially
Vision: Low-light religious, so they pay their deity little more than lip
The need for innovation among tinker gnomes is service, except for the observance of the Lifequest (see
Languages: Common, choice of one other legendary. Tinker gnomes think nothing of spend- below). Tinker gnome priests do exist, but they are
Skill Bonuses: +2 Arcana, +2 Thievery ing yearseven decadesin the creation of complex few and far between.
(and often faulty) gadgets with no practical purpose.
Lab Conditioning: You have the lab conditioning power.
Quick Fix: You can make Arcana checks to disable,
The creators of such devices seem to have little or
no concern about safety in testing their dubious cre- T inker Gnome
identify, or sense magical phenomena, and Thievery
checks to pick locks or to disable or identify devices,
ations, and the results of such tests are sometimes
fatal. Rare is the dedicated tinker gnome who lives
Communities
as a minor action instead of a standard action. But if
you do so, your haste causes you to take a 4 penalty to a ripe old age. More than ninety-five percent of all tinker gnomes on
to the check. The majority of other races find tinker gnomes dif- Krynn dwell in a single dormant volcano. The gnom-
Use Whats at Hand: You gain proficiency with impro- ficult to understand. Tinker gnomes speak quickly ish name for the volcano is nearly a hundred words
vised weapons other than unarmed attacks. and endlessly, stringing together long sentences long, and most other races cannot pronounce it at all.
without care for natural pauses in the conversation Therefore, it has earned the sobriquet Mount Never-
Lab Conditioning Tinker Gnome Racial Utility or social cues. They feel that they have to race to mind. The Naming Guild insists that this nickname
When the experiment goes awry, you know how to get out of complete their trains of thought before they are lost was the utterance of an early human visitor to the set-
the way of the results. forever. More often than not, tinker gnomes end their tlement, who shouted Never mind! after a friendly
Encounter sentences only after the listener verbally or forcibly member of the Greeting Guild attempted to welcome
Immediate Reaction Personal instructs them to stop. the beleaguered man to the mountain.
Trigger: An area or close attack hits or misses you, or any Tinker gnomes foster a love of bureaucracy that Tinker gnomes occasionally visit or even dwell
attack misses you.
transcends even the most dedicated middlemen of in human cities, though most humans who live near
Effect: If you take any damage from the attack, halve
that damage. You then shift up to half your speed.
other races and societies. Dozensif not hundredsof them take great pains to limit their need for rede-
guilds, many of which feature overlapping areas of signing items, since such well-meaning endeavors
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Tinker Gnomes
T inker Gnome Wizard whose devices work regularly are often subjected to
ridiculeor even exile in extreme cases.
A dventurers The study of wizardry features its own particular
specialty of cleverly made devices, and it is only nat- Tinker Gnome Characteristics: Abrasive, cheer-
ural that magic-minded tinker gnomes often choose ful, curious, disorganized, excitable, inventive,
Most tinker gnomes prefer to stay within their own
this profession. tenacious
enclaves, researching their next projects. A few,
however, find the adventuring life a useful means of Male Names: Aerodyn, Cog, Conundrum, Dyffed,
discovering new research topics, as well as of field Roleplaying a Gnimsh, Gnosh, Miggins, Saliman, Spanner
testing prototype equipment. Female Names: Angle, Cinder, Dana, Erg, Gnissa,
T inker Gnome Latitude, Mystie, Pepper, Zenith
Artificer Here are a few points to consider when creating a
The artificer is the default adventuring class of the tinker gnome character. T inker Gnome
tinker gnome. Innovation and fabrication are the tinker
gnomes strongest suits, and the path of artifice is the
There is always a better way. Every task, no
matter how mundane or minute, can be improved Utility Powers
perfect expression of these and other creative endeavors. through study, industry, and creativity. Why use Tinker gnomes enhance their ability to innovate over
a mousetrap when you can design and build a time as they learn to adapt to different situations.
Wind-Powered Troublesome Rodent Detection and
Bard Humane Extermination Automaton? True, the beta
Combat is an effective (if draconian) crucible, forcing
a rapid evolution of your skills.
Though tinker gnomes are not musical by nature, it test version incinerated your cousins foot, but thats a
cannot be denied that the bardic pursuit of knowl- small price to pay for a rodent-free laboratory, and he Level 2 Utility Power
edge across many and varied areas of study is, for seems to like his new Footmatic Pulley-Driven Pros- When inspiration strikes, its best if you have the
them, an attractive notion. Bardic tinker gnomes thetic just fine (when it works, anyway). means to pursue a new line of thought already at hand.
often neglect other aspects of their chosen profes- Never forget your Lifequest. An important
sion in favor of becoming the ultimate polymath. concept in tinker gnome society is the observance Smooth Execution Tinker Gnome Utility 2
Ironically, most gifted tinker gnome bards avoid the of the Lifequest. Every tinker has a Lifequest from
Measure twice, cut once.
Music-Making Guild and its experimental melodic birth, in addition to his or her normal duties and
stylings. Encounter
projects. Completion of the Lifequest safeguards the
Free Action Personal
gnome and his or her bloodline, and it guarantees Trigger: You make an Arcana, Dungeoneering, or
Rogue the gnome a place in the Afterlife. Lifequests are typi-
cally completed through the perfect development
Thievery check.
Effect: Roll the check twice, and take either result.
Curiosity drives innovation, and satisfying that curi-
and understanding of a particular device. Few tinker
osity occasionally requires a larcenous skill set. The
Acquisitions Guild is essentially a Thieves Guild
gnomes have ever fulfilled a Lifequest. Level 6 Utility Power
Invention exists for the sake of invention. The Innovation and leaps of logic are not confined to the
for tinker gnomes, tasked with procuring materi-
prevailing sentiment within tinker gnome society laboratory or workshop. Sometimes, the urgency of
als and goods, or even funding for new projects. For
is that creating a perfectly functioning device runs a life or death confrontation can inspire you to some
this reason, many guilds find it in their best interest
counter to the underlying principles of progress and surprising methodseven if they do tend to throw you
to turn a blind eye to common acts of acquisition,
advancement. A device that fulfills its task without off balance.
and the roguish professions are considered to be an
complication or need for improvement is a creative
acceptable option for young tinker gnomes.
dead endanathema for most tinker gnomes. Those
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