{"meta":{"category":"species","count":251,"sourceRepo":"https://github.com/5etools-mirror-3/5etools-src","sourceCommit":"ebd1827660ee61d1a59227d5979a137494dce1c8","generatedAt":"2026-08-28T18:47:44.009Z"},"items":[{"id":"aarakocra","name":"Aarakocra","source":"MPMM","page":5,"srd":false,"image":"races/MPMM/Aarakocra.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":30,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Flight","entries":["Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor."]},{"type":"entries","name":"Talons","entries":["You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals {@damage 1d6} + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike."]},{"type":"entries","name":"Wind Caller","entries":["Starting at 3rd level, you can cast the {@spell gust of wind} spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher.","Intelligence, Wisdom, or Charisma is your spellcasting ability for when you cast {@spell gust of wind} with this trait (choose when you select this race)."]}],"lore":["A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa—mighty beings of air—and were imbued with a measure of their masters' power over winds. Their descendants still command echoes of that power.","From below, aarakocra look like large birds and thus are sometimes called birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles."],"gallery":[{"path":"races/MPMM/Aarakocra.webp","credit":"Claudio Pozas"}],"otherVersions":[{"id":"aarakocra-dmg","source":"DMG"},{"id":"aarakocra-eepc","source":"EEPC"}]},{"id":"aarakocra-dmg","name":"Aarakocra","source":"DMG","page":282,"srd":false,"size":"Medium","speed":"20 ft., fly 50 ft.","walkSpeed":20,"flySpeed":50,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Dive Attack","entries":["If you are flying and dive at least 30 ft. straight toward a target and then hit it with a melee weapon attack, the attack deals an extra {@damage 1d6} damage to the target."],"type":"entries"},{"name":"Talons","entries":["You are proficient with your unarmed strikes, which deal {@damage 1d4} slashing damage on a hit."],"type":"entries"},{"name":"Language","entries":["You can speak, read, and write Auran."],"type":"entries"}],"hidden":true,"otherVersions":[{"id":"aarakocra","source":"MPMM"},{"id":"aarakocra-eepc","source":"EEPC"}]},{"id":"aarakocra-eepc","name":"Aarakocra","source":"EEPC","page":5,"srd":false,"image":"races/EEPC/Aarakocra.webp","size":"Medium","speed":"25 ft., fly 50 ft.","walkSpeed":25,"flySpeed":50,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Aarakocra reach maturity by age 3. Compared to humans, aarakocra don't usually live longer than 30 years."]},{"name":"Alignment","type":"entries","entries":["Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic."]},{"type":"entries","name":"Size","entries":["Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium."]},{"name":"Flight","entries":["You have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armor."],"type":"entries"},{"name":"Talons","entries":["Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to {@damage 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."],"type":"entries"},{"name":"Language","entries":["You can speak, read, and write Common, Aarakocra, and Auran."],"type":"entries"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren't even native to the Material Plane. They hail from a world beyond-from the boundless vistas of the Elemental Plane of Air. They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.",{"type":"entries","name":"Beak and Feather","entries":["From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.","Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations."]},{"type":"entries","name":"Sky Wardens","entries":["Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away.","Once airborne, an aarakocra leaves the sky with reluctance. On their native plane, they can fly for days or months, landing only to lay their eggs and feed their young before launching themselves back into the air. Those that make it to a world in the Material Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound people forced to live and toil on the ground."]},{"type":"entries","name":"Avian Mannerisms","entries":["The resemblance of aarakocra to birds isn't limited to physical features. Aarakocra display many of the same mannerisms as ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they might have picked up. When they deign to descend from the sky, they often do so near pools where they can catch fish and bathe themselves.","Many aarakocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An aarakocra might become frustrated with people who fail to pick up on the nuances; an aarakocra's threat might be taken as a jest and vice versa.","The idea of ownership baffles most aarakocra. After all, who owns the sky? Even when explained to them, they initially find the notion of ownership mystifying.","As a result, aarakocra who have little interaction with other people might be a nuisance as they drop from the sky to snatch livestock or plunder harvests for fruits and grains. Shiny, glittering objects catch their eyes. They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses.","Confinement terrifies the aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop homes, they appear alert, with eyes moving and bodies ready to take flight."]},{"type":"entries","name":"Homelands","entries":["Most aarakocra live on the Elemental Plane of Air. Aarakocra can be drawn into the Material Plane, sometimes to pursue enemies or thwart their foes' designs there. Accident might also send a nest of aarakocra tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish nests in high mountains or in the canopies of old forests.","Once tribes of aarakocra settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.","A typical colony consists of one large, open-roofed nest made of woven vines. The eldest acts as leader with the support of a shaman."]},{"type":"inset","name":"Aarakocra in the Forgotten Realms","entries":["Never well established in Faerûn, aarakocra have only four major colonies: in the Star Mounts within the High Forest, in the Storm Horns in Cormyr, in the Cloven Mountains on the Vilhon Reach, and in the Mistcliffs in Chult.","Those colonies established in the Star Mounts, closest to the Dessarin Valley, were ever a secretive and guarded people, only spotted during their flights over the High Forest. A cruel and rapacious green dragon nearly wiped out the population and scattered the survivors. These aarakocra and their descendants have sworn vengeance against the dragon and may be seen scouring the lands of the North and Cormyr for signs of their foe.","Their only remaining settlement lies on the slopes of the Star Mounts' southernmost mountains. At the headwaters of the Unicorn Run, the Last Aerie is home to several dozen aarakocra. Recently, aarakocra elders detected changes in the prevailing winds that they regarded as a bad omen.","Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air."]},{"type":"entries","name":"Great Purpose","entries":["Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an exceptional circumstance for an aarakocra to leave his or her tribe and undertake the adventurer's life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the aarakocra adventurer's chosen path.","Two other circumstances might call an aarakocra to adventure. First, aarakocra have historical ties to the Wind Dukes of Aqaa. Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by the Wind Dukes long ago to defeat the Queen of Chaos's monstrous champion, Miska the Wolf-Spider.","When plunged into Miska's body, the chaos in his blood sundered the rod and scattered its pieces across the multiverse. Recovering the pieces means gaining honor and esteem in the eyes of the vaati who forged it and could possibly restore a powerful weapon for defense against the agents of elemental evil.","Second, aarakocra are sworn foes of elemental earth, in particular the gargoyles that serve Ogrémoch, the Prince of Earth. The Aarakocra word for gargoyle is loosely translated as \"flying rock,\" and battles between aarakocra and gargoyles have raged across the Elemental Planes of Earth and Air, occasionally spilling into a world on the Material Plane. Aarakocra on that plane might leave their colonies to lend aid to other humanoids committed to fighting earth cults and thwarting their efforts."]},{"type":"entries","name":"Aarakocra Names","entries":["As with much of their speech, aarakocra names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names.","An aarakocra of either gender may have one of these short names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed."]},{"type":"inset","name":"Aarakocra Backgrounds","entries":["Backgrounds that are most appropriate for aarakocra include the outlander, the hermit, and the sage.","The small colonies of aarakocra are insular and remote, and few aarakocra live away from their roosts. In the Star Mounts of the High Forest in the Forgotten Realms, no more than a few dozen aarakocra live away from the nests of their families. Those that do are usually rangers or fighters, constantly patrolling for outside threats."]}]}]}],"gallery":[{"path":"races/EEPC/Aarakocra.webp"}],"hidden":true,"otherVersions":[{"id":"aarakocra","source":"MPMM"},{"id":"aarakocra-dmg","source":"DMG"}]},{"id":"aasimar","name":"Aasimar","source":"XPHB","page":186,"srd":false,"image":"races/XPHB/Aasimar.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Celestial Resistance","entries":["You have {@variantrule Resistance|XPHB} to Necrotic damage and Radiant damage."]},{"type":"entries","name":"Darkvision","entries":["You have {@sense Darkvision|XPHB} with a range of 60 feet."]},{"type":"entries","name":"Healing Hands","entries":["As a {@action Magic|XPHB} action, you touch a creature and roll a number of d4s equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}. The creature regains a number of {@variantrule Hit Points|XPHB} equal to the total rolled. Once you use this trait, you can't use it again until you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Light Bearer","entries":["You know the {@spell Light|XPHB} cantrip. Charisma is your spellcasting ability for it."]},{"type":"entries","name":"Celestial Revelation","entries":["When you reach character level 3, you can transform as a {@variantrule Bonus Action|XPHB} using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.","Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and the extra damage's type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.","Here are the transformation options:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Heavenly Wings","entries":["Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB}."]},{"type":"item","name":"Inner Radiance","entries":["Searing light temporarily radiates from your eyes and mouth. For the duration, you shed {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}."]},{"type":"item","name":"Necrotic Shroud","entries":["Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw ({@dc 8} plus your Charisma modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}) or have the {@condition Frightened|XPHB} condition until the end of your next turn."]}]}]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Aasimar (pronounced AH-sih-mar) are mortals who carry a spark of the Upper Planes within their souls. Whether descended from an angelic being or infused with celestial power, they can fan that spark to bring light, healing, and heavenly fury.","Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and have features that hint at their celestial heritage, such as metallic freckles, luminous eyes, a halo, or the skin color of an angel (silver, opalescent green, or coppery red). These features start subtle and become obvious when the aasimar learns to reveal their full celestial nature."]}]}],"gallery":[{"path":"races/XPHB/Aasimar.webp","credit":"Aldo Domingues"}],"otherVersions":[{"id":"aasimar-mpmm","source":"MPMM"},{"id":"aasimar-vgm","source":"VGM"},{"id":"aasimar-dmg","source":"DMG"}]},{"id":"aasimar-mpmm","name":"Aasimar","source":"MPMM","page":7,"srd":false,"image":"races/MPMM/Aasimar.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Size","entries":["You are Medium or Small. You choose the size when you select this race."]},{"type":"entries","name":"Celestial Resistance","entries":["You have resistance to necrotic damage and radiant damage."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray."]},{"type":"entries","name":"Healing Hands","entries":["As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest."]},{"type":"entries","name":"Light Bearer","entries":["You know the {@spell light} cantrip. Charisma is your spellcasting ability for it."]},{"type":"entries","name":"Celestial Revelation","entries":["When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest.",{"type":"list","items":[{"type":"item","name":"Necrotic Shroud","entry":"Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw ({@dc 8} + your proficiency bonus + your Charisma modifier) or become {@condition frightened} of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus."},{"type":"item","name":"Radiant Consumption","entry":"Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus."},{"type":"item","name":"Radiant Soul","entry":"Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus."}],"style":"list-hang-notitle"}]}],"lore":["Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens.","Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. The Aasimar Celestial Features table has examples you can choose or use as inspiration to create your own.",{"type":"table","caption":"Aasimar Celestial Features","colLabels":["d6","Celestial Feature"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A dusting of metallic, white, or charcoal freckles"],["2","Metallic, luminous, or dark eyes"],["3","Starkly colored hair"],["4","An unusual hue tinting your shadow"],["5","A ghostly halo crowning your head"],["6","Rainbows gleaming on your skin"]]}],"gallery":[{"path":"races/MPMM/Aasimar.webp","credit":"Mike Bierek"}],"hidden":true,"otherVersions":[{"id":"aasimar","source":"XPHB"},{"id":"aasimar-vgm","source":"VGM"},{"id":"aasimar-dmg","source":"DMG"}]},{"id":"aasimar-vgm","name":"Aasimar","source":"VGM","page":104,"srd":false,"image":"races/VGM/Aasimar.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Aasimar mature at the same rate as humans, but they can live up to 160 years."]},{"type":"entries","name":"Size","entries":["Aasimar have the same range of height and weight as humans."]},{"name":"Darkvision","entries":["Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Celestial Resistance","entries":["You have resistance to necrotic damage and radiant damage."],"type":"entries"},{"name":"Healing Hands","entries":["As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest."],"type":"entries"},{"name":"Light Bearer","entries":["You know the {@spell light} cantrip. Charisma is your spellcasting ability for it."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Celestial."],"type":"entries"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.",{"type":"inset","name":"Falling from Grace or Rising to It","entries":["With your DM's consent, you can change your character's subrace to fallen aasimar if your protector/scourge aasimar turns to evil. To do so, replace your subrace benefits, including the ability score increase, with those of a fallen aasimar.","Similarly, if your fallen aasimar turns to good, your DM might allow you to become a protector or scourge aasimar."]},{"type":"entries","name":"Celestial Champions","entries":["Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.","From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness.","Each aasimar can count a specific celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world."]},{"type":"entries","name":"Hidden Wanderers","entries":["While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance.","When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent."]},{"type":"entries","name":"Aasimar Guides","entries":["An aasimar, except for one who has turned to evil, has a link to an angelic being. That being—usually a deva—provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.","The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about.","As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide.",{"type":"table","colLabels":["d6","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Tadriel"],["2","Myllandra"],["3","Seraphina"],["4","Galladia"],["5","Mykiel"],["6","Valandras"]]},{"type":"table","colLabels":["d6","Nature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bookish and lecturing"],["2","Compassionate and hopeful"],["3","Practical and lighthearted"],["4","Fierce and vengeful"],["5","Stern and judgmental"],["6","Kind and parental"]]},{"type":"inset","name":"Note to the DM: Playing an Angelic Guide","entries":["As DM, you take on the role of an aasimar's angelic guide and decide what kind of advice or omens to send in dreams.","The deva, or other celestial being, is your chance to add special roleplaying opportunities to the game. Remember, a deva lives in a realm of absolute law and good. The deva might not understand the compromises and hard choices that mortals must grapple with in the world. To the deva, an aasimar is a prized student who must live up to high, sometimes inflexible standards."]}]},{"type":"entries","name":"Conflicted Souls","entries":["Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing.","Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them.","Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar's guide is wise but not infallible."]},{"type":"entries","name":"Aasimar Names","entries":["Most aasimar are born from human parents, and they use the same naming conventions as their native culture."]}]}]}],"gallery":[{"path":"races/VGM/Aasimar.webp","credit":"Shawn Wood"}],"hidden":true,"otherVersions":[{"id":"aasimar","source":"XPHB"},{"id":"aasimar-mpmm","source":"MPMM"},{"id":"aasimar-dmg","source":"DMG"}]},{"id":"aasimar-dmg","name":"Aasimar","source":"DMG","page":286,"srd":false,"size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Aasimar mature at the same rate as humans but live a few years longer."]},{"type":"entries","name":"Size","entries":["Aasimar are built like well-proportioned humans. Your size is Medium."]},{"name":"Darkvision","entries":["Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey."],"type":"entries"},{"name":"Celestial Resistance","entries":["You have resistance to necrotic and radiant damage."],"type":"entries"},{"name":"Celestial Legacy","entries":["You know the {@spell light} cantrip. Once you reach 3rd level, you can cast the {@spell lesser restoration} spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the {@spell daylight} spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells."],"type":"entries"},{"name":"Language","entries":["You can speak, read, and write Common and Celestial."],"type":"entries"}],"hidden":true,"otherVersions":[{"id":"aasimar","source":"XPHB"},{"id":"aasimar-mpmm","source":"MPMM"},{"id":"aasimar-vgm","source":"VGM"}]},{"id":"aasimar-fallen","name":"Aasimar (Fallen)","source":"VGM","page":105,"srd":false,"image":"races/VGM/Aasimar.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Aasimar","entries":[{"name":"Necrotic Shroud","entries":["Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw ({@dc 8} + your proficiency bonus + your Charisma modifier) or become {@condition frightened} of you until the end of your next turn.","Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.","Once you use this trait, you can't use it again until you finish a long rest."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow."]}]},{"type":"entries","entries":[{"type":"entries","entries":["Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.",{"type":"inset","name":"Falling from Grace or Rising to It","entries":["With your DM's consent, you can change your character's subrace to fallen aasimar if your protector/scourge aasimar turns to evil. To do so, replace your subrace benefits, including the ability score increase, with those of a fallen aasimar.","Similarly, if your fallen aasimar turns to good, your DM might allow you to become a protector or scourge aasimar."]},{"type":"entries","name":"Celestial Champions","entries":["Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.","From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness.","Each aasimar can count a specific celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world."]},{"type":"entries","name":"Hidden Wanderers","entries":["While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance.","When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent."]},{"type":"entries","name":"Aasimar Guides","entries":["An aasimar, except for one who has turned to evil, has a link to an angelic being. That being—usually a deva—provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.","The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about.","As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide.",{"type":"table","colLabels":["d6","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Tadriel"],["2","Myllandra"],["3","Seraphina"],["4","Galladia"],["5","Mykiel"],["6","Valandras"]]},{"type":"table","colLabels":["d6","Nature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bookish and lecturing"],["2","Compassionate and hopeful"],["3","Practical and lighthearted"],["4","Fierce and vengeful"],["5","Stern and judgmental"],["6","Kind and parental"]]},{"type":"inset","name":"Note to the DM: Playing an Angelic Guide","entries":["As DM, you take on the role of an aasimar's angelic guide and decide what kind of advice or omens to send in dreams.","The deva, or other celestial being, is your chance to add special roleplaying opportunities to the game. Remember, a deva lives in a realm of absolute law and good. The deva might not understand the compromises and hard choices that mortals must grapple with in the world. To the deva, an aasimar is a prized student who must live up to high, sometimes inflexible standards."]}]},{"type":"entries","name":"Conflicted Souls","entries":["Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing.","Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them.","Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar's guide is wise but not infallible."]},{"type":"entries","name":"Aasimar Names","entries":["Most aasimar are born from human parents, and they use the same naming conventions as their native culture."]}]}]}],"gallery":[{"path":"races/VGM/Aasimar.webp","credit":"Shawn Wood"}]},{"id":"aasimar-protector","name":"Aasimar (Protector)","source":"VGM","page":105,"srd":false,"image":"races/VGM/Aasimar.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Aasimar","entries":[{"name":"Radiant Soul","entries":["Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.","Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.","Once you use this trait, you can't use it again until you finish a long rest."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil."]}]},{"type":"entries","entries":[{"type":"entries","entries":["Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.",{"type":"inset","name":"Falling from Grace or Rising to It","entries":["With your DM's consent, you can change your character's subrace to fallen aasimar if your protector/scourge aasimar turns to evil. To do so, replace your subrace benefits, including the ability score increase, with those of a fallen aasimar.","Similarly, if your fallen aasimar turns to good, your DM might allow you to become a protector or scourge aasimar."]},{"type":"entries","name":"Celestial Champions","entries":["Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.","From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness.","Each aasimar can count a specific celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world."]},{"type":"entries","name":"Hidden Wanderers","entries":["While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance.","When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent."]},{"type":"entries","name":"Aasimar Guides","entries":["An aasimar, except for one who has turned to evil, has a link to an angelic being. That being—usually a deva—provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.","The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about.","As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide.",{"type":"table","colLabels":["d6","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Tadriel"],["2","Myllandra"],["3","Seraphina"],["4","Galladia"],["5","Mykiel"],["6","Valandras"]]},{"type":"table","colLabels":["d6","Nature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bookish and lecturing"],["2","Compassionate and hopeful"],["3","Practical and lighthearted"],["4","Fierce and vengeful"],["5","Stern and judgmental"],["6","Kind and parental"]]},{"type":"inset","name":"Note to the DM: Playing an Angelic Guide","entries":["As DM, you take on the role of an aasimar's angelic guide and decide what kind of advice or omens to send in dreams.","The deva, or other celestial being, is your chance to add special roleplaying opportunities to the game. Remember, a deva lives in a realm of absolute law and good. The deva might not understand the compromises and hard choices that mortals must grapple with in the world. To the deva, an aasimar is a prized student who must live up to high, sometimes inflexible standards."]}]},{"type":"entries","name":"Conflicted Souls","entries":["Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing.","Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them.","Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar's guide is wise but not infallible."]},{"type":"entries","name":"Aasimar Names","entries":["Most aasimar are born from human parents, and they use the same naming conventions as their native culture."]}]}]}],"gallery":[{"path":"races/VGM/Aasimar.webp","credit":"Shawn Wood"}]},{"id":"aasimar-scourge","name":"Aasimar (Scourge)","source":"VGM","page":105,"srd":false,"image":"races/VGM/Aasimar.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Aasimar","entries":[{"name":"Radiant Consumption","entries":["Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.","Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.","Once you use this trait, you can't use it again until you finish a long rest."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil-a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle."]}]},{"type":"entries","entries":[{"type":"entries","entries":["Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.",{"type":"inset","name":"Falling from Grace or Rising to It","entries":["With your DM's consent, you can change your character's subrace to fallen aasimar if your protector/scourge aasimar turns to evil. To do so, replace your subrace benefits, including the ability score increase, with those of a fallen aasimar.","Similarly, if your fallen aasimar turns to good, your DM might allow you to become a protector or scourge aasimar."]},{"type":"entries","name":"Celestial Champions","entries":["Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.","From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness.","Each aasimar can count a specific celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world."]},{"type":"entries","name":"Hidden Wanderers","entries":["While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance.","When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent."]},{"type":"entries","name":"Aasimar Guides","entries":["An aasimar, except for one who has turned to evil, has a link to an angelic being. That being—usually a deva—provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.","The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about.","As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide.",{"type":"table","colLabels":["d6","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Tadriel"],["2","Myllandra"],["3","Seraphina"],["4","Galladia"],["5","Mykiel"],["6","Valandras"]]},{"type":"table","colLabels":["d6","Nature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bookish and lecturing"],["2","Compassionate and hopeful"],["3","Practical and lighthearted"],["4","Fierce and vengeful"],["5","Stern and judgmental"],["6","Kind and parental"]]},{"type":"inset","name":"Note to the DM: Playing an Angelic Guide","entries":["As DM, you take on the role of an aasimar's angelic guide and decide what kind of advice or omens to send in dreams.","The deva, or other celestial being, is your chance to add special roleplaying opportunities to the game. Remember, a deva lives in a realm of absolute law and good. The deva might not understand the compromises and hard choices that mortals must grapple with in the world. To the deva, an aasimar is a prized student who must live up to high, sometimes inflexible standards."]}]},{"type":"entries","name":"Conflicted Souls","entries":["Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing.","Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them.","Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar's guide is wise but not infallible."]},{"type":"entries","name":"Aasimar Names","entries":["Most aasimar are born from human parents, and they use the same naming conventions as their native culture."]}]}]}],"gallery":[{"path":"races/VGM/Aasimar.webp","credit":"Shawn Wood"}]},{"id":"aetherborn","name":"Aetherborn","source":"PSK","page":17,"srd":false,"image":"races/PSK/Aetherborn.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Aetherborn come into being as adults and live no more than a few years."]},{"name":"Alignment","type":"entries","entries":["As a rule, aetherborn are driven by hedonism and self-interest, making them neutral at best and thoroughly evil at worst. Neutral aetherborn might devote much of their time (and wealth) to parties and social activity, while evil aetherborn are usually involved in the criminal underworld."]},{"type":"entries","name":"Size","entries":["Aetherborn are about the same size as humans, ranging from 5 to 6 feet tall. They are quite light—only about 100 pounds—and their weight diminishes as they age and more and more of their substance returns to the aethersphere. Your size is Medium."]},{"name":"Darkvision","entries":["Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Born of Aether","entries":["You have resistance to necrotic damage."],"type":"entries"},{"name":"Menacing","entries":["You have proficiency in the {@skill Intimidation} skill."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and two other languages of your choice."],"type":"entries"},{"type":"inset","name":"Gift of the Aetherborn","entries":["An unknown aetherborn, desperately seeking a means to extend their short life, discovered a process of transformation that prolonged their existence—by giving them the ability to feed on the life essence of other beings. Since then, other aetherborn have learned and carried out this monstrous transformation, and aetherborn with this \"gift\" have become a small minority among an already small population.","A gifted aetherborn has the ability to drain the life essence of other beings. Similar to the way heat is transferred from a warm object to a cold one, a gifted aetherborn need only touch another living being with a clawed hand to draw life essence out, fueling their own continued existence while draining strength and vitality from their victim.","For many aetherborn, living as they do for indulgence and instant gratification, the concepts of \"want\" and \"need\" are virtually synonymous. But Aetherborn with this gift understand what it is to truly need, for they develop a hunger for life essence that far exceeds any desires they might have felt before their transformation. A gifted aetherborn who abstains from this feeding deteriorates even more rapidly than other aetherborn, while enduring unspeakable agony caused by the deprivation of life energy.","At the DM's option, an aetherborn character can research methods of achieving this dark \"gift.\" The process is similar to inventing and manufacturing a rare magic item (see \"{@book Inventing and Manufacturing Devices|PS-K|1|Inventing and Manufacturing Devices}\" earlier in this document). But rather than aether, the process requires a variety of rare unguents and unusual ingredients that make up the cost of researching and undergoing the transformation.","An aetherborn with this gift gains the Drain Life ability: a natural attack that deals {@damage 1d6} necrotic damage and restores the same number of hit points to the aetherborn. However, if the aetherborn goes for 7 days without dealing this damage, their hit point maximum is reduced by {@dice 1d6} per week. This reduction can't be removed until the aetherborn has used their Drain Life ability and completed a long rest."]}],"lore":[{"type":"quote","entries":["A day not spent indulging the senses is a day wasted"]},"When the events of a lifetime are compressed down to almost nothing, each fleeting moment must be savored—drained of every drop of enjoyment it can offer. This is the philosophy that informs the lives and minds of the aetherborn. Given just a few short years—or sometimes only a few months—to live, each aetherborn views time as exceedingly precious. Each moment spent in a way that does not bring delight is a wasted moment. And though aetherborn differ in their drives and pleasures, nearly all of them share this desire to squeeze the most out of the brief time they are given.","Aetherborn come into being spontaneously as part of the aether refinement process. Their bodies and minds are apparently formed out of some interaction between the volatile elements of aether that are removed during refinement and the psychic impressions created by the people involved in the process. But each aetherborn is a unique individual, not a mere copy of some other person's mind and shape. This race is little understood, and few aetherborn are willing to waste any of their short lives allowing vedalken scholars to study their biological and psychological characteristics.",{"type":"entries","entries":[{"type":"entries","name":"Aetherborn and Gender","entries":["Aetherborn are a strange living by-product of the process of aether refinement, cast in humanoid form but lacking any of the biological qualities of other races. They don't eat or sleep, and they don't reproduce—nor do they have any physical sexual characteristics. Language that categorizes people into male or female categories thus breaks down when it comes to aetherborn. Most aetherborn prefer that others use the pronoun \"they\" to refer to them, since it doesn't attribute a gender that they don't possess. Only a relative few prefer \"he\" or \"she,\" having chosen to adopt a gender."]},{"type":"entries","name":"Aetherborn Politics","entries":["The relationship between aetherborn and the Consulate is complicated. On the one hand, aetherborn understand that their race wouldn't exist without the Consulate's aether refining operations, so they feel at least some motivation to ensure that those operations continue to run smoothly. On the other hand, few aetherborn have any patience for the tedious and cumbersome politics and regulations of the Consulate, which gives them at least a little sympathy with renegade philosophy. Typically, aetherborn are drawn to one side or the other more by the lure of excitement and entertainment than by any serious political beliefs."]}]}],"gallery":[{"path":"races/PSK/Aetherborn.webp","title":"On Kaladesh, an aether-powered {@item arrow of slaying (*)|DMG|arrow of slaying} can be launched without a bow.","credit":"Tidy Conclusion by Bastien L. Deharme"},{"path":"races/PSK/Aetherborn2.webp","title":"Essence Extraction","credit":"Min Yum"}]},{"id":"astral-elf","name":"Astral Elf","source":"AAG","page":10,"srd":false,"image":"races/AAG/Astral Elf.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Creature Type","entries":["You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf."]},{"type":"entries","name":"Astral Fire","entries":["You know one of the following cantrips of your choice: {@spell dancing lights}, {@spell light}, or {@spell sacred flame}. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race)."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray."]},{"type":"entries","name":"Fey Ancestry","entries":["You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself."]},{"type":"entries","name":"Keen Senses","entries":["You have proficiency in the {@skill Perception} skill."]},{"type":"entries","name":"Starlight Step","entries":["As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."]},{"type":"entries","name":"Astral Trance","entries":["You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you remain conscious.","Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the {@book Player's Handbook|PHB}. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest."]}],"lore":["Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests as a starry gleam in an astral elf's eyes.","Because nothing ages on the Astral Plane, astral elves who inhabit that plane can be very old, and their longevity gives them an unusual perspective on the passage of time. Some are prone to melancholy, while others might display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet contemplation or strike out to explore the reaches of the multiverse, astral elves tend to see things through the lens of time as having little or no meaning to them. Astral elves who don't dwell on the Astral Plane can live to be more than 750 years old."],"gallery":[{"path":"races/AAG/Astral Elf.webp","credit":"Nikki Dawes"}]},{"id":"autognome","name":"Autognome","source":"AAG","page":11,"srd":false,"image":"races/AAG/Autognome.webp","size":"Small","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Construct","parentRace":"","entries":[{"type":"entries","name":"Creature Type","entries":["You are a Construct."]},{"type":"entries","name":"Armored Casing","entries":["You are encased in thin metal or some other durable material. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier."]},{"type":"entries","name":"Built for Success","entries":["You can add a {@dice d4} to one attack roll, ability check, or saving throw you make, and you can do so after seeing the {@dice d20} roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."]},{"type":"entries","name":"Healing Machine","entries":["If the {@spell mending} spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).","In addition, your creator designed you to benefit from several spells that preserve life but that normally don't affect Constructs: {@spell cure wounds}, {@spell healing word}, {@spell mass cure wounds}, {@spell mass healing word}, and {@spell spare the dying}."]},{"type":"entries","name":"Mechanical Nature","entries":["You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being {@condition paralyzed} or {@condition poisoned}. You don't need to eat, drink, or breathe."]},{"type":"entries","name":"Sentry's Rest","entries":["When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious."]},{"type":"entries","name":"Specialized Design","entries":["You gain two tool proficiencies of your choice, selected from the {@book Player's Handbook|PHB}."]}],"lore":["Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.","An autognome bears a resemblance to its creator, and most autognomes are programmed to speak and understand Gnomish. The internal components used in an autognome's manufacture can vary wildly; one autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears.","Roll on the Autognome History table or choose an entry that you like to identify what event set you on the path to adventure. If nothing on the table appeals to you, work with your DM to create an origin story for your character.","Like gnomes, autognomes can live for centuries, typically up to 500 years.",{"type":"table","caption":"Autognome History","colLabels":["d6","Story"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your creator gave you autonomy and urged you to follow your dreams."],["2","Your creator died, leaving you to fend for yourself."],["3","A glitch caused you to forget your original programming. You don't remember who made you or where you came from."],["4","You didn't like how you were being treated by your creator, so you ran away from home."],["5","You were built to complete a special mission."],["6","You felt trapped in the role for which you were built and abandoned your creator, determined to find a greater purpose."]]}],"gallery":[{"path":"races/AAG/Autognome.webp","credit":"Nikki Dawes"}]},{"id":"aven","name":"Aven","source":"PSD","page":6,"srd":false,"image":"races/PSD/Aven.webp","size":"Medium","speed":"25 ft., fly 30 ft.","walkSpeed":25,"flySpeed":30,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Like humans, aven reach adulthood in their late teens and can live into their 80s."]},{"name":"Alignment","type":"entries","entries":["Aven are inclined toward the lawful good alignment of the Church of Serra"]},{"type":"entries","name":"Size","entries":["Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium."]},{"name":"Flight","entries":["You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for {@variantrule encumbrance|PHB}, you can't use your flying speed if you are encumbered.) "],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and {@language Aven|PSD}."],"type":"entries"},{"name":"Hawkeyed","entries":["You have proficiency in the {@skill Perception} skill. In addition, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls."],"type":"entries"}],"lore":["Following the devastation of the distant continent of Otaria in Karona's War some two and a half centuries ago, people of many races left that land to find refuge elsewhere. Among them were the birdlike people called aven, who were largely unknown outside of Otaria prior to their exodus. Rather than dispersing around the world and assimilating into local cultures, they wandered in great flocks, forming separate communities in a few hospitable locations. The largest such flock settled in Benalia, where its people submitted themselves to Benalish law in exchange for hospitality. The aven have no representation on the Council of Seven, but many hope to see that change.","Aven have humanlike bodies, arms, and legs, with wings and heads resembling those of eagles. Their lean forms are covered with feathers, and their arms and legs all end in sharp talons.","Aven form their own airborne companies, or wings, within the Benalish army. They serve as soldiers, battle priests, and occasionally heroes, but do not become knights except under truly exceptional circumstances. Worship of Serra is all but universal among the aven because of syncretistic fusion with their traditional religious beliefs, and many aven are Serran acolytes."],"gallery":[{"path":"races/PSD/Aven.webp","title":"Aven Sentry","credit":"Dan Scott"}],"otherVersions":[{"id":"aven-psa","source":"PSA"}]},{"id":"aven-psa","name":"Aven","source":"PSA","page":15,"srd":false,"image":"races/PSA/Aven.webp","size":"Medium","speed":"25 ft., fly 30 ft.","walkSpeed":25,"flySpeed":30,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Like humans, aven reach adulthood in their late teens and can theoretically live into their 80s. Of course, most find a glorious (or inglorious) death long before that point."]},{"name":"Alignment","type":"entries","entries":["Most aven lean toward some form of neutrality. Ibis-headed aven, focused more on knowledge than any other virtue, are usually neutral. Hawk-headed aven are inclined toward lawful neutral."]},{"type":"entries","name":"Size","entries":["Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium."]},{"name":"Flight","entries":["You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.) "],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Aven."],"type":"entries"}],"lore":[{"type":"entries","entries":["Aven have humanlike bodies, arms, and legs, along with birdlike wings and heads. Two distinct varieties of aven are found in Naktamun. One has the head of a hawk or similar bird of prey, with short wings allowing fast flight. The other variety has the head of an ibis atop a long neck, with wide, angular wings better suited to soaring. All aven have lean bodies with feathers extending from their heads down to their shoulders.","Aven delight in flying above their foes, using their superior mobility to confound and outpace their opponents. They love soaring through the sky as well, though the Hekma limits their altitude. Like all people of Naktamun, they are grateful for the Hekma's protective magic, of course. But they keenly anticipate the hour when the God-Pharaoh will return and dissolve the veil, letting them fly without limit in the afterlife.",{"type":"entries","name":"Combat Classes","entries":["Spellcasters are common among {@race Aven (Ibis-Headed)|PSA|ibis-headed aven} drawn to follow the teachings of Kefnet. Their physical resemblance to the god of knowledge is reflected in the metal discipline, focus, and confidence for which aven spellcasters are known. They wield magic of air, wind, and sometimes water to buffet their foes, enhance their own flight, and counter enemy attacks. Hawk-headed aven who follow the path of the mage are more likely to learn sand-based magic that can cloud the air, blast their foes, or bury enemies in living dunes.","{@race Aven (Hawk-Headed)|PSA|Hawk-headed aven} are often drawn to master techniques of long-range combat, whether the {@item javelin|PHB} that is the preferred weapon of many, the bow, or other thrown weapons. Whatever weapon they use, aven hover and swoop in the air above the fray, seeking the opportune moment to strike in exactly the right place. In line with the teachings of the god of solidarity, they often fly in tight formations with other aven in their crops, supporting and protecting each other. Aven take great pride in the precision of their attacks, relying on their keen vision and superior vantage points. They view the sharp tip of a {@item javelin|PHB} or {@item arrow|PHB} as a symbol of their love for precision, and some initiates maintain carefully tended collections of spearheads or arrowheads.","A relatively small number of aven of both varieties end up focusing on hand-to-hand combat. Even there, they use their ability to fly to great advantage, often swooping down on their foes from a great height. The speed and power of a blow from a diving aven can be utterly devastating, but such a strike poses a tremendous risk to the aven as well as the target. An aven who fails to pull up from the dive in time can suffer even worse injuries than the target of the attack. Aven often minimize this risk by hurling {@item javelin|PHB|javelins} while they dive, then pulling up early after a successful throw."]}]}],"gallery":[{"path":"races/PSA/Aven.webp","title":"Tah-Crop Elite","credit":"Raoul Vitale"},{"path":"races/PSA/Aven2.webp","title":"Companion of the Trials","credit":"Aaron Miller"}],"hidden":true,"otherVersions":[{"id":"aven","source":"PSD"}]},{"id":"aven-hawk-headed","name":"Aven (Hawk-Headed)","source":"PSA","page":16,"srd":false,"image":"races/PSA/Aven.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Aven","entries":[{"name":"Hawkeyed","entries":["You have proficiency in the {@skill Perception} skill. In addition, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Following the example of Oketra, hawk-headed aven often focus on the techniques of long-range combat. Most prefer {@item javelin|phb|javelins}, but some are skilled with bows, {@item spear|phb|spears}, and {@item handaxe|phb|throwing axes}."]},{"type":"hr"}]},{"type":"entries","entries":["Aven have humanlike bodies, arms, and legs, along with birdlike wings and heads. Two distinct varieties of aven are found in Naktamun. One has the head of a hawk or similar bird of prey, with short wings allowing fast flight. The other variety has the head of an ibis atop a long neck, with wide, angular wings better suited to soaring. All aven have lean bodies with feathers extending from their heads down to their shoulders.","Aven delight in flying above their foes, using their superior mobility to confound and outpace their opponents. They love soaring through the sky as well, though the Hekma limits their altitude. Like all people of Naktamun, they are grateful for the Hekma's protective magic, of course. But they keenly anticipate the hour when the God-Pharaoh will return and dissolve the veil, letting them fly without limit in the afterlife.",{"type":"entries","name":"Combat Classes","entries":["Spellcasters are common among {@race Aven (Ibis-Headed)|PSA|ibis-headed aven} drawn to follow the teachings of Kefnet. Their physical resemblance to the god of knowledge is reflected in the metal discipline, focus, and confidence for which aven spellcasters are known. They wield magic of air, wind, and sometimes water to buffet their foes, enhance their own flight, and counter enemy attacks. Hawk-headed aven who follow the path of the mage are more likely to learn sand-based magic that can cloud the air, blast their foes, or bury enemies in living dunes.","{@race Aven (Hawk-Headed)|PSA|Hawk-headed aven} are often drawn to master techniques of long-range combat, whether the {@item javelin|PHB} that is the preferred weapon of many, the bow, or other thrown weapons. Whatever weapon they use, aven hover and swoop in the air above the fray, seeking the opportune moment to strike in exactly the right place. In line with the teachings of the god of solidarity, they often fly in tight formations with other aven in their crops, supporting and protecting each other. Aven take great pride in the precision of their attacks, relying on their keen vision and superior vantage points. They view the sharp tip of a {@item javelin|PHB} or {@item arrow|PHB} as a symbol of their love for precision, and some initiates maintain carefully tended collections of spearheads or arrowheads.","A relatively small number of aven of both varieties end up focusing on hand-to-hand combat. Even there, they use their ability to fly to great advantage, often swooping down on their foes from a great height. The speed and power of a blow from a diving aven can be utterly devastating, but such a strike poses a tremendous risk to the aven as well as the target. An aven who fails to pull up from the dive in time can suffer even worse injuries than the target of the attack. Aven often minimize this risk by hurling {@item javelin|PHB|javelins} while they dive, then pulling up early after a successful throw."]}]}],"gallery":[{"path":"races/PSA/Aven.webp","title":"Tah-Crop Elite","credit":"Raoul Vitale"},{"path":"races/PSA/Aven2.webp","title":"Companion of the Trials","credit":"Aaron Miller"}]},{"id":"aven-ibis-headed","name":"Aven (Ibis-Headed)","source":"PSA","page":16,"srd":false,"image":"races/PSA/Aven.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Aven","entries":[{"name":"Kefnet's Blessing","entries":["You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn't already include your proficiency bonus."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["A majority of ibis-headed aven, drawn to the teachings of Kefnet, specialize in spellcasting. They take great pride in all the qualities they share with the god of knowledge—not just their avian heads, but their quick wit, self-confidence, cunning, and spellcasting prowess."]},{"type":"hr"}]},{"type":"entries","entries":["Aven have humanlike bodies, arms, and legs, along with birdlike wings and heads. Two distinct varieties of aven are found in Naktamun. One has the head of a hawk or similar bird of prey, with short wings allowing fast flight. The other variety has the head of an ibis atop a long neck, with wide, angular wings better suited to soaring. All aven have lean bodies with feathers extending from their heads down to their shoulders.","Aven delight in flying above their foes, using their superior mobility to confound and outpace their opponents. They love soaring through the sky as well, though the Hekma limits their altitude. Like all people of Naktamun, they are grateful for the Hekma's protective magic, of course. But they keenly anticipate the hour when the God-Pharaoh will return and dissolve the veil, letting them fly without limit in the afterlife.",{"type":"entries","name":"Combat Classes","entries":["Spellcasters are common among {@race Aven (Ibis-Headed)|PSA|ibis-headed aven} drawn to follow the teachings of Kefnet. Their physical resemblance to the god of knowledge is reflected in the metal discipline, focus, and confidence for which aven spellcasters are known. They wield magic of air, wind, and sometimes water to buffet their foes, enhance their own flight, and counter enemy attacks. Hawk-headed aven who follow the path of the mage are more likely to learn sand-based magic that can cloud the air, blast their foes, or bury enemies in living dunes.","{@race Aven (Hawk-Headed)|PSA|Hawk-headed aven} are often drawn to master techniques of long-range combat, whether the {@item javelin|PHB} that is the preferred weapon of many, the bow, or other thrown weapons. Whatever weapon they use, aven hover and swoop in the air above the fray, seeking the opportune moment to strike in exactly the right place. In line with the teachings of the god of solidarity, they often fly in tight formations with other aven in their crops, supporting and protecting each other. Aven take great pride in the precision of their attacks, relying on their keen vision and superior vantage points. They view the sharp tip of a {@item javelin|PHB} or {@item arrow|PHB} as a symbol of their love for precision, and some initiates maintain carefully tended collections of spearheads or arrowheads.","A relatively small number of aven of both varieties end up focusing on hand-to-hand combat. Even there, they use their ability to fly to great advantage, often swooping down on their foes from a great height. The speed and power of a blow from a diving aven can be utterly devastating, but such a strike poses a tremendous risk to the aven as well as the target. An aven who fails to pull up from the dive in time can suffer even worse injuries than the target of the attack. Aven often minimize this risk by hurling {@item javelin|PHB|javelins} while they dive, then pulling up early after a successful throw."]}]}],"gallery":[{"path":"races/PSA/Aven.webp","title":"Tah-Crop Elite","credit":"Raoul Vitale"},{"path":"races/PSA/Aven2.webp","title":"Companion of the Trials","credit":"Aaron Miller"},{"path":"races/PSA/Aven (Ibis-Headed).webp","title":"Zenith Seeker","credit":"Jason Kang"}]},{"id":"boggart","name":"Boggart","source":"LFL","page":20,"srd":false,"image":"races/LFL/Boggart.webp","size":"Small","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Creature Type","entries":["You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray."]},{"type":"entries","name":"Fey Ancestry","entries":["You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself."]},{"type":"entries","name":"Fury of the Small","entries":["When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.","You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn."]},{"type":"entries","name":"Nimble Escape","entries":["You can take the {@action Disengage} or {@action Hide} action as a bonus action on each of your turns."]}],"lore":["Boggarts are Small, squat goblinoids found in the realm of Lorwyn-Shadowmoor. They possess bestial physical features, including horns and animal-like snouts. Beyond these commonalities, boggart appearances vary widely. One boggart may look like a hedgehog, with spiky fur and beady eyes, while another might sport the snout and fleshy ears of a swine. Boggarts tend to love crafting potions and commonly gravitate to specific areas of expertise, as noted in the sections below.",{"type":"entries","name":"In Lorwyn","entries":["Boggarts in Lorwyn are born into communal warrens where laws and hierarchies are considered suggestions. The oldest and most powerful boggarts, known as \"aunties,\" serve as respected leaders who keep the peace. Lorwyn boggarts value sharing knowledge and past experiences with their communities. Many are willing to brave great dangers in pursuit of new experiences, and adventurers are common.","Lorwyn boggarts also have a knack for magic. Boggarts who feel drawn to learning and using these natural affinities often become Druids. A Lorwyn boggart might alternatively find a calling as a Ranger, especially the {@class Ranger|XPHB|Fey Wanderer|Fey Wanderer} subclass, or as a Wizard, especially the {@class Wizard|XPHB|Diviner|Diviner} subclass, as boggarts have proven fond of ascertaining information through divination magic."]},{"type":"entries","name":"In Shadowmoor","entries":["Boggarts in Shadowmoor generally have sharper physical features than Lorwyn boggarts, including additional sets of horns. They are also known for body modifications, such as riveting armored plates to their flesh. Shadowmoor boggart society is chaotic and decentralized; their communities are few and likely to be found in isolated or dangerous environments. Aunties in Shadowmoor wander the lands, greeting those they meet with arbitrary tests, boons, or even curses.","Like their Lorwyn counterparts, Shadowmoor boggarts are drawn to magic. These boggarts might become Warlocks, particularly leaning toward the {@class Warlock|XPHB|Archfey Patron|Archfey} subclass; some might believe their patron is Isilu. Others prove to be Sorcerers and are especially likely to manifest their power in the form of the {@class Sorcerer|XPHB|Wild Magic Sorcery|Wild Magic} subclass."]}],"gallery":[{"path":"races/LFL/Boggart.webp","title":"A boggart in Lorwyn uses a frog as a dowsing pendulum","credit":"Ioannis Fiore"}]},{"id":"bugbear","name":"Bugbear","source":"MPMM","page":8,"srd":false,"image":"races/MPMM/Bugbear.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Creature Type","entries":["You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray."]},{"type":"entries","name":"Fey Ancestry","entries":["You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself."]},{"type":"entries","name":"Long-Limbed","entries":["When you make a melee attack on your turn, your reach for it is 5 feet greater than normal."]},{"type":"entries","name":"Powerful Build","entries":["You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."]},{"type":"entries","name":"Sneaky","entries":["You are proficient in the {@skill Stealth} skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature."]},{"type":"entries","name":"Surprise Attack","entries":["If you hit a creature with an attack roll, the creature takes an extra {@damage 2d6} damage if it hasn't taken a turn yet in the current combat."]}],"lore":["Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago and from out of the corner of your eye, they came to the Material Plane, urged to spread throughout the multiverse by the conquering god Maglubiyet. Centuries later, they still bear a fey gift for lurking just out of sight, and many of them have sneaked away from that god's influence.","They are long of limb and covered in coarse hair, with wedge-shaped ears and pointed teeth. Despite their formidable build, bugbears are quiet skulkers, thanks to a fey magic that allows them to hide in spaces seemingly too small for them."],"gallery":[{"path":"races/MPMM/Bugbear.webp","credit":"Filip Burburan"}],"otherVersions":[{"id":"bugbear-erlw","source":"ERLW"},{"id":"bugbear-vgm","source":"VGM"}]},{"id":"bugbear-erlw","name":"Bugbear","source":"ERLW","page":25,"srd":false,"image":"races/ERLW/Goblinoids.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Bugbears reach adulthood at age 16 and live up to 80 years."]},{"name":"Alignment","type":"entries","entries":["Bugbears live on the fringes of society even in Darguun, where they value self-sufficiency and violence. They are generally chaotic, organizing in loose tribes under charismatic and powerful leaders."]},{"type":"entries","name":"Size","entries":["Your size is Medium."]},{"name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Long-Limbed","entries":["When you make a melee attack on your turn, your reach for it is 5 feet greater than normal."],"type":"entries"},{"name":"Powerful Build","entries":["You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."],"type":"entries"},{"name":"Sneaky","entries":["You are proficient in the {@skill Stealth} skill."],"type":"entries"},{"name":"Surprise Attack","entries":["If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra {@damage 2d6} damage to it. You can use this trait only once per combat."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Goblin."],"type":"entries"}],"gallery":[{"path":"races/ERLW/Goblinoids.webp","credit":"Cory Trego-Erdner"}],"hidden":true,"otherVersions":[{"id":"bugbear","source":"MPMM"},{"id":"bugbear-vgm","source":"VGM"}]},{"id":"bugbear-vgm","name":"Bugbear","source":"VGM","page":119,"srd":false,"image":"races/VGM/Bugbear.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Bugbears reach adulthood at age 16 and live up to 80 years."]},{"type":"entries","name":"Size","entries":["Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium."]},{"name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Long-Limbed","entries":["When you make a melee attack on your turn, your reach for it is 5 feet greater than normal."],"type":"entries"},{"name":"Powerful Build","entries":["You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."],"type":"entries"},{"name":"Sneaky","entries":["You are proficient in the {@skill Stealth} skill."],"type":"entries"},{"name":"Surprise Attack","entries":["If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra {@damage 2d6} damage to it. You can use this trait only once per combat."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Goblin."],"type":"entries"}],"gallery":[{"path":"races/VGM/Bugbear.webp"}],"hidden":true,"otherVersions":[{"id":"bugbear","source":"MPMM"},{"id":"bugbear-erlw","source":"ERLW"}]},{"id":"bullywug","name":"Bullywug","source":"DMG","page":282,"srd":false,"size":"Medium","speed":"20 ft., swim 40 ft.","walkSpeed":20,"flySpeed":0,"swimSpeed":40,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Amphibious","entries":["You can breathe air and water."]},{"name":"Speak with Frogs and Toads","type":"entries","entries":["You can communicate simple concepts to frogs and toads when you speak in Bullywug."]},{"name":"Swamp Camouflage","type":"entries","entries":["You have advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain."]},{"name":"Standing Leap","type":"entries","entries":["Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start."]},{"type":"entries","name":"Languages","entries":["You can speak, read, and write Bullywug."]}]},{"id":"centaur","name":"Centaur","source":"MPMM","page":9,"srd":false,"image":"races/MPMM/Centaur.webp","size":"Medium","speed":"40 ft.","walkSpeed":40,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Fey","parentRace":"","entries":[{"type":"entries","name":"Creature Type","entries":["You are a Fey."]},{"type":"entries","name":"Charge","entries":["If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves."]},{"type":"entries","name":"Equine Build","entries":["You count as one size larger when determining your carrying capacity and the weight you can push or drag.","In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot."]},{"type":"entries","name":"Hooves","entries":["You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals {@damage 1d6} + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike."]},{"type":"entries","name":"Natural Affinity","entries":["Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Medicine}, {@skill Nature}, or {@skill Survival}."]}],"lore":["Centaurs gallop throughout the multiverse and trace their origins to many different realms. The centaurs presented here hail from the Feywild and mystically resonate with the natural world. From the waist up, they resemble elves, displaying all the elf varieties of skin tone. From the waist down, they have the bodies of horses."],"gallery":[{"path":"races/MPMM/Centaur.webp","credit":"Eric Belisle, Jedd Chevrier"}],"otherVersions":[{"id":"centaur-mot","source":"MOT"},{"id":"centaur-ggr","source":"GGR"}]},{"id":"centaur-mot","name":"Centaur","source":"MOT","page":18,"srd":false,"image":"races/MOT/Lagonna Band Centaur.webp","size":"Medium","speed":"40 ft.","walkSpeed":40,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Fey","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Centaurs mature and age at about the same rate as humans."]},{"name":"Alignment","type":"entries","entries":["Centaurs are inclined toward neutrality. Lagonna centaurs tend to be more lawful, while Pheres centaurs are more often chaotic."]},{"name":"Size","type":"entries","entries":["Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Pheres centaurs tend to be slightly larger than Lagonna centaurs. Your size is Medium."]},{"name":"Fey","entries":["Your creature type is fey, rather than humanoid."],"type":"entries"},{"name":"Charge","entries":["If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves."],"type":"entries"},{"type":"entries","name":"Hooves","entries":["Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to {@damage 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."]},{"type":"entries","name":"Equine Build","entries":["You count as one size larger when determining your carrying capacity and the weight you can push or drag.","In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot."]},{"type":"entries","name":"Survivor","entries":["You have proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Medicine}, {@skill Nature}, or {@skill Survival}."]},{"name":"Languages","type":"entries","entries":["You can speak, read, and write Common and Sylvan."]}],"lore":[{"type":"entries","entries":["Powerful and curious, quick to act and knowledgeable of the wider world, centaurs seek to experience life's boundless bounty. The centaurs of Theros are divided into two groups: members of the far-traveling Lagonna band and the proud raiders of the Pheres band. These bands occupy territories situated between the three major human poleis, making them common sights to those who travel human lands. Not ones to settle in permanent homes, though, centaurs might be found wherever there are wonders to be witnessed and adventures to be had.",{"type":"entries","name":"Markings of the Herd","entries":["Though centaurs share the same basic physiology, the centaur bands are commonly associated with their own distinct traits.","Lagonna band centaurs tend to be sleek and muscular, with powerful legs built for endurance rather than speed. They usually have coats of a single color, often with a shine that can look metallic in bright light.","Pheres band centaurs typically have long, nimble legs and lean bodies, and are often marked with natural color patterns on their hide. Pheres centaurs sometimes paint or tattoo their upper bodies to match the patterns on their lower half. Occasionally, a Pheres centaur is born with vertical stripes on their hooves, foretelling an exciting and adventurous life."]},{"type":"entries","name":"Lagonna Merchant Families","entries":["Lagonna centaurs travel in small merchant family bands called {@i guri}. These groups frequently trade with Meletis, which provides the biggest market for their wares, but they also do business with Setessa and smaller communities within Akros's lands.","The eldest member of each guros typically leads their family. In times of discord, the heads of the guri gather to make decisions together. Other members of the guros work as traders, gatherers, packers, and scouts. A guros has several specialized roles required for success in travel and trade: a barterer, an omener, a courser, and preferably a {@i koletra}.","A barterer negotiates deals between the guros and other traders. Barterers must know the customs of other cultures and speak several different languages.","An omener is an oracle who reads messages from the gods in the natural world and reveals how the immortals would have the guros travel.","A courser explores new trade territory for their guros. They are expert trackers and navigators, able to venture deep into unexplored territory and unerringly return to their families.","Finally, every guros tries to travel with at least one koletra, one of the mighty, well-trained warriors of the Lagonna who are said to have the blood of the first, legendary centaur heroes. Koletras are said to bring good luck to a band, but are also usually fated to die in defense of their family. Not every guros has a koletra of its own, and guri share their best warriors among each other as a sign of goodwill and a way to forge bonds."]},{"type":"entries","name":"Journeys of Discovery","entries":["When young Lagonna centaurs become adults, they often leave their band to travel the world on their own. This time of self-discovery, called a {@i protoporos}, can last anywhere from a few weeks to several years. The Lagonna believe that a protoporos helps young centaurs find their place in the world. An omener reads the signs of fortune before sending young centaurs on their way, guiding the first steps of their journey. While most centaurs return to the band eventually, some find their calling elsewhere. When the Lagonna tell tales of their greatest heroes, they often speak of centaurs who found their heroic destiny on a protoporos."]},{"type":"entries","name":"Pheres Raiders","entries":["The Pheres roam the wild lands between Setessa and Akros in small raiding herds. These herds are voluntary associations, in contrast to the family groups of the Lagonna. When necessary, several small bands join together in a larger herd to target particularly dangerous but resource-rich targets—be they humanoid traders or roving, greedy monsters. Bands also join together to defeat common threats or to hunt for game.","The Pheres value physical strength, speed, and prowess in both hunting and combat. Often a band is led by the strongest and most dominant warrior, called the charger. However, some bands elevate a tactician or strategist to this venerated position. The Pheres can be brutal and greedy, but they are clever as well, and understand the value of strategic leadership.","Other centaurs in Pheres herds work as scouts, archers, warriors, and foragers. In addition, most Pheres herds contain a caller and a tromper.","Pheres callers are typically druids or rangers who can draw animal assistance to their herd. Callers often have one or more animal allies at their side, and can speak to animals to learn about the surrounding lands.","Trompers are the most powerful and feared warriors of the herd. Centaur legends say that when the gods first fashioned humans from the red mud of the eldest river, Pheres trompers taught them how to corner and kill prey. The story tells that, to repay this debt, humans owe the centaurs a portion of what they catch. While humans don't recall this arrangement, the Pheres often cite it as justification for their raids."]},{"type":"entries","name":"Pheres Renegades","entries":["Pheres band members survive by working and fighting together, but still some centaurs choose to strike out on their own. These renegades often feel like outsiders in their own band. They might be pacifists, wishing to learn about other people rather than fighting them. Or they might feel a restlessness in their soul that nothing else can soothe. Though renegades build their own life away from the band, most retain some connection with their past. Some stories tell of renegades returning to help their band in times of need before disappearing once more."]},{"type":"entries","name":"Centaur Names","entries":["Lagonna centaurs tend to favor names of three or four syllables, often borrowed from cultures they have met during their travels. Pheres centaurs tend to have shorter, sharper sounding names, often appended with an honorific gained in battle.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Female Lagonna Names:","entry":"Honotia, Kelitia, Lileo, Meloe"},{"type":"item","name":"Male Lagonna Names:","entry":"Aughus, Dririos, Ormasos, Volien"},{"type":"item","name":"Female Pheres Names:","entry":"Bido, Daxa, Saya, Tesia"},{"type":"item","name":"Male Pheres Names:","entry":"Eno, Roth, Skelor, Stihl"},{"type":"item","name":"Pheres Honorifics:","entry":"Threekills, Razorhoof, Unsleeping, Daggereye, Silentstep"}]}]}]}],"gallery":[{"path":"races/MOT/Lagonna Band Centaur.webp","title":"Lagonna Band Centaur","credit":"Min Yum"},{"path":"races/MOT/Pheres Band Centaur.webp","title":"Pheres Band Centaur","credit":"Slawomir Maniak"}],"hidden":true,"otherVersions":[{"id":"centaur","source":"MPMM"},{"id":"centaur-ggr","source":"GGR"}]},{"id":"centaur-ggr","name":"Centaur","source":"GGR","page":15,"srd":false,"image":"races/GGR/Centaur.webp","size":"Medium","speed":"40 ft.","walkSpeed":40,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Fey","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Centaurs mature and age at about the same rate as humans."]},{"name":"Alignment","type":"entries","entries":["Centaurs are inclined toward neutrality. Those who join the Selesnya are more often neutral good, while those who join the Gruul are typically chaotic neutral."]},{"name":"Size","entries":["Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium."],"type":"entries"},{"name":"Fey","entries":["Your creature type is fey, rather than humanoid."],"type":"entries"},{"name":"Charge","entries":["If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves."],"type":"entries"},{"type":"entries","name":"Hooves","entries":["Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to {@damage 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."]},{"type":"entries","name":"Equine Build","entries":["You count as one size larger when determining your carrying capacity and the weight you can push or drag.","In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot."]},{"type":"entries","name":"Survivor","entries":["You have proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Medicine}, {@skill Nature}, or {@skill Survival}."]},{"name":"Languages","entries":["You can speak, read, and write Common and Sylvan. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces."],"type":"entries"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["In the sprawling city of Ravnica, where \"open road\" seems like a contradiction and \"open plain\" is sheer nonsense, centaurs nevertheless retain a love of wide spaces and the freedom to travel. As much as they can, centaurs run—in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them, until the next wall looms in their path and brings them to a stop.",{"type":"entries","name":"Nature's Cavalry","entries":["Centaurs have the upper bodies, down to the waist, of muscular humans, displaying all the human variety of skin tones and features. Their ears are slightly pointed, but their faces are wider and squarer than those of elves. Below the waist, they have the bodies of small horses, with a similar range of coloration—from various shades of chestnut or bay to dappled or even zebra-like striped patterns. Most centaurs style their hair and their tails in a similar way. Selesnya centaurs favor long, flowing hair. Gruul centaurs cut their hair in rough, spiky styles.","The upper bodies of centaurs are comparable to human torsos in size, and their lower equine bodies average about 4 feet tall at the withers. Though they are smaller than a human rider mounted on a horse, they fill similar roles as cavalry warriors, messengers, outriders, and scouts."]},{"type":"entries","name":"Affinity for Nature","entries":["Centaurs have an affinity for the natural world. Among the guilds that share that affinity, centaurs favor the rubblebelts of the Gruul Clans and the wide plazas of the Selesnya Conclave over the undercity tunnels of the Golgari and the laboratories of the Simic.","Centaurs celebrate life and growth, and the birth of a foal is always cause for festivities. At the same time, they revere the traditions of the past, and among both the Gruul and the Selesnya they are voices of memory and history, preserving old ways and keeping alive the legends of ancestral heroes. They feel a close kinship with wild animals, perhaps because of their own horse-like bodies, and delight in the feeling of running alongside herds and packs of other beasts."]},{"type":"entries","name":"Clans and Community","entries":["Centaurs sense the interconnectedness of the natural world. Thus, they celebrate family and community as microcosms of that greater connection. Among the Gruul, they have a strong clan identity, and Selesnya centaurs are fiercely loyal to their individual communities as well as the guild as a whole. Their love of history and tradition also means that centaurs are more likely than most other Ravnicans to join the same guild that their parents did."]},{"type":"entries","name":"Centaur Names","entries":["Centaurs' given names are passed down through family lines. The name bestowed on a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the memory—and, the centaurs believe, some shard of the spirit—of the departed. Centaurs don't use family names, but they wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals, printed mottoes, braids and beads worn in the hair and tail, or even specific patterns of woven fabric.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Names:","entry":"Bonmod, Boruvo, Chodi, Drozan, Kozim, Milosh, Ninos, Oleksi, Orval, Radovas, Radom, Rostis, Svetyos, Tomis, Trijiro, Volim, Vlodim, Yarog"},{"type":"item","name":"Female Names:","entry":"Daiva, Dunja, Elnaya, Galisnya, Irinya, Kotyali, Lalya, Litisia, Madya, Mira, Nedja, Nikya, Ostani, Pinya, Rada, Raisya, Stasolya, Tatna, Zhendoya, Zoria"}]}]}]}]}],"gallery":[{"path":"races/GGR/Centaur.webp"}],"hidden":true,"otherVersions":[{"id":"centaur","source":"MPMM"},{"id":"centaur-mot","source":"MOT"}]},{"id":"changeling","name":"Changeling","source":"EFA","page":34,"srd":false,"image":"races/EFA/Changeling.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Fey","parentRace":"","entries":[{"type":"entries","name":"Changeling Instincts","entries":["Thanks to your connection to the fey realm, you gain proficiency in two of the following skills of your choice: {@skill Deception|XPHB}, {@skill Insight|XPHB}, {@skill Intimidation|XPHB}, {@skill Performance|XPHB}, or {@skill Persuasion|XPHB}."]},{"type":"entries","name":"Shape-Shifter","entries":["As an action, you can shape-shift to change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another playable species, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. This trait doesn't change your clothing and equipment.","While shape-shifted with this trait, you have {@variantrule Advantage|XPHB} on Charisma checks.","You stay in the new form until you take an action to revert to your true form."]}],"lore":["With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face may reveal an aspect of their soul.","The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today—even in those who have never set foot in the fey realm.","In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see one in that form, for a typical changeling alters their shape the way others might change clothes. However, many changelings develop identities with more depth, crafting a persona complete with history and beliefs to go with each shape. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat.","Multiple changelings can share a persona. Personas can even pass down through a family, allowing a younger changeling to take advantage of contacts established by the persona's previous users."],"gallery":[{"path":"races/EFA/Changeling.webp","credit":"Leroy Steinmann"}],"otherVersions":[{"id":"changeling-mpmm","source":"MPMM"},{"id":"changeling-erlw","source":"ERLW"}]},{"id":"changeling-mpmm","name":"Changeling","source":"MPMM","page":10,"srd":false,"image":"races/MPMM/Changeling.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Fey","parentRace":"","entries":[{"type":"entries","name":"Creature Type","entries":["You are a Fey."]},{"type":"entries","name":"Size","entries":["You are Medium or Small. You choose the size when you select this race."]},{"type":"entries","name":"Changeling Instincts","entries":["Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: {@skill Deception}, {@skill Insight}, {@skill Intimidation}, {@skill Performance}, or {@skill Persuasion}."]},{"type":"entries","name":"Shapechanger","entries":["As an action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.","You stay in the new form until you use an action to revert to your true form or until you die."]}],"lore":["With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For other changelings, a new face may reveal an aspect of their soul.","The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today—even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the Feywild. Sometimes they adopt new forms for the sake of mischief or malice, and other times they don a new identity to right wrongs or delight the downtrodden.","In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape—one created on the spur of the moment, with no depth or history—is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth, crafting whole personas complete with histories and beliefs. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat.","Personas can be shared by multiple changelings; a community might be home to three healer changelings, with whoever is on duty adopting the persona of Andrea, the gentle physician. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona's previous users."],"gallery":[{"path":"races/MPMM/Changeling.webp","credit":"Sarah Stone"}],"hidden":true,"otherVersions":[{"id":"changeling","source":"EFA"},{"id":"changeling-erlw","source":"ERLW"}]},{"id":"changeling-erlw","name":"Changeling","source":"ERLW","page":17,"srd":false,"image":"races/ERLW/Changeling.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","entries":["Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans."],"type":"entries"},{"type":"entries","name":"Alignment","entries":["Changelings tend toward pragmatic neutrality, and few changelings embrace evil."]},{"type":"entries","name":"Size","entries":["Your size is Medium."]},{"type":"entries","name":"Shapechanger","entries":["As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.","You stay in the new form until you use an action to revert to your true form or until you die."]},{"type":"entries","name":"Changeling Instincts","entries":["You gain proficiency with two of the following skills of your choice: {@skill Deception}, {@skill Insight}, {@skill Intimidation}, and {@skill Persuasion}."]},{"name":"Languages","entries":["You can speak, read, and write Common and two other languages of your choice."],"type":"entries"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Long ago there was a woman named Jes, and she had one hundred children. Her rivals conspired against her and swore to kill her children. Jes begged the Sovereigns for help, but their only answer was the wind and rain. In the depths of her despair, a lonely traveler took her hand. \"I will protect your children if they follow my path. Let them wander the world. They may be shunned and feared, but they will never be destroyed.\" Jes agreed, and the traveler gave her his cloak. When she draped it over her children, their old faces melted away and they could be whoever they wanted to be. And so it remains. Though the children are shunned by all, the gift of the Traveler protects them still."],"skipMarks":true,"by":"Chance, changeling priest"},"Changelings can shift their forms with a thought. Many changelings use this gift as a form of artistic and emotional expression. It's also an invaluable tool for grifters, spies, and others who wish to deceive. This leads many people to treat changelings with suspicion.",{"type":"entries","name":"A Hidden People","entries":["Wherever humans live, changelings reside also; the question is whether their presence is known.","Changelings are born to one of three paths. A few are raised in stable communities where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever knowing another like themselves. Others are part of nomadic changeling clans spread across the Five Nations, families who keep their true nature hidden from the single-skins. Some clans maintain safe havens in major cities and communities, but most prefer to wander the unpredictable path of the god known as the Traveler.","In creating a changeling adventurer, consider the character's relationships with people around them. Does the character conceal their true changeling nature? Do they embrace it? Do they have connections to other changelings or are they alone and in search of companions?"]},{"type":"entries","name":"Masks and Personas","entries":["In their true form, changelings are pale, with colorless eyes and silver-white hair. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape—one created on the spur of the moment, with no depth or history—is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth. They build an identity over time, crafting a persona with a history and beliefs. This focused identity helps a changeling pinpoint a particular skill or emotion. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat.","Personas can be shared by multiple changelings; there might be three healers in a community, but whoever is on duty will adopt the persona of Tek, the kindly old medic. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona's previous users."]},{"type":"entries","name":"Changeling Names","entries":["A changeling might use a different name for each mask and persona and adopt new names as easily as they change faces. The true name of a changeling tends to be simple and monosyllabic; however, there are often accents to a changeling's name that are expressed through shapeshifting, something single-skins will likely miss. So, two changelings might have the name {@i Jin}, but one is {@i Jin-with-vivid-blue-eyes} and one is {@i Jin-with-golden-nails}.","Changelings have a fluid relationship with gender, seeing it as one characteristic to change among many.","{@b Changeling Names}: Aunn, Bin, Cas, Dox, Fie, Hars, Jin, Lam, Mas, Nix, Ot, Paik, Ruz, Sim, Toox, Vil, Yug"]}]}]}],"gallery":[{"path":"races/ERLW/Changeling.webp","title":"Changeling adopting a person's appearance","credit":"Olga Drebas"},{"path":"races/ERLW/Changeling 001.webp"}],"hidden":true,"otherVersions":[{"id":"changeling","source":"EFA"},{"id":"changeling-mpmm","source":"MPMM"}]},{"id":"custom-lineage","name":"Custom Lineage","source":"TCE","page":8,"srd":false,"size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":["Instead of choosing one of the game's races for your character at 1st level, you can use the following traits to represent your character's lineage, giving you full control over how your character's origin shaped them:",{"type":"entries","name":"Creature Type","entries":["You are a humanoid. You determine your appearance and whether you resemble any of your kin."]},{"type":"entries","name":"Size","entries":["You are Small or Medium (your choice)."]},{"type":"entries","name":"Feat","entries":["You gain one {@5etools feat|feats.html} of your choice for which you qualify."]},{"type":"entries","name":"Variable Trait","entries":["You gain one of the following options of your choice: (a) {@sense darkvision} with a range of 60 feet or (b) proficiency in one skill of your choice."]},{"type":"entries","name":"Languages","entries":["You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character."]},"Your race is considered to be a Custom Lineage for any game feature that requires a certain race, such as elf or dwarf."]},{"id":"deep-gnome","name":"Deep Gnome","source":"MPMM","page":11,"srd":false,"image":"races/MPMM/Deep Gnome.webp","size":"Small","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Creature Type","entries":["You are a Humanoid. You are also considered a gnome for any prerequisite or effect that requires you to be a gnome."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray."]},{"type":"entries","name":"Gift of the Svirfneblin","entries":["Starting at 3rd level, you can cast the {@spell disguise self} spell with this trait. Starting at 5th level, you can also cast the {@spell nondetection} spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these using spell slots you have of the appropriate level.","Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)."]},{"type":"entries","name":"Gnomish Magic Resistance","entries":["You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells."]},{"type":"entries","name":"Svirfneblin Camouflage","entries":["When you make a Dexterity ({@skill Stealth}) check, you can make the check with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."]}],"lore":["Deep gnomes, or svirfneblin, are natives of the Underdark and are suffused with that subterranean realm's magic. They can supernaturally camouflage themselves, and their svirfneblin magic renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark.","Like other gnomes, deep gnomes can live for centuries, up to 500 years."],"gallery":[{"path":"races/MPMM/Deep Gnome.webp","credit":"Tom Babbey, Olly Lawson"}]},{"id":"dhampir","name":"Dhampir","source":"RHW","srd":false,"image":"races/RHW/Dhampir.webp","size":"Small or Medium","speed":"35 ft.","walkSpeed":35,"flySpeed":0,"swimSpeed":0,"climbSpeed":35,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Darkvision","entries":["You have {@sense Darkvision|XPHB} with a range of 60 feet."]},{"type":"entries","name":"Spider Climb","entries":["You have a {@variantrule Climb Speed|XPHB} equal to your {@variantrule Speed|XPHB}. When you reach character level 3, you can move up, down, and across vertical surfaces and along ceilings while leaving your hands free."]},{"type":"entries","name":"Trace of Undeath","entries":["You have {@variantrule Resistance|XPHB} to Necrotic damage."]},{"type":"entries","name":"Vampiric Bite","entries":["When you use your {@variantrule Unarmed Strike|XPHB} and deal damage, you can choose to bite with your fangs. You deal Piercing damage equal to {@damage 1d4} plus your Constitution modifier instead of the normal damage of an {@variantrule Unarmed Strike|XPHB}.","In addition, when you deal this damage to a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Drain","entries":["You regain {@variantrule Hit Points|XPHB} equal to the Piercing damage dealt."]},{"type":"item","name":"Strengthen","entries":["You gain a bonus to the next ability check or attack roll you make within the next minute; the bonus is equal to the Piercing damage dealt."]}]},"You can empower yourself with this trait a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]}],"lore":["Dhampirs are living people who possess vampiric prowess but are cursed with macabre hunger. Most dhampirs thirst for blood, but some gain sustenance from dreams, life energy, or other vital sources. Dhampirs must choose whether to fight to control their hunger or give in to predatory urges.","Dhampirs often arise from encounters with vampires; some are the descendants of a powerful vampire, while others are partially transformed by a vampire's bite. All manner of macabre bargains and necromantic influences might also give rise to a dhampir. Regardless of their origins, dhampirs exhibit their vampiric nature in various ways, including increased speed and a life-draining bite."],"gallery":[{"path":"races/RHW/Dhampir.webp","credit":"Helge C. Balzer"},{"path":"races/RHW/Dhampir 2.webp","title":"A dhampir gains the upper hand against an enemy","credit":"David Astruga"}],"otherVersions":[{"id":"dhampir-vrgr","source":"VRGR"}]},{"id":"dhampir-vrgr","name":"Dhampir","source":"VRGR","page":16,"srd":false,"image":"races/VRGR/Dhampir.webp","size":"Small or Medium","speed":"35 ft.","walkSpeed":35,"flySpeed":0,"swimSpeed":0,"climbSpeed":35,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Size","entries":["You are Medium or Small. You choose the size when you gain this lineage."]},{"type":"entries","name":"Ancestral Legacy","entries":["If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.","If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray."]},{"type":"entries","name":"Deathless Nature","entries":["You don't need to breathe."]},{"type":"entries","name":"Spider Climb","entries":["You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free."]},{"type":"entries","name":"Vampiric Bite","entries":["Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals {@damage 1d4} piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.","When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice:",{"type":"list","items":["You regain hit points equal to the piercing damage dealt by the bite.","You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite"]},"You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."]}],"lore":["Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire's deathless prowess in the form of increased speed, {@sense darkvision}, and a life-draining bite.","With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who'd tempt their hunger.",{"type":"entries","name":"Dhampir Hungers","entries":["Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.","While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.",{"type":"table","caption":"Dhampir Hungers","colLabels":["d6","Hunger"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Blood"],["2","Flesh or raw meat"],["3","Cerebral spinal fluid"],["4","Psychic energy"],["5","Dreams"],["6","Life energy"]]}]},{"type":"entries","name":"Dhampir Origins","entries":["Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.",{"type":"table","caption":"Dhampir Origins","colLabels":["d8","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You are the reincarnation of an ancestor who was a vampiric tyrant."],["2","Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger."],["3","You survived being attacked by a vampire but were forever changed."],["4","A parasite lives inside you. You indulge its hunger."],["5","Tragedy interrupted your transformation into an immortal."],["6","You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal."],["7","One of your parents was a vampire."],["8","A radical experiment changed your body, making you reliant on others for vital fluids."]]}]}],"gallery":[{"path":"races/VRGR/Dhampir.webp","credit":"Katerina Ladon"}],"hidden":true,"otherVersions":[{"id":"dhampir","source":"RHW"}]},{"id":"dragonborn","name":"Dragonborn","source":"XPHB","page":187,"srd":true,"image":"races/XPHB/Dragonborn.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Draconic Ancestry","entries":["Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and {@variantrule Damage|XPHB} {@variantrule Resistance|XPHB} traits as well as your appearance.",{"type":"table","caption":"Draconic Ancestors","colLabels":["Dragon","Damage Type"],"colStyles":["col-6","col-6"],"rows":[["Black","Acid"],["Blue","Lightning"],["Brass","Fire"],["Bronze","Lightning"],["Copper","Acid"],["Gold","Fire"],["Green","Poison"],["Red","Fire"],["Silver","Cold"],["White","Cold"]]}]},{"type":"entries","name":"Breath Weapon","entries":["When you take the {@action Attack|XPHB} action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone} or a 30-foot {@variantrule Line [Area of Effect]|XPHB|Line} that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw ({@dc 8} plus your Constitution modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}). On a failed save, a creature takes {@damage 1d10} damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by {@damage 1d10} when you reach character levels 5 ({@damage 2d10}), 11 ({@damage 3d10}), and 17 ({@damage 4d10}).","You can use this Breath Weapon a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Damage Resistance","entries":["You have {@variantrule Resistance|XPHB} to the damage type determined by your Draconic Ancestry trait."]},{"type":"entries","name":"Darkvision","entries":["You have {@sense Darkvision|XPHB} with a range of 60 feet."]},{"type":"entries","name":"Draconic Flight","entries":["When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a {@variantrule Bonus Action|XPHB}, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the {@condition Incapacitated|XPHB} condition. During that time, you have a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB}. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can't use it again until you finish a {@variantrule Long Rest|XPHB}."]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The ancestors of dragonborn hatched from the eggs of chromatic and metallic dragons. One story holds that these eggs were blessed by the dragon gods Bahamut and Tiamat, who wanted to populate the multiverse with people created in their image. Another story claims that dragons created the first dragonborn without the gods' blessings. Whatever their origin, dragonborn have made homes for themselves on the Material Plane.","Dragonborn look like wingless, bipedal dragons—scaly, bright-eyed, and thick-boned with horns on their heads—and their coloration and other features are reminiscent of their draconic ancestors."]}]}],"gallery":[{"path":"races/XPHB/Dragonborn.webp","credit":"David Auden Nash"}],"otherVersions":[{"id":"dragonborn-phb","source":"PHB"}]},{"id":"dragonborn-phb","name":"Dragonborn","source":"PHB","page":32,"srd":false,"image":"races/PHB/Dragonborn.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80."]},{"type":"entries","name":"Size","entries":["Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium."]},{"name":"Draconic Ancestry","entries":["You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.",{"type":"table","caption":"Draconic Ancestry","colLabels":["Dragon","Damage Type","Breath Weapon"],"colStyles":["col-3 text-center","col-3 text-center","col-6"],"rows":[["Black","Acid","5 by 30 ft. line (Dex. save)"],["Blue","Lightning","5 by 30 ft. line (Dex. save)"],["Brass","Fire","5 by 30 ft. line (Dex. save)"],["Bronze","Lightning","5 by 30 ft. line (Dex. save)"],["Copper","Acid","5 by 30 ft. line (Dex. save)"],["Gold","Fire","15 ft. cone (Dex. save)"],["Green","Poison","15 ft. cone (Con. save)"],["Red","Fire","15 ft. cone (Dex. save)"],["Silver","Cold","15 ft. cone (Con. save)"],["White","Cold","15 ft. cone (Con. save)"]]}],"type":"entries"},{"name":"Breath Weapon","entries":["You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.","When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes {@damage 2d6} damage on a failed save, and half as much damage on a successful one. The damage increases to {@damage 3d6} at 6th level, {@damage 4d6} at 11th level, and {@damage 5d6} at 16th level.","After you use your breath weapon, you can't use it again until you complete a short or long rest."],"type":"entries"},{"name":"Damage Resistance","entries":["You have resistance to the damage type associated with your draconic ancestry."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.",{"type":"entries","name":"Proud Dragon Kin","entries":["Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are smiting, talon-like claws with three fingers and a thumb on each hand.","The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor-bright red, green, blue, or white, lustrous black, or gleaming metallic like gold, silver, brass, copper, or bronze."]},{"type":"entries","name":"Self-Sufficient Clans","entries":["To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn's conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.","A continual drive for self-improvement reflects the self-sufficiency, of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of that particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.","Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a client needs help, it turns to another dragonborn clan before seeking aid from other races or even from the gods."]},{"type":"entries","name":"Dragonborn Names","entries":["Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutch mates as a descriptive term or endearment. The name might recall an event or center on a habit.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Names:","entry":"Arjhan, Balasar, Bharash, Donaar, Ghesh, Hesken, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn"},{"type":"item","name":"Female Names:","entry":"Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit"},{"type":"item","name":"Childhood Names:","entry":"Climber, Earbenden, Leaper, Pious, Shieldbiter, Zealous"},{"type":"item","name":"Clan Names:","entry":"Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit"}]}]},{"type":"inset","name":"Draconians","entries":["In the Dragonlance setting, the followers of the evil goddess Takhisis learned a dark ritual that let them corrupt the eggs of metallic dragons, producing evil dragonborn called draconians. Five types of draconians, corresponding to the five types of metallic dragons, fought for Takhisis in the War of the Lance-auraks (gold), baaz (brass), bozak (bronze), kapak (copper), and sivak (silver). In place of their draconic breath weapons they have unique magical abilities."]}]}]}],"gallery":[{"path":"races/PHB/Dragonborn.webp"}],"hidden":true,"otherVersions":[{"id":"dragonborn","source":"XPHB"}]},{"id":"dragonborn-chromatic","name":"Dragonborn (Chromatic)","source":"FTD","page":10,"srd":false,"image":"races/FTD/Chromatic Dragonborn.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Chromatic Ancestry","entries":["You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits, as shown in the table.",{"type":"table","caption":"Chromatic Ancestry","colLabels":["Dragon","Damage Type"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Black","Acid"],["Blue","Lightning"],["Green","Poison"],["Red","Fire"],["White","Cold"]]}]},{"type":"entries","name":"Breath Weapon","entries":["When you take the {@action Attack} action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes {@damage 1d10} damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by {@damage 1d10} when you reach 5th level ({@damage 2d10}), 11th level ({@damage 3d10}), and 17th level ({@damage 4d10}).","You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."]},{"type":"entries","name":"Draconic Resistance","entries":["You have resistance to the damage type associated with your Chromatic Ancestry."]},{"type":"entries","name":"Chromatic Warding","entries":["Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can't do so again until you finish a long rest."]}],"lore":["Dragonborn with chromatic ancestry claim the raw elemental power of chromatic dragons. The vibrant colors of black, blue, green, red, and white dragons gleam in those dragonborn's scaled skin and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, and of raging lightning storms, as well as the subtle whisper of swamp and forest, toxic and corrosive."],"gallery":[{"path":"races/FTD/Chromatic Dragonborn.webp","title":"A red dragonborn sell-sword waits for a client","credit":"Randy Vargas"}]},{"id":"dragonborn-draconblood","name":"Dragonborn (Draconblood)","source":"EGW","page":168,"srd":false,"image":"races/EGW/Dragonborn (Draconblood).webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Dragonborn","entries":[{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."]},{"type":"entries","name":"Forceful Presence","entries":["You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma ({@skill Intimidation} or {@skill Persuasion}) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest."],"data":{"overwrite":"Damage Resistance"}},{"name":"Draconic Ancestry","entries":["You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon is determined by the dragon type, as shown in the table.",{"type":"table","caption":"Draconic Ancestry","colLabels":["Dragon","Damage Type","Breath Weapon"],"colStyles":["col-3 text-center","col-3 text-center","col-6"],"rows":[["Black","Acid","5 by 30 ft. line (Dex. save)"],["Blue","Lightning","5 by 30 ft. line (Dex. save)"],["Brass","Fire","5 by 30 ft. line (Dex. save)"],["Bronze","Lightning","5 by 30 ft. line (Dex. save)"],["Copper","Acid","5 by 30 ft. line (Dex. save)"],["Gold","Fire","15 ft. cone (Dex. save)"],["Green","Poison","15 ft. cone (Con. save)"],["Red","Fire","15 ft. cone (Dex. save)"],["Silver","Cold","15 ft. cone (Con. save)"],["White","Cold","15 ft. cone (Con. save)"]]}],"type":"entries","data":{"overwrite":"Draconic Ancestry"}}],"lore":["Draconbloods possess long tails and a knack for social manipulation. They remember the days when they were once mighty conquerors.",{"type":"section","entries":[{"type":"entries","entries":["Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.",{"type":"entries","name":"Proud Dragon Kin","entries":["Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are smiting, talon-like claws with three fingers and a thumb on each hand.","The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor-bright red, green, blue, or white, lustrous black, or gleaming metallic like gold, silver, brass, copper, or bronze."]},{"type":"entries","name":"Self-Sufficient Clans","entries":["To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn's conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.","A continual drive for self-improvement reflects the self-sufficiency, of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of that particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.","Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a client needs help, it turns to another dragonborn clan before seeking aid from other races or even from the gods."]},{"type":"entries","name":"Dragonborn Names","entries":["Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutch mates as a descriptive term or endearment. The name might recall an event or center on a habit.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Names:","entry":"Arjhan, Balasar, Bharash, Donaar, Ghesh, Hesken, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn"},{"type":"item","name":"Female Names:","entry":"Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit"},{"type":"item","name":"Childhood Names:","entry":"Climber, Earbenden, Leaper, Pious, Shieldbiter, Zealous"},{"type":"item","name":"Clan Names:","entry":"Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit"}]}]},{"type":"inset","name":"Draconians","entries":["In the Dragonlance setting, the followers of the evil goddess Takhisis learned a dark ritual that let them corrupt the eggs of metallic dragons, producing evil dragonborn called draconians. Five types of draconians, corresponding to the five types of metallic dragons, fought for Takhisis in the War of the Lance-auraks (gold), baaz (brass), bozak (bronze), kapak (copper), and sivak (silver). In place of their draconic breath weapons they have unique magical abilities."]}]}]}],"gallery":[{"path":"races/EGW/Dragonborn (Draconblood).webp","credit":"Axel Defois"}]},{"id":"dragonborn-gem","name":"Dragonborn (Gem)","source":"FTD","page":11,"srd":false,"image":"races/FTD/Gem Dragonborn.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Gem Ancestry","entries":["You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Gem Ancestry table. This determines the damage type for your other traits, as shown in the table.",{"type":"table","caption":"Gem Ancestry","colLabels":["Dragon","Damage Type"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Amethyst","Force"],["Crystal","Radiant"],["Emerald","Psychic"],["Sapphire","Thunder"],["Topaz","Necrotic"]]}]},{"type":"entries","name":"Breath Weapon","entries":["When you take the {@action Attack} action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes {@damage 1d10} damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by {@damage 1d10} when you reach 5th level ({@damage 2d10}), 11th level ({@damage 3d10}), and 17th level ({@damage 4d10}).","You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."]},{"type":"entries","name":"Draconic Resistance","entries":["You have resistance to the damage type associated with your Gem Ancestry."]},{"type":"entries","name":"Psionic Mind","entries":["You can send telepathic messages to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them."]},{"type":"entries","name":"Gem Flight","entries":["Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can't do so again until you finish a long rest."]}],"lore":["Gem dragonborn partake of the heritage of gem dragons, who claim to be heirs of Sardior, the Ruby Dragon. The colors and mysterious powers of gem dragons—amethyst, crystal, emerald, sapphire, and topaz—gleam in these dragonborn's scaled skin and course through their veins. Theirs are the wonders of the mind, the force of will, the brilliant light of insight, and the resounding echo of discovery—but also the desiccation of despair."],"gallery":[{"path":"races/FTD/Gem Dragonborn.webp","title":"Sapphire, amethyst, and emerald dragonborn share stories around the fire","credit":"Zoltan Boros"}]},{"id":"dragonborn-metallic","name":"Dragonborn (Metallic)","source":"FTD","page":12,"srd":false,"image":"races/FTD/Metallic Dragonborn.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Metallic Ancestry","entries":["You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.",{"type":"table","caption":"Metallic Ancestry","colLabels":["Dragon","Damage Type"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Brass","Fire"],["Bronze","Lightning"],["Copper","Acid"],["Gold","Fire"],["Silver","Cold"]]}]},{"type":"entries","name":"Breath Weapon","entries":["When you take the {@action Attack} action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes {@damage 1d10} damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by {@damage 1d10} when you reach 5th level ({@damage 2d10}), 11th level ({@damage 3d10}), and 17th level ({@damage 4d10}).","You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."]},{"type":"entries","name":"Draconic Resistance","entries":["You have resistance to the damage type associated with your Metallic Ancestry."]},{"type":"entries","name":"Metallic Breath Weapon","entries":["At 5th level, you gain a second breath weapon. When you take the {@action Attack} action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Enervating Breath","entries":["Each creature in the cone must succeed on a Constitution saving throw or become {@condition incapacitated} until the start of your next turn."]},{"type":"item","name":"Repulsion Breath","entries":["Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked {@condition prone}."]}]},"Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest."]}],"lore":["Dragonborn with metallic ancestry lay claim to the tenacity of metallic dragons—brass, bronze, copper, gold, and silver—whose hues glint in their scales. Theirs is the fire of hearth and forge, the cold of high mountain air, the spark of inspiration, and the scouring touch of acid that purifies."],"gallery":[{"path":"races/FTD/Metallic Dragonborn.webp","title":"A copper dragonborn readies her acidic breath as foes approach","credit":"Andrey Kuzinskiy"}]},{"id":"dragonborn-ravenite","name":"Dragonborn (Ravenite)","source":"EGW","page":168,"srd":false,"image":"races/EGW/Dragonborn (Ravenite).webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Dragonborn","entries":[{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."]},{"type":"entries","name":"Vengeful Assault","entries":["When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can't do so again until you finish a short or long rest."],"data":{"overwrite":"Damage Resistance"}},{"name":"Draconic Ancestry","entries":["You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon is determined by the dragon type, as shown in the table.",{"type":"table","caption":"Draconic Ancestry","colLabels":["Dragon","Damage Type","Breath Weapon"],"colStyles":["col-3 text-center","col-3 text-center","col-6"],"rows":[["Black","Acid","5 by 30 ft. line (Dex. save)"],["Blue","Lightning","5 by 30 ft. line (Dex. save)"],["Brass","Fire","5 by 30 ft. line (Dex. save)"],["Bronze","Lightning","5 by 30 ft. line (Dex. save)"],["Copper","Acid","5 by 30 ft. line (Dex. save)"],["Gold","Fire","15 ft. cone (Dex. save)"],["Green","Poison","15 ft. cone (Con. save)"],["Red","Fire","15 ft. cone (Dex. save)"],["Silver","Cold","15 ft. cone (Con. save)"],["White","Cold","15 ft. cone (Con. save)"]]}],"type":"entries","data":{"overwrite":"Draconic Ancestry"}}],"lore":["Ravenites have no tails and a hearty physique. They remember the days when they were slaves to the draconblood, as well as the day when they overthrew their masters.",{"type":"section","entries":[{"type":"entries","entries":["Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.",{"type":"entries","name":"Proud Dragon Kin","entries":["Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are smiting, talon-like claws with three fingers and a thumb on each hand.","The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor-bright red, green, blue, or white, lustrous black, or gleaming metallic like gold, silver, brass, copper, or bronze."]},{"type":"entries","name":"Self-Sufficient Clans","entries":["To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn's conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.","A continual drive for self-improvement reflects the self-sufficiency, of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of that particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.","Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a client needs help, it turns to another dragonborn clan before seeking aid from other races or even from the gods."]},{"type":"entries","name":"Dragonborn Names","entries":["Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutch mates as a descriptive term or endearment. The name might recall an event or center on a habit.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Names:","entry":"Arjhan, Balasar, Bharash, Donaar, Ghesh, Hesken, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn"},{"type":"item","name":"Female Names:","entry":"Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit"},{"type":"item","name":"Childhood Names:","entry":"Climber, Earbenden, Leaper, Pious, Shieldbiter, Zealous"},{"type":"item","name":"Clan Names:","entry":"Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit"}]}]},{"type":"inset","name":"Draconians","entries":["In the Dragonlance setting, the followers of the evil goddess Takhisis learned a dark ritual that let them corrupt the eggs of metallic dragons, producing evil dragonborn called draconians. Five types of draconians, corresponding to the five types of metallic dragons, fought for Takhisis in the War of the Lance-auraks (gold), baaz (brass), bozak (bronze), kapak (copper), and sivak (silver). In place of their draconic breath weapons they have unique magical abilities."]}]}]}],"gallery":[{"path":"races/EGW/Dragonborn (Ravenite).webp","credit":"Axel Defois"}]},{"id":"duergar","name":"Duergar","source":"MPMM","page":12,"srd":false,"image":"races/MPMM/Duergar.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Creature Type","entries":["You are a Humanoid. You are also considered a dwarf for any prerequisite or effect that requires you to be a dwarf."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray."]},{"type":"entries","name":"Duergar Magic","entries":["Starting at 3rd level, you can cast the {@spell enlarge/reduce} spell on yourself with this trait, without requiring a material component. Starting at 5th level, you can also cast the {@spell invisibility} spell on yourself with this trait, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.","Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)."]},{"type":"entries","name":"Dwarven Resilience","entries":["You have advantage on saving throws you make to avoid or end the {@condition poisoned} condition on yourself. You also have resistance to poison damage."]},{"type":"entries","name":"Psionic Fortitude","entries":["You have advantage on saving throws you make to avoid or end the {@condition charmed} or {@condition stunned} condition on yourself."]}],"lore":["Duergar are dwarves whose ancestors were transformed by centuries living in the deepest places of the Underdark. That chthonic realm is saturated with strange magical energy, and over generations, early duergar absorbed traces of it. They were further altered when mind flayers and other Aberrations invaded and performed horrific experiments on them. Fueled by Underdark magic, those experiments left early duergar with psionic powers, which have been passed down to their descendants. In time, they liberated themselves from their aberrant tyrants and forged a new life for themselves in the Underdark and beyond.","Like other dwarves, duergar typically have a life span of 350 years."],"gallery":[{"path":"races/MPMM/Duergar.webp","credit":"Christopher Bradley, Zuzanna Wužyk"}]},{"id":"dwarf","name":"Dwarf","source":"XPHB","page":188,"srd":true,"image":"races/XPHB/Dwarf.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Darkvision","entries":["You have {@sense Darkvision|XPHB} with a range of 120 feet."]},{"type":"entries","name":"Dwarven Resilience","entries":["You have {@variantrule Resistance|XPHB} to Poison damage. You also have {@variantrule Advantage|XPHB} on saving throws you make to avoid or end the {@condition Poisoned|XPHB} condition."]},{"type":"entries","name":"Dwarven Toughness","entries":["Your {@variantrule Hit Points|XPHB|Hit Point} maximum increases by 1, and it increases by 1 again whenever you gain a level."]},{"type":"entries","name":"Stonecunning","entries":["As a {@variantrule Bonus Action|XPHB}, you gain {@sense Tremorsense|XPHB} with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this {@sense Tremorsense|XPHB}. The stone can be natural or worked.","You can use this {@variantrule Bonus Action|XPHB} a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity for stone and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years.","Squat and often bearded, the original dwarves carved cities and strongholds into mountainsides and under the earth. Their oldest legends tell of conflicts with the monsters of mountaintops and the Underdark, whether those monsters were towering giants or subterranean horrors. Inspired by those tales, dwarves of any culture often sing of valorous deeds—especially of the little overcoming the mighty.","On some worlds in the multiverse, the first settlements of dwarves were built in hills or mountains, and the families who trace their ancestry to those settlements call themselves hill dwarves or mountain dwarves, respectively. The Greyhawk and Dragonlance settings have such communities."]}]}],"gallery":[{"path":"races/XPHB/Dwarf.webp","credit":"Mike Pape"}],"otherVersions":[{"id":"dwarf-phb","source":"PHB"}]},{"id":"dwarf-phb","name":"Dwarf","source":"PHB","page":18,"srd":false,"image":"races/PHB/Dwarf.webp","size":"Medium","speed":"25 ft.","walkSpeed":25,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years."]},{"type":"entries","name":"Size","entries":["Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium."]},{"name":"Speed","entries":["Your speed is not reduced by wearing heavy armor."],"type":"entries"},{"name":"Darkvision","entries":["Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Dwarven Resilience","entries":["You have advantage on saving throws against poison, and you have resistance against poison damage."],"type":"entries"},{"name":"Dwarven Combat Training","entries":["You have proficiency with the {@item battleaxe|phb}, {@item handaxe|phb}, {@item light hammer|phb}, and {@item warhammer|phb}."],"type":"entries"},{"name":"Tool Proficiency","entries":["You gain proficiency with the {@item artisan's tools|PHB} of your choice: {@item Smith's tools|phb}, {@item brewer's supplies|phb}, or {@item mason's tools|phb}."],"type":"entries"},{"name":"Stonecunning","entries":["Whenever you make an Intelligence ({@skill History}) check related to the origin of stonework, you are considered proficient in the {@skill History} skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs-these common threads unite all dwarves.",{"type":"entries","name":"Short and Stout","entries":["Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.","Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth.","Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully."]},{"type":"entries","name":"Long Memory, Long Grudges","entries":["Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.","Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.","Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud."]},{"type":"entries","name":"Clans and Kingdoms","entries":["Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.","The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.","Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty."]},{"type":"entries","name":"Gods, Gold, and Clan","entries":["Dwarves who take up the adventuring life might be motivated by a desire for treasure-for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago."]},{"type":"inset","name":"Slow to Trust","entries":["Dwarves get along passably well with most other races. \"The difference between an acquaintance and a friend is about a hundred years,\" is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf's trust.",{"type":"entries","name":"Elves","entries":["\"It's not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc's head, they're as apt to start singing as to pull out a sword. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf's good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.\""]},{"type":"entries","name":"Halflings","entries":["\"Sure, they're pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?\""]},{"type":"entries","name":"Humans","entries":["\"You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin-a daughter or granddaughter, maybe-who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go!. They set their hearts on something, they'll get it whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.\""]}]},{"type":"entries","name":"Dwarf Names","entries":["A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual.","A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Names:","entry":"Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal"},{"type":"item","name":"Female Names:","entry":"Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra"},{"type":"item","name":"Clan Names:","entry":"Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart"}]}]},{"type":"inset","name":"Duergar","entries":["In cities deep in the Underdark live the duergar, or gray dwarves. These vicious, stealthy slave traders raid the surface world for captives, then sell their prey to the other races of the Underdark. They have innate magical abilities to become invisible and to temporarily grow to giant size."]}]}]}],"gallery":[{"path":"races/PHB/Dwarf.webp"}],"hidden":true,"otherVersions":[{"id":"dwarf","source":"XPHB"}]},{"id":"dwarf-duergar","name":"Dwarf (Duergar)","source":"MTF","page":81,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Dwarf","entries":[{"name":"Superior Darkvision","entries":["Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"data":{"overwrite":"Darkvision"},"type":"entries"},{"name":"Duergar Resilience","entries":["You have advantage on saving throws against poison, and you have resistance against poison damage. You also have advantage on saving throws against illusions and against being {@condition charmed} or {@condition paralyzed}."],"data":{"overwrite":"Dwarven Resilience"},"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common, Dwarvish, and Undercommon."],"data":{"overwrite":"Languages"},"type":"entries"},{"name":"Duergar Magic","entries":["When you reach 3rd level, you can cast the {@spell Enlarge/Reduce} spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the {@spell Invisibility} spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells."],"type":"entries"},{"name":"Sunlight Sensitivity","entries":["You have disadvantage on attack rolls and Wisdom ({@skill Perception}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["The gray dwarves, or duergar, live deep in the Underdark. After delving deeper than any other dwarves, they were enslaved by mind flayers for eons. Although they eventually won their freedom, these grim, ashen-skinned dwarves now take slaves of their own and are as tyrannical as their former masters.","Physically similar to other dwarves in some ways, duergar are wiry and lean, with black eyes and bald heads, with the males growing long, unkempt, gray beards.","Duergar value toil above all else. Showing emotions other than grim determination or wrath is frowned on in their culture, but they can sometimes seem joyful when at work. They have the typical dwarven appreciation for order, tradition, and impeccable craftsmanship, but their goods are purely utilitarian, disdaining aesthetic or artistic value.","Few duergar become adventurers, fewer still on the surface world, because they are a hidebound and suspicious race. Those who leave their subterranean cities are usually exiles. Check with your Dungeon Master to see if you can play a gray dwarf character."]}]},{"type":"section","entries":[{"type":"entries","entries":["Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs-these common threads unite all dwarves.",{"type":"entries","name":"Short and Stout","entries":["Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.","Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth.","Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully."]},{"type":"entries","name":"Long Memory, Long Grudges","entries":["Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.","Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.","Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud."]},{"type":"entries","name":"Clans and Kingdoms","entries":["Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.","The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.","Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty."]},{"type":"entries","name":"Gods, Gold, and Clan","entries":["Dwarves who take up the adventuring life might be motivated by a desire for treasure-for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago."]},{"type":"inset","name":"Slow to Trust","entries":["Dwarves get along passably well with most other races. \"The difference between an acquaintance and a friend is about a hundred years,\" is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf's trust.",{"type":"entries","name":"Elves","entries":["\"It's not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc's head, they're as apt to start singing as to pull out a sword. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf's good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.\""]},{"type":"entries","name":"Halflings","entries":["\"Sure, they're pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?\""]},{"type":"entries","name":"Humans","entries":["\"You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin-a daughter or granddaughter, maybe-who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go!. They set their hearts on something, they'll get it whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.\""]}]},{"type":"entries","name":"Dwarf Names","entries":["A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual.","A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Names:","entry":"Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal"},{"type":"item","name":"Female Names:","entry":"Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra"},{"type":"item","name":"Clan Names:","entry":"Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart"}]}]},{"type":"inset","name":"Duergar","entries":["In cities deep in the Underdark live the duergar, or gray dwarves. These vicious, stealthy slave traders raid the surface world for captives, then sell their prey to the other races of the Underdark. They have innate magical abilities to become invisible and to temporarily grow to giant size."]}]}]}]},{"id":"dwarf-hill","name":"Dwarf (Hill)","source":"PHB","page":20,"srd":false,"image":"races/PHB/Dwarf.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Dwarf","entries":[{"name":"Dwarven Toughness","entries":["Your hit point maximum increases by 1, and it increases by 1 every time you gain a level."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Faerûn in their mighty southern kingdom are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting."]}]},{"type":"section","entries":[{"type":"entries","entries":["Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs-these common threads unite all dwarves.",{"type":"entries","name":"Short and Stout","entries":["Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.","Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth.","Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully."]},{"type":"entries","name":"Long Memory, Long Grudges","entries":["Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.","Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.","Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud."]},{"type":"entries","name":"Clans and Kingdoms","entries":["Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.","The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.","Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty."]},{"type":"entries","name":"Gods, Gold, and Clan","entries":["Dwarves who take up the adventuring life might be motivated by a desire for treasure-for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago."]},{"type":"inset","name":"Slow to Trust","entries":["Dwarves get along passably well with most other races. \"The difference between an acquaintance and a friend is about a hundred years,\" is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf's trust.",{"type":"entries","name":"Elves","entries":["\"It's not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc's head, they're as apt to start singing as to pull out a sword. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf's good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.\""]},{"type":"entries","name":"Halflings","entries":["\"Sure, they're pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?\""]},{"type":"entries","name":"Humans","entries":["\"You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin-a daughter or granddaughter, maybe-who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go!. They set their hearts on something, they'll get it whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.\""]}]},{"type":"entries","name":"Dwarf Names","entries":["A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual.","A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Names:","entry":"Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal"},{"type":"item","name":"Female Names:","entry":"Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra"},{"type":"item","name":"Clan Names:","entry":"Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart"}]}]},{"type":"inset","name":"Duergar","entries":["In cities deep in the Underdark live the duergar, or gray dwarves. These vicious, stealthy slave traders raid the surface world for captives, then sell their prey to the other races of the Underdark. They have innate magical abilities to become invisible and to temporarily grow to giant size."]}]}]}],"gallery":[{"path":"races/PHB/Dwarf.webp"}]},{"id":"dwarf-kaladesh","name":"Dwarf (Kaladesh)","source":"PSK","page":19,"srd":false,"image":"races/PSK/Dwarf.webp","size":"Medium","speed":"25 ft.","walkSpeed":25,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years."]},{"name":"Alignment","type":"entries","entries":["Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order."]},{"type":"entries","name":"Size","entries":["Dwarves stand around 5 feet tall and average about 150 pounds. Your size is Medium."]},{"name":"Speed","entries":["Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor."],"type":"entries"},{"name":"Darkvision","entries":["Accustomed to life underground in your race's ancient past, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Dwarven Resilience","entries":["You have advantage on saving throws against poison, and you have resistance against poison damage."],"type":"entries"},{"name":"Dwarven Toughness","entries":["Your hit point maximum increases by 1, and it increases by 1 every time you gain a level."],"type":"entries"},{"name":"Artisan's Expertise","entries":["You gain proficiency with two kinds of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make an Intelligence ({@skill History}) check related to the origin of any architectural construction (including buildings, public works such as canals and aqueducts, and the massive cogwork that underlies much of the construction of Ghirapur), you are considered proficient in the {@skill History} skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and {@language Dwarvish}. {@language Dwarvish} is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak."],"type":"entries"}],"lore":[{"type":"quote","entries":["It's dwarf built. There is no finer mark of quality."]},"To the artisans of Kaladesh, a device's beauty is almost as important as its function. Different artists, though, have different definitions of beauty, and to most dwarves, the highest mark of beauty is quality. Nothing is more exquisite than a machine that endures—one that functions perfectly, with a minimum of maintenance, despite the passage of years.","Dwarves don't understand laziness or shortcuts. Just as a machine must function smoothly at all times, so too an artisan should work steadily and with care. Dwarves take pride in their work ethic, and abhor any attitude or behavior that would undermine the quality of their work. They are more thorough than speedy, and although a dwarf's work might take longer to complete, its quality makes the time worthwhile. If a job must be done, a dwarf will see that it is done correctly. And when a dwarf repairs a machine, it will work as well as it did when it was first built, if not better—and it will last.","Among the folk of other races, dwarves have a reputation for being utterly fearless. This is largely because their work often finds them scaling tall buildings or hanging from the undersides of airships. Far from being reckless, though, dwarves enter any potentially dangerous situation with firm safeguards in place, thoroughly prepared to avoid any accident. With an unshakable trust in the quality of harnesses, scaffolding, and handiwork, a dwarf has no need to fear falling.",{"type":"entries","entries":[{"type":"entries","name":"Dwarf Politics","entries":["Dwarves gravitate to where the work is. Accordingly, many dwarves appreciate the Consulate as an inexhaustible source of work opportunities. For its part, the Consulate values dwarves for their painstaking, perfectionist approach to building and maintenance. As a result, dwarves are employed at every level of the Consulate government, including having representatives among the Enlightened Keepers, the consuls themselves. Dwarf edificers keep the machinery of the cities running smoothly, while dwarf enforcers protect property and help keep the peace. However, it is the potential for making great things, more so than any philosophical leaning, that ties most dwarves to the Consulate.","Dwarves are not typically drawn to politics, but some do take issue with what they see as slapdash construction carried out in the Consulate's foundries. Mass production on the scale of the Consulate's efforts is an affront to the ideals of true artisanship, they argue, and those who are most offended by this insult sometimes align themselves with renegade groups."]}]}],"gallery":[{"path":"races/PSK/Dwarf.webp","title":"Inspired Charge","credit":"Deruchenko Alexander"},{"path":"races/PSK/Dwarf2.webp","title":"Acrobatic Maneuver","credit":"Winona Nelson"}]},{"id":"dwarf-mark-of-warding","name":"Dwarf (Mark of Warding)","source":"ERLW","page":51,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Dwarf","entries":[{"type":"entries","name":"Warder's Intuition","entries":["When you make an Intelligence ({@skill Investigation}) check or an ability check using {@item thieves' tools|PHB}, you can roll a {@dice d4} and add the number rolled to the ability check."]},{"type":"entries","name":"Wards and Seals","entries":["You can cast the {@spell alarm} and {@spell mage armor} spells with this trait. Starting at 3rd level, you can also cast the {@spell arcane lock} spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don't need material components for them when you cast them with this trait."]},{"type":"entries","name":"Spells of the Mark","entries":["If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Warding Spells table are added to the spell list of your spellcasting class.",{"type":"table","caption":"Mark of Warding Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell alarm}, {@spell armor of Agathys}"],["2nd","{@spell arcane lock}, {@spell knock}"],["3rd","{@spell glyph of warding}, {@spell magic circle}"],["4th","{@spell Leomund's secret chest}, {@spell Mordenkainen's faithful hound}"],["5th","{@spell antilife shell}"]]}]}]},{"id":"dwarf-mountain","name":"Dwarf (Mountain)","source":"PHB","page":20,"srd":false,"image":"races/PHB/Dwarf.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Dwarf","entries":[{"name":"Dwarven Armor Training","entries":["You have proficiency with light and medium armor."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["As a mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You're probably on the tall side (for a dwarf), and tend toward lighter coloration. The shield dwarves of northern Faerûn, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves."]}]},{"type":"section","entries":[{"type":"entries","entries":["Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs-these common threads unite all dwarves.",{"type":"entries","name":"Short and Stout","entries":["Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.","Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth.","Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully."]},{"type":"entries","name":"Long Memory, Long Grudges","entries":["Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.","Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.","Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud."]},{"type":"entries","name":"Clans and Kingdoms","entries":["Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.","The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.","Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty."]},{"type":"entries","name":"Gods, Gold, and Clan","entries":["Dwarves who take up the adventuring life might be motivated by a desire for treasure-for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago."]},{"type":"inset","name":"Slow to Trust","entries":["Dwarves get along passably well with most other races. \"The difference between an acquaintance and a friend is about a hundred years,\" is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf's trust.",{"type":"entries","name":"Elves","entries":["\"It's not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc's head, they're as apt to start singing as to pull out a sword. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf's good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.\""]},{"type":"entries","name":"Halflings","entries":["\"Sure, they're pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?\""]},{"type":"entries","name":"Humans","entries":["\"You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin-a daughter or granddaughter, maybe-who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go!. They set their hearts on something, they'll get it whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.\""]}]},{"type":"entries","name":"Dwarf Names","entries":["A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual.","A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Names:","entry":"Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal"},{"type":"item","name":"Female Names:","entry":"Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra"},{"type":"item","name":"Clan Names:","entry":"Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart"}]}]},{"type":"inset","name":"Duergar","entries":["In cities deep in the Underdark live the duergar, or gray dwarves. These vicious, stealthy slave traders raid the surface world for captives, then sell their prey to the other races of the Underdark. They have innate magical abilities to become invisible and to temporarily grow to giant size."]}]}]}],"gallery":[{"path":"races/PHB/Dwarf.webp"}]},{"id":"eladrin","name":"Eladrin","source":"MPMM","page":13,"srd":false,"image":"races/MPMM/Eladrin.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":["{@i Choose your eladrin's season: autumn, winter, spring, or summer. When finishing a long rest, you can change your season. See the \"Info\" tab for more information.}",{"type":"entries","name":"Creature Type","entries":["You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray."]},{"type":"entries","name":"Fey Ancestry","entries":["You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself."]},{"type":"entries","name":"Fey Step","entries":["As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.","When you reach 3rd level, your Fey Step gain an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):",{"type":"list","items":[{"type":"item","name":"Autumn","entry":"Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be {@condition charmed} by you for 1 minute, or until you or your companions deal any damage to the creatures."},{"type":"item","name":"Winter","entry":"When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be {@condition frightened} of you until the end of your next turn."},{"type":"item","name":"Spring","entry":"When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you."},{"type":"item","name":"Summer","entry":"Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus."}],"style":"list-hang-notitle"}]},{"type":"entries","name":"Keen Senses","entries":["You have proficiency in the {@skill Perception} skill."]},{"type":"entries","name":"Trance","entries":["You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.","Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don't have, each one with a {@book weapon|phb|5|weapons} or a {@book tool|phb|5|tools} of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest."]}],"lore":["Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Feywild in the form of seasons—affinities that affect the eladrin's mood and appearance. An eladrin's season can change, though some remain in one season forever. Choose your season or roll on the Eladrin Seasons table. Your Trance trait lets you change your season.","Like other elves, eladrin can live to be over 750 years old.",{"type":"table","caption":"Eladrin Seasons","colLabels":["d4","Season"],"colStyles":["col-2 text-center","col-10"],"rows":[[1,"Autumn: peace and goodwill, when summer's harvest is shared with all."],[2,"Winter: contemplation and dolor, when the vibrant energy of the world slumbers."],[3,"Spring: cheerfulness and celebration, marked by merriment and hope as winter's sorrow passes."],[4,"Summer: boldness and aggression, a time of unfettered energy and calls to action."]]}],"gallery":[{"path":"races/MPMM/Eladrin.webp","credit":"Eric Belisle"}]},{"id":"elf","name":"Elf","source":"LFL","page":189,"srd":true,"image":"races/LFL/Elf (Lorwyn).webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Darkvision","entries":["You have {@sense Darkvision|XPHB} with a range of 60 feet."]},{"type":"entries","name":"Elven Lineage","entries":["You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.","When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a {@variantrule Long Rest|XPHB}. You can also cast the spell using any spell slots you have of the appropriate level.","Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).",{"type":"table","caption":"Elven Lineages","colLabels":["Lineage","Level 1","Level 3","Level 5"],"colStyles":["col-2","col-6","col-2","col-2"],"rows":[["Lorwyn","You know the {@spell Thorn Whip|XPHB} cantrip. Whenever you finish a {@variantrule Long Rest|XPHB}, you can replace that cantrip with a different cantrip from the {@filter Druid spell list|spells|class=druid}.","{@spell Command|XPHB}","{@spell Silence|XPHB}"],["Shadowmoor","The range of your {@sense Darkvision|XPHB} increases to 120 feet. You also know the {@spell Starry Wisp|XPHB} cantrip.","{@spell Heroism|XPHB}","{@spell Gentle Repose|XPHB}"]]}]},{"type":"entries","name":"Fey Ancestry","entries":["You have {@variantrule Advantage|XPHB} on saving throws you make to avoid or end the {@condition Charmed|XPHB} condition."]},{"type":"entries","name":"Keen Senses","entries":["You have proficiency in the {@skill Insight|XPHB}, {@skill Perception|XPHB}, or {@skill Survival|XPHB} skill."]},{"type":"entries","name":"Trance","entries":["You don't need to sleep, and magic can't put you to sleep. You can finish a {@variantrule Long Rest|XPHB} in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness."]}],"lore":["Elves in the realm of Lorwyn-Shadowmoor possess black, pupilless eyes; curved horns; legs that end in cloven hooves; and pointed ears. The elves of Lorwyn exhibit stark differences physically as well as culturally from their Shadowmoor counterparts.",{"type":"entries","name":"In Lorwyn","entries":["The horns of Lorwyn elves are stubby like a goat's or curved like a ram's, but always ridged. Their pointed ears are long and slender.","In Lorwyn, elves value beauty above all, though what any given elf deems beautiful can seem arbitrary. Some Lorwyn elves assume authority over the land's other peoples, using their fallen empire to support their claims.","These elves blame the fall of their empire on outside threats, especially the Phyrexian invasion (see {@book \"Lorwyn-Shadowmoor's History\"|LFL|0|Lorwyn-Shadowmoor's History}). Though the invasion was the empire's death knell, its people's self-importance and unwillingness to collaborate with other species had already led to the empire's decline."]},{"type":"entries","name":"In Shadowmoor","entries":["Shadowmoor elves' horns are long, wavy, and covered with a rough, thorny texture. Their pointed ears are usually longer than those of their Lorwyn counterparts.","Like Lorwyn elves, Shadowmoor elves protect beauty, though a Shadowmoor elf's definition of \"beautiful\" can be abstract. Many of their kind believe beauty is gained or lost in accordance with one's actions; in particular, they consider heroism and self-sacrifice the highest forms of beauty.","Bloomseekers are Shadowmoor elves who study and explore Lorwyn. Each one carries a {@item Reliquary of Twilight|LFL} (see the introduction). Alongside Safewrights—Shadowmoor elves who venture across their realm in search of beautiful things—Bloomseekers are among the most trusted and revered members of their society."]}],"gallery":[{"path":"races/LFL/Elf (Lorwyn).webp","title":"An Elf from Lorwyn","credit":"Lorenzo Mastroianni"},{"path":"races/LFL/Elf (Shadowmoor).webp","title":"An Elf from Shadowmoor","credit":"Evyn Fong"}],"otherVersions":[{"id":"elf-xphb","source":"XPHB"},{"id":"elf-phb","source":"PHB"}]},{"id":"elf-xphb","name":"Elf","source":"XPHB","page":189,"srd":true,"image":"races/XPHB/Elf.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Darkvision","entries":["You have {@sense Darkvision|XPHB} with a range of 60 feet."]},{"type":"entries","name":"Elven Lineage","entries":["You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.","When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a {@variantrule Long Rest|XPHB}. You can also cast the spell using any spell slots you have of the appropriate level.","Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).",{"type":"table","caption":"Elven Lineages","colLabels":["Lineage","Level 1","Level 3","Level 5"],"colStyles":["col-2","col-6","col-2","col-2"],"rows":[["Drow","The range of your {@sense Darkvision|XPHB} increases to 120 feet. You also know the {@spell Dancing Lights|XPHB} cantrip.","{@spell Faerie Fire|XPHB}","{@spell Darkness|XPHB}"],["High Elf","You know the {@spell Prestidigitation|XPHB} cantrip. Whenever you finish a {@variantrule Long Rest|XPHB}, you can replace that cantrip with a different {@filter cantrip from the Wizard spell list|spells|level=0|class=Wizard}.","{@spell Detect Magic|XPHB}","{@spell Misty Step|XPHB}"],["Wood Elf","Your {@variantrule Speed|XPHB} increases to 35 feet. You also know the {@spell Druidcraft|XPHB} cantrip.","{@spell Longstrider|XPHB}","{@spell Pass without Trace|XPHB}"]]}]},{"type":"entries","name":"Fey Ancestry","entries":["You have {@variantrule Advantage|XPHB} on saving throws you make to avoid or end the {@condition Charmed|XPHB} condition."]},{"type":"entries","name":"Keen Senses","entries":["You have proficiency in the {@skill Insight|XPHB}, {@skill Perception|XPHB}, or {@skill Survival|XPHB} skill."]},{"type":"entries","name":"Trance","entries":["You don't need to sleep, and magic can't put you to sleep. You can finish a {@variantrule Long Rest|XPHB} in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness."]}],"lore":[{"type":"entries","entries":["Created by the god Corellon, the first elves could change their forms at will. They lost this ability when Corellon cursed them for plotting with the deity Lolth, who tried and failed to usurp Corellon's dominion. When Lolth was cast into the Abyss, most elves renounced her and earned Corellon's forgiveness, but that which Corellon had taken from them was lost forever.","No longer able to shape-shift at will, the elves retreated to the Feywild, where their sorrow was deepened by that plane's influence. Over time, curiosity led many of them to explore other planes of existence, including worlds in the Material Plane.","Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don't sleep but instead enter a trance when they need to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.","An environment subtly transforms elves after they inhabit it for a millennium or more, and it grants them certain kinds of magic. Drow, high elves, and wood elves are examples of elves who have been transformed thus.",{"type":"entries","name":"Drow","entries":["Drow typically dwell in the Underdark and have been shaped by it. Some drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xen'drik."]},{"type":"entries","name":"High Elves","entries":["High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call themselves sun or moon elves in the Forgotten Realms setting, Silvanesti and Qualinesti in the Dragonlance setting, and Aereni in the Eberron setting."]},{"type":"entries","name":"Wood Elves","entries":["Wood elves carry the magic of primeval forests within themselves. They are known by many other names, including wild elves, green elves, and forest elves. Grugach are reclusive wood elves of the Greyhawk setting, while the Kagonesti and the Tairnadal are wood elves of the Dragonlance and Eberron settings, respectively."]}]}],"gallery":[{"path":"races/XPHB/Elf.webp","credit":"Mike Pape"},{"path":"races/XPHB/148-05-022.elf-city.webp","title":"A ship departs from a city built by high elves","credit":"Jedd Chevrier"}],"hidden":true,"otherVersions":[{"id":"elf","source":"LFL"},{"id":"elf-phb","source":"PHB"}]},{"id":"elf-phb","name":"Elf","source":"PHB","page":21,"srd":false,"image":"races/PHB/Elf.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old."]},{"type":"entries","name":"Size","entries":["Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium."]},{"name":"Darkvision","entries":["Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Keen Senses","entries":["You have proficiency in the {@skill Perception} skill."],"type":"entries"},{"name":"Fey Ancestry","entries":["You have advantage on saving throws against being {@condition charmed}, and magic can't put you to sleep."],"type":"entries"},{"name":"Trance","entries":["Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is \"trance.\") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.","{@note If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.}"],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.",{"type":"entries","name":"Slender and Graceful","entries":["With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.","Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry."]},{"type":"entries","name":"A Timeless Perspective","entries":["Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.","Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy."]},{"type":"entries","name":"Hidden Woodland and Realms","entries":["Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).","Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children."]},{"type":"inset","name":"Haughty but Gracious","entries":["Although they can be haughty, elves are generally gracious - even to those who fall short of their high expectations - which is most non-elves. Still, they can find good in just about anyone.",{"type":"entries","name":"Dwarves","entries":["\"Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.\""]},{"type":"entries","name":"Halflings","entries":["\"Halflings are people of simple pleasures, and that is not a quality to scorn. They're a good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.\""]},{"type":"entries","name":"Humans","entries":["\"All that haste, their ambitions and drive to accomplish something before their brief lives pass away - human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.\""]}]},{"type":"entries","name":"Exploration and Adventure","entries":["Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes."]},{"type":"entries","name":"Elf Names","entries":["Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.","On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Child Names:","entry":"Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall"},{"type":"item","name":"Male Adult Names:","entry":"Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis"},{"type":"item","name":"Female Adult Names:","entry":"Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia"},{"type":"item","name":"Family Names (Common Translations):","entry":"Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)"}]}]}]}]}],"gallery":[{"path":"races/PHB/Elf.webp"}],"hidden":true,"otherVersions":[{"id":"elf","source":"LFL"},{"id":"elf-xphb","source":"XPHB"}]},{"id":"elf-drow","name":"Elf (Drow)","source":"PHB","page":24,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Elf","entries":[{"name":"Superior Darkvision","entries":["Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"data":{"overwrite":"Darkvision"},"type":"entries"},{"name":"Sunlight Sensitivity","entries":["You have disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight."],"type":"entries"},{"name":"Drow Magic","entries":["You know the {@spell dancing lights} cantrip. When you reach 3rd level, you can cast the {@spell faerie fire} spell once with this trait; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you can also cast the {@spell darkness} spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells."],"type":"entries"},{"name":"Drow Weapon Training","entries":["You have proficiency with {@item rapier|phb|rapiers}, {@item shortsword|phb|shortswords}, and {@item hand crossbow|phb|hand crossbows}."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["As a drow, you are infused with the magic of the Underdark, an underground realm of wonders and horrors rarely seen on the surface above. You are at home in shadows and, thanks to your innate magic, learn to conjure forth both light and darkness. Your kin tend to have stark white hair and grayish skin of many hues.","The cult of the god Lolth, Queen of Spiders, has corrupted some of the oldest drow cities, especially in the worlds of Oerth and Toril. Eberron, Krynn, and other realms have escaped the cult's influence—for now. Wherever the cult lurks, drow heroes stand on the front lines in the war against it, seeking to sunder Lolth's web."]}]},{"type":"section","entries":[{"type":"entries","entries":["Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.",{"type":"entries","name":"Slender and Graceful","entries":["With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.","Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry."]},{"type":"entries","name":"A Timeless Perspective","entries":["Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.","Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy."]},{"type":"entries","name":"Hidden Woodland and Realms","entries":["Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).","Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children."]},{"type":"inset","name":"Haughty but Gracious","entries":["Although they can be haughty, elves are generally gracious - even to those who fall short of their high expectations - which is most non-elves. Still, they can find good in just about anyone.",{"type":"entries","name":"Dwarves","entries":["\"Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.\""]},{"type":"entries","name":"Halflings","entries":["\"Halflings are people of simple pleasures, and that is not a quality to scorn. They're a good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.\""]},{"type":"entries","name":"Humans","entries":["\"All that haste, their ambitions and drive to accomplish something before their brief lives pass away - human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.\""]}]},{"type":"entries","name":"Exploration and Adventure","entries":["Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes."]},{"type":"entries","name":"Elf Names","entries":["Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.","On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Child Names:","entry":"Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall"},{"type":"item","name":"Male Adult Names:","entry":"Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis"},{"type":"item","name":"Female Adult Names:","entry":"Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia"},{"type":"item","name":"Family Names (Common Translations):","entry":"Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)"}]}]}]}]}]},{"id":"elf-eladrin","name":"Elf (Eladrin)","source":"MTF","page":61,"srd":false,"image":"races/PHB/Elf.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Elf","entries":["{@i Choose your eladrin's season: autumn, winter, spring, or summer. When finishing a long rest, you can change your season. See the \"Info\" tab for more information.}",{"name":"Fey Step","entries":["As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.","When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Autumn","entry":"Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be {@condition charmed} by you for 1 minute, or until you or your companions deal any damage to it."},{"type":"item","name":"Winter","entry":"When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be {@condition frightened} of you until the end of your next turn."},{"type":"item","name":"Spring","entry":"When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you."},{"type":"item","name":"Summer","entry":"Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage)."}]}],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin's mood:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Autumn","entry":"is the season of peace and goodwill, when summer's harvest is shared with all.","nameDot":false},{"type":"item","name":"Winter","entry":"is the season of contemplation and dolor, when the vibrant energy of the world slumbers.","nameDot":false},{"type":"item","name":"Spring","entry":"is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes.","nameDot":false},{"type":"item","name":"Summer","entry":"is the season of boldness and aggression, a time of unfettered energy.","nameDot":false}]},"Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin's current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer.","The following tables offer personality suggestions for eladrin of each season. You can roll on the tables or use them as inspiration for characteristics of your own.",{"type":"table","caption":"Autumn","colLabels":["d4","Autumn Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","If someone is in need, you never withhold aid."],["2","You share what you have, with little regard for your own needs."],["3","There are no simple meals, only lavish feasts."],["4","You stock up on fine food and drink. You hate going without such comforts."]]},{"type":"table","colLabels":["d4","Autumn Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You trust others without a second thought."],["2","You give to others, to the point that you leave yourself without necessary supplies."],["3","Everyone is your friend, or a potential friend."],["4","You spend excessively on creature comforts."]]},{"type":"table","caption":"Winter","colLabels":["d4","Winter Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The worst case is the most likely to occur."],["2","You preserve what you have. Better to be hungry today and have food for tomorrow."],["3","Life is full of dangers, but you are ready for them."],["4","A penny spent is a penny lost forever."]]},{"type":"table","colLabels":["d4","Winter Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Everything dies eventually. Why bother building anything that is supposedly meant to last?"],["2","Nothing matters to you, and you allow others to guide your actions."],["3","Your needs come first. In winter, all must watch out for themselves."],["4","You speak only to point out the flaws in others' plans."]]},{"type":"table","caption":"Spring","colLabels":["d4","Spring Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Every day is the greatest day of your life."],["2","You approach everything with enthusiasm, even the most mundane chores."],["3","You love music and song. You supply a tune yourself if no one else can."],["4","You can't stay still."]]},{"type":"table","colLabels":["d4","Spring Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You overdrink."],["2","Toil is for drudges. Yours should be a life of leisure."],["3","A pretty face infatuates you in an instant, but your fancy passes with equal speed."],["4","Anything worth doing is worth doing again and again."]]},{"type":"table","caption":"Summer","colLabels":["d4","Summer Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You believe that direct confrontation is the best way to solve problems."],["2","Overwhelming force can accomplish almost anything. The tougher the problem, the more force you apply."],["3","You stand tall and strong so that others can lean on you."],["4","You maintain an intimidating front. It's better to prevent fights with a show of force than to harm others."]]},{"type":"table","colLabels":["d4","Summer Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You are stubborn. Let others change."],["2","The best option is one that is swift, unexpected, and overwhelming."],["3","Punch first. Talk later."],["4","Your fury can carry you through anything."]]}]}]},{"type":"section","entries":[{"type":"entries","entries":["Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.",{"type":"entries","name":"Slender and Graceful","entries":["With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.","Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry."]},{"type":"entries","name":"A Timeless Perspective","entries":["Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.","Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy."]},{"type":"entries","name":"Hidden Woodland and Realms","entries":["Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).","Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children."]},{"type":"inset","name":"Haughty but Gracious","entries":["Although they can be haughty, elves are generally gracious - even to those who fall short of their high expectations - which is most non-elves. Still, they can find good in just about anyone.",{"type":"entries","name":"Dwarves","entries":["\"Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.\""]},{"type":"entries","name":"Halflings","entries":["\"Halflings are people of simple pleasures, and that is not a quality to scorn. They're a good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.\""]},{"type":"entries","name":"Humans","entries":["\"All that haste, their ambitions and drive to accomplish something before their brief lives pass away - human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.\""]}]},{"type":"entries","name":"Exploration and Adventure","entries":["Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes."]},{"type":"entries","name":"Elf Names","entries":["Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.","On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Child Names:","entry":"Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall"},{"type":"item","name":"Male Adult Names:","entry":"Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis"},{"type":"item","name":"Female Adult Names:","entry":"Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia"},{"type":"item","name":"Family Names (Common Translations):","entry":"Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)"}]}]}]}]}],"gallery":[{"path":"races/PHB/Elf.webp"}],"otherVersions":[{"id":"elf-eladrin-dmg","source":"DMG"}]},{"id":"elf-eladrin-dmg","name":"Elf (Eladrin)","source":"DMG","page":286,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Elf","entries":[{"name":"Elf Weapon Training","entries":["You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}."],"type":"entries"},{"name":"Fey Step","entries":["You can cast the {@spell misty step} spell once using this trait. You regain the ability to do so when you finish a short or long rest."],"type":"entries"}],"hidden":true,"otherVersions":[{"id":"elf-eladrin","source":"MTF"}]},{"id":"elf-high","name":"Elf (High)","source":"PHB","page":23,"srd":false,"image":"races/PHB/Elf.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Elf","entries":[{"name":"Elf Weapon Training","entries":["You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}."],"type":"entries"},{"name":"Cantrip","entries":["You know one {@filter cantrip of your choice from the wizard spell list|spells|level=0|class=Wizard}. Intelligence is your spellcasting ability for it."],"type":"entries"},{"name":"Extra Language","entries":["You can speak, read, and write one extra language of your choosing."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&D, there are two kinds of high elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans and other races.","The sun elves of Faerûn (also called gold elves or sunrise elves) have bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black. Moon elves (also called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold."]}]},{"type":"section","entries":[{"type":"entries","entries":["Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.",{"type":"entries","name":"Slender and Graceful","entries":["With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.","Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry."]},{"type":"entries","name":"A Timeless Perspective","entries":["Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.","Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy."]},{"type":"entries","name":"Hidden Woodland and Realms","entries":["Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).","Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children."]},{"type":"inset","name":"Haughty but Gracious","entries":["Although they can be haughty, elves are generally gracious - even to those who fall short of their high expectations - which is most non-elves. Still, they can find good in just about anyone.",{"type":"entries","name":"Dwarves","entries":["\"Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.\""]},{"type":"entries","name":"Halflings","entries":["\"Halflings are people of simple pleasures, and that is not a quality to scorn. They're a good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.\""]},{"type":"entries","name":"Humans","entries":["\"All that haste, their ambitions and drive to accomplish something before their brief lives pass away - human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.\""]}]},{"type":"entries","name":"Exploration and Adventure","entries":["Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes."]},{"type":"entries","name":"Elf Names","entries":["Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.","On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Child Names:","entry":"Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall"},{"type":"item","name":"Male Adult Names:","entry":"Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis"},{"type":"item","name":"Female Adult Names:","entry":"Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia"},{"type":"item","name":"Family Names (Common Translations):","entry":"Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)"}]}]}]}]}],"gallery":[{"path":"races/PHB/Elf.webp"}]},{"id":"elf-kaladesh","name":"Elf (Kaladesh)","source":"PSK","page":20,"srd":false,"image":"races/PSK/Elf.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old."]},{"name":"Alignment","type":"entries","entries":["Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not."]},{"type":"entries","name":"Size","entries":["Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium."]},{"name":"Darkvision","entries":["Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Keen Senses","entries":["You have proficiency in the {@skill Perception} skill."],"type":"entries"},{"name":"Elf Weapon Training","entries":["You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}."],"type":"entries"},{"name":"Fey Ancestry","entries":["You have advantage on saving throws against being {@condition charmed}, and magic can't put you to sleep."],"type":"entries"},{"name":"Trance","entries":["Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is \"trance.\") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.","{@note If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.}"],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires."],"type":"entries"},{"name":"Elf Culture","entries":["The elves of Kaladesh don't organize themselves into nations or tribes. Still, they recognize three distinct cultural groups among their kind—though in truth these groupings are more like attitudes or alignments with regard to the rest of society and the use of technology. Choose one of these cultures."],"type":"entries"}],"lore":[{"type":"quote","entries":["Everything is connected, and aether flows through it all."]},"The movement of aether through the world is visible and obvious where it courses in glowing rivers across the sky, sweeps across sculpted plains, or pours through great urban pipelines. But the elves of Kaladesh are uniquely in tune with the flow of aether throughout the plane, both seen and unseen, and with the subtle ways it suffuses and influences all life. They call this flow the Great Conduit, and they believe that the only way to truly grasp it is to be a part of it, simultaneously shaping it and being shaped in return.","Thanks to this sensitivity, elves feel a deep connection to other living things. They engage deeply with the world around them, delighting in natural systems and social interactions alike. They revel in exploring the interconnectedness of nature and society, seeing the flow of aether from nature to invention, from person to person, from body to mind and heart.","Elves live in harmony with both nature and technology. They believe that nature inspires technology: each piece of artifice is an expression of natural laws and principles, and captures one element of aether's flow in a sort of microcosmic system. Technology, in turn, can nurture the natural world, helping life grow and flourish in places and ways that would otherwise be impossible."],"gallery":[{"path":"races/PSK/Elf.webp","title":"Wild Wanderer","credit":"Sidharth Chaturvedi"},{"path":"races/PSK/Elf2.webp","title":"Cultivator's Caravan","credit":"Mark Zug"}]},{"id":"elf-kaladesh-bishatar-and-tirahar","name":"Elf (Kaladesh) (Bishatar and Tirahar)","source":"PSK","page":21,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Elf (Kaladesh)","entries":[{"name":"Fleet of Foot","entries":["Your ground speed increases to 35 feet."],"type":"entries","data":{"overwrite":"Elf Culture"}},{"name":"Mask of the Wild","entries":["You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena."],"type":"entries"}]},{"id":"elf-kaladesh-vahadar","name":"Elf (Kaladesh) (Vahadar)","source":"PSK","page":21,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Elf (Kaladesh)","entries":[{"name":"Cantrip","entries":["You know one cantrip of your choice from the {@filter druid spell list|spells|class=druid|level=0}. Wisdom is your spellcasting ability for it."],"type":"entries","data":{"overwrite":"Elf Culture"}},{"name":"Extra Language","entries":["You can speak, read, and write one extra language of your choosing."],"type":"entries"}]},{"id":"elf-mark-of-shadow","name":"Elf (Mark of Shadow)","source":"ERLW","page":49,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Elf","entries":[{"type":"entries","name":"Cunning Intuition","entries":["When you make a Charisma ({@skill Performance}) or Dexterity ({@skill Stealth}) check, you can roll a {@dice d4} and add the number rolled to the ability check."]},{"type":"entries","name":"Shape Shadows","entries":["You know the {@spell minor illusion} cantrip. Starting at 3rd level, you can cast the {@spell invisibility} spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells."]},{"type":"entries","name":"Spells of the Mark","entries":["If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Shadow Spells table are added to the spell list of your spellcasting class.",{"type":"table","caption":"Mark of Shadow Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell disguise self}, {@spell silent image}"],["2nd","{@spell darkness}, {@spell pass without trace}"],["3rd","{@spell clairvoyance}, {@spell major image}"],["4th","{@spell greater invisibility}, {@spell hallucinatory terrain}"],["5th","{@spell mislead}"]]}]}]},{"id":"elf-pallid","name":"Elf (Pallid)","source":"EGW","page":21,"srd":false,"image":"races/EGW/Elf (Pallid).webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Elf","entries":[{"name":"Incisive Sense","entries":["You have advantage on Intelligence ({@skill Investigation}) and Wisdom ({@skill Insight}) checks."],"type":"entries"},{"type":"entries","name":"Blessing of the Moon Weaver","entries":["You know the {@spell light} cantrip. When you reach 3rd level, you can cast the {@spell sleep} spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell invisibility} spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells."]}],"lore":["The pallid elves are a mystical and insightful people with skin as pale as the surface of Exandria's largest moon. They emerged from the Pallid Grove this century and wander the world with childlike curiosity.",{"type":"section","entries":[{"type":"entries","entries":["Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.",{"type":"entries","name":"Slender and Graceful","entries":["With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.","Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry."]},{"type":"entries","name":"A Timeless Perspective","entries":["Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.","Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy."]},{"type":"entries","name":"Hidden Woodland and Realms","entries":["Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).","Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children."]},{"type":"inset","name":"Haughty but Gracious","entries":["Although they can be haughty, elves are generally gracious - even to those who fall short of their high expectations - which is most non-elves. Still, they can find good in just about anyone.",{"type":"entries","name":"Dwarves","entries":["\"Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.\""]},{"type":"entries","name":"Halflings","entries":["\"Halflings are people of simple pleasures, and that is not a quality to scorn. They're a good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.\""]},{"type":"entries","name":"Humans","entries":["\"All that haste, their ambitions and drive to accomplish something before their brief lives pass away - human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.\""]}]},{"type":"entries","name":"Exploration and Adventure","entries":["Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes."]},{"type":"entries","name":"Elf Names","entries":["Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.","On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Child Names:","entry":"Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall"},{"type":"item","name":"Male Adult Names:","entry":"Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis"},{"type":"item","name":"Female Adult Names:","entry":"Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia"},{"type":"item","name":"Family Names (Common Translations):","entry":"Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)"}]}]}]}]}],"gallery":[{"path":"races/EGW/Elf (Pallid).webp","credit":"Axel Defois"}]},{"id":"elf-sea","name":"Elf (Sea)","source":"MTF","page":62,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Elf","entries":[{"name":"Sea Elf Training","entries":["You have proficiency with the {@item spear|phb}, {@item trident|phb}, {@item light crossbow|phb}, and {@item net|phb}."],"type":"entries"},{"name":"Child of the Sea","entries":["You have a swimming speed of 30 feet, and you can breathe air and water."],"type":"entries"},{"name":"Friend of the Sea","entries":["Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed."],"type":"entries"},{"name":"Extra Language","entries":["You can speak, read, and write Aquan."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water.",{"type":"inset","name":"Sahuagin: Danger from the Depths","entries":["The sea elves face as many perils in their watery world as other elves face on dry land, but none are as deadly as the sahuagin. The animosity between these two races stems from the sahuagin's ferocious territoriality. They simply won't abide any other intelligent society, and they consider the entire sea to be their domain.","Adding to the tension, the sahuagin worship Sekolah, the shark god, while Deep Sashelas, the sea deity of the elves, is a sworn enemy of all sharks. But even if the sea elves inexplicably began worshiping Sekolah, the sahuagin still wouldn't be able to get along with them-in the grip of a blood frenzy, sahuagin will tear apart even others of their own kind!"]}]}]},{"type":"section","entries":[{"type":"entries","entries":["Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.",{"type":"entries","name":"Slender and Graceful","entries":["With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.","Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry."]},{"type":"entries","name":"A Timeless Perspective","entries":["Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.","Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy."]},{"type":"entries","name":"Hidden Woodland and Realms","entries":["Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).","Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children."]},{"type":"inset","name":"Haughty but Gracious","entries":["Although they can be haughty, elves are generally gracious - even to those who fall short of their high expectations - which is most non-elves. Still, they can find good in just about anyone.",{"type":"entries","name":"Dwarves","entries":["\"Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.\""]},{"type":"entries","name":"Halflings","entries":["\"Halflings are people of simple pleasures, and that is not a quality to scorn. They're a good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.\""]},{"type":"entries","name":"Humans","entries":["\"All that haste, their ambitions and drive to accomplish something before their brief lives pass away - human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.\""]}]},{"type":"entries","name":"Exploration and Adventure","entries":["Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes."]},{"type":"entries","name":"Elf Names","entries":["Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.","On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Child Names:","entry":"Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall"},{"type":"item","name":"Male Adult Names:","entry":"Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis"},{"type":"item","name":"Female Adult Names:","entry":"Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia"},{"type":"item","name":"Family Names (Common Translations):","entry":"Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)"}]}]}]}]}]},{"id":"elf-shadar-kai","name":"Elf (Shadar-kai)","source":"MTF","page":62,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Elf","entries":[{"type":"entries","name":"Necrotic Resistance","entries":["You have resistance to necrotic damage."]},{"name":"Blessing of the Raven Queen","entries":["As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest.","Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Sworn to the Raven Queen's service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it."]}]},{"type":"section","entries":[{"type":"entries","entries":["Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.",{"type":"entries","name":"Slender and Graceful","entries":["With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.","Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry."]},{"type":"entries","name":"A Timeless Perspective","entries":["Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.","Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy."]},{"type":"entries","name":"Hidden Woodland and Realms","entries":["Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).","Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children."]},{"type":"inset","name":"Haughty but Gracious","entries":["Although they can be haughty, elves are generally gracious - even to those who fall short of their high expectations - which is most non-elves. Still, they can find good in just about anyone.",{"type":"entries","name":"Dwarves","entries":["\"Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.\""]},{"type":"entries","name":"Halflings","entries":["\"Halflings are people of simple pleasures, and that is not a quality to scorn. They're a good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.\""]},{"type":"entries","name":"Humans","entries":["\"All that haste, their ambitions and drive to accomplish something before their brief lives pass away - human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.\""]}]},{"type":"entries","name":"Exploration and Adventure","entries":["Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes."]},{"type":"entries","name":"Elf Names","entries":["Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.","On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Child Names:","entry":"Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall"},{"type":"item","name":"Male Adult Names:","entry":"Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis"},{"type":"item","name":"Female Adult Names:","entry":"Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia"},{"type":"item","name":"Family Names (Common Translations):","entry":"Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)"}]}]}]}]}]},{"id":"elf-wood","name":"Elf (Wood)","source":"PHB","page":24,"srd":false,"image":"races/PHB/Elf.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Elf","entries":[{"name":"Elf Weapon Training","entries":["You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}."],"type":"entries"},{"name":"Fleet of Foot","entries":["Your base walking speed increases to 35 feet."],"type":"entries"},{"name":"Mask of the Wild","entries":["You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (Grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerûn, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves.","Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel."]}]},{"type":"section","entries":[{"type":"entries","entries":["Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.",{"type":"entries","name":"Slender and Graceful","entries":["With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.","Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry."]},{"type":"entries","name":"A Timeless Perspective","entries":["Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.","Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy."]},{"type":"entries","name":"Hidden Woodland and Realms","entries":["Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).","Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children."]},{"type":"inset","name":"Haughty but Gracious","entries":["Although they can be haughty, elves are generally gracious - even to those who fall short of their high expectations - which is most non-elves. Still, they can find good in just about anyone.",{"type":"entries","name":"Dwarves","entries":["\"Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.\""]},{"type":"entries","name":"Halflings","entries":["\"Halflings are people of simple pleasures, and that is not a quality to scorn. They're a good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.\""]},{"type":"entries","name":"Humans","entries":["\"All that haste, their ambitions and drive to accomplish something before their brief lives pass away - human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.\""]}]},{"type":"entries","name":"Exploration and Adventure","entries":["Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes."]},{"type":"entries","name":"Elf Names","entries":["Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.","On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Child Names:","entry":"Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall"},{"type":"item","name":"Male Adult Names:","entry":"Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis"},{"type":"item","name":"Female Adult Names:","entry":"Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia"},{"type":"item","name":"Family Names (Common Translations):","entry":"Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)"}]}]}]}]}],"gallery":[{"path":"races/PHB/Elf.webp"}]},{"id":"elf-zendikar","name":"Elf (Zendikar)","source":"PSZ","page":18,"srd":false,"image":"races/PSZ/Elf.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old."]},{"name":"Alignment","type":"entries","entries":["Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not."]},{"type":"entries","name":"Size","entries":["Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium."]},{"name":"Darkvision","entries":["Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Keen Senses","entries":["You have proficiency in the {@skill Perception} skill."],"type":"entries"},{"name":"Fey Ancestry","entries":["You have advantage on saving throws against being {@condition charmed}, and magic can't put you to sleep."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires."],"type":"entries"}],"lore":[{"type":"entries","entries":["Elves are a fearless and adaptable people. They have fared better than most in the tumultuous environment of Zendikar, and many have reacted to the reappearance of the Eldrazi with resilience and courage. They remain the most prevalent race on Murasa, and have a strong presence in other regions as well. Their treetop villages seem to regrow almost as soon as they are destroyed—much like the Murasan jungles where they are found.","Elves are strongly associated with green mana, the magic that flows through their forest homes. Their shamans and druids channel this magic of life and growth, communing with the land or the spirits of the departed. Striving to live in harmony with nature, they celebrate the ties between their communities and their connection with the broader world around them.",{"type":"entries","name":"Wildly Elegant","entries":["Elves are about as tall as humans, but are more slender. Their legs are long, and their pointed ears sweep back from their heads. They move gracefully and hold themselves with elegant poise, but they are a people of the woodlands, and their life in the wilds is manifested in the practical simplicity of their clothes and equipment. Never ones to waste anything that can be reused, elves stitch torn garments together into new ones, and transform broken sword blades into useful gear. They prefer leather for protection rather than metal, which they use to craft swords, spears, arrowheads, and climbing hooks."]}]}],"gallery":[{"path":"races/PSZ/Elf.webp","title":"Turntimber Ranger","credit":"Wayne Reynolds"},{"path":"races/PSZ/Elf2.webp","title":"Lifespring Druid","credit":"Willian Murai"}]},{"id":"elf-zendikar-joraga-nation","name":"Elf (Zendikar) (Joraga Nation)","source":"PSZ","page":19,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Elf (Zendikar)","entries":[{"name":"Mask of the Wild","entries":["You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena."],"type":"entries"},{"name":"Elf Weapon Training","entries":["You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}."],"type":"entries"},{"name":"Fleet of Foot","entries":["Your ground speed increases to 35 feet."],"type":"entries"}]},{"id":"elf-zendikar-mul-daya-nation","name":"Elf (Zendikar) (Mul Daya Nation)","source":"PSZ","page":19,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Elf (Zendikar)","entries":[{"name":"Mul Daya Magic","entries":["You know the {@spell chill touch} cantrip. When you reach 3rd level, you can cast the {@spell hex} spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell darkness} spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells."],"type":"entries"},{"name":"Superior Darkvision","entries":["Your Darkvision has a radius of 120 feet."],"data":{"overwrite":"Darkvision"},"type":"entries"},{"name":"Sunlight Sensitivity","entries":["You have disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight."],"type":"entries"},{"name":"Elf Weapon Training","entries":["You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}."],"type":"entries"}]},{"id":"elf-zendikar-tajuru-nation","name":"Elf (Zendikar) (Tajuru Nation)","source":"PSZ","page":18,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Elf (Zendikar)","entries":[{"name":"Skill Versatility","entries":["You have proficiency with any combination of two other skills or {@book tools|phb|5|tools} of your choice."],"type":"entries"}]},{"id":"faerie","name":"Faerie","source":"LFL","page":14,"srd":false,"image":"races/LFL/Faerie.webp","size":"Small","speed":"30 ft.","walkSpeed":30,"flySpeed":30,"swimSpeed":0,"climbSpeed":0,"creatureType":"Fey","parentRace":"","entries":[{"type":"entries","name":"Creature Type","entries":["You are a Fey."]},{"type":"entries","name":"Fairy Magic","entries":["You know the {@spell druidcraft} cantrip. Starting at 3rd level, you can cast the {@spell faerie fire} spell with this trait. Starting at 5th level, you can also cast the {@spell enlarge/reduce} spell with this trait. Once you cast {@spell faerie fire} or {@spell enlarge/reduce} with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.","Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)."]},{"type":"entries","name":"Flight","entries":["Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor."]},{"type":"entries","name":"Faerie Lineage","entries":["As a native of either Lorwyn and Shadowmoor, you may gain additional traits.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Lorwyn","entries":["You do not gain any additional traits."]},{"type":"item","name":"Shadowmoor","entries":["You have {@sense Darkvision|XPHB} with a range of 120 feet."]}]}]}],"lore":["Known for their mischief, faeries resemble insects with humanoid features. Their size and shape may vary, but all have antennae, black eyes, chitinous skin, and insectoid legs and wings. Every faerie is born from a flower and possesses innate magic, which many use to play pranks.","Some Lorwyn faeries serve Queen Oura, who has proclaimed herself the faeries' ruler. Not all faeries recognize Oura's authority, however. In Shadowmoor, faeries might instead worship Queen Maralen, the elf who overthrew the previous faerie queen and, some say, ushered in the clashing of Lorwyn and Shadowmoor. (See {@book \"Lorwyn-Shadowmoor's History\"|LFL|0|Lorwyn-Shadowmoor's History} in the introduction for more information.)"],"gallery":[{"path":"races/LFL/Faerie.webp","title":"Faeries in the realm of Lorwyn-Shadowmoor often delight in whimsy","credit":"Ben Hill"}]},{"id":"fairy","name":"Fairy","source":"MPMM","page":14,"srd":false,"image":"races/MPMM/Fairy.webp","size":"Small","speed":"30 ft.","walkSpeed":30,"flySpeed":30,"swimSpeed":0,"climbSpeed":0,"creatureType":"Fey","parentRace":"","entries":[{"type":"entries","name":"Creature Type","entries":["You are a Fey."]},{"type":"entries","name":"Fairy Magic","entries":["You know the {@spell druidcraft} cantrip. Starting at 3rd level, you can cast the {@spell faerie fire} spell with this trait. Starting at 5th level, you can also cast the {@spell enlarge/reduce} spell with this trait. Once you cast {@spell faerie fire} or {@spell enlarge/reduce} with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.","Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)."]},{"type":"entries","name":"Flight","entries":["Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor."]}],"lore":["The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well.","Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You're also free to come up with your own characteristic if none of the suggestions below fit your character.",{"type":"table","caption":"Fey Characteristics","colLabels":["d8","Characteristic"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Your wings are like those of a bird."],["2","You have shimmering, multicolored skin."],["3","You have exceptionally large ears."],["4","A glittering mist constantly surrounds you."],["5","You have a small spectral horn on your forehead, like a little unicorn horn."],["6","Your legs are insectile."],["7","You smell like fresh brownies."],["8","A noticeable, harmless chill surrounds you."]]}],"gallery":[{"path":"races/MPMM/Fairy.webp","credit":"Nikki Dawes"}],"otherVersions":[{"id":"fairy-wbtw","source":"WBtW"}]},{"id":"fairy-wbtw","name":"Fairy","source":"WBtW","page":12,"srd":false,"image":"races/WBtW/Fairy.webp","size":"Small","speed":"30 ft.","walkSpeed":30,"flySpeed":30,"swimSpeed":0,"climbSpeed":0,"creatureType":"Fey","parentRace":"","entries":[{"type":"entries","name":"Creature Type","entries":["You are a Fey."]},{"type":"entries","name":"Flight","entries":["Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor."]},{"type":"entries","name":"Fairy Magic","entries":["You know the {@spell druidcraft} cantrip.","Starting at 3rd level, you can cast the {@spell faerie fire} spell with this trait. Starting at 5th level, you can also cast the {@spell enlarge/reduce} spell with this trait. Once you cast {@spell faerie fire} or {@spell enlarge/reduce} with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.","Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)."]}],"lore":["The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well.","Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You're also free to come up with your own characteristic if none of the suggestions below fit your character.",{"type":"table","caption":"Fey Characteristics","colLabels":["d8","Characteristic"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your wings are like those of a bird."],["2","You have shimmering, multicolored skin."],["3","You have exceptionally large ears."],["4","A glittering mist constantly surrounds you."],["5","You have a small spectral horn on your forehead, like a little unicorn horn."],["6","Your legs are insectile."],["7","You smell like fresh brownies."],["8","A noticeable, harmless chill surrounds you."]]}],"gallery":[{"path":"races/WBtW/Fairy.webp","credit":"Nikki Dawes"}],"hidden":true,"otherVersions":[{"id":"fairy","source":"MPMM"}]},{"id":"firbolg","name":"Firbolg","source":"MPMM","page":15,"srd":false,"image":"races/MPMM/Firbolg.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Firbolg Magic","entries":["You can cast {@spell detect magic} and {@spell disguise self} spells with this trait. When you use this version of {@spell disguise self}, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.","Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)."]},{"type":"entries","name":"Hidden Step","entries":["As a bonus action, you can magically turn {@condition invisible} until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."]},{"type":"entries","name":"Powerful Build","entries":["You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."]},{"type":"entries","name":"Speech of Beast and Leaf","entries":["You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them."]}],"lore":["Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs' souls. Centuries later, that magic still thrums inside a firbolg, even one who has never lived under the boughs of a great forest.","A firbolg's magic is an obscuring sort, which allowed their ancestors to pass through a forest without disturbing it. So deep is the connection between a firbolg and the wild places of the world that they can communicate with flora and fauna.","Firbolgs can live up to 500 years."],"gallery":[{"path":"races/MPMM/Firbolg.webp","credit":"Shawn Wood"}],"otherVersions":[{"id":"firbolg-vgm","source":"VGM"}]},{"id":"firbolg-vgm","name":"Firbolg","source":"VGM","page":107,"srd":false,"image":"races/VGM/Firbolg.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years."]},{"type":"entries","name":"Size","entries":["Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium."]},{"name":"Firbolg Magic","entries":["You can cast {@spell detect magic} and {@spell disguise self} with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of {@spell disguise self}, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves."],"type":"entries"},{"name":"Hidden Step","entries":["As a bonus action, you can magically turn {@condition invisible} until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest."],"type":"entries"},{"name":"Powerful Build","entries":["You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."],"type":"entries"},{"name":"Speech of Beast and Leaf","entries":["You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common, Elvish, and Giant."],"type":"entries"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.",{"type":"entries","name":"Humble Guardians","entries":["Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the heart of the world and monuments to the durability of life.","In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common sense and remarkable resourcefulness. During a bountiful summer, they store away excess nuts, fruit, and berries. When winter arrives, they scatter everything they can spare to ensure the animals of the wood survive until springtime.","In a firbolg's eyes, there is no greater fault than greed. The firbolgs believe that the world remains healthiest when each creature takes only what it needs. Material goods, especially precious gems and gold, have little appeal to them. What use are such things when winter lingers and food runs short?"]},{"type":"entries","name":"Natural Druids","entries":["Firbolgs have a talent for druidic magic. Their cultural reverence for nature, combined with their strong and insightful minds, makes learning such magic an instinctive part of their development. Almost every firbolg learns a few spells, typically those used to mask their presence, and many go on to master nature magic.","Firbolgs who become druids serve as stronghold leaders. With every action the tribe takes, the druids weigh not only the group's needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine.",{"type":"inset","name":"Firbolg Classes","entries":["Most firbolgs are druids, rangers, or fighters. Among their kind, these vocations are passed down from one generation to the next. The firbolgs' magical heritage also expresses itself in other ways; those who become bards preserve the clan's lore, and firbolg sorcerers defend their communities. Firbolg wizards arise when a clan becomes friendly with elves.","Firbolg rogues are typically scouts tasked with spying on neighboring folk to determine their intentions. They are most common among firbolgs whose homes border human settlements.","Firbolg barbarians are rare except among clans that face constant threats from evil humanoids and other invaders.","Firbolg clerics and paladins are usually dedicated to nature gods and are seen as enforcers of that god's will.","Firbolg warlocks are rare, but some clans forge alliances and arcane pacts with powerful fey beings.","Firbolg monks are almost entirely unheard of, though a monastery might take in the young survivors of a devastated firbolg clan."]}]},{"type":"entries","name":"Hidden Shepherds","entries":["As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don't try to dominate nature, but rather seek to ensure that it prospers and survives according to its own laws.","Firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of elves, humans, and orcs. Such events concern the firbolgs only when the events affect the forest.","Even in the face of an intrusion, firbolgs prefer a subtle, gentle approach to prevent damage to their territory. They employ their magic to make the forest an unappealing place to explore by temporarily diverting springs, driving away game, stealing critical tools, and altering trails to leave hunting or lumber parties hopelessly lost. The firbolgs' presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travelers decide to move on, the better.","If these tactics fail, the firbolgs take more direct action. Their observations of a settlement determine what happens next. If the outsiders seem peaceful, the firbolgs approach and gently ask them to leave, even offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they need, and live in harmony with the wood, firbolgs explore the possibility of friendship with them, as long as the outsiders vow to safeguard the forest. If the settlers clearly display evil intentions, however, the firbolgs martial their strength and magic for a single overwhelming attack."]},{"type":"entries","name":"Outcast Adventurers","entries":["As guardians of the wood, few firbolgs would dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been destroyed, might not have a choice in the matter. Most adventuring firbolgs fall into this latter category.","Outcast firbolgs can never return home. They committed some unforgivable deed, usually something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to call home.","Orphaned firbolgs are those whose clans or home lands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural world.","A few rare firbolgs are entrusted by their clan with an important mission that takes them beyond their homes. These firbolgs feel like pilgrims in a strange land, and usually they wish only to complete their quests and return home as quickly as possible.","The Firbolg Adventurers table can serve as inspiration for determining why a firbolg character leaves home.",{"type":"table","caption":"Firbolg Adventurers","colLabels":["d8","Reason for Adventuring"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Outcast for murder"],["2","Outcast for severely damaging home territory"],["3","Clan slain by invading humanoids"],["4","Clan slain by a dragon or demon"],["5","Separated from the tribe and lost"],["6","Homeland destroyed by natural disaster"],["7","Personal quest ordained by omens"],["8","Dispatched on a quest by tribe leaders"]]}]},{"type":"entries","name":"Firbolg Names","entries":["Firbolg adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the forest's children by their deeds, habits, and other actions.","By the same token, their tribe names merely refer to their homes. When dealing with other races, firbolgs refer to their lands by whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it \"home.\" Sometimes firbolgs adopt the nicknames or titles outsiders give them under the assumption that those who need names can call them whatever they wish."]}]}]}],"gallery":[{"path":"races/VGM/Firbolg.webp","credit":"Shawn Wood"}],"hidden":true,"otherVersions":[{"id":"firbolg","source":"MPMM"}]},{"id":"flamekin","name":"Flamekin","source":"LFL","page":16,"srd":false,"image":"races/LFL/Flamekin.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Size","entries":["You are Medium or Small. You choose the size when you select this race."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray."]},{"type":"entries","name":"Fire Resistance","entries":["You have resistance to fire damage."]},{"type":"entries","name":"Reach to the Blaze","entries":["You know the {@spell produce flame|XPHB} cantrip. Starting at 3rd level, you can cast the {@spell burning hands|XPHB} spell with this trait. Starting at 5th level, you can also cast the {@spell flame blade|XPHB} spell with this trait, without a material component. Once you cast {@spell burning hands|XPHB} or {@spell flame blade|XPHB} with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.","Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)."]}],"lore":["Flamekin are people made from two key elements of creation: fire and stone. As a result, many flamekin feel a strong connection to the natural world. Flamekin's bodies radiate harmless magical flames, though they possess innate magic that allows them to create burning flames in a multitude of forms.","Flamekin view self-discovery and self-expression the noblest of aspirations and believe that self-realization is the most important thing an individual can do with their life. Flamekin call this lifelong pursuit the Path of Flame.","Flamekin dwell in either Lorwyn or Shadowmoor. Physically and culturally, they are similar in both lands.",{"type":"inset","name":"Cinders","entries":["In Shadowmoor, some flamekin who have stifled their heated emotions are known as Cinders because their magical flames have dampened. Though they still have fiery abilities, these Cinders are visually distinct from other flamekin. While some eventually regain their blazing flames, others turn into {@race rimekin|LFL}, explained later in this chapter."]}],"gallery":[{"path":"races/LFL/Flamekin.webp","credit":"Joshua Raphael"}]},{"id":"genasi","name":"Genasi","source":"MPMM","page":16,"srd":false,"image":"races/MPMM/Genasi.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Size","entries":["You are Medium or Small. You choose the size when you select this race."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray."]}],"lore":[{"type":"section","name":"Genasi","entries":["Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water—these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others were born to non-genasi parents who lived near a place suffused by a genie's magic.","A typical genasi has a life span of 120 years."]}],"gallery":[{"path":"races/MPMM/Genasi.webp","credit":"Claudio Pozas"}],"otherVersions":[{"id":"genasi-eepc","source":"EEPC"}]},{"id":"genasi-eepc","name":"Genasi","source":"EEPC","page":9,"srd":false,"image":"races/EEPC/Genasi.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years."]},{"name":"Alignment","type":"entries","entries":["Independent and self-reliant, genasi tend toward a neutral alignment."]},{"type":"entries","name":"Size","entries":["Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium."]},{"name":"Languages","entries":["You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants."],"type":"entries"}],"lore":[{"type":"section","name":"Genasi","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.","The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, do not face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.","During these visits, a mortal might catch a genies eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal-genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that's lain dormant for generations.","Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.",{"type":"entries","name":"Heirs to Elemental Power","entries":["Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.","Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).","Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.","Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents."]},{"type":"entries","name":"Wild and Confident","entries":["Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self-confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.","Too much failure can chip away at even a genasis sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft."]},{"type":"entries","name":"Genasi Lands","entries":["As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.","Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends. Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.","Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerûn, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.","In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of Fallen Stars.","The distant land of Zakhara is known only in legends to most inhabitants of Faerûn. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land."]},{"type":"entries","name":"Genasi Names","entries":["Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx."]}]}]}]}],"gallery":[{"path":"races/EEPC/Genasi.webp","credit":"Claudio Pozas"}],"hidden":true,"otherVersions":[{"id":"genasi","source":"MPMM"}]},{"id":"genasi-air","name":"Genasi (Air)","source":"MPMM","page":16,"srd":false,"image":"races/MPMM/Genasi.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Genasi","entries":[{"type":"entries","name":"Unending Breath","entries":["You can hold your breath indefinitely while you're not {@condition incapacitated}."]},{"type":"entries","name":"Lightning Resistance","entries":["You have resistance to lightning damage."]},{"type":"entries","name":"Mingle with the Wind","entries":["You know the {@spell shocking grasp} cantrip. Starting at 3rd level, you can cast the {@spell feather fall} spell with this trait, without requiring a material component. Starting 5th level, you can also cast the {@spell levitate} spell with this trait, without requiring a material component. Once you cast {@spell feather fall} or {@spell levitate} with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.","Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)."]}],"lore":[{"type":"section","entries":["Air genasi are descended from djinn, the genies of the Elemental Plane of Air. Embodying many of the airy traits of their otherworldly ancestors, air genasi can draw upon their connection to the winds.","Air genasi's skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem like cracks with bluish-white energy spilling out. An air genasi's hair might blow in a phantom wind or be made entirely of clouds or vapor."]},{"type":"section","name":"Genasi","entries":["Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water—these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others were born to non-genasi parents who lived near a place suffused by a genie's magic.","A typical genasi has a life span of 120 years."]}],"gallery":[{"path":"races/MPMM/Genasi.webp","credit":"Claudio Pozas"}],"otherVersions":[{"id":"genasi-air-eepc","source":"EEPC"}]},{"id":"genasi-air-eepc","name":"Genasi (Air)","source":"EEPC","page":9,"srd":false,"image":"races/EEPC/Genasi.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Genasi","entries":[{"name":"Unending Breath","entries":["You can hold your breath indefinitely while you're not {@condition incapacitated}."],"type":"entries"},{"name":"Mingle with the Wind","entries":["You can cast the {@spell levitate} spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.","Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps."]}]},{"type":"section","name":"Genasi","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.","The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, do not face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.","During these visits, a mortal might catch a genies eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal-genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that's lain dormant for generations.","Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.",{"type":"entries","name":"Heirs to Elemental Power","entries":["Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.","Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).","Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.","Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents."]},{"type":"entries","name":"Wild and Confident","entries":["Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self-confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.","Too much failure can chip away at even a genasis sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft."]},{"type":"entries","name":"Genasi Lands","entries":["As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.","Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends. Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.","Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerûn, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.","In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of Fallen Stars.","The distant land of Zakhara is known only in legends to most inhabitants of Faerûn. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land."]},{"type":"entries","name":"Genasi Names","entries":["Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx."]}]}]}]}],"gallery":[{"path":"races/EEPC/Genasi.webp","credit":"Claudio Pozas"}],"hidden":true,"otherVersions":[{"id":"genasi-air","source":"MPMM"}]},{"id":"genasi-earth","name":"Genasi (Earth)","source":"MPMM","page":17,"srd":false,"image":"races/MPMM/Genasi.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Genasi","entries":[{"type":"entries","name":"Earth Walk","entries":["You can move across {@quickref difficult terrain||3} without expending extra movement if you are using your walking speed on the ground or a floor."]},{"type":"entries","name":"Merge with Stone","entries":["You know the {@spell blade ward} cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.","Starting at 5th level, you can cast the {@spell pass without trace} spell with this trait, without requiring a material component. Once you cast that spell with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.","Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)."]}],"lore":[{"type":"section","entries":["Tracing their ancestry to dao, the genies of the Elemental Plane of Earth, earth genasi inherit dao's steadfast strength and control over earth.","An earth genasi's skin can be the colors of stone and earth or a human skin tone with glittering sparkles like gem dust. Some earth genasi have lines marking their skin like cracks, either showing glimmering gemlike veins or a dim, yellowish glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal."]},{"type":"section","name":"Genasi","entries":["Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water—these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others were born to non-genasi parents who lived near a place suffused by a genie's magic.","A typical genasi has a life span of 120 years."]}],"gallery":[{"path":"races/MPMM/Genasi.webp","credit":"Claudio Pozas"}],"otherVersions":[{"id":"genasi-earth-eepc","source":"EEPC"}]},{"id":"genasi-earth-eepc","name":"Genasi (Earth)","source":"EEPC","page":9,"srd":false,"image":"races/EEPC/Genasi.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Genasi","entries":[{"name":"Earth Walk","entries":["You can move across {@quickref difficult terrain||3} made of earth or stone without expending extra movement."],"type":"entries"},{"name":"Merge with Stone","entries":["You can cast the {@spell pass without trace} spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["As an earth genasi, you are descended from the cruel and greedy dao, though you are not necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.","Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines."]}]},{"type":"section","name":"Genasi","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.","The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, do not face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.","During these visits, a mortal might catch a genies eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal-genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that's lain dormant for generations.","Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.",{"type":"entries","name":"Heirs to Elemental Power","entries":["Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.","Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).","Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.","Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents."]},{"type":"entries","name":"Wild and Confident","entries":["Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self-confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.","Too much failure can chip away at even a genasis sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft."]},{"type":"entries","name":"Genasi Lands","entries":["As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.","Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends. Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.","Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerûn, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.","In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of Fallen Stars.","The distant land of Zakhara is known only in legends to most inhabitants of Faerûn. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land."]},{"type":"entries","name":"Genasi Names","entries":["Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx."]}]}]}]}],"gallery":[{"path":"races/EEPC/Genasi.webp","credit":"Claudio Pozas"}],"hidden":true,"otherVersions":[{"id":"genasi-earth","source":"MPMM"}]},{"id":"genasi-fire","name":"Genasi (Fire)","source":"MPMM","page":17,"srd":false,"image":"races/MPMM/Genasi.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Genasi","entries":[{"type":"entries","name":"Fire Resistance","entries":["You have resistance to fire damage."]},{"type":"entries","name":"Reach to the Blaze","entries":["You know the {@spell produce flame} cantrip. Starting at 3rd level, you can cast the {@spell burning hands} spell with this trait. Starting at 5th level, you can also cast the {@spell flame blade} spell with this trait, without a material component. Once you cast {@spell burning hands} or {@spell flame blade} with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.","Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)."]}],"lore":[{"type":"section","entries":["Descended from efreet, the genies of the Elemental Plane of Fire, fire genasi channel the flamboyant and often destructive nature of flame. They show their heritage in their skin tones, which can range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red lines tracing over their bodies like cracks. Fire genasi hair can resemble threads of fire or sooty smoke."]},{"type":"section","name":"Genasi","entries":["Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water—these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others were born to non-genasi parents who lived near a place suffused by a genie's magic.","A typical genasi has a life span of 120 years."]}],"gallery":[{"path":"races/MPMM/Genasi.webp","credit":"Claudio Pozas"}],"otherVersions":[{"id":"genasi-fire-eepc","source":"EEPC"}]},{"id":"genasi-fire-eepc","name":"Genasi (Fire)","source":"EEPC","page":9,"srd":false,"image":"races/EEPC/Genasi.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Genasi","entries":[{"name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red."],"type":"entries"},{"name":"Fire Resistance","entries":["You have resistance to fire damage."],"type":"entries"},{"name":"Reach to the Blaze","entries":["You know the {@spell produce flame} cantrip. Once you reach 3rd level, you can cast the {@spell burning hands} spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.","Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal-black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone."]}]},{"type":"section","name":"Genasi","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.","The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, do not face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.","During these visits, a mortal might catch a genies eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal-genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that's lain dormant for generations.","Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.",{"type":"entries","name":"Heirs to Elemental Power","entries":["Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.","Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).","Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.","Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents."]},{"type":"entries","name":"Wild and Confident","entries":["Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self-confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.","Too much failure can chip away at even a genasis sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft."]},{"type":"entries","name":"Genasi Lands","entries":["As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.","Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends. Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.","Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerûn, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.","In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of Fallen Stars.","The distant land of Zakhara is known only in legends to most inhabitants of Faerûn. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land."]},{"type":"entries","name":"Genasi Names","entries":["Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx."]}]}]}]}],"gallery":[{"path":"races/EEPC/Genasi.webp","credit":"Claudio Pozas"}],"hidden":true,"otherVersions":[{"id":"genasi-fire","source":"MPMM"}]},{"id":"genasi-water","name":"Genasi (Water)","source":"MPMM","page":17,"srd":false,"image":"races/MPMM/Genasi.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Genasi","entries":[{"type":"entries","name":"Speed","entries":["Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed."]},{"type":"entries","name":"Acid Resistance","entries":["You have resistance to acid damage."]},{"type":"entries","name":"Amphibious","entries":["You breathe air and water."]},{"type":"entries","name":"Call to the Wave","entries":["You know the {@spell acid splash} cantrip. Starting at 3rd level, you can cast the {@spell create or destroy water} spell with this trait. Starting at 5th level, you can also cast the {@spell water walk} spell with this trait, without requiring a material component. Once you cast {@spell create or destroy water} or {@spell water walk} with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.","Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)."]}],"lore":[{"type":"section","entries":["Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves.","Their skin is often shades of blue or green, sometimes a blend of the two. If they have a human skin tone, there is a glistening texture that catches the light, like water droplets or nearly invisible fish scales. Their hair can resemble seaweed, waving as if in a current, or it can even be like water itself."]},{"type":"section","name":"Genasi","entries":["Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water—these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others were born to non-genasi parents who lived near a place suffused by a genie's magic.","A typical genasi has a life span of 120 years."]}],"gallery":[{"path":"races/MPMM/Genasi.webp","credit":"Claudio Pozas"}],"otherVersions":[{"id":"genasi-water-eepc","source":"EEPC"}]},{"id":"genasi-water-eepc","name":"Genasi (Water)","source":"EEPC","page":10,"srd":false,"image":"races/EEPC/Genasi.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Genasi","entries":[{"name":"Acid Resistance","entries":["You have resistance to acid damage."],"type":"entries"},{"name":"Amphibious","entries":["You can breathe air and water."],"type":"entries"},{"name":"Swim","entries":["You have a swimming speed of 30 feet."],"type":"entries"},{"name":"Call to the Wave","entries":["You know the {@spell shape water|xge} cantrip. When you reach 3rd level, you can cast the {@spell create or destroy water} spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["The lapping of waves, the spray of sea foam on the wind, the ocean depths, all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.","Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi's hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams."]}]},{"type":"section","name":"Genasi","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.","The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, do not face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.","During these visits, a mortal might catch a genies eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal-genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that's lain dormant for generations.","Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.",{"type":"entries","name":"Heirs to Elemental Power","entries":["Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.","Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).","Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.","Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents."]},{"type":"entries","name":"Wild and Confident","entries":["Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self-confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.","Too much failure can chip away at even a genasis sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft."]},{"type":"entries","name":"Genasi Lands","entries":["As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.","Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends. Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.","Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerûn, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.","In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of Fallen Stars.","The distant land of Zakhara is known only in legends to most inhabitants of Faerûn. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land."]},{"type":"entries","name":"Genasi Names","entries":["Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx."]}]}]}]}],"gallery":[{"path":"races/EEPC/Genasi.webp","credit":"Claudio Pozas"}],"hidden":true,"otherVersions":[{"id":"genasi-water","source":"MPMM"}]},{"id":"giff","name":"Giff","source":"AAG","page":12,"srd":false,"image":"races/AAG/Giff.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":30,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Astral Spark","entries":["Your psychic connection to the Astral Plane enables you to mystically access a spark of divine power, which you can channel through your weapons. When you hit a target with a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}, you can cause the target to take extra force damage equal to your proficiency bonus.","You can use this trait a number of times equal to your proficiency bonus, but you can use it no more than once per turn. You regain all expended uses when you finish a long rest."]},{"type":"entries","name":"Firearms Mastery","entries":["You have a mystical connection to firearms that traces back to the gods of the giff, who delighted in such weapons. You have proficiency with all firearms and ignore the {@itemProperty LD||loading} property of any firearm. In addition, attacking at long range with a firearm doesn't impose disadvantage on your attack roll."]},{"type":"entries","name":"Hippo Build","entries":["You have advantage on Strength-based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."]}],"lore":["Giff are tall, broad-shouldered folk with hippo-like features. Some have smooth skin, while others have short bristles on their faces and the tops of their heads. As beings of impressive size and unforgettable appearance, giff are noticed wherever they go.","Most giff believe they originated on one world, but their home world is now the stuff of legend, because no living giff has seen it or knows where it is. The divine beings who created giff have likewise been forgotten. Their titanic petrified bodies drift on the Astral Sea, isolated and unrecognizable in their current forms.","Although they don't realize it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their own, which giff have learned to channel through their weapons. Most giff have no idea where this so-called astral spark comes from, but they feel its presence most strongly when they are in Wildspace or the Astral Sea.","Giff are split into two camps concerning how their name is pronounced. Half of them say it with a hard g, half with a soft g. Disagreements over the correct pronunciation often blossom into hard feelings, loud arguments, and head-butting contests, but they rarely escalate beyond that."],"gallery":[{"path":"races/AAG/Giff.webp","credit":"Scott Murphy"}]},{"id":"gith","name":"Gith","source":"MTF","page":96,"srd":false,"size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Gith reach adulthood in their late teens and live for about a century."]},{"name":"Size","type":"entries","entries":["Gith are taller and leaner than humans, with most a slender 6 feet in height."]},{"name":"Languages","entries":["You can speak, read, and write Common and Gith."],"type":"entries"}],"lore":[{"type":"section","entries":["The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open hostility, and the two groups distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths.","The githyanki were motivated by revenge and convinced that they deserved to take whatever they wanted from the worlds they traveled. Ranging out from the titanic city of Tu'narath on the Astral Plane, they send raiders out to plunder the Material Plane and other worlds, bringing treasures and slaves back to their ageless realm. At the same time, they hunt down and kill mind flayers whenever possible, as recompense for what the illithids did to them.","The githzerai believed that the path to an enlightened civilization lay in seclusion, not conflict. Their dedication to the principles of order is so strong that they can manipulate the stuff of chaos and use it to their benefit; thus, they have carved out a stronghold for themselves on the plane of Limbo that is virtually impervious. Though the githzerai are pacifists by nature, they share the githyanki's racial hatred for mind flayers, and from time to time they send out squads to destroy illithid outposts.","If the two races were ever to team up against the illithids, a combined force of gith could conceivably tip the balance in their favor. But as long as the githyanki and githzerai stay at each other's throats, their goal of ultimate victory over their original common enemy will likely remain unachieved."]}]},{"id":"gith-githyanki","name":"Gith (Githyanki)","source":"MTF","page":96,"srd":false,"image":"races/MTF/Githyanki.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Gith","entries":[{"name":"Alignment","type":"entries","entries":["Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos."]},{"name":"Decadent Mastery","entries":["You learn one language of your choice, and you are proficient with one skill or {@book tool|phb|5|tools} of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge."],"type":"entries"},{"name":"Martial Prodigy","entries":["You are proficient with light and medium armor and with {@item shortsword|phb|shortswords}, {@item longsword|phb|longswords}, and {@item greatsword|phb|greatswords}."],"type":"entries"},{"name":"Githyanki Psionics","entries":["You know the {@spell mage hand} cantrip, and the hand is {@condition invisible} when you cast the cantrip with this trait.","When you reach 3rd level, you can cast {@spell jump} once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell misty step} spell once with this trait, and you regain the ability to do so when you finish a long rest.","Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["The brutal githyanki are trained from birth as warriors."]}]},{"type":"section","entries":["The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open hostility, and the two groups distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths.","The githyanki were motivated by revenge and convinced that they deserved to take whatever they wanted from the worlds they traveled. Ranging out from the titanic city of Tu'narath on the Astral Plane, they send raiders out to plunder the Material Plane and other worlds, bringing treasures and slaves back to their ageless realm. At the same time, they hunt down and kill mind flayers whenever possible, as recompense for what the illithids did to them.","The githzerai believed that the path to an enlightened civilization lay in seclusion, not conflict. Their dedication to the principles of order is so strong that they can manipulate the stuff of chaos and use it to their benefit; thus, they have carved out a stronghold for themselves on the plane of Limbo that is virtually impervious. Though the githzerai are pacifists by nature, they share the githyanki's racial hatred for mind flayers, and from time to time they send out squads to destroy illithid outposts.","If the two races were ever to team up against the illithids, a combined force of gith could conceivably tip the balance in their favor. But as long as the githyanki and githzerai stay at each other's throats, their goal of ultimate victory over their original common enemy will likely remain unachieved."]}],"gallery":[{"path":"races/MTF/Githyanki.webp"}]},{"id":"gith-githzerai","name":"Gith (Githzerai)","source":"MTF","page":96,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Gith","entries":[{"name":"Alignment","type":"entries","entries":["Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline."]},{"name":"Mental Discipline","entries":["You have advantage on saving throws against the {@condition charmed} and {@condition frightened} conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds."],"type":"entries"},{"name":"Githzerai Psionics","entries":["You know the {@spell mage hand} cantrip, and the hand is {@condition invisible} when you cast the cantrip with this trait.","When you reach 3rd level, you can cast {@spell shield} once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell detect thoughts} spell once with this trait, and you regain the ability to do so when you finish a long rest.","Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["In their fortresses within Limbo, the githzerai hone their minds to a razor's edge."]}]},{"type":"section","entries":["The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open hostility, and the two groups distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths.","The githyanki were motivated by revenge and convinced that they deserved to take whatever they wanted from the worlds they traveled. Ranging out from the titanic city of Tu'narath on the Astral Plane, they send raiders out to plunder the Material Plane and other worlds, bringing treasures and slaves back to their ageless realm. At the same time, they hunt down and kill mind flayers whenever possible, as recompense for what the illithids did to them.","The githzerai believed that the path to an enlightened civilization lay in seclusion, not conflict. Their dedication to the principles of order is so strong that they can manipulate the stuff of chaos and use it to their benefit; thus, they have carved out a stronghold for themselves on the plane of Limbo that is virtually impervious. Though the githzerai are pacifists by nature, they share the githyanki's racial hatred for mind flayers, and from time to time they send out squads to destroy illithid outposts.","If the two races were ever to team up against the illithids, a combined force of gith could conceivably tip the balance in their favor. But as long as the githyanki and githzerai stay at each other's throats, their goal of ultimate victory over their original common enemy will likely remain unachieved."]}]},{"id":"githyanki","name":"Githyanki","source":"MPMM","page":18,"srd":false,"image":"races/MPMM/Githyanki.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Astral Knowledge","entries":["You can mystically access a reservoir of experiences of entities connected to the Astral Plane. Whenever you finish a long rest, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook, as you momentarily project your consciousness into the Astral Plane. These proficiencies last until the end of your next long rest."]},{"type":"entries","name":"Githyanki Psionics","entries":["You know the {@spell mage hand} cantrip, and the hand is {@condition invisible} when you cast the cantrip with this trait.","Starting at 3rd level, you can cast the {@spell jump} spell with this trait. Starting at 5th level, you can also cast {@spell misty step} with it. Once you cast {@spell jump} or {@spell misty step} with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.","Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait."]},{"type":"entries","name":"Psychic Resilience","entries":["You have resistance to psychic damage."]}],"lore":["Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins, githzerai, and fled to the Astral Plane. In that timeless, silvery realm, githyanki honed their psionic powers and built a great city called Tu'narath. They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and their children can reach adulthood.","A lanky people with skin tones of yellows, greens, and browns, githyanki complement their physical prowess with psionic might, instilled in them by mind flayers and cultivated over eons in the Astral Plane. Now all githyanki can use their psychic bond with that plane to access splinters of knowledge left behind by beings who travel, live, and die among the silver astral clouds.","Githyanki who reside in the Astral Plane can live indefinitely."],"gallery":[{"path":"races/MPMM/Githyanki.webp","credit":"Zoltan Boros"}]},{"id":"githzerai","name":"Githzerai","source":"MPMM","page":19,"srd":false,"image":"races/MPMM/Githzerai.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Githzerai Psionics","entries":["You know the {@spell mage hand} cantrip, and the hand is {@condition invisible} when you cast the cantrip with this trait.","Starting at 3rd level, you can cast the {@spell shield} spell with this trait. Starting at 5th level, you can also cast the {@spell detect thoughts} spell with it. Once you cast {@spell shield} or {@spell detect thoughts} spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.","Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait."]},{"type":"entries","name":"Mental Discipline","entries":["Your innate psychic defenses grant you advantage on saving throws you make to avoid or end the {@condition charmed} and {@condition frightened} conditions on yourself."]},{"type":"entries","name":"Psychic Resilience","entries":["You have resistance to psychic damage."]}],"lore":["Githzerai migrated to the Everchanging Chaos of Limbo after the ancient schism that split their ancestors from their cousins, githyanki. Limbo is a roiling maelstrom of matter and energy, collapsing and reforming without purpose or direction, until a creature exerts deliberate will to stabilize it. Through their potent psionic power, githzerai carved a home for themselves amid the chaos. As the ages passed, githzerai explorers ranged out to other planes and worlds of the multiverse.","Githzerai are generally slender, with speckled skin in shades of yellow, green, or brown. Eons of cultivating their mental powers within the endless chaos of Limbo have imbued githzerai with the ability to shape psionic energy to protect themselves and probe minds."],"gallery":[{"path":"races/MPMM/Githzerai.webp","credit":"Scott Murphy"}]},{"id":"gnoll","name":"Gnoll","source":"DMG","page":282,"srd":false,"size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Bite","entries":["Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to {@damage 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."],"type":"entries"},{"name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"type":"entries","name":"Rampage","entries":["When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack."]}]},{"id":"gnome","name":"Gnome","source":"XPHB","page":191,"srd":true,"image":"races/XPHB/Gnome.webp","size":"Small","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Darkvision","entries":["You have {@sense Darkvision|XPHB} with a range of 60 feet."]},{"type":"entries","name":"Gnomish Cunning","entries":["You have {@variantrule Advantage|XPHB} on Intelligence, Wisdom, and Charisma saving throws."]},{"type":"entries","name":"Gnomish Lineage","entries":["You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Forest Gnome","entries":["You know the {@spell Minor Illusion|XPHB} cantrip. You also always have the {@spell Speak with Animals|XPHB} spell prepared. You can cast it without a spell slot a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}. You can also use any spell slots you have to cast the spell."]},{"type":"item","name":"Rock Gnome","entries":["You know the {@spell Mending|XPHB} and {@spell Prestidigitation|XPHB} cantrips. In addition, you can spend 10 minutes casting {@spell Prestidigitation|XPHB} to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from {@spell Prestidigitation|XPHB}; the device produces that effect whenever you or another creature takes a {@variantrule Bonus Action|XPHB} to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell's ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn't do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a {@action Utilize|XPHB} action."]}]}]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Gnomes are magical folk created by gods of invention, illusions, and life underground. The earliest gnomes were seldom seen by other folk due to the gnomes' secretive nature and their propensity for living in forests and burrows. What they lacked in size, they made up for in cleverness. They confounded predators with traps and labyrinthine tunnels. They also learned magic from gods like Garl Glittergold, Baervan Wildwanderer, and Baravar Cloakshadow, who visited them in disguise. That magic eventually created the lineages of forest gnomes and rock gnomes.","Gnomes are petite folk with big eyes and pointed ears, who live around 425 years. Many gnomes like the feeling of a roof over their head, even if that \"roof\" is nothing more than a hat."]}]}],"gallery":[{"path":"races/XPHB/Gnome.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"gnome-phb","source":"PHB"}]},{"id":"gnome-phb","name":"Gnome","source":"PHB","page":35,"srd":false,"image":"races/PHB/Gnome.webp","size":"Small","speed":"25 ft.","walkSpeed":25,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years."]},{"type":"entries","name":"Size","entries":["Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small."]},{"name":"Darkvision","entries":["Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Gnome Cunning","entries":["You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.",{"type":"entries","name":"Vibrant Expression","entries":["A gnome's energy and enthusiasm for living shines through every inch his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around.","A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels."]},{"type":"entries","name":"Delighted Dedication","entries":["As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can't get in enough of the things they want to do and see.","Gnomes speak as if they can't get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.","Though gnomes love jokes of all kinds, particularly puns and pranks, they're just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkerers, and inventors. They're willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large."]},{"type":"entries","name":"Bright Burrows","entries":["Gnomes makes their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface where ever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.","Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkerers. Some human families retained gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life."]},{"type":"entries","name":"Gnome Names","entries":["Gnomes love names, and most have half a dozen or so. A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are truly new inventions. When dealing with humans and others who are \"Stuffy\" about names, a gnome learns to use no more than three names; A personal name, a clan name, and a nickname, choosing the one in each category that's the most fun to say.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Names:","entry":"Alston, Alvyn, Boddynock, Brocc, Ettrgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle. Orryn, Roondar, Seebo, Warryn, Wrenn, Zook"},{"type":"item","name":"Female Names:","entry":"Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna"},{"type":"item","name":"Clan Names:","entry":"Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningcl, Raulnor, Seheppen, Timbers, Turen"},{"type":"item","name":"Nicknames:","entry":"Aleslosh, Aslthearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nina, Oneshoe, Pock, Sparklegem, Scumbleduck"}]}]},{"type":"entries","name":"Seeing The World","entries":["Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as s quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions."]},{"type":"inset","name":"Deep Gnomes","entries":["A third sub race of gnomes, the deep gnomes (or svirfneblin) live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework."]}]}]}],"gallery":[{"path":"races/PHB/Gnome.webp"}],"hidden":true,"otherVersions":[{"id":"gnome","source":"XPHB"}]},{"id":"gnome-deep","name":"Gnome (Deep)","source":"MTF","page":113,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Gnome","entries":[{"name":"Age","type":"entries","entries":["Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time."],"data":{"overwrite":"Age"}},{"type":"entries","name":"Size","entries":["Unlike other gnomes, svirfneblin tend to weigh 80 to 120 pounds. Your size is Small."],"data":{"overwrite":"Size"}},{"name":"Alignment","type":"entries","entries":["Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others, except those dearest to them."],"data":{"overwrite":"Alignment"}},{"name":"Superior Darkvision","entries":["Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"data":{"overwrite":"Darkvision"},"type":"entries"},{"name":"Stone Camouflage","entries":["You have advantage on Dexterity ({@skill Stealth}) checks to hide in rocky terrain."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common, Gnomish, and Undercommon."],"data":{"overwrite":"Languages"},"type":"entries"}],"otherVersions":[{"id":"gnome-deep-dmg","source":"DMG"}]},{"id":"gnome-deep-dmg","name":"Gnome (Deep)","source":"DMG","page":282,"srd":false,"size":"Small","speed":"20 ft.","walkSpeed":20,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Innate Spellcasting","entries":["You have an innate ability to cast the following spells, requiring no material components:",{"type":"list","style":"list-hang-notitle","items":[{"type":"itemSpell","name":"At will:","entry":"{@spell nondetection} (self only)"},{"type":"itemSpell","name":"1/day each:","entry":"{@spell blindness/deafness}, {@spell blur}, {@spell disguise self}"}]},"Intelligence is your spellcasting ability for these spells."],"type":"entries"},{"name":"Stone Camouflage","entries":["You have advantage on Dexterity ({@skill Stealth}) checks to hide in rocky terrain."],"type":"entries"},{"name":"Gnome Cunning","entries":["You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic."],"type":"entries"},{"name":"Superior Darkvision","entries":["Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"data":{"overwrite":"Darkvision"},"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Gnomish, Terran, and Undercommon."],"type":"entries"}],"hidden":true,"otherVersions":[{"id":"gnome-deep","source":"MTF"}]},{"id":"gnome-deep-svirfneblin","name":"Gnome (Deep/Svirfneblin)","source":"SCAG","page":115,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Gnome","entries":[{"name":"Age","type":"entries","entries":["Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time."],"data":{"overwrite":"Age"}},{"name":"Alignment","type":"entries","entries":["Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others."],"data":{"overwrite":"Alignment"}},{"type":"entries","name":"Size","entries":["A typical svirfneblin stands about 3 to 3½ feet tall and weighs 80 to 120 pounds. Your size is Small."],"data":{"overwrite":"Size"}},{"name":"Superior Darkvision","entries":["Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"data":{"overwrite":"Darkvision"},"type":"entries"},{"name":"Stone Camouflage","entries":["You have advantage on Dexterity ({@skill Stealth}) checks to hide in rocky terrain."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that includes you as an adventurer) pick up enough Common to get by in other lands."],"data":{"overwrite":"Languages"},"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Forest gnomes and rock gnomes are the gnomes most commonly encountered in the lands of the surface world. There is another subrace of gnomes rarely seen by any surface-dweller: deep gnomes, also known as svirfneblin. Guarded, and suspicious of outsiders, svirfneblin are cunning and taciturn, but can be just as kind-hearted, loyal, and compassionate as their surface cousins.",{"type":"entries","name":"Born of Deep Earth","entries":["Svirfneblin seem more like creatures of stone than flesh. Their leathery skin is usually a gray, brown, or dun hue that acts as a natural camouflage with the rock around them. Their bodies are gnarled with hard muscle or fat, and they are heavier than their small stature suggests; svirfneblin often weigh 100 pounds or more but rarely stand much more than 3 feet tall.","Male svirfneblin are bald from early childhood, although adults can grow stiff beards or mustaches. Females have full heads of hair, and they usually tie their hair back in braids or cut it short to keep it from getting in their way as they work.","Svirfneblin are well adapted for their subterranean existence. They have excellent darkvision, and many of them have magical talents that rival the innate spellcasting of the drow and duergar. They are surprisingly strong for their size, enduring toil and danger that would overwhelm most other people."]},{"type":"entries","name":"Master Miners","entries":["Despite their guarded natures, svirfneblin aren't joyless. They admire skillful work and delicate craftsmanship, just like any other gnome. Svirfneblin love gemstones of all kinds, and they boldly seek out precious stones in the deepest and darkest tunnels. They are also expert gemcutters and miners, and they prize rubies above all other gemstones."]},{"type":"entries","name":"Deep Dwellers","entries":["Svirfneblin are known as deep gnomes because they choose to live far below the earth's surface. Most svirfneblin never see the light of day. Their homes are well-hidden strongholds concealed by mazelike passages and clever illusions. Vast networks of mine tunnels ring most svirfneblin settlements, guarded by deadly traps and concealed sentries. Once a traveler passes through the outer defenses, the tunnels open up into marvelous cavern-towns carved from the surrounding rock with exquisite care. The svirfneblin are austere in their comforts compared to their surface cousins, but they take great pride in their stonework.","Deep gnomes do their best to remain hidden. Even if surface travelers succeed in locating a svirfneblin community, winning their trust can be even more difficult. Those rare travelers who do succeed in befriending deep gnomes find that they are loyal and courageous allies against any foe."]},{"type":"entries","name":"Scouts and Spies","entries":["Surface-dwelling gnomes often take up the adventurer's life out of sheer curiosity about the world around them, eager to see new things and meet new people.","By comparison, most svirfneblin possess very little wanderlust and rarely travel far from home. They see the surface world as a bewildering place without boundaries and filled with unknown dangers.","Nevertheless, a few svirfneblin understand that it is necessary to know something about what is happening on the surface near their hidden refuges. As a result, some svirfneblin become scouts, spies, or messengers who venture abroad, doing their best to avoid attention.","These travelers are notoriously close-mouthed about where they come from and what they are up to, but a few eventually learn to trust good-hearted people of the surface world.","A few svirfneblin become merchants who deal with other races both above and below ground. Drow, duergar, and other peoples know that svirfneblin are usually neutral in outlook and typically honest in their dealings. Serving as middlemen between races too hostile to deal with each other directly can be lucrative, and it serves an important defensive function; svirfneblin middlemen tend to know more about rumors and threats between rival merchants than anybody else."]},{"type":"entries","name":"Deep Gnome Names","entries":["Svirfneblin prefer less flamboyant names than their rock gnome or forest gnome cousins. Clan names reflect skills or occupations that a particular family is associated with, and sometimes change if a noteworthy individual strikes out in a new direction.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Names:","entry":"Belwar, Brickers, Durthmeck, Firble, Krieger, Kronthud, Schneltheck, Schnicktick, Thulwar, Walschud"},{"type":"item","name":"Female Names:","entry":"Beliss, Durthee, Fricknarti, Ivridda, Krivi, Lulthiss, Nalvarti, Schnella, Thulmarra, Wirsidda"},{"type":"item","name":"Clan Names:","entry":"Crystalfist, Gemcutter, Ironfoot, Rockhewer, Seamfinder, Stonecutter"}]}]},{"type":"inset","name":"Deep Gnomes in the Forgotten Realms","entries":["In the Forgotten Realms, deep gnomes live within a perilous, subterranean world known as the Underdark. This maze of caverns and tunnels is home to some of the most feared creatures in Faerûn. Because of this, the svirfneblin that dwell here are much more distrusting and wary than their kin on other worlds. Rarely do they allow strangers within their midst, and those that they must deal with are kept at arms length. If one is lucky enough to be trusted by the deep gnomes, they are a friend for life. For the svirfneblin of the Underdark, genuine trust is a commodity far more valuable than gold."]},{"type":"inset","name":"Deep Gnome Feat","entries":["If your DM allows the use of feats, your deep gnome character has the option of taking the following feat: {@feat Svirfneblin Magic|MTF}."]}]}]},{"type":"section","entries":[{"type":"entries","entries":["A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.",{"type":"entries","name":"Vibrant Expression","entries":["A gnome's energy and enthusiasm for living shines through every inch his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around.","A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels."]},{"type":"entries","name":"Delighted Dedication","entries":["As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can't get in enough of the things they want to do and see.","Gnomes speak as if they can't get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.","Though gnomes love jokes of all kinds, particularly puns and pranks, they're just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkerers, and inventors. They're willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large."]},{"type":"entries","name":"Bright Burrows","entries":["Gnomes makes their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface where ever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.","Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkerers. Some human families retained gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life."]},{"type":"entries","name":"Gnome Names","entries":["Gnomes love names, and most have half a dozen or so. A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are truly new inventions. When dealing with humans and others who are \"Stuffy\" about names, a gnome learns to use no more than three names; A personal name, a clan name, and a nickname, choosing the one in each category that's the most fun to say.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Names:","entry":"Alston, Alvyn, Boddynock, Brocc, Ettrgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle. Orryn, Roondar, Seebo, Warryn, Wrenn, Zook"},{"type":"item","name":"Female Names:","entry":"Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna"},{"type":"item","name":"Clan Names:","entry":"Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningcl, Raulnor, Seheppen, Timbers, Turen"},{"type":"item","name":"Nicknames:","entry":"Aleslosh, Aslthearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nina, Oneshoe, Pock, Sparklegem, Scumbleduck"}]}]},{"type":"entries","name":"Seeing The World","entries":["Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as s quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions."]},{"type":"inset","name":"Deep Gnomes","entries":["A third sub race of gnomes, the deep gnomes (or svirfneblin) live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework."]}]}]}]},{"id":"gnome-forest","name":"Gnome (Forest)","source":"PHB","page":37,"srd":false,"image":"races/PHB/Gnome.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Gnome","entries":[{"name":"Natural Illusionist","entries":["You know the {@spell minor illusion} cantrip. Intelligence is your spellcasting ability for it."],"type":"entries"},{"name":"Speak with Small Beasts","entries":["Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&D, forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands."]}]},{"type":"section","entries":[{"type":"entries","entries":["A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.",{"type":"entries","name":"Vibrant Expression","entries":["A gnome's energy and enthusiasm for living shines through every inch his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around.","A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels."]},{"type":"entries","name":"Delighted Dedication","entries":["As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can't get in enough of the things they want to do and see.","Gnomes speak as if they can't get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.","Though gnomes love jokes of all kinds, particularly puns and pranks, they're just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkerers, and inventors. They're willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large."]},{"type":"entries","name":"Bright Burrows","entries":["Gnomes makes their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface where ever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.","Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkerers. Some human families retained gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life."]},{"type":"entries","name":"Gnome Names","entries":["Gnomes love names, and most have half a dozen or so. A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are truly new inventions. When dealing with humans and others who are \"Stuffy\" about names, a gnome learns to use no more than three names; A personal name, a clan name, and a nickname, choosing the one in each category that's the most fun to say.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Names:","entry":"Alston, Alvyn, Boddynock, Brocc, Ettrgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle. Orryn, Roondar, Seebo, Warryn, Wrenn, Zook"},{"type":"item","name":"Female Names:","entry":"Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna"},{"type":"item","name":"Clan Names:","entry":"Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningcl, Raulnor, Seheppen, Timbers, Turen"},{"type":"item","name":"Nicknames:","entry":"Aleslosh, Aslthearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nina, Oneshoe, Pock, Sparklegem, Scumbleduck"}]}]},{"type":"entries","name":"Seeing The World","entries":["Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as s quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions."]},{"type":"inset","name":"Deep Gnomes","entries":["A third sub race of gnomes, the deep gnomes (or svirfneblin) live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework."]}]}]}],"gallery":[{"path":"races/PHB/Gnome.webp"}]},{"id":"gnome-mark-of-scribing","name":"Gnome (Mark of Scribing)","source":"ERLW","page":47,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Gnome","entries":[{"type":"entries","name":"Gifted Scribe","entries":["When you make an Intelligence ({@skill History}) check or an ability check using {@item calligrapher's supplies|PHB}, you can roll a {@dice d4} and add the number rolled to the ability check."]},{"type":"entries","name":"Scribe's Insight","entries":["You know the {@spell message} cantrip. You can also cast {@spell comprehend languages} once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the {@spell magic mouth} spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells."]},{"type":"entries","name":"Spells of the Mark","entries":["If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to the spell list of your spellcasting class.",{"type":"table","caption":"Mark of Scribing Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell comprehend languages}, {@spell illusory script}"],["2nd","{@spell animal messenger}, {@spell silence}"],["3rd","{@spell sending}, {@spell tongues}"],["4th","{@spell arcane eye}, {@spell confusion}"],["5th","{@spell dream}"]]}]}]},{"id":"gnome-rock","name":"Gnome (Rock)","source":"PHB","page":37,"srd":false,"image":"races/PHB/Gnome.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Gnome","entries":[{"name":"Artificer's Lore","entries":["Whenever you make an Intelligence ({@skill History}) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply."],"type":"entries"},{"name":"Tinker","entries":["You have proficiency with {@item artisan's tools|PHB} ({@item tinker's tools|phb}). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.","When you create a device, choose one of the following options:",{"type":"entries","name":"Clockwork Toy","entries":["This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents."]},{"type":"entries","name":"Fire Starter","entries":["The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action."]},{"type":"entries","name":"Music Box","entries":["When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed."]}],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the Dragonlance setting."]}]},{"type":"section","entries":[{"type":"entries","entries":["A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.",{"type":"entries","name":"Vibrant Expression","entries":["A gnome's energy and enthusiasm for living shines through every inch his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around.","A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels."]},{"type":"entries","name":"Delighted Dedication","entries":["As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can't get in enough of the things they want to do and see.","Gnomes speak as if they can't get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.","Though gnomes love jokes of all kinds, particularly puns and pranks, they're just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkerers, and inventors. They're willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large."]},{"type":"entries","name":"Bright Burrows","entries":["Gnomes makes their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface where ever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.","Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkerers. Some human families retained gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life."]},{"type":"entries","name":"Gnome Names","entries":["Gnomes love names, and most have half a dozen or so. A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are truly new inventions. When dealing with humans and others who are \"Stuffy\" about names, a gnome learns to use no more than three names; A personal name, a clan name, and a nickname, choosing the one in each category that's the most fun to say.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Names:","entry":"Alston, Alvyn, Boddynock, Brocc, Ettrgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle. Orryn, Roondar, Seebo, Warryn, Wrenn, Zook"},{"type":"item","name":"Female Names:","entry":"Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna"},{"type":"item","name":"Clan Names:","entry":"Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningcl, Raulnor, Seheppen, Timbers, Turen"},{"type":"item","name":"Nicknames:","entry":"Aleslosh, Aslthearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nina, Oneshoe, Pock, Sparklegem, Scumbleduck"}]}]},{"type":"entries","name":"Seeing The World","entries":["Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as s quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions."]},{"type":"inset","name":"Deep Gnomes","entries":["A third sub race of gnomes, the deep gnomes (or svirfneblin) live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework."]}]}]}],"gallery":[{"path":"races/PHB/Gnome.webp"}]},{"id":"goblin","name":"Goblin","source":"MPMM","page":20,"srd":false,"image":"races/MPMM/Goblin.webp","size":"Small","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Creature Type","entries":["You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray."]},{"type":"entries","name":"Fey Ancestry","entries":["You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself."]},{"type":"entries","name":"Fury of the Small","entries":["When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.","You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn."]},{"type":"entries","name":"Nimble Escape","entries":["You can take the {@action Disengage} or {@action Hide} action as a bonus action on each of your turns."]}],"lore":["A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Maglubiyet conquered them, early goblins served in the court of the Queen of Air and Darkness, one of the Feywild's archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to worlds across the Material Plane, even if they don't remember the fey realm they inhabited before Maglubiyet's rise. Now many goblins pursue their own destinies, escaping the plots of both archfey and gods."],"gallery":[{"path":"races/MPMM/Goblin.webp","credit":"Mike Jordana"}],"otherVersions":[{"id":"goblin-erlw","source":"ERLW"},{"id":"goblin-ggr","source":"GGR"},{"id":"goblin-vgm","source":"VGM"},{"id":"goblin-psz","source":"PSZ"},{"id":"goblin-dmg","source":"DMG"}]},{"id":"goblin-erlw","name":"Goblin","source":"ERLW","page":26,"srd":false,"image":"races/ERLW/Goblinoids.webp","size":"Small","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Goblins reach adulthood at age 8 and live up to 60 years."]},{"name":"Size","type":"entries","entries":["Your size is Small."]},{"name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Fury of the Small","entries":["When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest."],"type":"entries"},{"name":"Nimble Escape","entries":["You can take the {@action Disengage} or {@action Hide} action as a bonus action on each of your turns."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Goblin."],"type":"entries"},{"name":"Alignment","type":"entries","entries":["In Eberron, goblins are usually neutral. They tend to look out for themselves, preferably without drawing unwanted attention from any larger, more powerful people."]}],"gallery":[{"path":"races/ERLW/Goblinoids.webp","credit":"Cory Trego-Erdner"}],"hidden":true,"otherVersions":[{"id":"goblin","source":"MPMM"},{"id":"goblin-ggr","source":"GGR"},{"id":"goblin-vgm","source":"VGM"},{"id":"goblin-psz","source":"PSZ"},{"id":"goblin-dmg","source":"DMG"}]},{"id":"goblin-ggr","name":"Goblin","source":"GGR","page":16,"srd":false,"size":"Small","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years."]},{"type":"entries","name":"Size","entries":["Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small."]},{"name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Fury of the Small","entries":["When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest."],"type":"entries"},{"name":"Nimble Escape","entries":["You can take the {@action Disengage} or {@action Hide} action as a bonus action on each of your turns."],"type":"entries"},{"name":"Languages","type":"entries","entries":["You can speak, read, and write Common and Goblin. In Ravnica, Goblin is a simplistic language with a limited vocabulary and fluid rules of grammar, unsuited for any sophisticated conversation."]},{"name":"Alignment","type":"entries","entries":["Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely."]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Whether sniveling in fear, cackling with mad laughter, or snarling in a fury, goblins are wretched and inconsequential—at least in the eyes of most of Ravnica's other folk. In their own minds, though, they are content to lurk in the shadows only until they fully come into their own and receive the recognition they believe they deserve. They are entitled to some credit for their tenacity, agility, crafty ingenuity, and dumb luck, all of which has enabled them to survive in a world overrun with creatures larger and more powerful than they are.",{"type":"entries","name":"Small and Wiry","entries":["Standing around 3 feet tall and covered in warty green or red skin, goblins have huge noses and ears. Their wiry bodies are surprisingly strong, and their mouths are full of sharp, crooked teeth.","Most goblins are bald, either by heredity or by choice, but a few boast shocks of red or black hair. Their arms and legs are elongated in proportion to their small bodies, and their fingers and toes are also long and slender. Many goblins prefer to go unshod to leave their toes exposed for climbing."]},{"type":"entries","name":"Unfettered Emotion","entries":["Creatures of raw impulse, goblins are found among guilds that value that quality, particularly the Izzet (where they typically serve as attendants for researchers), the Gruul (in camps that form hapless buffers between the clans and civilized regions), the Rakdos (putting their love of explosions to good use), and occasionally the Boros (if they discover a well of discipline and courage within themselves, or find themselves unable to resist the shininess of Boros weapons and armor). Many goblins are guildless and make their way as members of street gangs.","Sometimes driven by wild mood swings, goblins have an inclination toward destruction, which can take a playful form but is often anything but. Some goblins clobber things, others like to light them on fire, and many love to blow things up.","Goblins have an outrageous sense of humor, usually expressed through mischievous pranks. The malicious among them find pleasure in the misfortune of others and tend to cackle maniacally whenever they're amused. They can act with apparent randomness, sometimes just to confuse and befuddle others."]},{"type":"entries","name":"Goblin Names","entries":["The Goblin language is fond of certain sounds, and goblin names tend to repeat those sounds to form what can sound like nonsense words. A goblin's name gives no indication of gender.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Goblin Names:","entry":"Azzinax, Babolax, Blixanix, Crixizix, Dazzaz, Estrix, Finizix, Juzba, Kaluzax, Lyzaxa, Mizzix, Myznar, Nixispix, Paxizaz, Ravixiz, Stixil, Sunnix, Tozinox, Uxivozi, Vazozav, Wexiny, Zizzix"}]}]}]}]}],"hidden":true,"otherVersions":[{"id":"goblin","source":"MPMM"},{"id":"goblin-erlw","source":"ERLW"},{"id":"goblin-vgm","source":"VGM"},{"id":"goblin-psz","source":"PSZ"},{"id":"goblin-dmg","source":"DMG"}]},{"id":"goblin-vgm","name":"Goblin","source":"VGM","page":119,"srd":false,"image":"races/VGM/Goblin.webp","size":"Small","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Goblins reach adulthood at age 8 and live up to 60 years."]},{"type":"entries","name":"Size","entries":["Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small."]},{"name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Fury of the Small","entries":["When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest."],"type":"entries"},{"name":"Nimble Escape","entries":["You can take the {@action Disengage} or {@action Hide} action as a bonus action on each of your turns."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Goblin."],"type":"entries"}],"gallery":[{"path":"races/VGM/Goblin.webp"}],"hidden":true,"otherVersions":[{"id":"goblin","source":"MPMM"},{"id":"goblin-erlw","source":"ERLW"},{"id":"goblin-ggr","source":"GGR"},{"id":"goblin-psz","source":"PSZ"},{"id":"goblin-dmg","source":"DMG"}]},{"id":"goblin-psz","name":"Goblin","source":"PSZ","page":16,"srd":false,"image":"races/PSZ/Goblin.webp","size":"Small","speed":"25 ft.","walkSpeed":25,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblins rarely live longer than 50 years."]},{"name":"Alignment","type":"entries","entries":["Most goblins are wildly chaotic, though they have no particular inclination toward good or evil."]},{"type":"entries","name":"Size","entries":["Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small."]},{"name":"Darkvision","entries":["Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Goblin."],"type":"entries"},{"name":"Grit","entries":["You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier."],"type":"entries"}],"lore":[{"type":"entries","entries":["Goblins are an inquisitive and adaptable race hampered by their small size, their natural cowardice, and a severe shortage of common sense. They eagerly explore areas that others hesitate to enter, and obsessively fiddle with magic that more sensible folk would take careful precautions with. They prize ancient artifacts not for their inherent value, but primarily as a mark of status—for a precious trophy proves that its owner survived a delve into a deep and dangerous ruin.","Goblins are associated with red mana. Their shamans are fond of spells that create or control fire and lightning to smite their foes, and they are quick to follow their impulses and passions into action without much forethought. Life to a goblin is an adventure full of new things to explore and experience.",{"type":"entries","name":"Long Arms and Stony Skin","entries":["A typical goblin stands between three-and-a-half and five feet tall, with a slender, elongated build. Goblins' arms are unusually long and spindly, making them adept at climbing cliffs and trees. Their skin has a stony texture, ranging in color from red-brown to moss green or gray. Their ears are large and swept back, their eyes are intensely red, and many sport heavy bone protrusions on their spines or elbows. Males have similar growths jutting from their chins, while females have heavier growths on their foreheads.","This distinctive appearance is a direct result of the goblins' unusual diet. Before the Eldrazi's rise, goblins supplemented their normal diet with a kind of rock they pounded into bits and called \"grit.\" The presence of the Eldrazi in Zendikar has poisoned this rock, so the goblins have taken to eating powdered hedrons instead. Eating this magic-infused stone has given the goblins resistance to the maddening psychic emanations of the Eldrazi. As an added benefit, it toughens their skin, protecting them from the elements and from physical dangers."]}]}],"gallery":[{"path":"races/PSZ/Goblin.webp","title":"Zada, Hedron Grinder","credit":"Chris Rallis"},{"path":"races/PSZ/Goblin2.webp","title":"Slab Hammer","credit":"Joeseph Meehan"}],"hidden":true,"otherVersions":[{"id":"goblin","source":"MPMM"},{"id":"goblin-erlw","source":"ERLW"},{"id":"goblin-ggr","source":"GGR"},{"id":"goblin-vgm","source":"VGM"},{"id":"goblin-dmg","source":"DMG"}]},{"id":"goblin-dmg","name":"Goblin","source":"DMG","page":282,"srd":false,"size":"Small","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Nimble Escape","entries":["You can take the {@action Disengage} or {@action Hide} action as a bonus action on each of your turns."],"type":"entries"},{"name":"Darkvision","entries":["Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Goblin."],"type":"entries"}],"hidden":true,"otherVersions":[{"id":"goblin","source":"MPMM"},{"id":"goblin-erlw","source":"ERLW"},{"id":"goblin-ggr","source":"GGR"},{"id":"goblin-vgm","source":"VGM"},{"id":"goblin-psz","source":"PSZ"}]},{"id":"goblin-dankwood","name":"Goblin (Dankwood)","source":"AWM","page":35,"srd":false,"size":"Small","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Dankwood goblins reach adulthood at age 8 and live up to 60 years."]},{"type":"entries","name":"Size","entries":["Dankwood goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small."]},{"name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Speak with Small Beasts","type":"entries","entries":["Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Dankwood goblins love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets."]},{"name":"Nimble Escape","entries":["You can take the {@action Disengage} or {@action Hide} action as a bonus action on each of your turns."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Goblin."],"type":"entries"},{"name":"Alignment","type":"entries","entries":["Dankwood goblins are typically neutral or neutral good, though some mischievous Dankwood goblins are chaotic neutral."]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Ahh the Dankwood goblins! I have adventured far and wide in my time and never have I met such unique and interesting goblins as these. Perhaps it is the magical nature of the Dankwood itself as this forest was once rumored to have been the ancient sanctum of a powerful Netherese wizard, but who is to say? This world is a wondrous one and everywhere you go, something new is there to dazzle and amaze!"],"by":"Guardian Leafy Skiptoes"},"Dankwood goblins are much like any other run-of-the-mill goblin but they are much more gentle and artistic than the savage and uncouth goblins of the world.","They are inquisitive and have a magical bond with the small forest creatures with which they are often friends. They are fast and nimble and love to explore. Because of this they make great adventurers and guides."]}]}]},{"id":"goblin-ixalan","name":"Goblin (Ixalan)","source":"PSX","page":16,"srd":false,"image":"races/PSX/Goblin.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Goblin","entries":[{"name":"Alignment","type":"entries","entries":["Most goblins are wildly chaotic, with no particular inclination toward good or evil but a strong tendency toward mischief."],"data":{"overwrite":"Alignment"}},{"type":"entries","name":"Agile Climber","entries":["You have a climbing speed of 25 feet. You can't use your climbing speed while you wear medium or heavy armor. (If your campaign uses the variant rule for {@variantrule encumbrance|PHB}, you can't use your climbing speed if you are encumbered.)"]},{"name":"Languages","entries":["You can speak, read, and write {@language Common Trade Pidgin|PSX|Common} (if it exists in your campaign) and {@language Goblin|PHB}."],"type":"entries","data":{"overwrite":"Languages"}}],"lore":["Goblins are native to Ixalan, and their eager curiosity drew them to the ships of the Brazen Coalition when the pirates first made landfall on the Sun Empire's shores. Though they still thrive in remote jungle colonies, goblins are most commonly seen swinging on the ropes of sleek pirate ships.","Goblins stand about three feet tall, though they rarely stand upright. They prefer a crouched posture that lets them scramble quickly on all fours, aided by their long prehensile tails. Their hearing and eyesight make them excellent lookouts, and their agility serves them well as crew members on pirate ships. They climb, swing, and jump easily among a ship's ropes, and can get into tight spaces that humans can't. For better or worse, many goblins are also incorrigible pranksters, and they often have a hard time determining when a prank is inappropriate, is poorly timed, or has gone too far."],"gallery":[{"path":"races/PSX/Goblin.webp","title":"Firecannon Blast","credit":"Svetlin Velinov"},{"path":"races/PSX/Goblin2.webp","title":"Goblin Trailblazer","credit":"Josh Hass"}]},{"id":"goblin-zendikar-grotag-tribe","name":"Goblin (Zendikar; Grotag Tribe)","source":"PSZ","page":17,"srd":false,"image":"races/PSZ/Goblin.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Goblin","entries":[{"name":"Grotag Tamer","entries":["You have proficiency in the {@skill Animal Handling} skill."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Smaller and weaker than their cousins, and with larger hands and feet, goblins of the Grotag tribe attempt to live by their wits—though seldom with much success. When a Grotag goblin has the bright idea of trying to tame fleshpiercer mites, at least a few others will be willing to follow that goblin into a nest—usually to predictably horrible results. But though the Grotag seem to have a never-ending supply of bad ideas, and a horrible ratio of bad ideas to good, the Grotag likewise seem to have a never-ending supply of Grotag. As such, by trial and error (and more error), these goblins have stumbled across a great deal of knowledge useful for surviving the deep places of Zendikar, and for dealing with the creatures that live there. The Grotag imagine themselves to have a sort of empathy with beasts, and they lose hundreds of goblins each year to ill-advised attempts at monster taming. But, every now and again, one of these efforts is successful."]}]},{"type":"entries","entries":["Goblins are an inquisitive and adaptable race hampered by their small size, their natural cowardice, and a severe shortage of common sense. They eagerly explore areas that others hesitate to enter, and obsessively fiddle with magic that more sensible folk would take careful precautions with. They prize ancient artifacts not for their inherent value, but primarily as a mark of status—for a precious trophy proves that its owner survived a delve into a deep and dangerous ruin.","Goblins are associated with red mana. Their shamans are fond of spells that create or control fire and lightning to smite their foes, and they are quick to follow their impulses and passions into action without much forethought. Life to a goblin is an adventure full of new things to explore and experience.",{"type":"entries","name":"Long Arms and Stony Skin","entries":["A typical goblin stands between three-and-a-half and five feet tall, with a slender, elongated build. Goblins' arms are unusually long and spindly, making them adept at climbing cliffs and trees. Their skin has a stony texture, ranging in color from red-brown to moss green or gray. Their ears are large and swept back, their eyes are intensely red, and many sport heavy bone protrusions on their spines or elbows. Males have similar growths jutting from their chins, while females have heavier growths on their foreheads.","This distinctive appearance is a direct result of the goblins' unusual diet. Before the Eldrazi's rise, goblins supplemented their normal diet with a kind of rock they pounded into bits and called \"grit.\" The presence of the Eldrazi in Zendikar has poisoned this rock, so the goblins have taken to eating powdered hedrons instead. Eating this magic-infused stone has given the goblins resistance to the maddening psychic emanations of the Eldrazi. As an added benefit, it toughens their skin, protecting them from the elements and from physical dangers."]}]}],"gallery":[{"path":"races/PSZ/Goblin.webp","title":"Zada, Hedron Grinder","credit":"Chris Rallis"},{"path":"races/PSZ/Goblin2.webp","title":"Slab Hammer","credit":"Joeseph Meehan"}]},{"id":"goblin-zendikar-lavastep-tribe","name":"Goblin (Zendikar; Lavastep Tribe)","source":"PSZ","page":17,"srd":false,"image":"races/PSZ/Goblin.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Goblin","entries":[{"name":"Lavastep Grit","entries":["You have advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky or subterranean environments."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["The Lavastep tribe is the most industrious of the goblin tribes, and possesses much hard-won knowledge of the geothermal activity in Akoum. More so than members of the other tribes, the Lavastep goblins build surprisingly effective equipment out of the crystal shards and veins of strange metals that occasionally boil up to the surface. The most warlike of their kind, Lavastep goblins frequently harass the kor, elves, and humans of Akoum."]}]},{"type":"entries","entries":["Goblins are an inquisitive and adaptable race hampered by their small size, their natural cowardice, and a severe shortage of common sense. They eagerly explore areas that others hesitate to enter, and obsessively fiddle with magic that more sensible folk would take careful precautions with. They prize ancient artifacts not for their inherent value, but primarily as a mark of status—for a precious trophy proves that its owner survived a delve into a deep and dangerous ruin.","Goblins are associated with red mana. Their shamans are fond of spells that create or control fire and lightning to smite their foes, and they are quick to follow their impulses and passions into action without much forethought. Life to a goblin is an adventure full of new things to explore and experience.",{"type":"entries","name":"Long Arms and Stony Skin","entries":["A typical goblin stands between three-and-a-half and five feet tall, with a slender, elongated build. Goblins' arms are unusually long and spindly, making them adept at climbing cliffs and trees. Their skin has a stony texture, ranging in color from red-brown to moss green or gray. Their ears are large and swept back, their eyes are intensely red, and many sport heavy bone protrusions on their spines or elbows. Males have similar growths jutting from their chins, while females have heavier growths on their foreheads.","This distinctive appearance is a direct result of the goblins' unusual diet. Before the Eldrazi's rise, goblins supplemented their normal diet with a kind of rock they pounded into bits and called \"grit.\" The presence of the Eldrazi in Zendikar has poisoned this rock, so the goblins have taken to eating powdered hedrons instead. Eating this magic-infused stone has given the goblins resistance to the maddening psychic emanations of the Eldrazi. As an added benefit, it toughens their skin, protecting them from the elements and from physical dangers."]}]}],"gallery":[{"path":"races/PSZ/Goblin.webp","title":"Zada, Hedron Grinder","credit":"Chris Rallis"},{"path":"races/PSZ/Goblin2.webp","title":"Slab Hammer","credit":"Joeseph Meehan"}]},{"id":"goblin-zendikar-tuktuk-tribe","name":"Goblin (Zendikar; Tuktuk Tribe)","source":"PSZ","page":17,"srd":false,"image":"races/PSZ/Goblin.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Goblin","entries":[{"name":"Tuktuk Cunning","entries":["You have proficiency with {@item thieves' tools|phb}."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Among the goblins, the Tuktuk are most likely to hire themselves out as ruin guides to other races. Of course, their usual plan is to help find something of value, steal it, trigger a trap intentionally, and then run."]}]},{"type":"entries","entries":["Goblins are an inquisitive and adaptable race hampered by their small size, their natural cowardice, and a severe shortage of common sense. They eagerly explore areas that others hesitate to enter, and obsessively fiddle with magic that more sensible folk would take careful precautions with. They prize ancient artifacts not for their inherent value, but primarily as a mark of status—for a precious trophy proves that its owner survived a delve into a deep and dangerous ruin.","Goblins are associated with red mana. Their shamans are fond of spells that create or control fire and lightning to smite their foes, and they are quick to follow their impulses and passions into action without much forethought. Life to a goblin is an adventure full of new things to explore and experience.",{"type":"entries","name":"Long Arms and Stony Skin","entries":["A typical goblin stands between three-and-a-half and five feet tall, with a slender, elongated build. Goblins' arms are unusually long and spindly, making them adept at climbing cliffs and trees. Their skin has a stony texture, ranging in color from red-brown to moss green or gray. Their ears are large and swept back, their eyes are intensely red, and many sport heavy bone protrusions on their spines or elbows. Males have similar growths jutting from their chins, while females have heavier growths on their foreheads.","This distinctive appearance is a direct result of the goblins' unusual diet. Before the Eldrazi's rise, goblins supplemented their normal diet with a kind of rock they pounded into bits and called \"grit.\" The presence of the Eldrazi in Zendikar has poisoned this rock, so the goblins have taken to eating powdered hedrons instead. Eating this magic-infused stone has given the goblins resistance to the maddening psychic emanations of the Eldrazi. As an added benefit, it toughens their skin, protecting them from the elements and from physical dangers."]}]}],"gallery":[{"path":"races/PSZ/Goblin.webp","title":"Zada, Hedron Grinder","credit":"Chris Rallis"},{"path":"races/PSZ/Goblin2.webp","title":"Slab Hammer","credit":"Joeseph Meehan"}]},{"id":"goliath","name":"Goliath","source":"XPHB","page":192,"srd":true,"image":"races/XPHB/Goliath.webp","size":"Medium","speed":"35 ft.","walkSpeed":35,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Giant Ancestry","entries":["You are descended from Giants. Choose one of the following benefits—a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Cloud's Jaunt (Cloud Giant)","entries":["As a {@variantrule Bonus Action|XPHB}, you magically teleport up to 30 feet to an unoccupied space you can see."]},{"type":"item","name":"Fire's Burn (Fire Giant)","entries":["When you hit a target with an attack roll and deal damage to it, you can also deal {@damage 1d10} Fire damage to that target."]},{"type":"item","name":"Frost's Chill (Frost Giant)","entries":["When you hit a target with an attack roll and deal damage to it, you can also deal {@damage 1d6} Cold damage to that target and reduce its {@variantrule Speed|XPHB} by 10 feet until the start of your next turn."]},{"type":"item","name":"Hill's Tumble (Hill Giant)","entries":["When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the {@condition Prone|XPHB} condition."]},{"type":"item","name":"Stone's Endurance (Stone Giant)","entries":["When you take damage, you can take a {@variantrule Reaction|XPHB} to roll {@dice 1d12}. Add your Constitution modifier to the number rolled and reduce the damage by that total."]},{"type":"item","name":"Storm's Thunder (Storm Giant)","entries":["When you take damage from a creature within 60 feet of you, you can take a {@variantrule Reaction|XPHB} to deal {@damage 1d8} Thunder damage to that creature."]}]}]},{"type":"entries","name":"Large Form","entries":["Starting at character level 5, you can change your size to Large as a {@variantrule Bonus Action|XPHB} if you're in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have {@variantrule Advantage|XPHB} on Strength checks, and your {@variantrule Speed|XPHB} increases by 10 feet. Once you use this trait, you can't use it again until you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Powerful Build","entries":["You have {@variantrule Advantage|XPHB} on any ability check you make to end the {@condition Grappled|XPHB} condition. You also count as one size larger when determining your carrying capacity."]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Towering over most folk, goliaths are distant descendants of giants. Each goliath bears the favors of the first giants—favors that manifest in various supernatural boons, including the ability to quickly grow and temporarily approach the height of goliaths' gigantic kin.","Goliaths have physical characteristics that are reminiscent of the giants in their family lines. For example, some goliaths look like stone giants, while others resemble fire giants. Whatever giants they count as kin, goliaths have forged their own path in the multiverse—unencumbered by the internecine conflicts that have ravaged giantkind for ages—and seek heights above those reached by their ancestors."]}]}],"gallery":[{"path":"races/XPHB/Goliath.webp","credit":"Hinchel Or"}],"otherVersions":[{"id":"goliath-mpmm","source":"MPMM"},{"id":"goliath-vgm","source":"VGM"}]},{"id":"goliath-mpmm","name":"Goliath","source":"MPMM","page":21,"srd":false,"image":"races/MPMM/Goliath.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Little Giant","entries":["You have proficiency in the {@skill Athletics} skill, and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift."]},{"type":"entries","name":"Mountain Born","entries":["You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet."]},{"type":"entries","name":"Stone's Endurance","entries":["You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a {@dice d12}. Add your Constitution modifier to the number rolled and reduce the damage by that total.","You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."]}],"lore":["The first goliaths lived on the highest mountain peaks—far above the tree line, where the air is thin and frigid winds howl. Distantly related to giants and infused with the supernatural essence of their ancestors' mountainous home, goliaths stand between 7 and 8 feet tall and have a wide array of skin tones resembling different types of stone."],"gallery":[{"path":"races/MPMM/Goliath.webp","credit":"Eric Belisle, Jon Hodgson"}],"hidden":true,"otherVersions":[{"id":"goliath","source":"XPHB"},{"id":"goliath-vgm","source":"VGM"}]},{"id":"goliath-vgm","name":"Goliath","source":"VGM","page":108,"srd":false,"image":"races/VGM/Goliath.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century."]},{"type":"entries","name":"Size","entries":["Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium."]},{"name":"Natural Athlete","entries":["You have proficiency in the {@skill Athletics} skill."],"type":"entries"},{"name":"Stone's Endurance","entries":["You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a {@dice d12}. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest."],"type":"entries"},{"name":"Powerful Build","entries":["You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."],"type":"entries"},{"name":"Mountain Born","entries":["You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Giant."],"type":"entries"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["At the highest mountain peaks-far above the slopes where trees grow and where the air is thin and the frigid winds howl-dwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying.",{"type":"entries","name":"Driven Competitors","entries":["Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to an entire tribe, while an individual's heroic effort can ensure the entire group's survival.","Goliaths thus place a premium on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills.","This dedication to competition has a dark side. Goliaths are ferocious competitors, but above all else they are driven to outdo their past efforts. If a goliath slays a dragon, he or she might seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments."]},{"type":"entries","name":"Fair Play","entries":["For goliaths, competition exists only when it is supported by a level playing field. Competition measures talent, dedication, and effort. Those factors determine survival in their home territory, not reliance on magic items, money, or other elements that can tip the balance one way or the other. Goliaths happily rely on such benefits, but they are careful to remember that such an advantage can always be lost. A goliath who relies too much on them can grow complacent, a recipe for disaster in the mountains.","This trait manifests most strongly when goliaths interact with other folk. The relationship between peasants and nobles puzzles goliaths. If a king lacks the intelligence or leadership to lead, then clearly the most talented person in the kingdom should take his place. Goliaths rarely keep such opinions to themselves, and mock folk who rely on society's structures or rules to maintain power."]},{"type":"entries","name":"Survival of the Fittest","entries":["Among goliaths, any adult who can't contribute to the tribe is expelled. A lone goliath has little chance of survival, especially an older or weaker one. Goliaths have little pity for adults who can't take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play.","A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips away in the night to seek the cold will of fate.","In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in battle, at the peak of strength and skill, than endure the slow decay of old age. Few folk have ever meet an elderly goliath, and even those goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay.","Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by long-term leaders. They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age."]},{"type":"entries","name":"Goliath Names","entries":["Every goliath has three names: a birth name assigned by the newborn's mother and father, a nickname assigned by the tribal chief, and a family or clan name. A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel.","Birth names are rarely linked to gender. Goliaths see females and males as equal in all things, and they find societies with roles divided by gender to be puzzling or worthy of mockery. To a goliath, the person who is best at a job should be the one tasked with doing it.","A goliath's nickname is a description that can change on the whim of a chieftain or tribal elder. It refers to a notable deed, either a success or failure, committed by the goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to an individual's notable deeds.","Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name. In casual conversation, they use their nickname.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Birth Names:","entry":"Aukan, Eglath, Gae-Al, Gauthak, Ilikan, Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla, Orilo, Paavu, Pethani, Thalai, Thotham, Uthal, Vaunea, Vimak"},{"type":"item","name":"Nicknames:","entry":"Bearkiller, Dawncaller, Fearless, Flintfinder, Horncarver, Keeneye, Lonehunter, Longleaper, Rootsmasher, Skywatcher, Steadyhand, Threadtwister, Twice-Orphaned, Twistedlimb, Wordpainter"},{"type":"item","name":"Clan Names:","entry":"Anakalathai, Elanithino, Gathakanathi, Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu, Thuliaga, Thunukalathi, Vaimei-Laga"}]}]}]}]}],"gallery":[{"path":"races/VGM/Goliath.webp"}],"hidden":true,"otherVersions":[{"id":"goliath","source":"XPHB"},{"id":"goliath-mpmm","source":"MPMM"}]},{"id":"grimlock","name":"Grimlock","source":"DMG","page":282,"srd":false,"size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Blindsight","entries":["You have no eyes, and cannot be {@condition blinded}. You can perceive your surroundings within 30 ft., or 10 ft. while {@condition deafened}. You are considered blind beyond this radius."],"type":"entries"},{"type":"entries","name":"Keen Hearing and Smell","entries":["You have advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"type":"entries","name":"Stone Camouflage","entries":["You have advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]},{"name":"Languages","entries":["You can speak, read, and write Undercommon."],"type":"entries"}]},{"id":"grung","name":"Grung","source":"OGA","page":4,"srd":false,"image":"races/OGA/Grung.webp","size":"Small","speed":"25 ft., climb 25 ft.","walkSpeed":25,"flySpeed":0,"swimSpeed":0,"climbSpeed":25,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Grungs mature to adulthood in a single year, but have been known to live up to 50 years."]},{"name":"Alignment","type":"entries","entries":["Most grungs are lawful, having been raised in a strict caste system. They tend toward evil as well, coming from a culture where social advancement occurs rarely, and most often because another member of your army has died and there is no one else of that caste to fill the vacancy."]},{"type":"entries","name":"Size","entries":["Grungs stand between 2½ and 3½ feet tall and average about 30 pounds. Your size is Small."]},{"type":"entries","name":"Arboreal Alertness","entries":["You have proficiency in the {@skill Perception} skill."]},{"type":"entries","name":"Amphibious","entries":["You can breathe air and water."]},{"type":"entries","name":"Poison Immunity","entries":["You're immune to poison damage and the {@condition poisoned} condition."]},{"type":"entries","name":"Poisonous Skin","entries":["Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a {@dc 12} Constitution saving throw or take {@damage 2d4} poison damage."]},{"type":"entries","name":"Standing Leap","entries":["Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start."]},{"type":"entries","name":"Water Dependency","entries":["If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of {@condition exhaustion} at the end of that day. You can only recover from this {@condition exhaustion} through magic or by immersing yourself in water for at least 1 hour."]},{"type":"entries","name":"Languages","entries":["You can speak, read, and write Grung."]}],"gallery":[{"path":"races/OGA/Grung.webp"}]},{"id":"hadozee","name":"Hadozee","source":"AAG","page":13,"srd":false,"image":"races/AAG/Hadozee.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":30,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Size","entries":["You are Medium or Small. You choose the size when you select this race."]},{"type":"entries","name":"Dexterous Feet","entries":["As a bonus action, you can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object."]},{"type":"entries","name":"Glide","entries":["When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide."]},{"type":"entries","name":"Hadozee Dodge","entries":["The magic that runs in your veins heightens your natural defenses. When you take damage, you can use your reaction to roll a {@dice d6}. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage).","You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest."]}],"lore":["Hadozees' progenitors were mammals no bigger than housecats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to branch.","Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their homeworld and explore other worlds.","In addition to being natural climbers, hadozees have feet that are as dexterous as their hands, even to the extent of having opposable thumbs. Membranes of skin hang loosely from their arms and legs. When stretched taut, these membranes enable hadozees to glide. Hadozees wrap these wings around themselves to keep warm."],"gallery":[{"path":"races/AAG/Hadozee.webp","credit":"Zuzanna Wužyk"}]},{"id":"half-elf","name":"Half-Elf","source":"PHB","page":38,"srd":false,"image":"races/PHB/Half-Elf.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years."]},{"type":"entries","name":"Size","entries":["Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium."]},{"name":"Darkvision","entries":["Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Fey Ancestry","entries":["You have advantage on saving throws against being {@condition charmed}, and magic can't put you to sleep."],"type":"entries"},{"name":"Skill Versatility","entries":["You gain proficiency in two skills of your choice."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common, Elvish, and one extra language of your choice."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing to adulthood while their peers continue to live as children, growing restless in the timeless elven realms. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.",{"type":"entries","name":"Of Two Worlds","entries":["To humans, half-elves look like elves, and to elves, they look human. In height, they're on par with both parents, though they're neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie, somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents."]},{"type":"entries","name":"Diplomats or Wanderers","entries":["Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.","In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some prefer to avoid company altogether, wandering the wilds as foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers."]},{"type":"entries","name":"Half-Elf Names","entries":["Half-elves use either human or elven naming conventions. As if to emphasize that they don't really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names."]},{"type":"inset","name":"Excellent Ambassadors","entries":["Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other)."]}]}]}],"gallery":[{"path":"races/PHB/Half-Elf.webp"}]},{"id":"half-elf-variant-aquatic-elf-descent","name":"Half-Elf (Variant; Aquatic Elf Descent)","source":"SCAG","page":116,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Half-Elf","entries":[{"type":"inset","name":"Variant Feature (Choose 1)","entries":[{"name":"Skill Versatility","entries":["You gain proficiency in two skills of your choice."],"type":"entries"},{"name":"Swim","entries":["You gain a swimming speed of 30 ft."],"type":"entries"}],"data":{"overwrite":"Skill Versatility"}}]},{"id":"half-elf-variant-drow-descent","name":"Half-Elf (Variant; Drow Descent)","source":"SCAG","page":116,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Half-Elf","entries":[{"type":"inset","name":"Variant Feature (Choose 1)","entries":[{"name":"Skill Versatility","entries":["You gain proficiency in two skills of your choice."],"type":"entries"},{"name":"Drow Magic","entries":["You know the {@spell dancing lights} cantrip. When you reach 3rd level, you can cast the {@spell faerie fire} spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the {@spell darkness} spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells."],"type":"entries"}],"data":{"overwrite":"Skill Versatility"}}]},{"id":"half-elf-variant-mark-of-detection","name":"Half-Elf (Variant; Mark of Detection)","source":"ERLW","page":40,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Half-Elf","entries":[{"type":"entries","name":"Deductive Intuition","entries":["When you make an Intelligence ({@skill Investigation}) or a Wisdom ({@skill Insight}) check, you can roll a {@dice d4} and add the number rolled to the ability check."],"data":{"overwrite":"Skill Versatility"}},{"type":"entries","name":"Magical Detection","entries":["You can cast the {@spell detect magic} and {@spell detect poison and disease} spells with this trait. Starting at 3rd level, you can also cast the {@spell see invisibility} spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells, and you don't require material components for them."]},{"type":"entries","name":"Spells of the Mark","entries":["If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Detection Spells table are added to the spell list of your spellcasting class.",{"type":"table","caption":"Mark of Detection Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell detect evil and good}, {@spell detect poison and disease}"],["2nd","{@spell detect thoughts}, {@spell find traps}"],["3rd","{@spell clairvoyance}, {@spell nondetection}"],["4th","{@spell arcane eye}, {@spell divination}"],["5th","{@spell legend lore}"]]}]}]},{"id":"half-elf-variant-mark-of-storm","name":"Half-Elf (Variant; Mark of Storm)","source":"ERLW","page":50,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Half-Elf","entries":[{"type":"entries","name":"Windwright's Intuition","entries":["When you make a Dexterity ({@skill Acrobatics}) check or any ability check involving {@item navigator's tools|PHB}, you can roll a {@dice d4} and add the number rolled to the ability check."],"data":{"overwrite":"Skill Versatility"}},{"type":"entries","name":"Storm's Boon","entries":["You have resistance to lightning damage."]},{"type":"entries","name":"Headwinds","entries":["You know the {@spell gust|XGE} cantrip. Starting at 3rd level, you can cast the {@spell gust of wind} spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells."]},{"type":"entries","name":"Spells of the Mark","entries":["If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Storm Spells table are added to the spell list of your spellcasting class.",{"type":"table","caption":"Mark of Storm Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell feather fall}, {@spell fog cloud}"],["2nd","{@spell gust of wind}, {@spell levitate}"],["3rd","{@spell sleet storm}, {@spell wind wall}"],["4th","{@spell conjure minor elementals}, {@spell control water}"],["5th","{@spell conjure elemental}"]]}]}]},{"id":"half-elf-variant-moon-elf-or-sun-elf-descent","name":"Half-Elf (Variant; Moon Elf or Sun Elf Descent)","source":"SCAG","page":116,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Half-Elf","entries":[{"type":"inset","name":"Variant Feature (Choose 1)","entries":[{"name":"Skill Versatility","entries":["You gain proficiency in two skills of your choice."],"type":"entries"},{"name":"Elf Weapon Training","entries":["You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}."],"type":"entries"},{"name":"Cantrip","entries":["You know one cantrip of your choice from the {@filter wizard spell list|spells|class=wizard|level=0}. Intelligence is your spellcasting ability for it."],"type":"entries"}],"data":{"overwrite":"Skill Versatility"}}]},{"id":"half-elf-variant-wood-elf-descent","name":"Half-Elf (Variant; Wood Elf Descent)","source":"SCAG","page":116,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Half-Elf","entries":[{"type":"inset","name":"Variant Feature (Choose 1)","entries":[{"name":"Skill Versatility","entries":["You gain proficiency in two skills of your choice."],"type":"entries"},{"name":"Elf Weapon Training","entries":["You have proficiency with the {@item longsword|phb}, {@item shortsword|phb}, {@item shortbow|phb}, and {@item longbow|phb}."],"type":"entries"},{"name":"Fleet of Foot","entries":["Your base walking speed increases to 35 feet."],"type":"entries"},{"name":"Mask of the Wild","entries":["You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena."],"type":"entries"}],"data":{"overwrite":"Skill Versatility"}}]},{"id":"half-orc","name":"Half-Orc","source":"PHB","page":40,"srd":false,"image":"races/PHB/Half-Orc.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years."]},{"type":"entries","name":"Size","entries":["Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium."]},{"name":"Darkvision","entries":["Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Menacing","entries":["You gain proficiency in the {@skill Intimidation} skill."],"type":"entries"},{"name":"Relentless Endurance","entries":["When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest."],"type":"entries"},{"name":"Savage Attacks","entries":["When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.",{"type":"entries","name":"Scarred and Strong","entries":["Half-orcs' grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Half-orcs stand between 6 and 7 feet tall and usually weigh between 180 and 250 pounds.","Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an Orc, or half-orc as a former slave or a disgraced exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living among humans might display these scars proudly or hide them in shame."]},{"type":"entries","name":"The Mark of Gruumsh","entries":["The one-eyed god Gruumsh created the Orcs, and even those orcs who turn away from his worship can't fully escape his influence. The same is true of half orcs, though their human blood moderates the impact of their orcish heritage. Some half-orcs hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh's exultation when they join in melee combat-and either exult along with him or shiver with fear and loathing. Half-orcs are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it.","Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn't just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures-feasting, drinking, wrestling, drumming, and wild dancing-fill their hearts with joy. They tend to be short tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished half-orcs are those with enough self control to get by in a civilized land."]},{"type":"entries","name":"Half-Orc Names","entries":["Half-orcs usually have names appropriate to the culture in which they were raised. A half-orc who wants to fit in among humans might trade an orc name for a human name. Some half-orcs with human names decide to adopt a guttural orc name because they think it makes them more intimidating.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Orc Names:","entry":"Dench, Feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Mhurren, Ront, Shump, Thokk"},{"type":"item","name":"Female Orc Names:","entry":"Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shautha, Vola, Volen, Yevelda"}]}]},{"type":"inset","name":"Grudging Acceptance","entries":["Each half-orc finds a way to gain acceptance from those who hate orcs. Some are reserved, trying not to draw attention to themselves. A few demonstrate piety and good-heartedness as publicly as they can (whether or not such demonstrations are genuine). And some simply try to be so tough that others just avoid them."]}]}]}],"gallery":[{"path":"races/PHB/Half-Orc.webp"}]},{"id":"half-orc-variant-mark-of-finding","name":"Half-Orc (Variant; Mark of Finding)","source":"ERLW","page":41,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Half-Orc","entries":[{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"data":{"overwrite":"Darkvision"}},{"type":"entries","name":"Hunter's Intuition","entries":["When you make a Wisdom ({@skill Perception}) or Wisdom ({@skill Survival}) check, you can roll a {@dice d4} and add the number rolled to the ability check."],"data":{"overwrite":"Menacing"}},{"type":"entries","name":"Finder's Magic","entries":["You can cast the {@spell hunter's mark} spell with this trait. Starting at 3rd level, you can also cast the {@spell locate object} spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells."],"data":{"overwrite":"Relentless Endurance"}},{"type":"entries","name":"Languages","entries":["You can speak, read, and write Common and Goblin."],"data":{"overwrite":"Languages"}},{"type":"entries","name":"Spells of the Mark","entries":["If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.",{"type":"table","caption":"Mark of Finding Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell faerie fire}, {@spell longstrider}"],["2nd","{@spell locate animals or plants}, {@spell locate object}"],["3rd","{@spell clairvoyance}, {@spell speak with plants}"],["4th","{@spell divination}, {@spell locate creature}"],["5th","{@spell commune with nature}"]]}],"data":{"overwrite":"Savage Attacks"}}]},{"id":"halfling","name":"Halfling","source":"XPHB","page":193,"srd":true,"image":"races/XPHB/Halfling.webp","size":"Small","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Brave","entries":["You have {@variantrule Advantage|XPHB} on saving throws you make to avoid or end the {@condition Frightened|XPHB} condition."]},{"type":"entries","name":"Halfling Nimbleness","entries":["You can move through the space of any creature that is a size larger than you, but you can't stop in the same space."]},{"type":"entries","name":"Luck","entries":["When you roll a 1 on the {@dice d20} of a {@variantrule D20 Test|XPHB}, you can reroll the die, and you must use the new roll."]},{"type":"entries","name":"Naturally Stealthy","entries":["You can take the {@action Hide|XPHB} action even when you are obscured only by a creature that is at least one size larger than you."]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Cherished and guided by gods who value life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many halflings possess a brave and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human child—helps them pass through crowds unnoticed and slip through tight spaces.","Anyone who has spent time around halflings, particularly halfling adventurers, has likely witnessed the storied \"luck of the halflings\" in action. When a halfling is in mortal danger, an unseen force seems to intervene on the halfling's behalf. Many halflings believe in the power of luck, and they attribute their unusual gift to one or more of their benevolent gods, including Yondalla, Brandobaris, and Charmalaine. The same gift might contribute to their robust life spans (about 150 years).","Halfling communities come in all varieties. For every sequestered shire tucked away in an unspoiled part of the world, there's a crime syndicate like the Boromar Clan in the Eberron setting or a territorial mob of halflings like those in the Dark Sun setting.","Halflings who prefer to live underground are sometimes called strongheart halflings or stouts. Nomadic halflings, as well as those who live among humans and other tall folk, are sometimes called lightfoot halflings or tallfellows."]}]}],"gallery":[{"path":"races/XPHB/Halfling.webp","credit":"Jane Katsubo"}],"otherVersions":[{"id":"halfling-phb","source":"PHB"}]},{"id":"halfling-phb","name":"Halfling","source":"PHB","page":26,"srd":false,"image":"races/PHB/Halfling.webp","size":"Small","speed":"25 ft.","walkSpeed":25,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century."]},{"type":"entries","name":"Size","entries":["Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small."]},{"name":"Lucky","entries":["When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll."],"type":"entries"},{"name":"Brave","entries":["You have advantage on saving throws against being {@condition frightened}."],"type":"entries"},{"name":"Halfling Nimbleness","entries":["You can move through the space of any creature that is of a size larger than yours."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.",{"type":"entries","name":"Small and Practical","entries":["The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.","Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.","Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering."]},{"type":"entries","name":"Kind and Curious","entries":["Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.","Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times."]},{"type":"entries","name":"Blend into the Crowd","entries":["Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.","Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened."]},{"type":"entries","name":"Pastoral Pleasantries","entries":["Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.","Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home."]},{"type":"inset","name":"Affable and Positive","entries":["Halfling try to get along with everyone else and are loath to make sweeping generalizations-especially negative ones.",{"type":"entries","name":"Dwarves","entries":["\"Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?\""]},{"type":"entries","name":"Elves","entries":["\"They're so beautiful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces-surely more than they ever let on.\""]},{"type":"entries","name":"Humans","entries":["\"Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers - you have to admire their conviction. And by protecting their own lands, they protect us as well.\""]}]},{"type":"entries","name":"Exploring Opportunities","entries":["Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity."]},{"type":"entries","name":"Halfling Names","entries":["A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Names:","entry":"Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby"},{"type":"item","name":"Female Names:","entry":"Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna"},{"type":"item","name":"Family Names:","entry":"Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough"}]}]}]}]}],"gallery":[{"path":"races/PHB/Halfling.webp"}],"hidden":true,"otherVersions":[{"id":"halfling","source":"XPHB"}]},{"id":"halfling-ghostwise","name":"Halfling (Ghostwise)","source":"SCAG","page":110,"srd":false,"image":"races/PHB/Halfling.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Halfling","entries":[{"name":"Silent Speech","entries":["You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":[{"type":"inset","entries":["Ghostwise halflings trace their ancestry back to a war among halfling tribes that sent their ancestors into flight from Luiren. Ghostwise halflings are the rarest of the hin, found only in the Chondalwood and a few other isolated forests, clustered in tight-knit clans.","Many ghostwise clans select a natural landmark as the center of their territory, and members carry a piece of that landmark with them at all times. Clan warriors known as nightgliders bond with and ride giant owls as mounts.","Because these folk are clannish and mistrustful of outsiders, ghostwise halfling adventurers are rare. Ask your DM if you can play a member of this subrace, which has the halfling traits in the Player's Handbook, plus the listed subrace traits."]}]}]},{"type":"section","entries":[{"type":"entries","entries":["The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.",{"type":"entries","name":"Small and Practical","entries":["The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.","Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.","Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering."]},{"type":"entries","name":"Kind and Curious","entries":["Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.","Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times."]},{"type":"entries","name":"Blend into the Crowd","entries":["Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.","Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened."]},{"type":"entries","name":"Pastoral Pleasantries","entries":["Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.","Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home."]},{"type":"inset","name":"Affable and Positive","entries":["Halfling try to get along with everyone else and are loath to make sweeping generalizations-especially negative ones.",{"type":"entries","name":"Dwarves","entries":["\"Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?\""]},{"type":"entries","name":"Elves","entries":["\"They're so beautiful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces-surely more than they ever let on.\""]},{"type":"entries","name":"Humans","entries":["\"Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers - you have to admire their conviction. And by protecting their own lands, they protect us as well.\""]}]},{"type":"entries","name":"Exploring Opportunities","entries":["Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity."]},{"type":"entries","name":"Halfling Names","entries":["A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Names:","entry":"Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby"},{"type":"item","name":"Female Names:","entry":"Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna"},{"type":"item","name":"Family Names:","entry":"Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough"}]}]}]}]}],"gallery":[{"path":"races/PHB/Halfling.webp"}]},{"id":"halfling-lightfoot","name":"Halfling (Lightfoot)","source":"PHB","page":28,"srd":false,"image":"races/PHB/Halfling.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Halfling","entries":[{"name":"Naturally Stealthy","entries":["You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You're inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot halflings have spread the farthest and thus are the most common variety.","Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. In the world of Greyhawk, these halflings are called hairfeet or tallfellows."]}]},{"type":"section","entries":[{"type":"entries","entries":["The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.",{"type":"entries","name":"Small and Practical","entries":["The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.","Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.","Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering."]},{"type":"entries","name":"Kind and Curious","entries":["Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.","Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times."]},{"type":"entries","name":"Blend into the Crowd","entries":["Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.","Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened."]},{"type":"entries","name":"Pastoral Pleasantries","entries":["Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.","Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home."]},{"type":"inset","name":"Affable and Positive","entries":["Halfling try to get along with everyone else and are loath to make sweeping generalizations-especially negative ones.",{"type":"entries","name":"Dwarves","entries":["\"Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?\""]},{"type":"entries","name":"Elves","entries":["\"They're so beautiful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces-surely more than they ever let on.\""]},{"type":"entries","name":"Humans","entries":["\"Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers - you have to admire their conviction. And by protecting their own lands, they protect us as well.\""]}]},{"type":"entries","name":"Exploring Opportunities","entries":["Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity."]},{"type":"entries","name":"Halfling Names","entries":["A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Names:","entry":"Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby"},{"type":"item","name":"Female Names:","entry":"Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna"},{"type":"item","name":"Family Names:","entry":"Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough"}]}]}]}]}],"gallery":[{"path":"races/PHB/Halfling.webp"}]},{"id":"halfling-lotusden","name":"Halfling (Lotusden)","source":"EGW","page":164,"srd":false,"image":"races/EGW/Halfling (Lotusden).webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Halfling","entries":[{"type":"entries","name":"Child of the Wood","entries":["You know the {@spell druidcraft} cantrip. When you reach 3rd level, you can cast the {@spell entangle} spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell spike growth} spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells."]},{"type":"entries","name":"Timberwalk","entries":["Ability checks made to track you have disadvantage, and you can move across {@quickref difficult terrain||3} made of nonmagical plants and undergrowth without expending extra movement."]}],"lore":["Long tied to the natural heart of the Lotusden Greenwood, these halflings have adapted to live synergistically with the chaotic laws of the wilds.",{"type":"section","entries":[{"type":"entries","entries":["The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.",{"type":"entries","name":"Small and Practical","entries":["The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.","Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.","Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering."]},{"type":"entries","name":"Kind and Curious","entries":["Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.","Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times."]},{"type":"entries","name":"Blend into the Crowd","entries":["Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.","Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened."]},{"type":"entries","name":"Pastoral Pleasantries","entries":["Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.","Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home."]},{"type":"inset","name":"Affable and Positive","entries":["Halfling try to get along with everyone else and are loath to make sweeping generalizations-especially negative ones.",{"type":"entries","name":"Dwarves","entries":["\"Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?\""]},{"type":"entries","name":"Elves","entries":["\"They're so beautiful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces-surely more than they ever let on.\""]},{"type":"entries","name":"Humans","entries":["\"Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers - you have to admire their conviction. And by protecting their own lands, they protect us as well.\""]}]},{"type":"entries","name":"Exploring Opportunities","entries":["Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity."]},{"type":"entries","name":"Halfling Names","entries":["A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Names:","entry":"Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby"},{"type":"item","name":"Female Names:","entry":"Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna"},{"type":"item","name":"Family Names:","entry":"Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough"}]}]}]}]}],"gallery":[{"path":"races/EGW/Halfling (Lotusden).webp","credit":"Axel Defois"},{"path":"races/PHB/Halfling.webp"}]},{"id":"halfling-mark-of-healing","name":"Halfling (Mark of Healing)","source":"ERLW","page":43,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Halfling","entries":[{"type":"entries","name":"Medical Intuition","entries":["When you make a Wisdom ({@skill Medicine}) check or an ability check using an {@item herbalism kit|phb}, you can roll a {@dice d4} and add the number rolled to the ability check."]},{"type":"entries","name":"Healing Touch","entries":["You can cast the {@spell cure wounds} spell with this trait. Starting at 3rd level, you can also cast {@spell lesser restoration} with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells."]},{"type":"entries","name":"Spells of the Mark","entries":["If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Healing Spells table are added to the spell list of your spellcasting class.",{"type":"table","caption":"Mark of Healing Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell cure wounds}, {@spell healing word}"],["2nd","{@spell lesser restoration}, {@spell prayer of healing}"],["3rd","{@spell aura of vitality}, {@spell mass healing word}"],["4th","{@spell aura of purity}, {@spell aura of life}"],["5th","{@spell greater restoration}"]]}]}]},{"id":"halfling-mark-of-hospitality","name":"Halfling (Mark of Hospitality)","source":"ERLW","page":44,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Halfling","entries":[{"type":"entries","name":"Ever Hospitable","entries":["When you make a Charisma ({@skill Persuasion}) check or an ability check involving {@item brewer's supplies|PHB} or {@item cook's utensils|PHB}, you can roll a {@dice d4} and add the number rolled to the ability check."]},{"type":"entries","name":"Innkeeper's Magic","entries":["You know the {@spell prestidigitation} cantrip. You can also cast the {@spell purify food and drink} and {@spell unseen servant} spells with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish long rest. Charisma is your spellcasting ability for these spells."]},{"type":"entries","name":"Spells of the Mark","entries":["If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Hospitality Spells table are added to the spell list of your spellcasting class.",{"type":"table","caption":"Mark of Hospitality Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell goodberry}, {@spell sleep}"],["2nd","{@spell aid}, {@spell calm emotions}"],["3rd","{@spell create food and water}, {@spell Leomund's tiny hut}"],["4th","{@spell aura of purity}, {@spell Mordenkainen's private sanctum}"],["5th","{@spell hallow}"]]}]}]},{"id":"halfling-stout","name":"Halfling (Stout)","source":"PHB","page":28,"srd":false,"image":"races/PHB/Halfling.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Halfling","entries":[{"name":"Stout Resilience","entries":["You have advantage on saving throws against poison, and you have resistance against poison damage."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["As a stout halfling, you're hardier than average and have some resistance to poison. Some say that stouts have dwarven blood. In the Forgotten Realms, these halflings are called stronghearts, and they're most common in the south."]}]},{"type":"section","entries":[{"type":"entries","entries":["The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.",{"type":"entries","name":"Small and Practical","entries":["The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.","Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.","Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering."]},{"type":"entries","name":"Kind and Curious","entries":["Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.","Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times."]},{"type":"entries","name":"Blend into the Crowd","entries":["Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.","Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened."]},{"type":"entries","name":"Pastoral Pleasantries","entries":["Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.","Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home."]},{"type":"inset","name":"Affable and Positive","entries":["Halfling try to get along with everyone else and are loath to make sweeping generalizations-especially negative ones.",{"type":"entries","name":"Dwarves","entries":["\"Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?\""]},{"type":"entries","name":"Elves","entries":["\"They're so beautiful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces-surely more than they ever let on.\""]},{"type":"entries","name":"Humans","entries":["\"Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers - you have to admire their conviction. And by protecting their own lands, they protect us as well.\""]}]},{"type":"entries","name":"Exploring Opportunities","entries":["Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity."]},{"type":"entries","name":"Halfling Names","entries":["A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Names:","entry":"Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby"},{"type":"item","name":"Female Names:","entry":"Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna"},{"type":"item","name":"Family Names:","entry":"Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough"}]}]}]}]}],"gallery":[{"path":"races/PHB/Halfling.webp"}]},{"id":"harengon","name":"Harengon","source":"MPMM","page":22,"srd":false,"image":"races/MPMM/Harengon.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Size","entries":["You are Medium or Small. You choose the size when you select this race."]},{"type":"entries","name":"Hare-Trigger","entries":["You can add your proficiency bonus to your initiative rolls."]},{"type":"entries","name":"Leporine Senses","entries":["You have proficiency in the {@skill Perception} skill."]},{"type":"entries","name":"Lucky Footwork","entries":["When you fail a Dexterity saving throw, you can use your reaction to roll a {@dice d4} and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're {@condition prone} or your speed is 0."]},{"type":"entries","name":"Rabbit Hop","entries":["As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."]}],"lore":["Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm's exuberance with them and learning new languages as they went.","Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures."],"gallery":[{"path":"races/MPMM/Harengon.webp","credit":"Beth Trott, Shawn Wood"}],"otherVersions":[{"id":"harengon-wbtw","source":"WBtW"}]},{"id":"harengon-wbtw","name":"Harengon","source":"WBtW","page":13,"srd":false,"image":"races/WBtW/Harengon.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Size","entries":["You are Medium or Small. You choose the size when you select this race."]},{"type":"entries","name":"Hare-Trigger","entries":["You can add your proficiency bonus to your initiative rolls."]},{"type":"entries","name":"Leporine Senses","entries":["You have proficiency in the {@skill Perception} skill."]},{"type":"entries","name":"Lucky Footwork","entries":["When you fail a Dexterity saving throw, you can use your reaction to roll a {@dice d4} and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're {@condition prone} or your speed is 0."]},{"type":"entries","name":"Rabbit Hop","entries":["As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."]}],"lore":["Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm's exuberance with them and learning new languages as they went.","Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures."],"gallery":[{"path":"races/WBtW/Harengon.webp","credit":"Shawn Wood"}],"hidden":true,"otherVersions":[{"id":"harengon","source":"MPMM"}]},{"id":"hexblood","name":"Hexblood","source":"RHW","srd":false,"image":"races/RHW/Hexblood.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Fey","parentRace":"","entries":[{"type":"entries","name":"Darkvision","entries":["You have {@sense Darkvision|XPHB} with a range of 60 feet."]},{"type":"entries","name":"Eerie Token","entries":["As a {@variantrule Bonus Action|XPHB}, you can create a magical token by harmlessly removing a lock of hair, detaching a nail, or using some other method. While the token exists, you gain the following benefits:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Distant Message","entries":["As a {@action Magic|XPHB} action, you can send a telepathic message of 25 words or fewer to a creature holding or carrying the token, as long as you are within 10 miles of it."]},{"type":"item","name":"Remote Viewing","entries":["If you are within 10 miles of the token, you can take a {@action Magic|XPHB} action to extend your senses through the token for 1 minute, until you have the Incapacitated condition, or until you end this state (no action required). During this state, you can see and hear from the token as if you were located where it is. When this state ends, the token is harmlessly destroyed.","Unless the token is destroyed early, it lasts until you finish a {@variantrule Long Rest|XPHB}. Once you create a token using this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}."]},{"type":"item","name":"Hex Magic","entries":["You always have the {@spell Disguise Self|XPHB} and {@spell Hex|XPHB} spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a {@variantrule Long Rest|XPHB}. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species)."]}]}]}],"lore":["Hexbloods are individuals infused with fey magic as a result of eldritch energy or mysterious witchcraft. Many hexbloods are transformed into such beings after making a deal with a powerful hag, but other strange forces can result in the birth of a hexblood. A hexblood's strange fey power manifests as eerie clairvoyance and beguiling magic."],"gallery":[{"path":"races/RHW/Hexblood.webp","credit":"Helge C. Balzer"}],"otherVersions":[{"id":"hexblood-vrgr","source":"VRGR"}]},{"id":"hexblood-vrgr","name":"Hexblood","source":"VRGR","page":18,"srd":false,"image":"races/VRGR/Hexblood.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Fey","parentRace":"","entries":[{"type":"entries","name":"Creature Type","entries":["You are a Fey."]},{"type":"entries","name":"Size","entries":["You are Medium or Small. You choose the size when you gain this lineage."]},{"type":"entries","name":"Ancestral Legacy","entries":["If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.","If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray."]},{"type":"entries","name":"Eerie Token","entries":["As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Telepathic Message","entry":"As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words."},{"type":"item","name":"Remote Viewing","entry":"If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are {@condition incapacitated}. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are {@condition blinded} and {@condition deafened} in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed."}]},"Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows."]},{"type":"entries","name":"Hex Magic","entries":["You can cast the {@spell disguise self} and {@spell hex} spells with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.","Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this lineage).",{"type":"inset","name":"Becoming a Hag","entries":["Hags can undertake a ritual to irreversibly transform a hexblood they created into a new hag, either one of their own kind or that embodies the hexblood's nature. This requires that both the hag and hexblood be in the same place and consent to the lengthy ritual—circumstances most hexbloods shun but might come to accept over the course of centuries. Once a hexblood undergoes this irreversible ritual, they emerge as a hag NPC no longer under the control of the hexblood's player, unless the DM rules otherwise."]}]}],"lore":["Where wishing fails, ancient magic can offer a heart's desire—at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag's influence: ears that split in forked points, skin in lurid shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as {@sense darkvision} and a variety of magical methods to beguile the senses and avoid the same.","While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age—particularly if a hag influenced them early in life or even before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fey natures, or to avoid a hag that obsesses over them.",{"type":"entries","name":"Heir of Hags","entries":["One way hags create more of their kind is through the creation of hexbloods. Every hexblood exhibits features suggestive of the hag whose magic inspires their powers. This includes an unusual crown, often called an eldercross or a witch's turn. This living, garland-like part of a hexblood's body extends from their temples and wraps behind the head, serving as a visible mark of the bargain between hag and hexblood, a debt owed, or a change to come."]},{"type":"entries","name":"Hexblood Origins","entries":["A bargain with a hag or other eerie forces transformed your character into a magical being. Roll on or choose an option from the Hexblood Origins table to determine how your character gained their lineage.",{"type":"table","caption":"Hexblood Origins","colLabels":["d6","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seeking a child, your parent made a bargain with a hag. You are the result of that arrangement."],["2","Fey kidnappers swapped you and your parents' child."],["3","A coven of hags lost one of its members. You were created to replace the lost hag."],["4","You were cursed as a child. A deal with the spirits of the forest transformed you into a hexblood, now free of the curse."],["5","You began life as a fey creature, but an accident changed you and forced you from your home."],["6","A slighted druid transformed you and bound you to live only so long as a sacred tree bears fruit."]]}]}],"gallery":[{"path":"races/VRGR/Hexblood.webp","credit":"Kai Carpenter"}],"hidden":true,"otherVersions":[{"id":"hexblood","source":"RHW"}]},{"id":"hobgoblin","name":"Hobgoblin","source":"MPMM","page":23,"srd":false,"image":"races/MPMM/Hobgoblin.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Creature Type","entries":["You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray."]},{"type":"entries","name":"Fey Ancestry","entries":["You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself."]},{"type":"entries","name":"Fey Gift","entries":["You can use this trait to take the {@action Help} action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.","Starting at 3rd level, choose one of the options below each time you take the {@action Help} action with this trait:",{"type":"list","items":[{"type":"item","name":"Hospitality","entry":"You and the creature you help each gain a number of temporary hit points equal to {@dice 1d6} plus your proficiency bonus."},{"type":"item","name":"Passage","entry":"You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn."},{"type":"item","name":"Spite","entry":"Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute."}],"style":"list-hang-notitle"}]},{"type":"entries","name":"Fortune from the Many","entries":["If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."]}],"lore":["Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering god Maglubiyet, who marshaled them as soldiers, but the fey realm left its mark; wherever they are in the multiverse, they continue to channel an aspect of the Feywild's rule of reciprocity, which creates a mystical bond between the giver and the receiver of a gift.","On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast hobgoblin legions have emerged, with ranks of devoted soldiers famed for their unity.","Hobgoblins are generally taller than their goblin cousins but not quite as big as bugbears. They have curved, pointed ears and noses that turn bright red or blue during displays of emotion."],"gallery":[{"path":"races/MPMM/Hobgoblin.webp","credit":"Eric Belisle, Julian Kok"}],"otherVersions":[{"id":"hobgoblin-erlw","source":"ERLW"},{"id":"hobgoblin-vgm","source":"VGM"},{"id":"hobgoblin-dmg","source":"DMG"}]},{"id":"hobgoblin-erlw","name":"Hobgoblin","source":"ERLW","page":26,"srd":false,"image":"races/ERLW/Goblinoids.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs."]},{"name":"Size","entries":["Your size is Medium."],"type":"entries"},{"name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Martial Training","entries":["You are proficient with two {@filter martial weapons|items|source=phb|category=basic|type=martial weapon} of your choice and with light armor."],"type":"entries"},{"name":"Saving Face","entries":["Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Goblin."],"type":"entries"},{"name":"Alignment","entries":["Hobgoblin society in Eberron is shaped by the ideal of a strict code of honor and rigid martial discipline. Most hobgoblins are lawful, tending toward harsh enforcement of their laws."],"type":"entries"}],"gallery":[{"path":"races/ERLW/Goblinoids.webp","credit":"Cory Trego-Erdner"}],"hidden":true,"otherVersions":[{"id":"hobgoblin","source":"MPMM"},{"id":"hobgoblin-vgm","source":"VGM"},{"id":"hobgoblin-dmg","source":"DMG"}]},{"id":"hobgoblin-vgm","name":"Hobgoblin","source":"VGM","page":119,"srd":false,"image":"races/VGM/Hobgoblin.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs."]},{"type":"entries","name":"Size","entries":["Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium."]},{"name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Martial Training","entries":["You are proficient with two {@filter martial weapons|items|source=phb|category=basic|type=martial weapon} of your choice and with light armor."],"type":"entries"},{"name":"Saving Face","entries":["Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Goblin."],"type":"entries"}],"gallery":[{"path":"races/VGM/Hobgoblin.webp"}],"hidden":true,"otherVersions":[{"id":"hobgoblin","source":"MPMM"},{"id":"hobgoblin-erlw","source":"ERLW"},{"id":"hobgoblin-dmg","source":"DMG"}]},{"id":"hobgoblin-dmg","name":"Hobgoblin","source":"DMG","page":282,"srd":false,"size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Martial Advantage","entries":["Once per turn, you can deal an extra {@damage 2d6} damage to a creature you hit with a weapon attack if that creature is within 5 ft. of an ally of yours that isn't {@condition incapacitated}."]},{"name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Goblin."],"type":"entries"}],"hidden":true,"otherVersions":[{"id":"hobgoblin","source":"MPMM"},{"id":"hobgoblin-erlw","source":"ERLW"},{"id":"hobgoblin-vgm","source":"VGM"}]},{"id":"human","name":"Human","source":"XPHB","page":194,"srd":true,"image":"races/XPHB/Human.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Resourceful","entries":["You gain {@variantrule Heroic Inspiration|XPHB} whenever you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Skillful","entries":["You gain proficiency in one skill of your choice."]},{"type":"entries","name":"Versatile","entries":["You gain an {@filter Origin feat|feats|category=o} of your choice."]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Found throughout the multiverse, humans are as varied as they are numerous, and they endeavor to achieve as much as they can in the years they are given. Their ambition and resourcefulness are commended, respected, and feared on many worlds.","Humans are as diverse in appearance as the people of Earth, and they have many gods. Scholars dispute the origin of humanity, but one of the earliest known human gatherings is said to have occurred in Sigil, the torus-shaped city at the center of the multiverse and the place where the Common language was born. From there, humans could have spread to every part of the multiverse, bringing the City of Doors' cosmopolitanism with them."]}]}],"gallery":[{"path":"races/XPHB/Human.webp","credit":"Zuzanna Wužyk"}],"otherVersions":[{"id":"human-phb","source":"PHB"}]},{"id":"human-phb","name":"Human","source":"PHB","page":29,"srd":false,"image":"races/PHB/Human.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Humans reach adulthood in their late teens and live less than a century."]},{"type":"entries","name":"Size","entries":["Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium."]},{"name":"Languages","entries":["You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.",{"type":"entries","name":"A Broad Spectrum","entries":["With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century."]},{"type":"entries","name":"Variety in All Things","entries":["Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics."]},{"type":"entries","name":"Lasting Institutions","entries":["Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone.","Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands."]},{"type":"entries","name":"Exemplars of Ambition","entries":["Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups."]},{"type":"inset","name":"Everyone's Second-Best Friends","entries":["Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.",{"type":"entries","name":"Dwarves","entries":["\"They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though.\""]},{"type":"entries","name":"Elves","entries":["\"It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them.\""]},{"type":"entries","name":"Halflings","entries":["\"It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling - good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.\""]}]},{"type":"entries","name":"Human Names and Ethnicities","entries":["Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region's culture or to the naming traditions of their ancestors.","The material culture and physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture, cuisine, music, and literature are different in the northwestern lands of the Silver Marches than in distant Turmish or Impiltur to the east-and even more distinctive in far-off Kara-Tur. Human physical characteristics, though, vary according to the ancient migrations of the earliest humans, so that the humans of the Silver Marches have every possible variation of coloration and features.","In the Forgotten Realms, nine human ethnic groups are widely recognized, though over a dozen others are found in more localized areas of Faerûn. These groups, and the typical names of their members, can be used as inspiration no matter which world your human is in.",{"type":"entries","name":"Calishite","entries":["Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes.","They're found primarily in southwest Faerûn.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Calishite Names:","entry":"(Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, Jasmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, Jassan, Khalid, Mostana, Pashar, Rein"}]}]},{"type":"entries","name":"Chondathan","entries":["Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerûn, around the Inner Sea.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Chondathan Names:","entry":"(Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Chessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag"}]}]},{"type":"entries","name":"Damaran","entries":["Found primarily in the northwest of Faerûn, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Damaran Names:","entry":"(Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag"}]}]},{"type":"entries","name":"Illuskan","entries":["Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Illuskan Names:","entry":"(Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver"}]}]},{"type":"entries","name":"Mulan","entries":["Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Mulan Names:","entry":"(Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt"}]}]},{"type":"entries","name":"Rashemi","entries":["Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Rashemi Names:","entry":"(Male) Borivik, Faurgar, Jandar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina"}]}]},{"type":"entries","name":"Shou","entries":["The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerûn. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Shou Names:","entry":"(Male) An, Chen, Chi, Fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Lia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan"}]}]},{"type":"entries","name":"Tethyrian","entries":["Widespread along the entire Sword Coast at the western edge of Faerûn, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names."]},{"type":"entries","name":"Turami","entries":["Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Turami Names:","entry":"(Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, Jalana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo"}]}]}]}]}]}],"gallery":[{"path":"races/PHB/Human.webp"}],"hidden":true,"otherVersions":[{"id":"human","source":"XPHB"}]},{"id":"human-amonkhet","name":"Human (Amonkhet)","source":"PSA","page":14,"srd":false,"image":"races/PSA/Human (Amonkhet).webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Human","entries":[{"name":"Skills","entries":["You gain proficiency in one skill of your choice."],"type":"entries"},{"name":"Feat","entries":["You gain one {@5etools feat|feats.html} of your choice."],"type":"entries"},{"name":"Age","type":"entries","entries":["Humans reach adulthood in their late teens. Most human initiates have completed the trials and found a glorious or inglorious death before they turn 30. Viziers can enjoy longer service to their gods, in theory living up to a century."],"data":{"overwrite":"Age"}},{"name":"Languages","entries":["You can speak, read, and write Common and one extra language of your choice."],"type":"entries","data":{"overwrite":"Languages"}},{"name":"Alignment","type":"entries","entries":["Humans tend toward no particular alignment. The best and the worst are found among them."]}],"lore":[{"type":"entries","entries":["Of the five humanoid races of Amonkhet, humans are the most diverse and adaptable. Different humans train in a wide variety of fighting styles, including those particularly favored by other races. A human mage might use any of the five colors of mana, while mages of other races focus on one of only two colors. Human {@background vizier|PSA|viziers} serve all five gods, and different human {@background initiate|PSA|initiates} excel in different trials. Humans defy trends and categorization, and opponents who face a human in one-on-one combat can't know what kind of fight to expect—from the foresight and cunning often associated with Kefnet, to a ruthlessness that emulates Bontu. At the beginning of such a fight, this uncertainty can give an edge to the human combatant.","Once the fight has begun, of course, victory relies on different factors. But here, the human drive toward perfection once more tilts the scales in their favor. Humans are willing to go to any length, exhausting all available options, to reach the pinnacle of achievement and win the favor of the God-Pharaoh.",{"type":"entries","name":"Two Roads to Perfection","entries":["As diverse as they are in most respects, the humans of Amonkhet share a drive toward perfection. However, they approach this challenge differently. Some humans specialize in a relatively narrow set of skills, while others seek to master a wide range.",{"type":"entries","name":"Perfection through Specialization","entries":["Humans who choose a path of specialization often piously identify with one of the five gods (often as a {@background vizier|PSA}), and thus focus on one aspect of perfection. For them, the best way to earn a place in the afterlife is to hone a single facet of their character to the utmost quality, and as {@background initiate|PSA|initiates}, they hope to put that quality to use in all five trials. A mage {@background initiate|PSA} who identifies with Hazoret might cultivate zeal above all other virtues, master spells of fiery magic to channel that powerful emotion, and rely on raw energy and enthusiasm to get through the four trials leading up to Hazoret's final test. An {@background initiate|PSA} dedicated to Oketra, on the other hand, relies on cooperation, solidarity, and teamwork to get through the trials—even Bontu's Trial of Ambition, which attempts to break down such bonds. To Oketra's disciple, ambition means a drive to help an entire crop of initiates achieve glory together, rather than exalting oneself over others. Humans with this viewpoint see their chosen virtue coloring all others, and believe that the five gods offer their people a choice of which virtue to emulate and emphasize."]},{"type":"entries","name":"Perfection through Balance","entries":["Other humans believe that true perfection lies in mastering all the virtues, without giving preference to any one over the others. They compare themselves to multifaceted stones whose beauty lies in the polished perfection of every facet. These humans are careful not to let their skills in one area outshine their other efforts, and if they grow too accomplished in one set of skills, they set it aside to concentrate their training on others until their abilities are in balance once more.","Philosophically, such humans believe that the gods are five in number so as to remind the people of Amonkhet not to focus their attention on a single god or a single virtue, but to serve the gods equally and master their teachings to the same degree. Thus they hope to achieve a balanced state of perfection that will guarantee their admission into the afterlife."]}]},{"type":"entries","name":"Combat Classes","entries":["Most human initiates focus their studies on a single specialization—hand-to-hand combat, long-range combat, or magical combat. Humans who choose hand-to-hand combat might focus with single-minded devotion on the use of the sickle-bladed khopesh (treat as a {@item longsword|phb}). Other hand-to-hand specialists take a broader perspective and study the use of all weapons equally.","Some humans, however, apply the idea of perfection through balance to these combat specializations as well, fusing multiple styles together into a unique blend. For example, a human {@background initiate|PSA} might use spells to shape sand into a sword or to wreathe arrows with life-draining magic. Other {@background initiate|PSA|initiates} strike with an axe in one hand while throwing smaller axes with the other, employing techniques of both hand-to-hand and long-range combat. Some humans use slings to launch fireballs, create illusory nets to restrain their opponents, or craft their blades from solid toxins."]},"The humans of Amonkhet use the {@race Human (Variant)|PHB|variant human} traits presented in the {@book Player's Handbook|PHB}. This allows them greater specialization from the very beginning of their careers, and emphasizes the diversity of the human race."]}],"gallery":[{"path":"races/PSA/Human (Amonkhet).webp","title":"Soul-Scar Mage","credit":"Steve Argyle"},{"path":"races/PSA/Human (Amonkhet)2.webp","title":"Victory","credit":"Grzegorz Rutkowski"}]},{"id":"human-innistrad","name":"Human (Innistrad)","source":"PSI","page":8,"srd":false,"image":"races/PSI/Innistrad.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Humans reach adulthood in their late teens and live less than a century."]},{"name":"Alignment","type":"entries","entries":["Humans tend toward no particular alignment."]},{"type":"entries","name":"Size","entries":["Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium."]},{"name":"Languages","entries":["You can speak, read, and write Common and one extra language of your choice."],"type":"entries"}],"lore":["Innistrad's population is mostly human, and player characters in an Innistrad campaign should be human in most circumstances. However, the humans of Kessig are different in many respects from those of Gavony, and Nephalia's urban culture is very distinct from the shadow-draped land of Stensia. Diversity among player characters comes not from race, but from each character's home province."],"gallery":[{"path":"races/PSI/Innistrad.webp","title":"Diregraf Escort","credit":"Ryan Pancoast"},{"path":"races/PSI/Innistrad2.webp","title":"Silverblade Paladin","credit":"Jason Chan"},{"path":"races/PSI/Innistrad3.webp","title":"Lunar Mystic","credit":"Wesley Burt"}]},{"id":"human-innistrad-kessig","name":"Human (Innistrad) (Kessig)","source":"PSI","page":8,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Human (Innistrad)","entries":[{"name":"Forest Folk","entries":["You have proficiency in the {@skill Survival} skill."],"type":"entries"},{"name":"Fleet of Foot","entries":["Your base walking speed is 40 feet."],"type":"entries"},{"name":"Sure-footed","entries":["When you use the {@action Dash} action, {@quickref difficult terrain||3} doesn't cost you extra movement on that turn."],"type":"entries"},{"name":"Spring Attack","entries":["When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not."],"type":"entries"}]},{"id":"human-innistrad-nephalia","name":"Human (Innistrad) (Nephalia)","source":"PSI","page":8,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Human (Innistrad)","entries":[{"name":"Breadth of Knowledge","entries":["You gain proficiency in any combination of four skills or with four {@book tools|phb|5|tools} of your choice."],"type":"entries"}]},{"id":"human-innistrad-stensia","name":"Human (Innistrad) (Stensia)","source":"PSI","page":8,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Human (Innistrad)","entries":[{"name":"Daunting","entries":["You have proficiency in the {@skill Intimidation} skill."],"type":"entries"},{"name":"Tough","entries":["Your hit point maximum increases by 2, and it increases by 2 every time you gain a level."],"type":"entries"}]},{"id":"human-ixalan","name":"Human (Ixalan)","source":"PSX","page":11,"srd":false,"image":"races/PSX/Human.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Humans reach adulthood in their late teens and live less than a century."]},{"type":"entries","name":"Size","entries":["Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium."]},{"name":"Languages","type":"entries","entries":["You can speak, read, and write {@language Common} and one extra language of your choice. Or, if your campaign uses the optional rules for languages found in the previous section, your national origin determines your native language: {@language Itzocan|PSX} for the Sun Empire, {@language Coalition pidgin|PSX} for the Brazen Coalition, or {@language Vampire|PSX} for the Legion of Dusk. You still speak one additional language of your choice, and {@language Common Trade Pidgin|PSX|Common} if it exists in your campaign."]},{"name":"Alignment","type":"entries","entries":["Humans tend toward no particular alignment. The best and the worst are found among them."]},{"name":"Speed","type":"entries","entries":["Your base walking speed is 30 feet."]}],"lore":["Humans are found throughout the plane of Ixalan, both in the lands of Torrezon (now controlled by the Legion of Dusk) and in the Sun Empire. The vampires of the Legion of Dusk were once human, and the peasant and servant populations they rule still are. As the Legion of Dusk conquered Torrezon, its forces drove many human populations before them, including those who first formed the Free Cities and later fled across the ocean to form the core of the Brazen Coalition."],"gallery":[{"path":"races/PSX/Human.webp","title":"Ixalli's Keeper","credit":"Lake Hurwitz"},{"path":"races/PSX/Human2.webp","title":"Navigator's Ruin","credit":"Zoltan Boros"},{"path":"races/PSX/Human3.webp","title":"Seeker's Squire","credit":"Anthony Palumbo"}]},{"id":"human-kaladesh","name":"Human (Kaladesh)","source":"PSK","page":22,"srd":false,"image":"races/PSK/Human.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Humans reach adulthood in their late teens and live less than a century."]},{"type":"entries","name":"Size","entries":["Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium."]},{"name":"Languages","type":"entries","entries":["You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Dwarvish curses, Elvish musical expressions, {@race Vedalken|PSK} scholarly jargon, and so on."]},{"name":"Alignment","type":"entries","entries":["Humans tend toward no particular alignment."]},{"name":"Speed","type":"entries","entries":["Your base walking speed is 30 feet."]}],"lore":[{"type":"quote","entries":["Curiosity is an itch that must be scratched."]},"The humans of Kaladesh are a race full of passionate aspiration. At their best, humans attempt grand and expansive endeavors, driven to strive after the loftiest and most impossible goals. At their worst, humans are superficial, impractical dreamers who are blind to the consequences of their misguided actions. However, there can be no denying that the best and the worst of humankind—along with the vast swath of humanity in between—have been instrumental in shaping the history of Kaladesh, and continue to shape the destiny of the plane. Their curiosity, their ambition, their apparently boundless energy, and the scope of their vision are powerful forces that drive invention forward.","Human characters thrive on variety and crave new experiences. It's not uncommon for humans to explore several different fields and disciplines in their lifetimes, sometimes abandoning years of accomplishments in one pursuit for the sake of pursuing something new and exciting. This tendency often produces characters who have just enough knowledge of many different fields to be dangerous in all of them. But at the same time, many humans excel at creating synthesis and finding connections between apparently disparate disciplines, bringing a cross-pollination to the process of invention that drives innovation across every field."],"gallery":[{"path":"races/PSK/Human.webp","title":"Artificer's Epiphany","credit":"Kieran Yanner"}]},{"id":"human-keldon","name":"Human (Keldon)","source":"PSD","page":19,"srd":false,"image":"races/PSD/Keldon.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Human","entries":[{"name":"Age","type":"entries","entries":["Keldons reach adulthood in their late teens and live less than a century."],"data":{"overwrite":"Age"}},{"name":"Alignment","type":"entries","entries":["Keldons tend toward chaotic alignments, and many walk a fine line between good and evil."],"data":{"overwrite":"Alignment"}},{"type":"entries","name":"Size","entries":["Keldons are taller and heavier than the human norms of other cultures, standing almost universally above 6 feet tall and reaching heights above 7 feet. Your size is Medium."],"data":{"overwrite":"Size"}},{"name":"Languages","entries":["You can speak, read, and write Common and {@language Keldon|PSD}."],"type":"entries","data":{"overwrite":"Languages"}},{"type":"entries","name":"Natural Athlete","entries":["You have proficiency in the {@skill Athletics} skill."]},{"type":"entries","name":"Keldon Resilience","entries":["You have proficiency in Strength saving throws."]},{"type":"entries","name":"Icehaven Born","entries":["You are naturally adapted to {@hazard Extreme Cold|DMG|cold climates}, as described in chapter 5 of the {@i Dungeon Master's Guide}."]}],"lore":["The people of Keld are human, but they are like no other humans anywhere. Nearly all adults stand over six feet tall, and heights above seven feet are not uncommon. They are massively muscled and have gray skin, ranging from an ashy gray-white to a deeper blue-gray. The typical {@race Human (Keldon)|PSD}'s hairline points sharply down in the middle of the forehead and at either temple, but recedes elsewhere—sometimes dramatically. {@race Human (Keldon)|PSD|Keldons} are remarkably resistant to the cold of their homeland, baring skin even in near-freezing temperatures without discomfort.","Keldons value self-reliance, strength, and courage above all else. Anything that is the product of their own labor is a fine thing. Anything else is treated with a healthy dose of skepticism. At best, they are a proud, pragmatic, passionate people, and their loyalty is fierce once earned. At worst, they can be reckless, hot-tempered, and violent—and no small number of Keldons still consider these qualities virtues rather than vices.","Because of their many exploits as both conquerors and mercenaries, Keldons appear in the legends and histories of other peoples across the world. Sometimes these tales are exaggerated—but many that sound exaggerated are not."],"gallery":[{"path":"races/PSD/Keldon.webp","title":"Garna, the Bloodflame","credit":"Winona Nelson"},{"path":"races/PSD/Keldon2.webp","title":"Grand Warlord Radha","credit":"Anna Steinbauer"}]},{"id":"human-mark-of-handling","name":"Human (Mark of Handling)","source":"ERLW","page":42,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Human","entries":[{"type":"entries","name":"Wild Intuition","entries":["When you make a Wisdom ({@skill Animal Handling}) or Intelligence ({@skill Nature}) check, you can roll a {@dice d4} and add the number rolled to the ability check."]},{"type":"entries","name":"Primal Connection","entries":["You can cast the {@spell animal friendship} and {@spell speak with animals} spells with this trait, requiring no material component. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a short or long rest. Wisdom is your spellcasting ability for these spells."]},{"type":"entries","name":"The Bigger They Are","entries":["Starting at 3rd level, you can target a beast or monstrosity when you cast {@spell animal friendship} or {@spell speak with animals}, provided the creature's Intelligence score is 3 or lower."]},{"type":"entries","name":"Spells of the Mark","entries":["If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Handling Spells table are added to the spell list of your spellcasting class.",{"type":"table","caption":"Mark of Handling Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell animal friendship}, {@spell speak with animals}"],["2nd","{@spell beast sense}, {@spell calm emotions}"],["3rd","{@spell beacon of hope}, {@spell conjure animals}"],["4th","{@spell aura of life}, {@spell dominate beast}"],["5th","{@spell awaken}"]]}]}]},{"id":"human-mark-of-making","name":"Human (Mark of Making)","source":"ERLW","page":45,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Human","entries":[{"type":"entries","name":"Artisan's Intuition","entries":["When you make an {@skill Arcana} check or an ability check involving {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, you can roll a {@dice d4} and add the number rolled to the ability check."]},{"type":"entries","name":"Maker's Gift","entries":["You gain proficiency with one type of {@item artisan's tools|PHB} of your choice."]},{"type":"entries","name":"Spellsmith","entries":["You know the {@spell mending} cantrip. You can also cast the {@spell magic weapon} spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require {@status concentration}. Once you cast the spell with this trait, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells."]},{"type":"entries","name":"Spells of the Mark","entries":["If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your spellcasting class.",{"type":"table","caption":"Mark of Making Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell identify}, {@spell Tenser's floating disk}"],["2nd","{@spell continual flame}, {@spell magic weapon}"],["3rd","{@spell conjure barrage}, {@spell elemental weapon}"],["4th","{@spell fabricate}, {@spell stone shape}"],["5th","{@spell creation}"]]}]}]},{"id":"human-mark-of-passage","name":"Human (Mark of Passage)","source":"ERLW","page":46,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Human","entries":[{"type":"entries","name":"Courier's Speed","entries":["Your base walking speed increases to 35 feet."]},{"type":"entries","name":"Intuitive Motion","entries":["When you make a Dexterity ({@skill Acrobatics}) check or any ability check to operate or maintain a {@filter land vehicle|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)}, you can roll a {@dice d4} and add the number rolled to the ability check."]},{"type":"entries","name":"Magical Passage","entries":["You can cast the {@spell misty step} spell once with this trait, and you regain the ability to cast it when you finish a long rest. Dexterity is your spellcasting ability for this spell."]},{"type":"entries","name":"Spells of the Mark","entries":["If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Passage Spells table are added to the spell list of your spellcasting class.",{"type":"table","caption":"Mark of Passage Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell expeditious retreat}, {@spell jump}"],["2nd","{@spell misty step}, {@spell pass without trace}"],["3rd","{@spell blink}, {@spell phantom steed}"],["4th","{@spell dimension door}, {@spell freedom of movement}"],["5th","{@spell teleportation circle}"]]}]}]},{"id":"human-mark-of-sentinel","name":"Human (Mark of Sentinel)","source":"ERLW","page":48,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Human","entries":[{"type":"entries","name":"Sentinel's Intuition","entries":["When you make a Wisdom ({@skill Insight}) or Wisdom ({@skill Perception}) check, you can roll a {@dice d4} and add the number rolled to the ability check."]},{"type":"entries","name":"Guardian's Shield","entries":["You can cast the {@spell shield} spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting ability for this spell."]},{"type":"entries","name":"Vigilant Guardian","entries":["When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest."]},{"type":"entries","name":"Spells of the Mark","entries":["If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Sentinel Spells table are added to the spell list of your spellcasting class.",{"type":"table","caption":"Mark of Sentinel Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell compelled duel}, {@spell shield of faith}"],["2nd","{@spell warding bond}, {@spell zone of truth}"],["3rd","{@spell counterspell}, {@spell protection from energy}"],["4th","{@spell death ward}, {@spell guardian of faith}"],["5th","{@spell Bigby's hand}"]]}]}]},{"id":"human-variant-mark-of-finding","name":"Human (Variant; Mark of Finding)","source":"ERLW","page":41,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Human","entries":[{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."]},{"type":"entries","name":"Hunter's Intuition","entries":["When you make a Wisdom ({@skill Perception}) or Wisdom ({@skill Survival}) check, you can roll a {@dice d4} and add the number rolled to the ability check."]},{"type":"entries","name":"Finder's Magic","entries":["You can cast the {@spell hunter's mark} spell with this trait. Starting at 3rd level, you can also cast the {@spell locate object} spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells."]},{"type":"entries","name":"Languages","entries":["You can speak, read, and write Common and Goblin."],"data":{"overwrite":"Languages"}},{"type":"entries","name":"Spells of the Mark","entries":["If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.",{"type":"table","caption":"Mark of Finding Spells","colLabels":["Spell Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell faerie fire}, {@spell longstrider}"],["2nd","{@spell locate animals or plants}, {@spell locate object}"],["3rd","{@spell clairvoyance}, {@spell speak with plants}"],["4th","{@spell divination}, {@spell locate creature}"],["5th","{@spell commune with nature}"]]}]}]},{"id":"human-variant","name":"Human (Variant)","source":"PHB","page":31,"srd":false,"size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Human","entries":[{"name":"Skills","entries":["You gain proficiency in one skill of your choice."],"type":"entries"},{"name":"Feat","entries":["You gain one {@5etools feat|feats.html} of your choice."],"type":"entries"}]},{"id":"human-zendikar","name":"Human (Zendikar)","source":"PSZ","page":9,"srd":false,"image":"races/PSZ/Human.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Humans reach adulthood in their late teens and live less than a century."]},{"type":"entries","name":"Size","entries":["Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium."]},{"name":"Languages","entries":["You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: vampire curses, Elvish musical expressions, merfolk scholarly jargon, and so on."],"type":"entries"}],"lore":[{"type":"entries","entries":["Humans are the most numerous, diverse, and adaptable folk of Zendikar, and they form the core of most exploratory and adventurous expeditions across the plane. Though many humans huddle behind stone walls and wooden ramparts, at least somewhat protected from the perils of Zendikar, a significant number venture out from the safety of those walls to explore and defend their world. As the Eldrazi spread, more and more humans are driven out of their refuges and forced to confront the harsh reality of that alien threat.",{"type":"entries","name":"Life on the Frontiers","entries":["Most human communities on Zendikar are tiny villages, remote outposts, or temporary encampments. These settlements are found on every continent, from the coastal villages of Guul Draz to the giant caravan of Goma Fada on Akoum. Without the safety of walls and ramparts, frontier life is all about the struggle for survival, leaving little time or energy for scholarly pursuits. The people of most of these communities rely on hunting, gathering, herding, and trading for the food and other goods they need. Some, however, survive by preying on the people of other communities and caravans."]},{"type":"entries","name":"Civilized Humanity","entries":["Despite the harshness of life on Zendikar, human civilization flourishes in a few scattered towns. Sea Gate (on the continent of Tazeem), Affa Town (on Akoum), and the so-called Free City of Nimana (in Guul Draz) are the most notable of these, boasting organized military forces, institutions of learning, established traditions of magic, houses of worship, and dark underbellies of crime and corruption. With populations measured in the thousands, these settlements would barely qualify as towns on other planes, but they have no rivals on Zendikar except the vampire city of Malakir—which has been in ruins since the emergence of the Eldrazi.",{"type":"entries","name":"The Expeditionary Houses","entries":["In Sea Gate, five so-called expeditionary houses launch regular excursions into the wilds for various purposes. Named for the destinations of their first expeditions, they are the Valakut House, the Pelakka Foundation, and the Akoum, Murasa, and Bala Ged Expeditionary Houses. The rivalries among the houses are legendary, and they are known to sabotage each other's expeditions. Each maintains hostels in various settlements, which serve as resources for adventurers and explorers who need to hire guides or purchase supplies."]}]}]}],"gallery":[{"path":"races/PSZ/Human.webp","title":"Dragonmaster Outcast","credit":"Raymond Swanland"},{"path":"races/PSZ/Human2.webp","title":"Kazandu Blademaster","credit":"Michael Komarck"},{"path":"races/PSZ/Human3.webp","title":"Serene Steward","credit":"Magali Villeneuve"},{"path":"races/PSZ/Human4.webp","title":"Sea Gate Oracle","credit":"Daniel Ljunggren"}]},{"id":"kalashtar","name":"Kalashtar","source":"EFA","page":35,"srd":false,"image":"races/EFA/Kalashtar.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Aberration","parentRace":"","entries":[{"type":"entries","name":"Dual Mind","entries":["You have {@variantrule Advantage|XPHB} on Wisdom and Charisma saving throws."]},{"type":"entries","name":"Mental Discipline","entries":["You have {@variantrule Resistance|XPHB} to Psychic damage."]},{"type":"entries","name":"Mind Link","entries":["You have telepathy with a range in feet equal to 10 times your level. When you're using this trait to speak telepathically to a creature, you can take a {@action Magic|XPHB} action to give that creature the ability to speak telepathically with you for 1 hour or until you take another {@action Magic|XPHB} action to end this effect."]},{"type":"entries","name":"Severed from Dreams","entries":["You can't be the target of the {@spell Dream|XPHB} spell. In addition, when you finish a {@variantrule Long Rest|XPHB}, you gain proficiency in one skill of your choice. This proficiency lasts until you finish another {@variantrule Long Rest|XPHB}."]}],"lore":["Kalashtar (pronounced kal-ASH-tar) are created from the union of humanity and renegade spirits called quori from the plane of dreams. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. They have symmetrical, slightly angular features, and their eyes often glow when they are concentrating or expressing strong emotions.","Kalashtar can't communicate directly with their quori spirits. Rather, kalashtar might experience them as a source of instinct and inspiration, drawing on the spirits' memories when the kalashtar sleep. This connection grants kalashtar minor psionic abilities, as well as protection from psionic attacks."],"gallery":[{"path":"races/EFA/Kalashtar.webp","credit":"Andrea de Dominicis"}],"otherVersions":[{"id":"kalashtar-erlw","source":"ERLW"}]},{"id":"kalashtar-erlw","name":"Kalashtar","source":"ERLW","page":29,"srd":false,"image":"races/ERLW/Kalashtar.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","entries":["Kalashtar mature and age at the same rate as humans."],"type":"entries"},{"type":"entries","name":"Alignment","entries":["The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but some kalashtar resist the virtuous influence of their spirit."]},{"type":"entries","name":"Size","entries":["Your size is Medium."]},{"type":"entries","name":"Dual Mind","entries":["You have advantage on all Wisdom saving throws."]},{"type":"entries","name":"Mental Discipline","entries":["You have resistance to psychic damage."]},{"type":"entries","name":"Mind Link","entries":["You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.","When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it."]},{"type":"entries","name":"Severed from Dreams","entries":["Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like {@spell dream}, but not to spells and other magical effects that put you to sleep, like {@spell sleep}."]},{"name":"Languages","entries":["You can speak, read, and write Common, Quori, and one other language of your choice."],"type":"entries"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["I am kalashtar, born of two worlds. Over a thousand years ago, my ancestor bound her bloodline to the spirit Kashtai, and I am a child of that union. Kashtai moves within me. Her memories come to me in dreams, and at times her voice whispers in the silence of my mind. As long as at least one of my sisters is alive, Kashtai will survive—and as long as she lives, she will fight il-Lashtavar."],"by":"Lakashtai, servant of the light"},"The kalashtar are a compound people, created from the union of humanity and renegade spirits from the plane of dreams—spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. There is an unmistakable alien quality to the kalashtar, though, as they are haunted by the conflicts of their otherworldly spirits.",{"type":"entries","name":"Bound to Spirits","entries":["Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. Kalashtar have symmetrical, slightly angular features, and their eyes often glow when they are focused or expressing strong emotions.","Kalashtar can't directly communicate with their quori spirits. Rather, they might experience this relationship as a sense of instinct and inspiration, drawing on the memories of the spirit when they dream. This connection grants kalashtar minor psionic abilities, as well as protection from psychic attacks. All of these quori dream-spirits are virtuous, but some are warriors and others are more contemplative. Work together with the DM to determine the nature of your linked spirit. Typically, a kalashtar knows the name and nature of their spirit, but some may know nothing of their spirit or the source of their psychic gifts, such as an orphan kalashtar raised among strangers.","The bond to the spirit can cause some kalashtar to display unusual quirks. Consider rolling or selecting a trait from the Kalashtar Quirks table.",{"type":"table","caption":"Kalashtar Quirks","colLabels":["d10","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You try to understand the motives and feelings of your enemies."],["2","You prefer using telepathy over speaking aloud."],["3","You feel a strong drive to protect the innocent."],["4","You apply dream logic to mundane situations."],["5","You discuss things out loud with your quori spirit."],["6","You suppress your emotions and rely on logic."],["7","You are strongly influenced by the emotions of those around you."],["8","You prefer to find nonviolent solutions to problems whenever possible."],["9","You are driven by a warrior spirit and will fight for any noble cause."],["10","You are obsessed with Dreaming Dark conspiracies."]]}]},{"type":"entries","name":"Hunted by Nightmares","entries":["The virtuous spirits tied to the kalashtar fled from the dream-realm of Dal Quor to escape evil spirits that dominate it. The rebel quori believe that through meditation and devotion, they can change the fundamental nature of Dal Quor, shifting the balance from darkness to light. Most kalashtar communities focus on acts of devotion known as the Path of Light. But the dark powers of Dal Quor have their own plans for Eberron. Through the force known as the Dreaming Dark, these monsters manipulate the folk of Khorvaire to eliminate kalashtar whenever possible.","Many kalashtar defend themselves from the Dreaming Dark by focusing on devotion to the Path of Light. Others, though, seek out the agents of the Dreaming Dark and oppose their plans, or protect the innocent however they can. Still other kalashtar grow up isolated, knowing nothing about Dal Quor or the Dreaming Dark. Such orphans might use their abilities for personal gain or otherwise act against the virtuous instincts of their quori spirits; this can cause internal conflicts and violent mood swings."]},{"type":"entries","name":"Kalashtar Names","entries":["A kalashtar name adds a personal prefix to the name of the quori spirit within the kalashtar. Such names have no relation to the kalashtar's gender.","Kalashtar orphans are unlikely to know the name of their spirit and take names from another source.","{@b Quori Names}: Ashana, Ashtai, Ishara, Hareth, Khad, Kosh, Melk, Nari, Tana, Tari, Tash, Ulad, Vakri, Vash","{@b Kalashtar Names}: Coratash, Dalavash, Dolishara, Halakosh, Khoratari, Koratana, Lanhareth, Molavakri, Nevitash, Sorashana, Torashtai, Valakhad, Vishara"]}]}]}],"gallery":[{"path":"races/ERLW/Kalashtar.webp","credit":"Eric Belisle"},{"path":"races/ERLW/Kalashtar 001.webp"}],"hidden":true,"otherVersions":[{"id":"kalashtar","source":"EFA"}]},{"id":"kender","name":"Kender","source":"DSotDQ","page":27,"srd":false,"image":"races/DSotDQ/Kender.webp","size":"Small","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Fearless","entries":["You have advantage on saving throws you make to avoid or end the {@condition frightened} condition on yourself. When you fail a saving throw to avoid or end the {@condition frightened} condition on yourself, you can choose to succeed instead. Once you succeed on a saving throw in this way, you can't do so again until you finish a long rest."]},{"type":"entries","name":"Kender Curiosity","entries":["Thanks to the mystical origin of your people, you gain proficiency with one of the following skills of your choice: {@skill Insight}, {@skill Investigation}, {@skill Sleight of Hand}, {@skill Stealth}, or {@skill Survival}."]},{"type":"entries","name":"Taunt","entries":["You have an extraordinary ability to fluster creatures. As a bonus action, you can unleash a string of provoking words at a creature within 60 feet of yourself that can hear and understand you. The target must succeed on a Wisdom saving throw, or it has disadvantage on attack rolls against targets other than you until the start of your next turn. The DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race).","You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."]}],"lore":["During the mythical origins of Krynn, Reorx, god of craft, indulged in an age of unfettered creation. Many peoples sprang from his divine forge, but not all among them remained as the god created them. Altered by unbridled magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender.","Originating on the world of Krynn, kender are diminutive Humanoids who look like humans with pointed ears and diverse appearances. Kender have a supernatural curiosity that drives them to adventure. Due to this inquisitiveness, many kender find themselves falling through portals to other planes and worlds.","Kender sometimes amass impressive collections of curiosities. Some might collect mundane knickknacks or relics from magical sites, while others might become professional thieves."],"gallery":[{"path":"races/DSotDQ/Kender.webp","credit":"Linda Lithén"}]},{"id":"kenku","name":"Kenku","source":"MPMM","page":24,"srd":false,"image":"races/MPMM/Kenku.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Size","entries":["Your size is Medium or Small. You choose the size when you select this race."]},{"type":"entries","name":"Expert Duplication","entries":["When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate."]},{"type":"entries","name":"Kenku Recall","entries":["Thanks to your supernaturally good memory, you have proficiency in two skills of your choice.","Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the {@dice d20}. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."]},{"type":"entries","name":"Mimicry","entries":["You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom ({@skill Insight}) check against a DC of 8 + your proficiency bonus + your Charisma modifier."]}],"lore":["Feathered folk who resemble ravens, kenku are blessed with keen observation and supernaturally accurate memories. None of them can remember the origin of the first kenku, however, and they often joke that there are as many kenku origin stories as there are kenku. Some of them paint their genesis as a curse, being a flightless bird people doomed to mimic other people's creations. Other kenku recite cryptic but beautiful poems about their advent being a blessed event in which they were sent into the multiverse to observe and catalog its many wonders.","Whatever their true origin, kenku are most often found in the Shadowfell and the Material Plane, and they tend to have the coloration typical of ravens."],"gallery":[{"path":"races/MPMM/Kenku.webp","credit":"Scott Murphy"}],"otherVersions":[{"id":"kenku-vgm","source":"VGM"},{"id":"kenku-dmg","source":"DMG"}]},{"id":"kenku-vgm","name":"Kenku","source":"VGM","page":109,"srd":false,"image":"races/VGM/Kenku.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60."]},{"type":"entries","name":"Size","entries":["Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium."]},{"name":"Expert Forgery","entries":["You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects."],"type":"entries"},{"name":"Kenku Training","entries":["You are proficient in your choice of two of the following skills: {@skill Acrobatics}, {@skill Deception}, {@skill Stealth}, and {@skill Sleight of Hand}."],"type":"entries"},{"name":"Mimicry","entries":["You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom ({@skill Insight}) check opposed by your Charisma ({@skill Deception}) check."],"type":"entries"},{"name":"Languages","entries":["You can read and write Common and Auran, but you can only speak using your Mimicry trait."],"type":"entries"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.",{"type":"entries","name":"An Ancient Curse","entries":["The kenku once served a mysterious, powerful entity on another plane of existence. Some believe they were minions of Graz'zt, while others say that they were scouts and explorers for the Wind Dukes of Aaqa. Whatever the truth, according to legend, the kenku betrayed their master. Unable to resist the lure of a beautiful sparkling treasure, the kenku plotted to steal the item and escape to the Material Plane.","Unfortunately for the kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them. First, the kenku's beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls. Finally, to ensure that the kenku could never divulge any secrets, their master took away their voices. Once the entity was satisfied that they had been sufficiently punished, the kenku were set loose on the Material Plane.","Since then, the kenku have wandered the world. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime."]},{"type":"entries","name":"Dreams of Flight","entries":["Above all else, kenku wish to regain their ability to fly. Every kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly. Rumors of magic items such as flying carpets, brooms capable of flight, and similar objects provoke a great desire for the kenku to acquire the items for themselves.","Despite their lack of wings, kenku love dwelling in towers and other tall structures. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety structures that would collapse beneath a human or an orc.","Some thieves' guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls, allowing them to lurk in the highest levels and to keep watch on the city below."]},{"type":"entries","name":"Hopeless Plagiarists","entries":["As a result of their lack of creativity, kenku function comfortably as minions of a powerful master. Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting long-term schemes.","Although unable to speak in their own voices, kenku can perfectly mimic any sound they hear, from a halfling's voice to the noise of rocks clattering down a hillside. However, kenku cannot create new sounds and can communicate only by using sounds they have heard. Most kenku use a combination of overheard phrases and sound effects to convey their ideas and thoughts.","By the same token, kenku have no ability to invent new ideas or create new things. Kenku can copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can produce large numbers of identical items. Few kenku find this work satisfying, since their quest for the freedom of flight makes them ill-suited to settle into a routine."]},{"type":"entries","name":"Ideal Minions","entries":["Kenku gather in groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.","Although kenku can't create new things, they have a talent for learning and memorizing details. Thus, ambitious kenku can excel as superb spies and scouts. A kenku who learns of clever schemes and plans devised by other creatures can put them to use. The kenku lack the talent to improvise or alter a plan, but a wise Master sets multiple plans in motion at once, confident that underlings can follow orders to the letter.","For this reason, many kenku make an easy living serving as messengers, spies, and lookouts for thieves' guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar noise across the city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery.","Since kenku can precisely reproduce any sound, the messages they carry rarely suffer degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear."]},{"type":"entries","name":"Kenku Adventurers","entries":["Kenku adventurers are usually the survivors of a flock that has sustained heavy losses, or a rare kenku who has grown weary of a life of crime. These kenku are more ambitious and daring than their fellows. Others strike out on their own in search of the secrets of flight, to master magic, or to uncover the secret of their curse and find a method to break it.","Kenku adventurers, despite their relative independence, still have a tendency to seek out a companion to emulate and follow. A kenku loves to mimic the voice and words of its chosen companion."]},{"type":"inset","name":"Roleplaying a Kenku","entries":["If you're playing a kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what they mean. Be clear about your character's intentions unless you're deliberately aiming for inscrutable or mysterious.","You might say, \"Snapper makes the noise of a hammer slowly and rhythmically tapping a stone to show how bored he is. He plays with his dagger and studies the Lords' Alliance agent sitting at the bar.\" Creating a vocabulary of noises for the other players to decode might sound like fun, but it can prove distracting and could slow down the game."]},{"type":"entries","name":"Kenku Names","entries":["Given that kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names.","Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher.","Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler.","Some kenku turn their back on crime to pursue legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter."]}]}]}],"gallery":[{"path":"races/VGM/Kenku.webp"}],"hidden":true,"otherVersions":[{"id":"kenku","source":"MPMM"},{"id":"kenku-dmg","source":"DMG"}]},{"id":"kenku-dmg","name":"Kenku","source":"DMG","page":282,"srd":false,"size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Ambusher","entries":["In the first round of a combat, you have advantage on attack rolls against any creature who is {@status surprised}."],"type":"entries"},{"name":"Mimicry","entries":["You can mimic any sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check."],"type":"entries"},{"name":"Languages","entries":["You can read and write Common and Auran, but you can only speak using your Mimicry trait."],"type":"entries"}],"hidden":true,"otherVersions":[{"id":"kenku","source":"MPMM"},{"id":"kenku-vgm","source":"VGM"}]},{"id":"khenra","name":"Khenra","source":"PSA","page":17,"srd":false,"image":"races/PSA/Khenra.webp","size":"Medium","speed":"35 ft.","walkSpeed":35,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Khenra mature quickly, reaching adulthood in their early teens. Khenra initiates are usually the youngest in a crop, completing the trials by their late teens. Even without a violent death, they rarely live past 60."]},{"name":"Alignment","type":"entries","entries":["Most khenra lean toward chaotic alignments. They have no particular inclination toward good or evil."]},{"type":"entries","name":"Size","entries":["Khenra have similar builds to humans. Your size is Medium."]},{"name":"Khenra Weapon Training","entries":["You have proficiency with the khopesh ({@item longsword|phb}), {@item spear|phb}, and {@item javelin|phb}."],"type":"entries"},{"name":"Khenra Twins","entries":["If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can't be {@condition frightened}."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Khenra."],"type":"entries"}],"lore":[{"type":"entries","entries":["The khenra of Amonkhet are tall and lean, with graceful bodies and heads that strongly resemble {@creature jackal||jackals}. Their snouts are long and sharp, and their angular ears rise straight above their heads. Their bodies are covered in dark, sleek hair that ranges from the brown of the desert sands to ebony black. Despite their sharp teeth, they consider biting to be an uncouth and unworthy combat tactic.","Nearly every khenra is born a fraternal or identical twin, and a pair of khenra twins forms an extremely close emotional bond unknown to most other residents of Amonkhet. The death of one twin in training or the trials causes a tremendous shock to the survivor, who typically grows more aggressive and foolhardy in battle. The rare khenra who are born without twins are believed to have killed their siblings in the womb, and are thus viewed as natural-born {@background initiate|PSA|initiates}, sure to achieve a glorified death in the Trial of Zeal.",{"type":"entries","name":"Strength and Zeal","entries":["Many khenra believe that they are created in the image of Hazoret, and though they venerate all five gods in the manner of all citizens of Naktamun, they have a special affinity for the teachings and philosophy of the god of zeal. These khenra share a deep love of combat, especially hand-to-hand fighting, and they devote themselves to their training with particular intensity.","The familial bond experienced in the Family Temple of Hazoret's monument is a part of every khenra's experience as one of a pair of twins. As such, these khenra sometimes think of themselves as Hazoret's children even before they finish the fourth trial. For her part, Hazoret seems to favor khenra among her {@background vizier|PSA|viziers}, and some say that she shows particular favor to khenra {@background initiate|PSA|initiates} who survive to reach the Trial of Zeal.","Other khenra choose to distance themselves from Hazoret and the reckless battle frenzy she encourages. They devote themselves instead to honing their physical strength, resilience, and adaptability, inspired and guided by the teachings of Rhonas. These khenra have a great fondness for wrestling (or tussling, as they often call it), and they keep careful track of the matches they win and lose against other {@background initiate|PSA|initiates}. They often seek out matches against {@race minotaur (Amonkhet)|PSA|minotaurs}, enjoying the challenge of pitting their sinewy strength against the brute muscle of larger and heavier opponents."]},{"type":"entries","name":"Combat Classes","entries":["Khenra, especially those devoted to Hazoret, are particularly drawn to hand-to-hand combat styles. But the other styles each have their own appeal, and khenra initiates might find themselves specializing in any of the three.","Khenra who focus on hand-to-hand combat often wield the khopesh—a large sickle-bladed sword—as their weapon of choice (treat as a {@item longsword|phb}). Khenra wield these blades with devastating accuracy and power, landing one crushing blow after another in a hail of furious attacks. They favor lightweight armor that doesn't impede their movement, often comparing fighting in organized ranks to wearing a leash that limits their ability to charge, lunge, and roll away from danger. Their natural aggression makes them ideal shock troops, scouts, and skirmishers. And that aggression is even more pronounced in khenra who have already lost their twin, and who sometimes lose any sense of self-preservation as a result.","Khenra who focus on long-range combat prefer hurled weapons—spears and javelins—over bows and slings, and they are known and feared for their deadly accuracy. They carry small cases of {@item javelin|PHB|javelins} into combat, and feel ashamed if they reach the end of a battle with any weapons left unthrown. A khenra might ride on a {@item chariot|PHB} as a {@item spear|PHB} thrower, sometimes augmenting attacks with minor spells of fire magic.","Many khenra mages specialize in fire spells, creating blades or hails of flame to sear and scorch their foes. Their strategy emphasizes overwhelming initial assaults, in magical emulation of Hazoret's battle frenzy. Others prefer magic that augments their natural speed and strength, bolsters their endurance, or drains strength from their enemies. They work to hone their spells alongside their bodies, incorporating elements of hand-to-hand combat into their spellcasting."]}]}],"gallery":[{"path":"races/PSA/Khenra.webp","title":"Trueheart Twins","credit":"Matt Stewart"},{"path":"races/PSA/Khenra2.webp","title":"Nimble-Blade Khenra","credit":"Tomasz Jedruszek"}]},{"id":"khoravar","name":"Khoravar","source":"EFA","page":36,"srd":false,"image":"races/EFA/Khoravar.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Darkvision","entries":["You have {@sense Darkvision|XPHB} with a range of 60 feet."]},{"type":"entries","name":"Fey Ancestry","entries":["You have {@variantrule Advantage|XPHB} on saving throws you make to avoid or end the {@condition Charmed|XPHB} condition."]},{"type":"entries","name":"Fey Gift","entries":["You know the {@spell Friends|XPHB} cantrip. Whenever you finish a {@variantrule Long Rest|XPHB}, you can replace that cantrip with a different cantrip from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose the ability when you select this species)."]},{"type":"entries","name":"Lethargy Resilience","entries":["When you fail a saving throw to avoid or end the {@condition Unconscious|XPHB} condition, you can succeed instead. Once you use this trait, you can't do so again until you finish {@dice 1d4} {@variantrule Long Rest|XPHB|Long Rests}."]},{"type":"entries","name":"Skill Versatility","entries":["You gain proficiency in one skill or with one tool of your choice. Whenever you finish a {@variantrule Long Rest|XPHB}, you can replace it with another skill or tool proficiency."]}],"lore":["Over the course of centuries, those descended from both humans and elves have developed their own communities and traditions in Khorvaire. The rise of House Lyrandar and House Medani has strengthened this identity. Members of these communities call themselves Khoravar, an Elvish term meaning \"children of Khorvaire,\" as they dislike the term \"half-elf.\"","Many Khoravar espouse the idea of being \"the bridge between,\" believing they are called to facilitate communication and cooperation between members of different cultures or species. Khoravar who follow this philosophy often become bards, diplomats, mediators, or translators. Others, fascinated by their distant connection to the Fey, seek to build bridges between the Material Plane and the Feywild of Thelanis. These Khoravar often become druids or warlocks with archfey patrons."],"gallery":[{"path":"races/EFA/Khoravar.webp","credit":"Daarken"}]},{"id":"kithkin","name":"Kithkin","source":"LFL","page":193,"srd":true,"image":"races/LFL/Kithkin (Shadowmoor).webp","size":"Small","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Brave","entries":["You have {@variantrule Advantage|XPHB} on saving throws you make to avoid or end the {@condition Frightened|XPHB} condition."]},{"type":"entries","name":"Halfling Nimbleness","entries":["You can move through the space of any creature that is a size larger than you, but you can't stop in the same space."]},{"type":"entries","name":"Luck","entries":["When you roll a 1 on the {@dice d20} of a {@variantrule D20 Test|XPHB}, you can reroll the die, and you must use the new roll."]},{"type":"entries","name":"Naturally Stealthy","entries":["You can take the {@action Hide|XPHB} action even when you are obscured only by a creature that is at least one size larger than you."]},{"type":"entries","name":"Kithkin Lineage","entries":["As a native of either Lorwyn and Shadowmoor, you may gain additional traits.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Lorwyn","entries":["You do not gain any additional traits."]},{"type":"item","name":"Shadowmoor","entries":["You have {@sense Darkvision|XPHB} with a range of 120 feet."]}]}]}],"lore":["Kithkin are short folk with stout legs, long arms, and sturdy torsos. Their broad faces; round ears; and large, expressive eyes lend them a vaguely ursine appearance.","Most kithkin are linked by an empathic web that lets them sense the feelings of nearby kithkin. Because of this connection, many kithkin trust each other implicitly.","Some kithkin remove themselves from this empathic web temporarily or even permanently for a variety of reasons, often due to trauma suffered during the Phyrexian invasion (see {@book \"Lorwyn-Shadowmoor's History\"|LFL|0|Lorwyn-Shadowmoor's History}). Regardless, kithkin typically believe that betraying their own is a heinous crime.",{"type":"entries","name":"In Lorwyn","entries":["Lorwyn kithkin live in pastoral villages called clachans and welcome outsiders into their communities. These kithkin collect their cultural heritage in a tome called the {@i Book of Kith and Kin}. They also often entertain many superstitions, particularly related to Lorwyn's {@filter incarnations of nature|bestiary|source=LFL|search=incarnation of nature}."]},{"type":"entries","name":"In Shadowmoor","entries":["Shadowmoor kithkin are more insular and xenophobic. They mostly live in fortified settlements called douns, where strict customs to preserve the social order. Shadowmoor kithkin leaders keep a close eye on their communities, monitoring for any sign of crime or treason."]}],"gallery":[{"path":"races/LFL/Kithkin (Shadowmoor).webp","title":"Shadowmoor denizens such as this kithkin often find the land a terrifying place","credit":"Edgar Sánchez Hidalgo"}]},{"id":"kobold","name":"Kobold","source":"MPMM","page":25,"srd":false,"image":"races/MPMM/Kobold.webp","size":"Small","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray."]},{"type":"entries","name":"Draconic Cry","entries":["As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."]},{"type":"entries","name":"Kobold Legacy","entries":["Kobold's connections to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold.",{"type":"list","items":[{"type":"item","name":"Craftiness","entry":"You have proficiency in one of the following skills of your choice: {@skill Arcana}, {@skill Investigation}, {@skill Medicine}, {@skill Sleight of Hand}, or {@skill Survival}."},{"type":"item","name":"Defiance","entry":"You have advantage on saving throws to avoid or end the {@condition frightened} condition on yourself."},{"type":"item","name":"Draconic Sorcery","entry":"You know one {@filter cantrip of your choice from the sorcerer spell list|spells|level=0|class=Sorcerer}. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race)."}],"style":"list-hang-notitle"}]}],"lore":["Some of the smallest draconic creatures in the multiverse, kobolds display their draconic ancestry in the glint of their scales and in their roars. Legends tell of the first kobolds emerging from the Underdark near the lairs of the earliest dragons. In some lands, kobolds serve chromatic or metallic dragons—even worshiping them as divine beings. In other places, kobolds know too well how dangerous those dragons can be and help others defend against draconic destruction.","Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports a scale color more akin to that of a chromatic or a metallic dragon. A kobold's cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed, their cry resonates with draconic power."],"gallery":[{"path":"races/MPMM/Kobold.webp","credit":"Christopher Burdett"}],"otherVersions":[{"id":"kobold-vgm","source":"VGM"},{"id":"kobold-dmg","source":"DMG"}]},{"id":"kobold-vgm","name":"Kobold","source":"VGM","page":119,"srd":false,"image":"races/VGM/Kobold.webp","size":"Small","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so."]},{"type":"entries","name":"Size","entries":["Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small."]},{"name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Grovel, Cower, and Beg","entries":["As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest."],"type":"entries"},{"name":"Pack Tactics","entries":["You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."],"type":"entries"},{"name":"Sunlight Sensitivity","entries":["You have disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Draconic."],"type":"entries"}],"gallery":[{"path":"races/VGM/Kobold.webp"}],"hidden":true,"otherVersions":[{"id":"kobold","source":"MPMM"},{"id":"kobold-dmg","source":"DMG"}]},{"id":"kobold-dmg","name":"Kobold","source":"DMG","page":282,"srd":false,"size":"Small","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Pack Tactics","entries":["You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."],"type":"entries"},{"name":"Sunlight Sensitivity","entries":["You have disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight."],"type":"entries"},{"name":"Darkvision","entries":["Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Draconic."],"type":"entries"}],"hidden":true,"otherVersions":[{"id":"kobold","source":"MPMM"},{"id":"kobold-vgm","source":"VGM"}]},{"id":"kor","name":"Kor","source":"PSZ","page":10,"srd":false,"image":"races/PSZ/Kor.webp","size":"Medium","speed":"30 ft., climb 30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":30,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Kor mature at the same rate as humans and live about as long."]},{"name":"Alignment","type":"entries","entries":["Most kor are lawful good, with a strong dedication to community and the traditions of their ancestors."]},{"type":"entries","name":"Size","entries":["Kor average nearly 6 feet tall, but are much lighter and more slender than humans. Your size is Medium."]},{"name":"Brave","entries":["You have advantage on saving throws against being {@condition frightened}."],"type":"entries"},{"name":"Climbing","entries":["You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor."],"type":"entries"},{"name":"Kor Climbing","entries":["You have proficiency in the {@skill Athletics} and {@skill Acrobatics} skills."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common, and communicate in the silent speech of the Kor."],"type":"entries"},{"name":"Lucky","entries":["When you roll a 1 on the {@dice d20} for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll."],"type":"entries"}],"lore":[{"type":"entries","entries":["Deeply reverent of the land and its sacred sites, the nomadic kor live a spare existence defined by their constant travels. Masters of ropes and hooks, they scale sheer cliffs and cross yawning chasms with such skill and agility that they sometimes seem almost to take flight.","Kor are associated with white mana, and their wizards and clerics employ spells of healing, of banishing the dark, and of protection. Their personalities and ideals also mesh with the characteristics of white mana in their emphasis on an ordered, harmonious community with strong traditions binding its members together.",{"type":"entries","name":"Slender and Silent","entries":["Kor are tall, slender humanoids with light hair and gray, blue-gray, or ivory skin. All kor have slightly pointed ears, and males have short, fleshy barbels on their chins. They paint softly glowing geometric patterns on their faces and bodies, suggestive of the shapes and design of the hedrons that appear across Zendikar. Their clothing tends to leave their arms and shoulders free to facilitate climbing, and they keep most of their gear in pouches and slings at their waists.","The kor have a nonverbal language of hand signs and gestures that allows communication despite significant distance (particularly when augmented with whirling ropes) or howling winds. They also use this sign language among themselves when they wish to avoid being overheard, giving rise to misguided rumors that they are incapable of speech. When they do speak, they typically use as few words as possible to convey their meaning."]}]}],"gallery":[{"path":"races/PSZ/Kor.webp","title":"Kor Sanctifiers","credit":"Dan Scott"},{"path":"races/PSZ/Kor2.webp","title":"Kor Entanglers","credit":"Jason Rainville"}]},{"id":"kuo-toa","name":"Kuo-Toa","source":"DMG","page":282,"srd":false,"size":"Medium","speed":"30 ft., swim 30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":30,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Amphibious","type":"entries","entries":["You can breathe air and water."]},{"name":"Otherworldly Perception","type":"entries","entries":["You can sense the presence of any creature within 30 feet of you that is {@condition invisible} or on the Ethereal Plane. You can pinpoint such a creature that is moving."]},{"name":"Slippery","type":"entries","entries":["You have advantage on ability checks and saving throws made to escape a grapple."]},{"name":"Sunlight Sensitivity","type":"entries","entries":["While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Superior Darkvision","entries":["You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Undercommon."],"type":"entries"}]},{"id":"leonin","name":"Leonin","source":"MOT","page":20,"srd":false,"image":"races/MOT/Leonin.webp","size":"Medium","speed":"35 ft.","walkSpeed":35,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Leonin mature and age at about the same rate as humans."]},{"name":"Alignment","type":"entries","entries":["Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good."]},{"type":"entries","name":"Size","entries":["Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium."]},{"name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Claws","entries":["Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to {@damage 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."],"type":"entries"},{"name":"Hunter's Instincts","entries":["You have proficiency in one of the following skills of your choice: {@skill Athletics}, {@skill Intimidation}, {@skill Perception}, or {@skill Survival}."],"type":"entries"},{"name":"Daunting Roar","entries":["As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become {@condition frightened} of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Leonin."],"type":"entries"}],"lore":[{"type":"entries","entries":["The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass. Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos's border mountains and seek to test themselves in a wider world.",{"type":"entries","name":"Noble and Fierce","entries":["Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from gold to black. While their hands prove as nimble as those of other humanoids, leonin have retractable feline claws, which they can extend instantly. This, along with their ability to produce bone-shaking roars, gives most leonin an air that readily shifts between regal and fearsome.","Leonin often act with confidence, which can come off as imperiousness. While this can reassure their allies, it can also suggest defiance in the face of what they perceive as imposed authority or unworthy experts."]},{"type":"entries","name":"Quick to Quarrel","entries":["Other peoples often perceive leonin as quick to take offense, intolerant of criticism, or belligerent. The truth is that many leonin simply enjoy fighting, whether verbal or physical. They take pleasure in argument, wrestling, sparring, and even battle, enjoying the opportunity to exercise their minds and bodies.","It follows, too, that leonin aren't inclined to carry grudges. A warrior might react with sudden violence to an insult, but when the fight is over (and the leonin's superiority proven), the insult is forgotten—along with the vanquished foe."]},{"type":"entries","name":"Pride and Self-Reliance","entries":["Few leonin devote themselves to the service of the gods. Centuries ago, the leonin worshiped the same gods that humans do, but after many of their prides suffered depravities at the hands of the tyrant Agnomakhos, most leonin rejected the gods. It's not that they deny the existence of deities; they merely see the gods as mercurial and ultimately unworthy of adoration. The Leonin and the Gods table suggests the range of attitudes that leonin might adopt toward the gods.","Leonin rely on themselves and their prides. A pride is bound together by the experience of a shared challenge and, in particular, the sacred act of the hunt. See {@book chapter 3|MOT|3|Oreskos} for more details on Oreskos and the leonin who call that land home.",{"type":"table","caption":"Leonin and the Gods","colLabels":["d6","Attitude"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I'm amused by the antics of the gods and their earnest, but ultimately deluded, mortal champions, and I feel smugly superior in my detachment."],["2","The meddling of the gods in mortal affairs makes me angry and bitter. I wish they would just leave us all alone!"],["3","I view the gods as worthy adversaries—incredibly clever and well-prepared to play a long game but ultimately doomed to lose their games."],["4","I'm certain every bad thing that happens can ultimately be blamed on the gods, but I roll my eyes at each new twist of fate and try to get on with my life."],["5","I wish that I could be as naive as humans and other mortals who actually think the gods are looking out for them. I miss that kind of innocence."],["6","I don't talk about it among other leonin, but I actually revere the gods and try to please them by my actions."]]}]},{"type":"entries","name":"Leonin Names","entries":["Along with their personal names, leonin identify themselves by their pride. A member of the Flintclaw pride with the personal name of Ziore, for example, would likely style herself as Ziore of the Flintclaw.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Female Names:","entry":"Aletha, Atagone, Demne, Doxia, Ecate, Eriz, Gragonde, Iadma, Koila, Oramne, Seza, Ziore"},{"type":"item","name":"Male Names:","entry":"Apto, Athoz, Baragon, Bryguz, Eremoz, Gorioz, Grexes, Oriz, Pyxathor, Teoz, Xemnon, Xior"},{"type":"item","name":"Pride Names:","entry":"Embereye, Flintclaw, Goldenfield, Ironmane, Starfeller, Sunguides"}]}]}]}],"gallery":[{"path":"races/MOT/Leonin.webp","credit":"Wisnu Tan"},{"path":"races/MOT/Leonin Matron.webp","title":"Leonin matrons lead the prides of Oreskos, protecting the plains from interlopers","credit":"Steve Prescott"}]},{"id":"lizardfolk","name":"Lizardfolk","source":"MPMM","page":26,"srd":false,"image":"races/MPMM/Lizardfolk.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":30,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Speed","entries":["Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed."]},{"type":"entries","name":"Bite","entries":["You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals {@damage 1d6} + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike."]},{"type":"entries","name":"Hold Breath","entries":["You can hold your breath for up to 15 minutes at a time."]},{"type":"entries","name":"Hungry Jaws","entries":["You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."]},{"type":"entries","name":"Natural Armor","entries":["You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor."]},{"type":"entries","name":"Nature's Intuition","entries":["Thanks to your mystical connection to nature, you gain proficiency with two of the following skills of your choice: {@skill Animal Handling}, {@skill Medicine}, {@skill Nature}, {@skill Perception}, {@skill Stealth}, or {@skill Survival}."]}],"lore":["The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and have lived on the worlds of the Material Plane since the worlds' creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard its natural wonders.","Lizardfolk have colorful scales and exhibit a wide array of scale patterns. Their individual facial features are as varied as those of lizards."],"gallery":[{"path":"races/MPMM/Lizardfolk.webp","credit":"April Prime"}],"otherVersions":[{"id":"lizardfolk-vgm","source":"VGM"},{"id":"lizardfolk-dmg","source":"DMG"}]},{"id":"lizardfolk-vgm","name":"Lizardfolk","source":"VGM","page":111,"srd":false,"image":"races/VGM/Lizardfolk.webp","size":"Medium","speed":"30 ft., swim 30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":30,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Lizardfolk reach maturity around age 14 and rarely live longer than 60 years."]},{"name":"Size","type":"entries","entries":["Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium."]},{"name":"Swim Speed","entries":["You have a swimming speed of 30 feet."],"type":"entries"},{"name":"Bite","entries":["Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to {@damage 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."],"type":"entries"},{"name":"Cunning Artisan","entries":["As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a {@item shield|phb}, a {@item club|phb}, a {@item javelin|phb}, or {@dice 1d4} {@item dart|phb|darts} or {@item blowgun needle|phb|blowgun needles}. To use this trait, you need a blade, such as a {@item dagger|phb}, or appropriate {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools}, such as {@item leatherworker's tools|phb}."],"type":"entries"},{"name":"Hold Breath","entries":["You can hold your breath for up to 15 minutes at a time."],"type":"entries"},{"name":"Hunter's Lore","entries":["You gain proficiency with two of the following skills of your choice: {@skill Animal Handling}, {@skill Nature}, {@skill Perception}, {@skill Stealth}, and {@skill Survival}."],"type":"entries"},{"name":"Natural Armor","entries":["You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor."],"type":"entries"},{"name":"Hungry Jaws","entries":["In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Draconic."],"type":"entries"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.","Despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and skilled allies.",{"type":"entries","name":"Alien Minds","entries":["The lizardfolk's reptilian nature comes through not only in their appearance, but also in how they think and act. Lizardfolk experience a more limited emotional life than other humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure.","Lizardfolk experience most feelings as detached descriptions of creatures and situations. For example, humans confronted by an angry troll experience fear on a basic level. Their limbs shake, their thinking becomes panicked and jumbled, and they react by instinct. The emotion of fear takes hold and controls their actions. In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations. A lizardfolk doesn't think, \"I'm scared.\" Instead, aggressive, stronger creatures register to the lizardfolk as fearsome beings to be avoided if possible. If such creatures attack, lizardfolk flee, fighting only if cornered. Lizardfolk aren't scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly.","Lizardfolk never become angry in the way others do, but they act with aggression toward creatures that they could defeat in a fight and that can't be dealt with in some other manner. They are aggressive toward prey they want to eat, creatures that want to harm them, and so on.","Pleasurable people and things make life easier for lizardfolk. Pleasurable things should be preserved and protected, sometimes at the cost of the lizardfolk's own safety. The most pleasurable creatures and things are ones that allow lizardfolk to assess more situations as benign rather than fearsome."]},{"type":"entries","name":"Cold and Calculating","entries":["Most humanoids describe cold-blooded people as lacking in emotion and empathy. The same label serves as an apt depiction of lizardfolk.","Lacking any internal emotional reactions, lizardfolk behave in a distant manner. They don't mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants.","Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a comrade who dies becomes a potential source of food. That companion might have once been a warrior or hunter, but now the body is just freshly killed meat.","A lizardfolk who lives among other humanoids can, over time, learn to respect other creatures' emotions. The lizardfolk doesn't share those feelings, but instead assesses them in the same clinical manner. Yes, the fallen dwarf might be most useful as a meal, but hacking the body into steaks provokes aggression in the other humanoids and makes them less helpful in battle."]},{"type":"entries","name":"Utility and Survival","entries":["The lizardfolk mindset might seem unnecessarily cruel, but it helps them survive in a hostile environment. The swamps they inhabit are filled with a staggering variety of threats. Lizardfolk focus on survival above all, without sentiment.","Lizardfolk assess everyone and everything in terms of utility. Art and beauty have little meaning for them. A sharp sword serves a useful and good purpose, while a dull sword is a dead weight without a whetstone.","Lizardfolk see little need to plan more than a season or so into the future. This approach allows them to maintain their current level of influence in the world, but it limits their growth. Lizardfolk have no interest in developing writing, making long-term plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers."]},{"type":"entries","name":"Hapless Soft Ones","entries":["At their core, lizardfolk view other humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, it's a wonder they have managed to survive for so long. The typical human would barely make it through a day in the swamps.","Still, if other creatures prove useful to lizardfolk, those creatures can trigger a protective response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings, young ones incapable of protecting themselves but who might prove useful in the future if they receive care."]},{"type":"entries","name":"Lizardfolk Personality","entries":["You can use the Lizardfolk Quirks table to determine a personality quirk for a lizardfolk character or to inspire a unique mannerism.",{"type":"table","caption":"Lizardfolk Quirks","colLabels":["d8","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable!"],["2","You sleep best while mostly submerged in water."],["3","Money is meaningless to you."],["4","You think there are only two species of humanoid: lizardfolk and meat."],["5","You have learned to laugh. You use this talent in response to all emotional situations, to better fit in with your comrades."],["6","You still don't understand how metaphors work. That doesn't stop you from using them at every opportunity."],["7","You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with."],["8","You enjoy eating your food while it's still wriggling."]]}]},{"type":"inset","name":"Lizardfolk Speech","entries":["Lizardfolk can master Common, but their mindset results in a speech pattern distinct from other humanoids.","Lizardfolk rarely use metaphors. Their speech is almost always literal. They might pick up idioms, but only with some difficulty.","Names confuse them, unless they are descriptive. They tend to apply their own naming conventions to other creatures using Common words.","Lizardfolk use active verbs to describe the world. A lizardfolk in cold weather might say, \"This wind brings cold\" rather than \"I feel cold.\" Lizardfolk tend to define things in terms of actions, rather than effects."]},{"type":"entries","name":"Lizardfolk Names","entries":["Lizardfolk take their names from the Draconic language. They use simple descriptives granted by the tribe based on an individual's notable deeds or actions. For example, Garurt translates as \"axe,\" a name given to a lizardfolk warrior who defeated an orc and claimed his foe's weapon. A lizardfolk who likes to hide in a stand of reeds before ambushing an animal might be called Achuak, which means \"green\" to describe how she blends into the foliage.","Lizardfolk make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Lizardfolk Names:","entry":"Achuak (green), Aryte (war), Baeshra (animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel)"}]}]}]}]}],"gallery":[{"path":"races/VGM/Lizardfolk.webp"}],"hidden":true,"otherVersions":[{"id":"lizardfolk","source":"MPMM"},{"id":"lizardfolk-dmg","source":"DMG"}]},{"id":"lizardfolk-dmg","name":"Lizardfolk","source":"DMG","page":282,"srd":false,"size":"Medium","speed":"30 ft., swim 30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":30,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Hold Breath","entries":["You can hold your breath for up to 15 minutes at a time."],"type":"entries"},{"name":"Natural Armor","entries":["Your scales function as natural armor, granting you a +3 bonus to Armor Class."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Draconic."],"type":"entries"}],"hidden":true,"otherVersions":[{"id":"lizardfolk","source":"MPMM"},{"id":"lizardfolk-vgm","source":"VGM"}]},{"id":"locathah","name":"Locathah","source":"LR","page":24,"srd":false,"image":"races/LR/Locathah.webp","size":"Medium","speed":"30 ft., swim 30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":30,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Locathah mature to adulthood by the age of 10 but have been known to live up to 80 years."]},{"name":"Alignment","type":"entries","entries":["Most locathah are true neutral or have some aspect of neutrality in their alignment. They tend toward good, coming from a culture where compassion for the downtrodden is a commonality."]},{"name":"Natural Armor","entries":["You have tough, scaly skin. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor."],"type":"entries"},{"name":"Observant & Athletic","entries":["You have proficiency in the {@skill Athletics} and {@skill Perception} skills."],"type":"entries"},{"name":"Leviathan Will","entries":["You have advantage on saving throws against being {@condition charmed}, {@condition frightened}, {@condition paralyzed}, {@condition poisoned}, {@condition stunned}, or put to sleep."],"type":"entries"},{"name":"Limited Amphibiousness","entries":["You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating."],"type":"entries"},{"type":"entries","name":"Size","entries":["Locathah stand between 5 and 6 feet tall and average about 150 pounds. Your size is Medium."]},{"name":"Language","entries":["You can speak, read, and write Aquan and Common."],"type":"entries"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Featured in {@adventure Ghosts of Saltmarsh|GoS}, these resilient and proud fish-folk have endured war, slavery, and mistreatment at the hands of other aquatic creatures. They dwell in submerged tribal communities along seacoasts, and hunt both above and below the water."]}]}],"gallery":[{"path":"races/LR/Locathah.webp"}]},{"id":"lorwyn-changeling","name":"Lorwyn Changeling","source":"LFL","srd":false,"image":"races/LFL/Changeling.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Fey","parentRace":"","entries":[{"type":"entries","name":"Shape Self","entries":["As an action, you can reshape your body to a two-legged Humanoid shape or to a four-legged Beast shape. While you have a Humanoid shape, you can wear clothing and armor made for a Humanoid of your size."]},{"type":"entries","name":"Darkvision","entries":["You have {@sense Darkvision|XPHB} with a range of 120 feet."]},{"type":"entries","name":"Delightful Imitator","entries":["You have proficiency in the {@skill Deception|XPHB} or {@skill Performance|XPHB} skill."]},{"type":"entries","name":"Unpredictable Movement","entries":["When you roll {@variantrule Initiative|XPHB}, you can immediately move up to half your {@variantrule Speed|XPHB}, provided you don't have {@variantrule Disadvantage|XPHB} on the {@variantrule Initiative|XPHB} roll."]}],"lore":["The changelings of Lorwyn are charismatic shapeshifters able to crudely mimic the forms of creatures and plants. Unlike most shapeshifters, however, their innate powers don't allow them to truly disguise themselves; rather, their transformations are purely surface level.","No matter their form, Lorwyn changelings keep their key traits: blue-green skin, tufts of tentacle-like fur, and bulbous yellow eyes with slitted pupils. The true changeling identity of a bug-eyed tree, teal elk, or furry boulder is always easy to spot. These counterfeits are so plain that many Lorwyn denizens find the effect inexplicably charming.","Changelings from Lorwyn live in a vast, mystical cave called Velis Vel Grotto (see chapter 2). Once per year, many changelings make a pilgrimage to the grotto to contemplate their past deeds."],"gallery":[{"path":"races/LFL/Changeling.webp","credit":"Wayne Reynolds"}]},{"id":"loxodon","name":"Loxodon","source":"GGR","page":17,"srd":false,"image":"races/GGR/Loxodon.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Age","entries":["Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60."]},{"type":"entries","name":"Alignment","entries":["Most loxodons are lawful, believing in the value of a peaceful, ordered life. They also tend toward good."]},{"type":"entries","name":"Size","entries":["Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium."]},{"type":"entries","name":"Powerful Build","entries":["You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."]},{"type":"entries","name":"Loxodon Serenity","entries":["You have advantage on saving throws against being {@condition charmed} or {@condition frightened}."]},{"type":"entries","name":"Natural Armor","entries":["You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.",{"type":"inset","name":"Tip: AC Calculations Don't Stack","entries":["When the game gives you more than one way to calculate your Armor Class, you can use only one of them. You choose the one to use. For example, if you have the loxodon's Natural Armor trait and the monk's Unarmored Defense feature, you don't mix them together. Instead, you choose which one determines your AC."]}]},{"type":"entries","name":"Trunk","entries":["You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.","Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell."]},{"type":"entries","name":"Keen Smell","entries":["Thanks to your sensitive trunk, you have advantage on Wisdom ({@skill Perception}), Wisdom ({@skill Survival}), and Intelligence ({@skill Investigation}) checks that involve smell."]},{"type":"entries","name":"Languages","entries":["You can speak, read, and write Common and Loxodon."]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The humanoid elephants called loxodons are often oases of calm in the busy streets of Ravnica. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. If provoked to action, loxodons are true terrors—bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their guilds.",{"type":"entries","name":"Lumbering Giants","entries":["Loxodons tower above most other humanoids, standing over 7 feet tall. They have the heads—trunks, tusks, ears, and faces—of elephants, and hulking bipedal bodies covered by thick, leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of elephants.","Like that of an elephant, a loxodon's trunk is a useful appendage. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects. The trunk can be used to carry both food and liquid to the mouth and can even act as a snorkel."]},{"type":"entries","name":"Gifted Stoneworkers","entries":["Loxodons are tireless, patient artisans with an unrivaled intuition about their craft. Although they make nurturing spiritual leaders, their gift for stonework is so ingrained that they are often at a loss when they try to impart that knowledge to others. Among the Selesnya, it primarily falls to loxodons to build the guild's magnificent, cathedral-like arboretum structures."]},{"type":"entries","name":"Relentlessly Loyal","entries":["Loxodons believe in the value of community and life, and thus are most often found in the Selesnya Conclave. Some find fulfillment in the cause of order by joining the Orzhov Syndicate or the Azorius Senate.","Loxodons believe that the members of a group have a responsibility to look out for each other. Once they have joined a guild or bonded with other individuals in any capacity, loxodons devote themselves to maintaining that bond. They coordinate their efforts and are often willing to sacrifice themselves for the sake of the group. They expect reciprocal loyalty and commitment from the other members of their communities and can be severe in their disappointment when their trust is betrayed.","The primary difference between loxodons who join different guilds is their sense of the size of the community they belong to. For loxodons in the Selesnya Conclave, their community is the world and all living beings in it—everything valuable, meant to live in harmony, and interdependent. For Azorius loxodons, community primarily means a society of different peoples who need adherence to law and order so they can function together. For those in the Orzhov Syndicate, community means the syndicate alone, with its interests taking priority over those of any other group."]},{"type":"entries","name":"Loxodon Names","entries":["A loxodon's name includes subtle tones, produced in a loxodon's resonant nasal chambers, that indicate status, family connection, and community role. Since most non-loxodons can't distinguish these underlying tones, let alone produce them, loxodons often translate them into titles, such as Hierarch, Revered, Grandmother, Healer, or Saint, when interacting with other races.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Names:","entry":"Bayul, Berov, Brooj, Chedumov, Dobrun, Droozh, Golomov, Heruj, Ilromov, Kel, Nikoom, Ondros, Radomov, Svetel, Tamuj, Throom, Vasool"}]},{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Female Names:","entry":"Ajj, Boja, Dancu, Dooja, Elyuja, Fanoor, Irij, Jasoo, Katrun, Lyooda, Mayja, Radu, Shuja, Soofya, Totoor, Verij, Vesmova, Yoolna, Zarij, Zoorja"}]}]}]}]}],"gallery":[{"path":"races/GGR/Loxodon.webp"}]},{"id":"lupin","name":"Lupin","source":"RHW","srd":false,"image":"races/RHW/Lupin.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Darkvision","entries":["You have {@sense Darkvision|XPHB} with a range of 60 feet."]},{"type":"entries","name":"Feral Pounce","entries":["Your {@variantrule Unarmed Strike|XPHB|Unarmed Strikes} deal Slashing damage instead of Bludgeoning damage. In addition, when you hit a creature with an {@variantrule Unarmed Strike|XPHB} as part of the {@action Attack|XPHB} action on your turn, you can use both the {@variantrule Damage|XPHB} and the Shove options. You can use this benefit only once per turn."]},{"type":"entries","name":"Howl","entries":["As a {@variantrule Bonus Action|XPHB}, you let out an unearthly howl. Each creature of your choice within 15 feet of you must succeed on a Wisdom saving throw (DC 8 plus your Constitution modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}) or have {@variantrule Disadvantage|XPHB} on attack rolls and saving throws until the start of your next turn.","You can use this trait a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Werewolf Instincts","entries":["You have proficiency in the {@skill Perception|XPHB}, {@skill Stealth|XPHB}, or {@skill Survival|XPHB} skill."]}],"lore":["With their bristling fur and snarling muzzles, lupins cast imposing shadows in the Mists. Lupins often arise from encounters with werewolves in which the curse of lycanthropy didn't fully take hold. Unlike true werewolves, lupins can't shift between wolf and humanoid form but are instead stuck as a hybrid transformation. This cursed wolflike physiology affords lupins bestial might, enhanced instincts, and a dread-inducing howl."],"gallery":[{"path":"races/RHW/Lupin.webp","credit":"Helge C. Balzer"}]},{"id":"merfolk","name":"Merfolk","source":"PSZ","page":13,"srd":false,"image":"races/PSZ/Merfolk.webp","size":"Medium","speed":"30 ft., swim 30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":30,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Age","entries":["Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years."]},{"type":"entries","name":"Alignment","entries":["Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings."]},{"name":"Amphibious","entries":["You can breathe air and water."],"type":"entries"},{"type":"entries","name":"Size","entries":["Merfolk are about the same size and build as humans. Your size is Medium."]},{"name":"Swimming","entries":["You have a swimming speed of 30 feet."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common, Merfolk, and one extra language of your choice."],"type":"entries"}],"lore":[{"type":"entries","entries":["Curious, thoughtful, and analytical, the merfolk of Zendikar are natural scholars and explorers. In the past, merfolk society was organized around their belief in three deities. But in the wake of the reappearance of the Eldrazi, the merfolk have realized that their faith was a web of lies, built on a corrupted memory of the Eldrazi titans handed down from generation to generation. In peaceful times, the merfolk might have fought over the ultimate meaning of this revelation. But faced with the danger presented by the Eldrazi broods, the merfolk have largely set aside their differences and joined together in a united force. Old grudges still linger, but the well-being of the merfolk race—and the world—far outweigh any ancient conflicts between creeds.","Merfolk are associated with blue mana, though the traditional merfolk creeds express this connection in different ways.",{"type":"entries","name":"Born of the Sea","entries":["Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones.","Merfolk wear little clothing unless they are armored for battle. Even then, they drape themselves with nets and a minimum of cloth, wearing armor crafted of large, bleached seashells and augmented with leather."]}]}],"gallery":[{"path":"races/PSZ/Merfolk.webp","title":"Enclave Elite","credit":"Igor Kieryluk"},{"path":"races/PSZ/Merfolk2.webp","title":"Coralhelm Commander","credit":"Jaime Jones"}],"otherVersions":[{"id":"merfolk-dmg","source":"DMG"}]},{"id":"merfolk-dmg","name":"Merfolk","source":"DMG","page":282,"srd":false,"size":"Medium","speed":"10 ft., swim 40 ft.","walkSpeed":10,"flySpeed":0,"swimSpeed":40,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Amphibious","entries":["You can breathe air and water."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Aquan."],"type":"entries"}],"hidden":true,"otherVersions":[{"id":"merfolk","source":"PSZ"}]},{"id":"merfolk-ixalan-blue","name":"Merfolk (Ixalan; Blue)","source":"PSX","page":12,"srd":false,"image":"races/PSX/Merfolk.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Merfolk","entries":[{"name":"Cantrip","entries":["You know one cantrip of your choice from the {@filter wizard spell list|spells|class=wizard|level=0}. Intelligence is your spellcasting ability for it."],"type":"entries"},{"name":"Lore of the Waters","entries":["You gain proficiency in the {@skill History} and {@skill Nature} skills."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write {@language Common Trade Pidgin|PSX|Common} (if it exists in your campaign), {@language Merfolk|PSX}, and one additional language of your choice."],"type":"entries","data":{"overwrite":"Languages"}}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Blue merfolk often have burgundy or magenta on their faces and chests, with lighter shades of blue and purple elsewhere. Their eyes are red, orange, or blue, and their long, thin, and elegant fins resemble scarves or veils of fine fabric. They swim easily, even upstream, and clamber over rocks and through rapids with ease. They prefer to dwell in shallow waters, but spend a fair amount of time on land as well."]}]},"The River Heralds are merfolk—a race of amphibious humanoids at home throughout the oceans, rivers, and rain forests of Ixalan. They stand between seven and eight feet tall, with skin that ranges from deep burgundy through many shades of violet and blue, to green, bright orange, and yellow. They are humanlike in shape, but have long fins extending from their shoulders, forearms, middle backs, and calves. Frills of fins also protrude from the backs of their heads. All merfolk can breathe air or filter oxygen from the water, and they can walk on land or swim with equal ease."],"gallery":[{"path":"races/PSX/Merfolk.webp","title":"Vineshaper Mystic","credit":"Kieran Yanner"},{"path":"races/PSX/Merfolk2.webp","title":"Coralhelm Commander","credit":"Jaime Jones"}]},{"id":"merfolk-ixalan-green","name":"Merfolk (Ixalan; Green)","source":"PSX","page":12,"srd":false,"image":"races/PSX/Merfolk.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Merfolk","entries":[{"name":"Cantrip","entries":["You know one cantrip of your choice from the {@filter druid spell list|spells|class=Druid|level=0}. Wisdom is your spellcasting ability for it."],"type":"entries"},{"name":"Mask of the Wild","entries":["You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write {@language Common Trade Pidgin|PSX|Common} (if it exists in your campaign), {@language Merfolk|PSX}, and one additional language of your choice."],"type":"entries","data":{"overwrite":"Languages"}}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Green merfolk generally have yellow chests and pale green faces, shading to dark blues and purples on their backs and limbs. The patterns on their skin suggest the colors of the tree frogs common in the rain forest, as do their eyes of orange, lime green, or sky blue. Their fins are relatively short and thick. They climb trees with ease, move through undergrowth unhindered, and often wield magic to shape vines and branches to their will."]}]},"The River Heralds are merfolk—a race of amphibious humanoids at home throughout the oceans, rivers, and rain forests of Ixalan. They stand between seven and eight feet tall, with skin that ranges from deep burgundy through many shades of violet and blue, to green, bright orange, and yellow. They are humanlike in shape, but have long fins extending from their shoulders, forearms, middle backs, and calves. Frills of fins also protrude from the backs of their heads. All merfolk can breathe air or filter oxygen from the water, and they can walk on land or swim with equal ease."],"gallery":[{"path":"races/PSX/Merfolk.webp","title":"Vineshaper Mystic","credit":"Kieran Yanner"},{"path":"races/PSX/Merfolk2.webp","title":"Coralhelm Commander","credit":"Jaime Jones"}]},{"id":"merfolk-zendikar-cosi-creed","name":"Merfolk (Zendikar; Cosi Creed)","source":"PSZ","page":13,"srd":false,"image":"races/PSZ/Merfolk.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Merfolk","entries":[{"name":"Cantrip","entries":["You know one cantrip of your choice from the {@filter bard spell list|spells|class=bard|level=0}. Charisma is your spellcasting ability for it."],"type":"entries"},{"name":"Creed of the Trickster","entries":["You have proficiency in the {@skill Sleight of Hand} and {@skill Stealth} skills."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["No merfolk will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world."]}]},{"type":"entries","entries":["Curious, thoughtful, and analytical, the merfolk of Zendikar are natural scholars and explorers. In the past, merfolk society was organized around their belief in three deities. But in the wake of the reappearance of the Eldrazi, the merfolk have realized that their faith was a web of lies, built on a corrupted memory of the Eldrazi titans handed down from generation to generation. In peaceful times, the merfolk might have fought over the ultimate meaning of this revelation. But faced with the danger presented by the Eldrazi broods, the merfolk have largely set aside their differences and joined together in a united force. Old grudges still linger, but the well-being of the merfolk race—and the world—far outweigh any ancient conflicts between creeds.","Merfolk are associated with blue mana, though the traditional merfolk creeds express this connection in different ways.",{"type":"entries","name":"Born of the Sea","entries":["Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones.","Merfolk wear little clothing unless they are armored for battle. Even then, they drape themselves with nets and a minimum of cloth, wearing armor crafted of large, bleached seashells and augmented with leather."]}]}],"gallery":[{"path":"races/PSZ/Merfolk.webp","title":"Enclave Elite","credit":"Igor Kieryluk"},{"path":"races/PSZ/Merfolk2.webp","title":"Coralhelm Commander","credit":"Jaime Jones"}]},{"id":"merfolk-zendikar-emeria-creed","name":"Merfolk (Zendikar; Emeria Creed)","source":"PSZ","page":13,"srd":false,"image":"races/PSZ/Merfolk.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Merfolk","entries":[{"name":"Cantrip","entries":["You know one cantrip of your choice from the {@filter druid spell list|spells|class=druid|level=0}. Wisdom is your spellcasting ability for it."],"type":"entries"},{"name":"Wind Creed Manipulation","entries":["You have proficiency in the {@skill Deception} and {@skill Persuasion} skills."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Merfolk who followed Emeria's creed seek wisdom and truth in the Wind Realm, exploring the mystical forces—rather than natural causes—behind historical events. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive."]}]},{"type":"entries","entries":["Curious, thoughtful, and analytical, the merfolk of Zendikar are natural scholars and explorers. In the past, merfolk society was organized around their belief in three deities. But in the wake of the reappearance of the Eldrazi, the merfolk have realized that their faith was a web of lies, built on a corrupted memory of the Eldrazi titans handed down from generation to generation. In peaceful times, the merfolk might have fought over the ultimate meaning of this revelation. But faced with the danger presented by the Eldrazi broods, the merfolk have largely set aside their differences and joined together in a united force. Old grudges still linger, but the well-being of the merfolk race—and the world—far outweigh any ancient conflicts between creeds.","Merfolk are associated with blue mana, though the traditional merfolk creeds express this connection in different ways.",{"type":"entries","name":"Born of the Sea","entries":["Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones.","Merfolk wear little clothing unless they are armored for battle. Even then, they drape themselves with nets and a minimum of cloth, wearing armor crafted of large, bleached seashells and augmented with leather."]}]}],"gallery":[{"path":"races/PSZ/Merfolk.webp","title":"Enclave Elite","credit":"Igor Kieryluk"},{"path":"races/PSZ/Merfolk2.webp","title":"Coralhelm Commander","credit":"Jaime Jones"}]},{"id":"merfolk-zendikar-ula-creed","name":"Merfolk (Zendikar; Ula Creed)","source":"PSZ","page":13,"srd":false,"image":"races/PSZ/Merfolk.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Merfolk","entries":[{"name":"Cantrip","entries":["You know one cantrip of your choice from the {@filter wizard spell list|spells|class=wizard|level=0}. Intelligence is your spellcasting ability for it."],"type":"entries"},{"name":"Water Creed Navigation","entries":["You have proficiency with {@item navigator's tools|phb} and in the {@skill Survival} skill."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Ula-creed merfolk emphasize intellectual pursuits, stressing hard evidence and reason over passion. They are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward."]}]},{"type":"entries","entries":["Curious, thoughtful, and analytical, the merfolk of Zendikar are natural scholars and explorers. In the past, merfolk society was organized around their belief in three deities. But in the wake of the reappearance of the Eldrazi, the merfolk have realized that their faith was a web of lies, built on a corrupted memory of the Eldrazi titans handed down from generation to generation. In peaceful times, the merfolk might have fought over the ultimate meaning of this revelation. But faced with the danger presented by the Eldrazi broods, the merfolk have largely set aside their differences and joined together in a united force. Old grudges still linger, but the well-being of the merfolk race—and the world—far outweigh any ancient conflicts between creeds.","Merfolk are associated with blue mana, though the traditional merfolk creeds express this connection in different ways.",{"type":"entries","name":"Born of the Sea","entries":["Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones.","Merfolk wear little clothing unless they are armored for battle. Even then, they drape themselves with nets and a minimum of cloth, wearing armor crafted of large, bleached seashells and augmented with leather."]}]}],"gallery":[{"path":"races/PSZ/Merfolk.webp","title":"Enclave Elite","credit":"Igor Kieryluk"},{"path":"races/PSZ/Merfolk2.webp","title":"Coralhelm Commander","credit":"Jaime Jones"}]},{"id":"minotaur","name":"Minotaur","source":"MPMM","page":27,"srd":false,"image":"races/MPMM/Minotaur.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Horns","entries":["You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals {@damage 1d6} + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike."]},{"type":"entries","name":"Goring Rush","entries":["Immediately after you take the {@action Dash} action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action."]},{"type":"entries","name":"Hammering Horns","entries":["Immediately after you hit a creature with a melee attack as part of the {@action Attack} action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you can push it up to 10 feet away from you."]},{"type":"entries","name":"Labyrinthine Recall","entries":["You always know which direction is north, and you have advantage on any Wisdom ({@skill Survival}) check you make to navigate or track."]}],"lore":["Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe minotaurs were first created by the Lady of Pain to patrol the magical mazes that she uses to trap her foes.","Minotaur horns range in size from about 1 foot long to easily three times that length. Minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle.","Thick hair extends down minotaurs' necks and powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted tails."],"gallery":[{"path":"races/MPMM/Minotaur.webp","credit":"Jedd Chevrier, Brynn Metheney"}],"otherVersions":[{"id":"minotaur-mot","source":"MOT"},{"id":"minotaur-ggr","source":"GGR"}]},{"id":"minotaur-mot","name":"Minotaur","source":"MOT","page":22,"srd":false,"image":"races/MOT/Minotaur.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","entries":["{@note These traits are also suitable for minotaurs in other D&D worlds where these people have avoided the demonic influence of Baphomet.}"]},{"name":"Age","type":"entries","entries":["Minotaurs mature and age at about the same rate as humans."]},{"name":"Alignment","type":"entries","entries":["Minotaurs who leave the walls of Skophos have the opportunity to be free of its culture and pursue chaotic alignments, while those who remain within the polis and its tyrannical regime tend toward lawful alignments."]},{"type":"entries","name":"Size","entries":["Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium."]},{"name":"Horns","entries":["Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to {@damage 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."],"type":"entries"},{"name":"Goring Rush","entries":["Immediately after you use the {@action Dash} action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action."],"type":"entries"},{"name":"Hammering Horns","entries":["Immediately after you hit a creature with a melee attack as part of the {@action Attack} action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you."],"type":"entries"},{"name":"Imposing Presence","entries":["You have proficiency in one of the following skills of your choice: {@skill Intimidation} or {@skill Persuasion}."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Minotaur."],"type":"entries"}],"lore":[{"type":"entries","entries":["The minotaurs who dwell in the badlands of Phoberos and the remote polis of Skophos are caught between two worlds. Some follow the dark god Mogis, who has tyrannized them for ages untold and shown them a trail of slaughter that is all many minotaurs have ever known. Others, though, have emerged from this bloody path and found a world that welcomes those who pursue their own destinies and heroic callings.",{"type":"entries","name":"Built to Survive","entries":["Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. Theros minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle.","Thick hair extends down minotaurs' necks and powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted tails. Minotaur priests often adorn themselves with sacred items, be they trophies from fallen foes, keepsakes from their homeland, or naturally occurring marks of their god's favor."]},{"type":"entries","name":"Ages of Darkness","entries":["Although minotaurs aren't evil by nature and are free to worship any god, many are raised among those devoted to Mogis's vile whims. Myths tell that Mogis created the first minotaurs from his own followers, typically criminals and monsters of unspeakable depravity. While many groups of minotaurs still honor their villainous progenitors, others have abandoned their ancestors and moved beyond their crimes, seeking their fates in the future, not the past.","While the inhabitants of Akros and other reaches near Phoberos, the homeland of most minotaur herds, have engaged in endless conflicts with bloodthirsty minotaurs, they know there are those who forsake Mogis's depravities. The people of Meletis, Setessa, and lands beyond are also generally open-minded and curious about minotaurs who wander into their lands. Epics like {@i The Callapheia} also describe multiple heroic minotaurs. As a result, a minotaur traveling in the company of other non-minotaurs is likely to be accepted in any polis.","See {@book chapter 3|MOT|3|Phoberos and Skophos} for more details on Phoberos, the minotaur polis of Skophos, and various minotaur bands."]},{"type":"entries","name":"Passion and Zeal","entries":["Minotaurs are known for venting their outrage through violence, but they aren't generally quick to anger. They are passionate, loving their friends and partners fiercely, and they laugh loud and long at good jokes. This zeal also extends to their faith. Those who have avoided the corrupting influence of Mogis gravitate toward the service of gods who share their bold nature, especially Erebos, Keranos, and Purphoros. Those who have rejected Mogis sometimes embrace his hated twin brother, Iroas."]},{"type":"entries","name":"Minotaur Names","entries":["In the labyrinthine polis of Skophos, the deeds of minotaur champions are carved among the winding halls. Minotaurs often name their children after these great heroes, believing that a child will inherit the strength, audacity, guile, or fearsomeness of a heroic namesake. Other minotaur parents invent their own names, though, believing in their child's potential to light a new constellation in Nyx with the brightness of their own soul.","The Minotaur Namesake table suggests possible qualities or deeds that a minotaur's namesake might have been known for. Your character might strive to emulate that quality or seek to forge a new legacy to be associated with your name by future generations.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Female Names:","entry":"Bozzri, Dhazdoro, Erinimachis, Ghalantzo, Halafoti, Kerania, Mitévra, Philoprodis, Tavromiki, Ypoudoris"},{"type":"item","name":"Male Names:","entry":"Bamvros, Fotiyinos, Halafotios, Keranios, Menetavro, Nikavros, Prodos, Rhordon, Tavrostenes, Thyrogog"}]},{"type":"insetReadaloud","entries":["Myth of Mogis and the Minotaurs","Some legends claim that Mogis created the minotaurs, transforming his most bloodthirsty followers so that their hulking bodies resembled his own. However, while the tales told in the labyrinth-polis of Skophos affirm that Mogis rewarded his most devoted followers, they assert that these followers were already minotaurs, and all Mogis did was exalt them to an honored status. Among minotaurs who worship Mogis, these heroes are revered as spiritual if not literal ancestors. The moral of this story is simply that Mogis is a god who rewards his faithful servants.","Minotaurs who don't follow Mogis are quick to point out that this myth says nothing about the nature of minotaurs. The worship of Mogis, they argue, is no more inherent to them than it is to humans, and minotaurs aren't destined to a life of slaughter because of the circumstances of their creation. Perhaps most importantly, minotaurs aren't an offshoot of humanity but a people in their own right, and neither their nature nor their destiny is tied to a single god."]},{"type":"table","caption":"Minotaur namesake","colLabels":["d8","Ancestor's Qualities"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","My namesake defeated a massive enemy."],["2","My namesake was known for fierce devotion to a god."],["3","My namesake was a respected leader of other warriors."],["4","My namesake ran the entire breadth of Phoberos in order to warn the minotaurs of an Akroan attack."],["5","My namesake was famous for great magical ability."],["6","My namesake was a hero's devoted companion."],["7","My namesake is remembered for incredible generosity."],["8","My namesake was a great oracle."]]}]}]}],"gallery":[{"path":"races/MOT/Minotaur.webp","credit":"Jason Rainville"},{"path":"races/MOT/Minotaur 2.webp","credit":"Steve Prescott"}],"hidden":true,"otherVersions":[{"id":"minotaur","source":"MPMM"},{"id":"minotaur-ggr","source":"GGR"}]},{"id":"minotaur-ggr","name":"Minotaur","source":"GGR","page":18,"srd":false,"image":"races/GGR/Minotaur.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","entries":["{@note These traits are also suitable for minotaurs in other D&D worlds where these people have avoided the demonic influence of Baphomet.}"]},{"name":"Age","type":"entries","entries":["Minotaurs enter adulthood at around the age of 17 and can live up to 150 years."]},{"name":"Alignment","type":"entries","entries":["Most minotaurs who join the Boros Legion lean toward lawful alignments, while those associated with the Cult of Rakdos or the Gruul Clans tend toward chaotic alignments."]},{"type":"entries","name":"Size","entries":["Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium."]},{"name":"Horns","entries":["Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to {@damage 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."],"type":"entries"},{"name":"Goring Rush","entries":["Immediately after you use the {@action Dash} action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action."],"type":"entries"},{"name":"Hammering Horns","entries":["Immediately after you hit a creature with a melee attack as part of the {@action Attack} action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you."],"type":"entries"},{"name":"Imposing Presence","entries":["You have proficiency in one of the following skills of your choice: {@skill Intimidation} or {@skill Persuasion}."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Minotaur."],"type":"entries"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The minotaurs of Ravnica are strong in body, dedication, and courage. They are at home on the battlefield, willing to fight for their various causes. They combine a burning fury in battle with keen tactics that make them excellent commanders as well as valuable shock troops.",{"type":"entries","name":"Horns and Hooves","entries":["Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage.","Manes of shaggy fur extend down minotaurs' necks and powerful backs, and males have long tufts of hair on their chins and cheeks. Their legs end in heavy, cloven hooves. Minotaurs are born with long, tufted tails, but minotaurs of the Ordruun clan (and some others) have their tails docked as part of a coming-of-age ceremony; they find the heavy armor of the Boros legion much more comfortable without a long tail in the way."]},{"type":"entries","name":"Strength and Zeal","entries":["Minotaurs are zealous and love battle. They are found among the Gruul Clans, but the minotaurs of the Ordruun family line, long associated with the Boros Legion, are much better known and respected. Boros minotaurs choose the precision of the legion over the fury of the pack.","Minotaurs tend to vent their outrage through violence, but they aren't generally quick to anger. They are passionate, loving their friends and partners fiercely, and they laugh loud and long at good jokes."]},{"type":"entries","name":"Family and Guild","entries":["Minotaur legends describe a small pantheon of heroes—perhaps they were once thought of as gods—who established the minotaurs' place in the world. Every minotaur in Ravnica claims descent from one of these heroes. The Ordruun line is the most prominent, with thousands of members descended from an ancient hero who is said to have taught minotaurs the arts of war. Other important family lines include the Kharran line (primarily associated with the Gruul Scab clan), the Drendaa line (found scattered among the Gruul Clans), and the Tazgral line (divided between the Boros and the Gruul, with a significant number in the Rakdos as well).","Since each family line has so many members, minotaurs don't usually find it helpful to connect the name of the line to their personal names; even though Commander Grozdan of the Boros Legion's Kamen Fortress is a prominent member of the Ordruun line, he would never call himself Grozdan Ordruun the way a human would."]},{"type":"entries","name":"Minotaur Names","entries":["The legends that recount the deeds of ancient minotaur heroes are full of other names as well: those of the retainers, allies, lovers, servants, enemies, and others who played roles, however small, in the lives of the heroes. Almost every minotaur name is drawn from that long list of minor characters of legend, so that those folk are never forgotten.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Names:","entry":"Alovnek, Brogmir, Brozhdar, Dornik, Drakmir, Drazhan, Grozdan, Kalazmir, Klattic, Melislek, Nirikov, Prezhlek, Radolak, Rugilar, Sarovnek, Svarakov, Trovik, Vraslak, Yarvem"}]},{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Female Names:","entry":"Akra, Bolsa, Cica, Dakka, Drakisla, Eleska, Enka, Irnaya, Jaska, Kalka, Makla, Noraka, Pesha, Raisha, Sokali, Takyat, Vrokya, Veska, Yelka, Zarka, Zoka"}]}]}]}]}],"gallery":[{"path":"races/GGR/Minotaur.webp"}],"hidden":true,"otherVersions":[{"id":"minotaur","source":"MPMM"},{"id":"minotaur-mot","source":"MOT"}]},{"id":"minotaur-amonkhet","name":"Minotaur (Amonkhet)","source":"PSA","page":19,"srd":false,"image":"races/PSA/Minotaur (Amonkhet).webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Minotaurs develop more slowly than humans, reaching full maturity around the age of 20. They typically become acolytes at around 8 or 9 years old, making them among the older members of their crops. Once they reach maturity, though, minotaurs age quickly, rushing headlong through the trials (as they do all aspects of life) to complete them before they pass their peak. A minotaur allowed to die of old age would rarely live beyond 40."]},{"name":"Alignment","type":"entries","entries":["Most minotaurs lean toward chaotic alignments, and they have a slight inclination toward evil."]},{"type":"entries","name":"Size","entries":["Minotaurs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium."]},{"name":"Natural Weapon","entries":["You can use your horns as a natural weapon to make unarmed strikes. If you hit with your horns, you deal bludgeoning damage equal to {@damage 1d6} + your Strength modifier."],"type":"entries"},{"name":"Menacing","entries":["You gain proficiency in the {@skill Intimidation} skill."],"type":"entries"},{"name":"Relentless Endurance","entries":["When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest."],"type":"entries"},{"name":"Savage Attacks","entries":["When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Minotaur."],"type":"entries"}],"lore":[{"type":"entries","entries":["Minotaurs are powerfully built, barrel-chested humanoids with heads resembling rams. Their horns curl tight-ly against the sides of their heads to encircle their ears, and manes of shaggy fur—shorter in females—fall over their broad shoulders. As their appearance suggests, they combine physical strength with stubbornness, bravado, and reckless bravery. They revel in combat, especially when the odds against them seem overwhelming.","Minotaurs are rowdy, boisterous, and direct to the point of rudeness. They have no qualms about declaring what they want and defying others to keep it from them. In combat, they bellow loud challenges in defiance of their foes, and roar with laughter as they triumph.","Minotaurs believe they hold a unique place among the races of Amonkhet. The {@race khenra|PSA} can look to Hazoret, the {@race naga|PSA} to Rhonas, and the {@race aven|PSA} to Kefnet to see themselves represented among the gods. Humans have no single god to look to, which explains why they demonstrate such variety. But only one god bears a pair of curving horns: the God-Pharaoh himself, who holds a special place for many of the minotaurs of Amonkhet.",{"type":"entries","name":"Ruthless and Reckless","entries":["Even those minotaurs who feel personal affinity for the horned God-Pharaoh align themselves most closely with Bontu and Hazoret in practice. Driven by a fierce and powerful desire to prove themselves, to earn glory in life, and to win a glorious death, they view every challenge or obstacle as a chance to demonstrate their prowess. With ruthless abandon, they slash, batter, and pummel their way through anyone or anything that stands in the way of their own advancement. With reckless fervor, they fight without heed for their own safety, shrugging off the blows of their enemies."]},{"type":"entries","name":"Combat Classes","entries":["Their size and strength makes minotaurs ideally suited for hand-to-hand combat. They are most effective on the offensive, delivering an endless barrage of attacks that keep their foes off balance, shatter shields and weapons, and inevitably break their opponents. These minotaurs favor large, heavy weapons such as axes, {@item maul|PHB|mauls}, and two-handed khopeshes (treat as a {@item greatsword|phb}), but they are also fond of unarmed combat. Many love to throw their weapons aside in favor of pummeling opponents into submission with their horns and bare hands, believing that such a victory is more glorious—and more humiliating to the loser.","But though minotaurs are known for their physical size and strength, this hardly precludes the presence of keen minds and powerful spellcasters among them. Though they are fewer in number than hand-to-hand specialists, minotaur mages draw on their natural ferocity to instill terror in the hearts of their opponents with a terrible roaring bellow. They manifest their fury as blasts of flame, or imbue their own horns and fists with searing heat to make their physical attacks more deadly.","The relatively few minotaurs who specialize in long-range combat enjoy one aspect of that style in particular—the opportunity to draw first blood, marking the moment when a battle has truly begun. Minotaurs use {@item longbow|phb|heavy bows} and {@item javelin|phb|javelins}, and take special delight in firing into the middle of enemy formations to sow as much chaos and confusion as possible."]}]}],"gallery":[{"path":"races/PSA/Minotaur (Amonkhet).webp","title":"Neheb, the Worthy","credit":"Chris Rahn"},{"path":"races/PSA/Minotaur (Amonkhet)2.webp","title":"Minotaur Sureshot","credit":"Joseph Meehan"}]},{"id":"naga","name":"Naga","source":"PSA","page":21,"srd":false,"image":"races/PSA/Naga.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Like humans, naga reach adulthood in their late teens. They show no signs of aging beyond that point except for growing larger, so in theory, a naga could live well over a century."]},{"name":"Alignment","type":"entries","entries":["Most naga are either neutral or neutral evil in alignment."]},{"name":"Size","entries":["Naga stand about 5 feet tall when upright, but the total length of their bodies, head to tail, ranges from 10 to as much as 20 feet. Your size is Medium."],"type":"entries"},{"name":"Speed Burst","entries":["By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn."],"type":"entries"},{"name":"Natural Weapons","entries":["Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes.","If you hit with your bite, you deal piercing damage equal to {@damage 1d4} + your Strength modifier, and your target must make a Constitution saving throw ({@dc 8} + your proficiency bonus + your Constitution modifier). On a failed save, the target takes {@damage 1d4} poison damage.","If you hit with your constrict attack, you deal bludgeoning damage equal to {@damage 1d6} + your Strength modifier, and the target is {@condition grappled} (escape {@dc 8} + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is {@condition restrained}, and you can't constrict another target."],"type":"entries"},{"name":"Poison Immunity","entries":["You are immune to poison damage and can't be {@condition poisoned}."],"type":"entries"},{"name":"Poison Affinity","entries":["You gain proficiency with the {@item poisoner's kit|phb}."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Naga."],"type":"entries"}],"lore":[{"type":"entries","entries":["Naga resemble enormous snakes with shoulders, arms, and a torso that resembles a humanoid form. They typically hold their heads and torsos off the ground while moving, but they can increase their speed by lowering their bodies and using their hands for extra propulsion. They adorn their torsos with armor, jewelry, and a vague nod toward the clothing worn by other races. Male naga have broad hoods, wider than their shoulders, while females have narrower hoods and longer faces.","Naga believe in a principle called the Sweetest Harmony, which describes a perfect balance between the body and the mind. Finding that balance, as they understand it, is a sure path to glory in the trials, since a combination of physical and mental preparation will ensure success in every trial. For an example of this Sweetest Harmony, they point to the Luxa river and the land it nourishes, which exist in a delicate and life-giving balance. Either one without the other would be diminished and useless. Just so, mental strength supports physical capabilities, and physical fortitude feeds mental tenacity, so neither mind nor body can exist in isolation.","In the same way, the naga believe that Kefnet and Rhonas exist in interdependence, and that their trials are best conceived as two halves of a whole. But in practice, as much as they strive for balance and harmony, most naga identify more strongly with one god than the other.",{"type":"entries","name":"Combat Classes","entries":["To the benefit of those naga who struggle with the ideal of the Sweetest Harmony, the training of acolytes encourages specialization. Thus, naga who follow in the path of the snake-headed god Rhonas can cultivate their physical strength as they specialize in hand-to-hand combat styles, while other naga favor the teachings of Kefnet and other combat styles.","Naga who specialize in hand-to-hand combat rely on axes, {@item dagger|PHB|daggers}, and {@item shortsword|PHB|shortswords}—but also on their own fangs and the constricting strength of their serpentine bodies. They make extensive use of poison, coating their weapons with multiple layers of deadly substances—including, but by no means limited to, their own venom. Quick, well-timed, and well-placed blows, followed by an equally nimble retreat, allow many naga to triumph over opponents who might seem stronger. With acknowledgment of the Sweetest Harmony, these naga cultivate an understanding of strategy and tactics that enhances their physical training.","Speed and accuracy are equally important to naga who specialize in long-range combat. Some prefer to analyze a battle from a distance and pick off the strongest opponents with their ranged weapons, including poisoned {@item spear|PHB|spears} and {@item arrow|PHB|arrows}. Others ride in {@item chariot|PHB|chariots} driven by trusted drivers (usually other naga) and throw their {@item spear|PHB|spears} from the midst of battle. In any case, they excel at finding and exploiting strategic advantages.","Some naga mages, drawn to the example of Kefnet, make extensive use of illusion magic to trick and mislead their opponents. Others apply Rhonas's teachings to their studies, wielding poisonous magic that weakens opponents or kills them outright with clouds or darts of deadly toxins. Still others, in service to the ideal of balance, use the magical power of their minds to enhance their physical strength and speed."]}]}],"gallery":[{"path":"races/PSA/Naga.webp","title":"Naga Oracle","credit":"Deruchenko Alexander"},{"path":"races/PSA/Naga2.webp","title":"Tah-Crop Skirmisher","credit":"Victor Adame Minguez"}]},{"id":"orc","name":"Orc","source":"XPHB","page":195,"srd":true,"image":"races/XPHB/Orc.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Adrenaline Rush","entries":["You can take the {@action Dash|XPHB} action as a {@variantrule Bonus Action|XPHB}. When you do so, you gain a number of {@variantrule Temporary Hit Points|XPHB} equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}.","You can use this trait a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Darkvision","entries":["You have {@sense Darkvision|XPHB} with a range of 120 feet."]},{"type":"entries","name":"Relentless Endurance","entries":["When you are reduced to 0 {@variantrule Hit Points|XPHB} but not killed outright, you can drop to 1 {@variantrule Hit Points|XPHB|Hit Point} instead. Once you use this trait, you can't do so again until you finish a {@variantrule Long Rest|XPHB}."]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Orcs trace their creation to Gruumsh, a powerful god who roamed the wide open spaces of the Material Plane. Gruumsh equipped his children with gifts to help them wander great plains, vast caverns, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh's gifts: endurance, determination, and the ability to see in darkness.","Orcs are, on average, tall and broad. They have gray skin, ears that are sharply pointed, and prominent lower canines that resemble small tusks. Orc youths on some worlds are told about their ancestors' great travels and travails. Inspired by those tales, many of those orcs wonder when Gruumsh will call on them to match the heroic deeds of old and if they will prove worthy of his favor. Other orcs are happy to leave old tales in the past and find their own way."]}]}],"gallery":[{"path":"races/XPHB/Orc.webp","credit":"Mike Pape"}],"otherVersions":[{"id":"orc-mpmm","source":"MPMM"},{"id":"orc-egw","source":"EGW"},{"id":"orc-erlw","source":"ERLW"},{"id":"orc-vgm","source":"VGM"},{"id":"orc-dmg","source":"DMG"}]},{"id":"orc-mpmm","name":"Orc","source":"MPMM","page":28,"srd":false,"image":"races/MPMM/Orc.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Adrenaline Rush","entries":["You can take the {@action Dash} action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.","Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray."]},{"type":"entries","name":"Powerful Build","entries":["You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."]},{"type":"entries","name":"Relentless Endurance","entries":["When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest."]}],"lore":["Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness and tenacity that can't be matched, and the god equipped his children to be able to live above or below ground.","On some worlds, such as Eberron, orcs were among the first defenders of the natural order from the encroachments of Fiends and other extraplanar threats. Gruumsh's blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their devotion to other gods."],"gallery":[{"path":"races/MPMM/Orc.webp","credit":"Mike Jordana"}],"hidden":true,"otherVersions":[{"id":"orc","source":"XPHB"},{"id":"orc-egw","source":"EGW"},{"id":"orc-erlw","source":"ERLW"},{"id":"orc-vgm","source":"VGM"},{"id":"orc-dmg","source":"DMG"}]},{"id":"orc-egw","name":"Orc","source":"EGW","page":178,"srd":false,"size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Orcs reach adulthood at age 16, and live up to 80 years."]},{"name":"Alignment","type":"entries","entries":["Orcs fear the curse of ruin that is said to plague their race, and tend strongly toward either chaos (accepting their fate), or toward law (rejecting it)."]},{"name":"Size","type":"entries","entries":["Orcs stand easily 8 feet tall and corded with powerful muscles, weighing up to 280 pounds. Your size is Medium."]},{"name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Aggressive","entries":["As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started."],"type":"entries"},{"type":"entries","name":"Primal Intuition","entries":["You have proficiency in two of the following skills of your choice: {@skill Animal Handling}, {@skill Insight}, {@skill Intimidation}, {@skill Medicine}, {@skill Perception}, and {@skill Survival}."]},{"name":"Powerful Build","entries":["You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Orc."],"type":"entries"}],"hidden":true,"otherVersions":[{"id":"orc","source":"XPHB"},{"id":"orc-mpmm","source":"MPMM"},{"id":"orc-erlw","source":"ERLW"},{"id":"orc-vgm","source":"VGM"},{"id":"orc-dmg","source":"DMG"}]},{"id":"orc-erlw","name":"Orc","source":"ERLW","page":31,"srd":false,"size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Orcs reach adulthood at age 12 and live up to 50 years."]},{"type":"entries","name":"Alignment","entries":["The orcs of Eberron are a passionate people, given to powerful emotion and deep faith. They are generally chaotic, but can be any alignment."]},{"type":"entries","name":"Size","entries":["Your size is Medium."]},{"name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Aggressive","entries":["As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started."],"type":"entries"},{"type":"entries","name":"Primal Intuition","entries":["You have proficiency in two of the following skills of your choice: {@skill Animal Handling}, {@skill Insight}, {@skill Intimidation}, {@skill Medicine}, {@skill Nature}, {@skill Perception}, and {@skill Survival}."]},{"name":"Powerful Build","entries":["You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Orc."],"type":"entries"}],"hidden":true,"otherVersions":[{"id":"orc","source":"XPHB"},{"id":"orc-mpmm","source":"MPMM"},{"id":"orc-egw","source":"EGW"},{"id":"orc-vgm","source":"VGM"},{"id":"orc-dmg","source":"DMG"}]},{"id":"orc-vgm","name":"Orc","source":"VGM","page":120,"srd":false,"image":"races/VGM/Orc.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Orcs reach adulthood at age 12 and live up to 50 years."]},{"type":"entries","name":"Size","entries":["Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium."]},{"name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Aggressive","entries":["As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started."],"type":"entries"},{"name":"Primal Intuition","entries":["You have proficiency in two of the following skills of your choice: {@skill Animal Handling}, {@skill Insight}, {@skill Intimidation}, {@skill Medicine}, {@skill Nature}, {@skill Perception}, and {@skill Survival}."],"type":"entries"},{"name":"Powerful Build","entries":["You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Orc."],"type":"entries"}],"gallery":[{"path":"races/VGM/Orc.webp"}],"hidden":true,"otherVersions":[{"id":"orc","source":"XPHB"},{"id":"orc-mpmm","source":"MPMM"},{"id":"orc-egw","source":"EGW"},{"id":"orc-erlw","source":"ERLW"},{"id":"orc-dmg","source":"DMG"}]},{"id":"orc-dmg","name":"Orc","source":"DMG","page":282,"srd":false,"size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Aggressive","entries":["As a bonus action, you can move up to your speed toward a hostile creature that you can see."],"type":"entries"},{"name":"Darkvision","entries":["Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Orc."],"type":"entries"}],"hidden":true,"otherVersions":[{"id":"orc","source":"XPHB"},{"id":"orc-mpmm","source":"MPMM"},{"id":"orc-egw","source":"EGW"},{"id":"orc-erlw","source":"ERLW"},{"id":"orc-vgm","source":"VGM"}]},{"id":"orc-ixalan","name":"Orc (Ixalan)","source":"PSX","page":15,"srd":false,"image":"races/PSX/Orc.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years."]},{"name":"Alignment","type":"entries","entries":["Most orcs lean toward chaotic alignments, and many serve on pirate ships that encourage an inclination toward evil."]},{"type":"entries","name":"Size","entries":["Orcs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium."]},{"type":"entries","name":"Menacing","entries":["You gain proficiency in the {@skill Intimidation} skill."]},{"type":"entries","name":"Relentless Endurance","entries":["When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest."]},{"type":"entries","name":"Savage Attacks","entries":["When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit."]},{"name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write {@language Common Trade Pidgin|PSX|Common} (if it exists in your campaign) and {@language Orc|PHB}."],"type":"entries"}],"lore":["Orcs originally came from the same mountainous region where the kingdom of Torrezon was born, and they have been enemies of the Legion of Dusk since it was originally formed. The entire race has been declared anathema by the Church of Torrezon, and after centuries of fighting the Legion, the orcs have dwindled to only a few hundred in number. Some still live on remote islands near Torrezon, but many have joined the Brazen Coalition to serve on pirate ships—taking on any role that calls for an abundance of sheer muscle.","Orcs are tall, standing head and shoulders above most humans, and are generally twice as broad. They often accentuate their bulging muscles by wearing tight-fitting bands and accessories around the thickest parts of their arms and necks. Their skin color ranges from light brown through gray to almost jet-black."],"gallery":[{"path":"races/PSX/Orc.webp","title":"Dire Fleet Ravager","credit":"Bram Sels"}]},{"id":"owlin","name":"Owlin","source":"SCC","page":29,"srd":false,"image":"races/SCC/Owlin.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":30,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Size","entries":["You are Medium or Small. You choose the size when you select this race."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 120 feet of yourself as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray."]},{"type":"entries","name":"Flight","entries":["Thanks to your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor."]},{"type":"entries","name":"Silent Feathers","entries":["You have proficiency in the {@skill Stealth} skill."]}],"lore":["Distant kin of giant owls from the Feywild, owlin come in many shapes and sizes, from petite and fluffy to wide-winged and majestic. Owlin have arms and legs like other Humanoids, as well as wings that extend from their back and shoulders.","Like owls, owlin are graced with feathers that make no sound when they move or fly, making it easy for them to sneak up on you in the library.","Your owlin character might be nocturnal. Or perhaps your character is simply prone to rise later, embodying the common nickname of night owl."],"gallery":[{"path":"races/SCC/Owlin.webp","title":"Owlin unleash magic in the sky above Strixhaven","credit":"Johan Grenier"}]},{"id":"plasmoid","name":"Plasmoid","source":"AAG","page":14,"srd":false,"image":"races/AAG/Plasmoid.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Ooze","parentRace":"","entries":[{"type":"entries","name":"Creature Type","entries":["You are an Ooze."]},{"type":"entries","name":"Size","entries":["You are Medium or Small. You choose the size when you select this race."]},{"type":"entries","name":"Amorphous","entries":["You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray."]},{"type":"entries","name":"Hold Breath","entries":["You can hold your breath for 1 hour."]},{"type":"entries","name":"Natural Resilience","entries":["You have resistance to acid and poison damage, and you have advantage on saving throws against being {@condition poisoned}."]},{"type":"entries","name":"Shape Self","entries":["As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size.","As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can't attack, activate magic items, or lift more than 10 pounds."]}],"lore":["Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar shape, but there's little chance of mistaking a plasmoid for anything else. They consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores.","Plasmoids don't have internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that constrict to produce sound.","When plasmoids sleep, they lose their rigidity and spread out and are thus sometimes mistaken for a rock or some other feature of the environment."],"gallery":[{"path":"races/AAG/Plasmoid.webp","credit":"Claudio Pozas"}]},{"id":"reborn","name":"Reborn","source":"RHW","srd":false,"image":"races/RHW/Reborn.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Escaped Death","entries":["You have {@variantrule Advantage|XPHB} on {@variantrule Death Saving Throw|XPHB|Death Saving Throws}."]},{"type":"entries","name":"Everlasting","entries":["You don't gain {@condition Exhaustion|XPHB} levels from dehydration, malnutrition, or suffocation. You don't need to sleep, and magic can't put you to sleep. You can finish a {@variantrule Long Rest|XPHB} in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness."]},{"type":"entries","name":"Knowledge from a Past Life","entries":["You gain proficiency in one skill of your choice.","In addition, you can temporarily peer into the past to aid you in the present. When you fail an ability check, you can roll {@dice 1d6} and add the number rolled to the {@dice d20}, potentially turning the failure into a success. You can do this a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."]},{"type":"entries","name":"Strange Endurance","entries":["You have {@variantrule Resistance|XPHB} to one of the following damage types of your choice: Cold, Necrotic, or Poison."]}],"lore":["Reborn are individuals who have died yet inexplicably still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they've escaped death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own."],"gallery":[{"path":"races/RHW/Reborn.webp","credit":"Helge C. Balzer"}],"otherVersions":[{"id":"reborn-vrgr","source":"VRGR"}]},{"id":"reborn-vrgr","name":"Reborn","source":"VRGR","page":20,"srd":false,"image":"races/VRGR/Reborn.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Size","entries":["You are Medium or Small. You choose the size when you gain this lineage."]},{"type":"entries","name":"Ancestral Legacy","entries":["If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.","If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice."]},{"type":"entries","name":"Deathless Nature","entries":["You have escaped death, a fact represented by the following benefits:",{"type":"list","items":["You have advantage on saving throws against disease and being {@condition poisoned}, and you have resistance to poison damage.","You have advantage on death saving throws.","You don't need to eat, drink, or breathe.","You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness."]}]},{"type":"entries","name":"Knowledge from a Past Life","entries":["You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a {@dice d6} immediately after seeing the number on the {@dice d20} and add the number on the {@dice d6} to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."]}],"lore":["Death isn't always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they've been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own.",{"type":"entries","name":"Faded Memories","entries":["Reborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause sensations or visions of the past to come rushing back.","Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost Memories table to inspire its details.",{"type":"table","caption":"Lost Memories","colLabels":["d6","Memory"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You recall a physically painful moment. What mark or scar on your body does it relate to?"],["2","A memory brings tears to your eyes. Is it a bitter or cheerful memory? Does recalling it make you feel the same way?"],["3","You recall a childhood memory. What about that event or who you were still influences you?"],["4","A memory brings with it the voice of someone once close to you. How do they advise you?"],["5","You recall enjoying something that you can't stand doing now. What is it? Why don't you like it now?"],["6","A memory carries a vivid smell or sensation. What are you going to do to recreate that experience?"]]}]},{"type":"entries","name":"Reborn Origins","entries":["Reborn might originate from circumstances similar to those of various undead or constructs. The Reborn Origins table provides suggestions for how your character became reborn.",{"type":"table","caption":"Reborn Origins","colLabels":["d8","Origins"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You were magically resurrected, but something went wrong."],["2","Stitches bind your body's mismatched pieces, and your memories come from multiple different lives."],["3","After clawing free from your grave, you realized you have no memories except for a single name."],["4","You were a necromancer's undead servant for years. One day, your consciousness returned."],["5","You awoke in an abandoned laboratory alongside complex designs for clockwork organs."],["6","You were released after being petrified for generations. Your memories have faded, though, and your body isn't what it once was."],["7","Your body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs."],["8","In public, you pass as an unremarkable individual, but you can feel the itchy straw stuffing inside you."]]}]}],"gallery":[{"path":"races/VRGR/Reborn.webp","credit":"Nikki Dawes"}],"hidden":true,"otherVersions":[{"id":"reborn","source":"RHW"}]},{"id":"rimekin","name":"Rimekin","source":"LFL","srd":false,"image":"races/LFL/Rimekin.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Cold Fire Magic","entries":["You know the {@spell Ray of Frost|XPHB} cantrip. When you reach character levels 3 and 5, you learn the {@spell Ice Knife|XPHB} spell and the {@spell Flame Blade|XPHB} spell, respectively. You always have those spells prepared. You can cast each once without a spell slot, and you regain the ability to cast these spells in this way when you finish a {@variantrule Long Rest|XPHB}. You can also cast the spells using any spell slots you have of the appropriate level. When you cast {@spell Flame Blade|XPHB} using this trait, the spell deals Cold damage instead of Fire damage.","Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you select this species)."]},{"type":"entries","name":"Cold Resistance","entries":["You have {@variantrule Resistance|XPHB} to Cold damage."]},{"type":"entries","name":"Darkvision","entries":["You have {@sense Darkvision|XPHB} with a range of 60 feet."]}],"lore":["Rimekin hail from both Lorwyn and Shadowmoor, though the first rimekin arose from flamekin during the Phyrexian invasion (see \"Lorwyn-Shadowmoor's History\" in the introduction). These flamekin approached their problems with cold logic and rejected reactionary responses. As a result, the magical flames that engulfed their bodies took on a frigid air, and they became rimekin.","Like flamekin, rimekin possess innate magic, but the flames they conjure burn icy blue rather than red hot. Further, these \"flames\" emanate a chilling cold rather than blazing heat. This effect extends, superficially, to the items rimekin touch. Any armor worn or weapons wielded by rimekin become coated in layers of spiky yet harmless hoarfrost."],"gallery":[{"path":"races/LFL/Rimekin.webp","credit":"Jason A. Engle"}]},{"id":"satyr","name":"Satyr","source":"MPMM","page":29,"srd":false,"image":"races/MPMM/Satyr.webp","size":"Medium","speed":"35 ft.","walkSpeed":35,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Fey","parentRace":"","entries":[{"type":"entries","name":"Creature Type","entries":["You are a Fey."]},{"type":"entries","name":"Ram","entries":["You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals {@damage 1d6} + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike."]},{"type":"entries","name":"Magic Resistance","entries":["You have advantage on saving throws against spells."]},{"type":"entries","name":"Mirthful Leaps","entries":["Whenever you make a long jump or a high jump, you can roll a {@dice d8} and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as usual."]},{"type":"entries","name":"Reveler","entries":["As an embodiment of revelry, you have proficiency in the {@skill Performance} and {@skill Persuasion} skills, and you have proficiency with one {@item musical instrument|PHB} of your choice."]}],"lore":["Originating in the Feywild—a realm of pure emotion-satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they're usually found in the Feywild, satyrs do wander to other planes of existence, most often to the Material Plane. There they seek to bring a bit of their home plane's splendor to other worlds."],"gallery":[{"path":"races/MPMM/Satyr.webp","credit":"Nikki Dawes, Thom Tenery"}],"otherVersions":[{"id":"satyr-mot","source":"MOT"}]},{"id":"satyr-mot","name":"Satyr","source":"MOT","page":24,"srd":false,"image":"races/MOT/Satyr.webp","size":"Medium","speed":"35 ft.","walkSpeed":35,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Fey","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Satyrs mature and age at about the same rate as humans."]},{"name":"Alignment","type":"entries","entries":["Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay."]},{"type":"entries","name":"Size","entries":["Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium."]},{"name":"Fey","entries":["Your creature type is fey, rather than humanoid."],"type":"entries"},{"name":"Ram","entries":["You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to {@damage 1d4} + your Strength modifier."],"type":"entries"},{"name":"Magic Resistance","entries":["You have advantage on saving throws against spells and other magical effects."],"type":"entries"},{"name":"Mirthful Leaps","entries":["Whenever you make a long or high jump, you can roll a {@dice d8} and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal."],"type":"entries"},{"name":"Reveler","entries":["You have proficiency in the {@skill Performance} and {@skill Persuasion} skills, and you have proficiency with one {@item musical instrument|PHB} of your choice."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Sylvan."],"type":"entries"}],"lore":[{"type":"entries","entries":["Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by simple desires, to see the world and to sample its every pleasure. While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness. Life is a blessing from the gods, after all, and the proper response to such a gift, as far as most satyrs are concerned, is to accept it with relish.",{"type":"entries","name":"Born of the Wild","entries":["In their physical forms, satyrs embody a fusion of humanoid civilization with the freedom of wild beasts. Generally, they look similar to humans, with a range of builds and features. But their goatlike horns, pointed ears, and furred lower bodies sharply distinguish them. Satyrs' solid horns connect to their heads at the base of their skulls, while their legs end in sturdy hooves. Thick fur covers their bodies from the waist down, shorter at the waist and longer below the knees. Short, soft hair grows down their neck and spine, along their shoulders, and on their forearms."]},{"type":"entries","name":"Embracing Life","entries":["Most satyrs believe that the other peoples of Theros are woefully burdened with the plague of seriousness. Satyrs scoff at the efforts of polis-builders with their laws and right angles, and they poke fun at philosophers with their endless theories and interminable discourse. Satyrs feel that life is to be lived and experienced with all the senses. Satyrs see the world and everything in it as a book of delights, and they want to explore every page. See {@book chapter 3|MOT|3|Skola Vale} for more details on the satyr homeland, the Skola Vale."]},{"type":"entries","name":"The Art of the Revel","entries":["The humans of the poleis generally think of satyrs' revels as raucous bacchanals, where anything and everything might happen. This picture isn't wrong, but it's incomplete: there's more to a revel than debauchery. For satyrs, revelry is a way of life. It's the delight in small things: the song of a bird, a warm breeze, the smell of a tasty pie, relaxing by a river in the sunshine. Life freely offers these gifts, and for a satyr, they are more valuable than gold or glory. To revel means to forget the constraints of time, to let go of the future and past, and to be wholly in the present moment. For satyrs, encountering life with all the senses honors the gods, and—most importantly—it feels really good. Driven by instinct and intuition, most satyrs prove unpredictable, following their sense of wonder wherever it leads."]},{"type":"entries","name":"Very Odd Indeed","entries":["Satyrs are known for their eccentricities. Some people spend too much time worrying over why satyrs behave as they do. But satyrs themselves simply are as they are, feeling no need to understand what drives them, much less explain it to others. The Satyr Eccentricities table suggests a few tastes or proclivities your satyr character might possess.",{"type":"insetReadaloud","entries":["Myth of Xenagos the Satyr God","The satyr Xenagos savored his reputation for presiding over the most raucous revels his people had ever known. However, when fate led him to discover the nature of the gods and how they were beholden to mortals for their very existence, the whole order of the world felt like a joke—one at his expense.","With immortal power no longer feeling so out of reach, Xenagos set into motion a plan that would propel him to godhood. His victory shook the pantheon, but his victory was short-lived. Heliod dispatched his champion, Elspeth, who faced many trials but ultimately killed the god-satyr by driving the spear, Godsend, through his heart.","Many satyrs remember Xenagos as a satyr who lived life to the fullest and who played tricks that stirred up even the gods. Yet, he's also an example of how bitterness can turn a great trick nasty and how schemes that get out of hand aren't fun for anybody. What satyr wants the responsibility of being a god anyway?"]},{"type":"table","caption":"Satyr Eccentricities","colLabels":["d8","Characteristic"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Flowers are the most amazing things ever. I want to pick them, wear them, and discover their silent secrets."],["2","There isn't a tree or statue that isn't fun to climb."],["3","Nothing wards off bad luck like a jolly dance."],["4","Sometimes talking to a plant really helps."],["5","If stumped, I smoke a pipe. And if I'm going to smoke a pipe, it's going to be a splendid pipe."],["6","I imagine that my clothes are my glorious soul on display for all the world to behold, and I dress accordingly."],["7","Having horns is the best. They are fun to decorate, and they can pop open an amphora, no problem."],["8","If I have something really important to say, I always make sure to sing it."]]}]},{"type":"entries","name":"Satyr Names","entries":["A satyr's name is as playful and mischievous as they are, and each one is given when a satyr's personality shines through. Most satyrs also give each other nicknames.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Female Names:","entry":"Aliki, Avra, Chara, Dafni, Eirini, Elpida, Irini, Kaiti, Lia, Niki, Tasia, Xeni, Yanna, Zoi"},{"type":"item","name":"Male Names:","entry":"Alekos, Dimi, Filippos, Ilias, Kyriakos, Neofytos, Omiros, Pantelis, Spyro, Takis, Zenon"},{"type":"item","name":"Nicknames:","entry":"Bounder, Bristlechin, Clip-Clop, Dappleback, Hopper, Nobblehorn, Orangebeard, Quickfoot, Scrufflebutt, Sunbeam, Skiphoof, Twinkle-Eyes"}]}]}]}],"gallery":[{"path":"races/MOT/Satyr.webp","credit":"Steve Prescott"},{"path":"races/MOT/Satyr 2.webp","credit":"Johannes Voss"}],"hidden":true,"otherVersions":[{"id":"satyr","source":"MPMM"}]},{"id":"sea-elf","name":"Sea Elf","source":"MPMM","page":30,"srd":false,"image":"races/MPMM/Sea Elf.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":30,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Creature Type","entries":["You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf."]},{"type":"entries","name":"Speed","entries":["Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed."]},{"type":"entries","name":"Child of the Sea","entries":["You can breathe air and water, and you have resistance to cold damage."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray."]},{"type":"entries","name":"Fey Ancestry","entries":["You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself."]},{"type":"entries","name":"Friend of the Sea","entries":["Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return."]},{"type":"entries","name":"Keen Senses","entries":["You have proficiency in the {@skill Perception} skill."]},{"type":"entries","name":"Trance","entries":["You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.","Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a {@book weapon|phb|5|weapons} or a {@book tool|phb|5|tools} of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest."]}],"lore":["Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the waters of many worlds. Today these elves can be found wherever oceans exist, as well as in the Elemental Plane of Water.","Like other elves, sea elves can live to be over 750 years old.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"inset","page":30,"name":"Elves of Many Realms","entries":["Created by the god {@deity Corellon Larethian|Elven|MTF|Corellon}, the first elves were Fey beings who cavorted on various planes of existence, changing their physical forms at will. Outside the glory of Arvandor, their favorite place was the feywild—a realm of unbridled passion. It was to that place of splendors that elves fled after they were exiled from {@deity Corellon Larethian|Elven|MTF|Corellon's} presence for plotting with their god's rival, {@deity Lolth|Drow|MTF}. And it was there that they transformed from Fey creatures into Humanoids and lost their ability to shape-shift at will. Afterward, they often wept as they realized what they had lost, their sorrow made even deeper by the Feywild's influence. But in the Feywild, they also discovered the potential joys of being people of fixed forms, and they rediscovered hope once they renounced {@deity Lolth|Drow|MTF|Lolth's} treachery.","Most elves eventually spread from the Feywild to other worlds, as wanderlust and curiosity drove them to the far reaches of the multiverse. In those other worlds, elves developed the physical forms now associated with them. Because of their original mutable nature, each group of elves mystically took on characteristics of the environment with which they bonded, whether forests ({@race Elf (Wood)|PHB|wood elves}), fey crossings in the Material Plane ({@race Elf (High)|PHB|high elves}), the Underdark ({@race Elf (Drow)|PHB|drow}), the Shadowfell ({@race shadar-kai|MPMM}), the Feywild ({@race eladrin|MPMM}), or oceans ({@race sea elf|MPMM|sea elves}).","In some places, {@deity Corellon Larethian|Elven|MTF|Corellon} has passed from elves' memory, but the god's blood flows within them still, even if they know nothing of its source. That blood is what causes them to evolve after spending centuries connected to a particular environment, so it is only a matter of time before other kinds of elves emerge."]}]}]}],"gallery":[{"path":"races/MPMM/Sea Elf.webp","credit":"Nikki Dawes"}]},{"id":"shadar-kai","name":"Shadar-Kai","source":"MPMM","page":31,"srd":false,"image":"races/MPMM/Shadar-kai.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Creature Type","entries":["You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf."]},{"type":"entries","name":"Blessing of the Raven Queen","entries":["As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.","Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray."]},{"type":"entries","name":"Fey Ancestry","entries":["You have advantage on saving throws you make to avoid or end the {@condition charmed} condition on yourself."]},{"type":"entries","name":"Keen Senses","entries":["You have proficiency in the {@skill Perception} skill."]},{"type":"entries","name":"Necrotic Resistance","entries":["You have resistance to necrotic damage."]},{"type":"entries","name":"Trance","entries":["You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.","Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a {@book weapon|phb|5|weapons} or a {@book tool|phb|5|tools} of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest."]}],"lore":["Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the Material Plane to forge their own destinies.","Once shadar-kai were Fey like the rest of their elven kin; now they exist in a state between life and death, thanks to being transformed by the Shadowfell's grim energy.","Shadar-kai have ashen skin tones, and while they're in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.","Like other elves, shadar-kai can live to be over 750 years old.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"inset","page":30,"name":"Elves of Many Realms","entries":["Created by the god {@deity Corellon Larethian|Elven|MTF|Corellon}, the first elves were Fey beings who cavorted on various planes of existence, changing their physical forms at will. Outside the glory of Arvandor, their favorite place was the feywild—a realm of unbridled passion. It was to that place of splendors that elves fled after they were exiled from {@deity Corellon Larethian|Elven|MTF|Corellon's} presence for plotting with their god's rival, {@deity Lolth|Drow|MTF}. And it was there that they transformed from Fey creatures into Humanoids and lost their ability to shape-shift at will. Afterward, they often wept as they realized what they had lost, their sorrow made even deeper by the Feywild's influence. But in the Feywild, they also discovered the potential joys of being people of fixed forms, and they rediscovered hope once they renounced {@deity Lolth|Drow|MTF|Lolth's} treachery.","Most elves eventually spread from the Feywild to other worlds, as wanderlust and curiosity drove them to the far reaches of the multiverse. In those other worlds, elves developed the physical forms now associated with them. Because of their original mutable nature, each group of elves mystically took on characteristics of the environment with which they bonded, whether forests ({@race Elf (Wood)|PHB|wood elves}), fey crossings in the Material Plane ({@race Elf (High)|PHB|high elves}), the Underdark ({@race Elf (Drow)|PHB|drow}), the Shadowfell ({@race shadar-kai|MPMM}), the Feywild ({@race eladrin|MPMM}), or oceans ({@race sea elf|MPMM|sea elves}).","In some places, {@deity Corellon Larethian|Elven|MTF|Corellon} has passed from elves' memory, but the god's blood flows within them still, even if they know nothing of its source. That blood is what causes them to evolve after spending centuries connected to a particular environment, so it is only a matter of time before other kinds of elves emerge."]}]}]}],"gallery":[{"path":"races/MPMM/Shadar-kai.webp","credit":"Eric Belisle, Mark Molnar"}]},{"id":"shifter","name":"Shifter","source":"EFA","page":37,"srd":false,"image":"races/EFA/Shifter.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Bestial Instincts","entries":["Channeling the beast within, you gain proficiency in one of the following skills of your choice: {@skill Acrobatics|XPHB}, {@skill Athletics|XPHB}, {@skill Intimidation|XPHB}, or {@skill Survival|XPHB}."]},{"type":"entries","name":"Darkvision","entries":["You have {@sense Darkvision|XPHB} with a range of 60 feet."]},{"type":"entries","name":"Shifting","entries":["As a {@variantrule Bonus Action|XPHB}, you can shape-shift to assume a more bestial appearance. This transformation lasts for 1 minute or until you revert to your normal appearance as a {@variantrule Bonus Action|XPHB}. When you shift, you gain {@variantrule Temporary Hit Points|XPHB} equal to 2 times your {@variantrule Proficiency|XPHB|Proficiency Bonus}. You can shift a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.","Whenever you shift, you gain the benefit of one of the following options (choose when you select this species)",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Beasthide","entries":["You gain {@dice 1d6} additional {@variantrule Temporary Hit Points|XPHB}. While shifted, you have a +1 bonus to your {@variantrule Armor Class|XPHB}."]},{"type":"item","name":"Longtooth","entries":["When you shift and as a {@variantrule Bonus Action|XPHB} on your other turns while shifted, you can use your elongated fangs to make an {@variantrule Unarmed Strike|XPHB}. If you hit with this {@variantrule Unarmed Strike|XPHB} and deal damage, you can deal Piercing damage equal to {@dice 1d6} plus your Strength modifier, instead of the normal damage of an {@variantrule Unarmed Strike|XPHB}."]},{"type":"item","name":"Swiftstride","entries":["While you are shifted, your {@variantrule Speed|XPHB} increases by 10 feet. Additionally, you can move up to 10 feet as a {@variantrule Reaction|XPHB} when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke {@action Opportunity Attack|XPHB|Opportunity Attacks}."]},{"type":"item","name":"Wildhunt","entries":["While shifted, you have {@variantrule Advantage|XPHB} on Wisdom checks. Additionally, no creature within 30 feet of you can have {@variantrule Advantage|XPHB} on an attack roll against you unless you have the {@condition Incapacitated|XPHB} condition."]}]}]}],"lore":["Shifters—sometimes called \"weretouched\"—descend from people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can't change shape fully, but they can enhance their animalistic features temporarily in a process they call \"shifting.\"","Shifters resemble humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also possess prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter's appearance might remind an onlooker of an animal, the shifter remains clearly identifiable as a Humanoid even when at their most feral."],"gallery":[{"path":"races/EFA/Shifter.webp","credit":"John Thack"}],"otherVersions":[{"id":"shifter-mpmm","source":"MPMM"},{"id":"shifter-erlw","source":"ERLW"}]},{"id":"shifter-mpmm","name":"Shifter","source":"MPMM","page":32,"srd":false,"image":"races/MPMM/Shifter.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Bestial Instincts","entries":["Channeling the beast within, you have proficiency in one of the following skills of your choice: {@skill Acrobatics}, {@skill Athletics}, {@skill Intimidation}, or {@skill Survival}."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray."]},{"type":"entries","name":"Shifting","entries":["As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.","Whenever you shift, you gain an additional benefit based on one of the following options (choose when you select this race):",{"type":"list","items":[{"type":"item","name":"Beasthide","entry":"You gain {@dice 1d6} additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class."},{"type":"item","name":"Longtooth","entry":"When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to {@damage 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."},{"type":"item","name":"Swiftstride","entry":"While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks."},{"type":"item","name":"Wildhunt","entry":"While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you're {@condition incapacitated}."}],"style":"list-hang-notitle"}]}],"lore":["Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can't fully change shape, but they can temporarily enhance their animalistic features by entering a state they call shifting.","Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.","Most shifters resemble a particular kind of lycanthrope. You can choose the kind of lycanthrope in your past, or you can determine it randomly by rolling on the Lycanthrope Ancestor table. The table also provides a suggestion for the Shifting option you might have as a result of your ancestry.",{"type":"table","caption":"Lycanthrope Ancestor","colLabels":["d6","Ancestor","Suggested Shifting Option"],"colStyles":["col-1 text-center","col-5 text-center","col-6 text-center"],"rows":[["1","Werebear","Beasthide"],["2","Wereboar","Beasthide"],["3","Wererat","Swiftstride"],["4","Weretiger","Swiftstride"],["5","Werewolf (wolflike)","Longtooth"],["6","Werewolf (doglike)","Wildhunt"]]}],"gallery":[{"path":"races/MPMM/Shifter.webp","credit":"Eric Belisle"}],"hidden":true,"otherVersions":[{"id":"shifter","source":"EFA"},{"id":"shifter-erlw","source":"ERLW"}]},{"id":"shifter-erlw","name":"Shifter","source":"ERLW","page":33,"srd":false,"image":"races/ERLW/Shifter 001.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Age","entries":["Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old."]},{"type":"entries","name":"Alignment","entries":["Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments."]},{"type":"entries","name":"Size","entries":["Your size is Medium."]},{"type":"entries","name":"Speed","entries":["Your base walking speed is 30 feet."]},{"type":"entries","name":"Darkvision","entries":["You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."]},{"type":"entries","name":"Shifting","entries":["As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.","Once you shift, you can't do so again until you finish a short or long rest."]},{"type":"entries","name":"Languages","entries":["You can speak, read, and write Common."]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Geth's ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth's gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal's tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!"],"by":"Don Bassingthwaite, {@i The Binding Stone}"},"Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can't fully change shape, they can temporarily enhance their animalistic features—a state they call shifting. Each shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?",{"type":"entries","name":"The Beast Within","entries":["Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time.","A shifter's beast within is reflected by the shifter's subrace. Four subraces are especially common:","{@b Beasthide} often signifies the bear or boar: stoic, stubborn, and thick-skinned.","{@b Longtooth} shifters typically have lupine traits and prefer to run with a pack.","{@b Swiftstride} are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows.","{@b Wildhunt} shifters are born from any creature that tracks its prey.","While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character."]},{"type":"entries","name":"Similar and Diverse","entries":["Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies.","The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral."]},{"type":"entries","name":"The Journey Yet to Come","entries":["Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to \"always be prepared for the journey yet to come,\" and most shifters strive to be ready for change or opportunity.","Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith."]},{"type":"entries","name":"Shifter Names","entries":["Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use \"wandering names\" with strangers. These are usually tied to a physical or personality trait.","{@b Shifter Names}: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf"]}]}]}],"gallery":[{"path":"races/ERLW/Shifter 001.webp"}],"hidden":true,"otherVersions":[{"id":"shifter","source":"EFA"},{"id":"shifter-mpmm","source":"MPMM"}]},{"id":"shifter-beasthide","name":"Shifter (Beasthide)","source":"ERLW","page":34,"srd":false,"image":"races/ERLW/Shifter 001.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Shifter","entries":[{"type":"entries","name":"Natural Athlete","entries":["You have proficiency in the {@skill Athletics} skill."]},{"type":"entries","name":"Shifting Feature","entries":["Whenever you shift, you gain {@dice 1d6} additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class."]}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but this subrace could embody any creature known for its toughness."]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Geth's ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth's gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal's tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!"],"by":"Don Bassingthwaite, {@i The Binding Stone}"},"Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can't fully change shape, they can temporarily enhance their animalistic features—a state they call shifting. Each shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?",{"type":"entries","name":"The Beast Within","entries":["Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time.","A shifter's beast within is reflected by the shifter's subrace. Four subraces are especially common:","{@b Beasthide} often signifies the bear or boar: stoic, stubborn, and thick-skinned.","{@b Longtooth} shifters typically have lupine traits and prefer to run with a pack.","{@b Swiftstride} are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows.","{@b Wildhunt} shifters are born from any creature that tracks its prey.","While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character."]},{"type":"entries","name":"Similar and Diverse","entries":["Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies.","The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral."]},{"type":"entries","name":"The Journey Yet to Come","entries":["Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to \"always be prepared for the journey yet to come,\" and most shifters strive to be ready for change or opportunity.","Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith."]},{"type":"entries","name":"Shifter Names","entries":["Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use \"wandering names\" with strangers. These are usually tied to a physical or personality trait.","{@b Shifter Names}: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf"]}]}]}],"gallery":[{"path":"races/ERLW/Shifter 001.webp"}]},{"id":"shifter-longtooth","name":"Shifter (Longtooth)","source":"ERLW","page":34,"srd":false,"image":"races/ERLW/Shifter 001.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Shifter","entries":[{"type":"entries","name":"Fierce","entries":["You have proficiency in the {@skill Intimidation} skill."]},{"type":"entries","name":"Shifting Feature","entries":["While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to {@damage 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."]}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators."]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Geth's ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth's gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal's tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!"],"by":"Don Bassingthwaite, {@i The Binding Stone}"},"Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can't fully change shape, they can temporarily enhance their animalistic features—a state they call shifting. Each shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?",{"type":"entries","name":"The Beast Within","entries":["Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time.","A shifter's beast within is reflected by the shifter's subrace. Four subraces are especially common:","{@b Beasthide} often signifies the bear or boar: stoic, stubborn, and thick-skinned.","{@b Longtooth} shifters typically have lupine traits and prefer to run with a pack.","{@b Swiftstride} are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows.","{@b Wildhunt} shifters are born from any creature that tracks its prey.","While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character."]},{"type":"entries","name":"Similar and Diverse","entries":["Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies.","The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral."]},{"type":"entries","name":"The Journey Yet to Come","entries":["Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to \"always be prepared for the journey yet to come,\" and most shifters strive to be ready for change or opportunity.","Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith."]},{"type":"entries","name":"Shifter Names","entries":["Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use \"wandering names\" with strangers. These are usually tied to a physical or personality trait.","{@b Shifter Names}: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf"]}]}]}],"gallery":[{"path":"races/ERLW/Shifter 001.webp"}]},{"id":"shifter-swiftstride","name":"Shifter (Swiftstride)","source":"ERLW","page":34,"srd":false,"image":"races/ERLW/Shifter 001.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Shifter","entries":[{"type":"entries","name":"Graceful","entries":["You have proficiency in the {@skill Acrobatics} skill."]},{"type":"entries","name":"Shifting Feature","entries":["While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks."]}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially."]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Geth's ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth's gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal's tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!"],"by":"Don Bassingthwaite, {@i The Binding Stone}"},"Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can't fully change shape, they can temporarily enhance their animalistic features—a state they call shifting. Each shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?",{"type":"entries","name":"The Beast Within","entries":["Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time.","A shifter's beast within is reflected by the shifter's subrace. Four subraces are especially common:","{@b Beasthide} often signifies the bear or boar: stoic, stubborn, and thick-skinned.","{@b Longtooth} shifters typically have lupine traits and prefer to run with a pack.","{@b Swiftstride} are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows.","{@b Wildhunt} shifters are born from any creature that tracks its prey.","While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character."]},{"type":"entries","name":"Similar and Diverse","entries":["Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies.","The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral."]},{"type":"entries","name":"The Journey Yet to Come","entries":["Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to \"always be prepared for the journey yet to come,\" and most shifters strive to be ready for change or opportunity.","Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith."]},{"type":"entries","name":"Shifter Names","entries":["Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use \"wandering names\" with strangers. These are usually tied to a physical or personality trait.","{@b Shifter Names}: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf"]}]}]}],"gallery":[{"path":"races/ERLW/Shifter 001.webp"}]},{"id":"shifter-wildhunt","name":"Shifter (Wildhunt)","source":"ERLW","page":34,"srd":false,"image":"races/ERLW/Shifter (Wildhunt).webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Shifter","entries":[{"type":"entries","name":"Natural Tracker","entries":["You have proficiency in the {@skill Survival} skill."]},{"type":"entries","name":"Shifting Feature","entries":["While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're {@condition incapacitated}."]}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Wildhunt shifters are sharp and insightful. Many are constantly alert, ever wary for possible threats. Others focus on their intuition, searching within. Wildhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities."]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Geth's ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth's gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal's tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!"],"by":"Don Bassingthwaite, {@i The Binding Stone}"},"Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can't fully change shape, they can temporarily enhance their animalistic features—a state they call shifting. Each shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?",{"type":"entries","name":"The Beast Within","entries":["Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time.","A shifter's beast within is reflected by the shifter's subrace. Four subraces are especially common:","{@b Beasthide} often signifies the bear or boar: stoic, stubborn, and thick-skinned.","{@b Longtooth} shifters typically have lupine traits and prefer to run with a pack.","{@b Swiftstride} are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows.","{@b Wildhunt} shifters are born from any creature that tracks its prey.","While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character."]},{"type":"entries","name":"Similar and Diverse","entries":["Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies.","The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral."]},{"type":"entries","name":"The Journey Yet to Come","entries":["Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to \"always be prepared for the journey yet to come,\" and most shifters strive to be ready for change or opportunity.","Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith."]},{"type":"entries","name":"Shifter Names","entries":["Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use \"wandering names\" with strangers. These are usually tied to a physical or personality trait.","{@b Shifter Names}: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf"]}]}]}],"gallery":[{"path":"races/ERLW/Shifter (Wildhunt).webp","credit":"Eric Belisle"},{"path":"races/ERLW/Shifter 001.webp"}]},{"id":"simic-hybrid","name":"Simic Hybrid","source":"GGR","page":20,"srd":false,"image":"races/GGR/Simic Hybrid.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Age","entries":["Hybrids begin their lives as adult humans, elves, or vedalken. They age at a slightly accelerated rate, so their maximum life spans are probably reduced somewhat. The Guardian Project has not been operating long enough to observe the full effect of this phenomenon."]},{"type":"entries","name":"Alignment","entries":["Most hybrids share the generally neutral outlook of the Simic Combine. They are more interested in scientific research and the standing of their guild than in moral or ethical questions. Those who leave the Combine, however, often do so because their philosophical outlook and alignment are more in line with a different guild's."]},{"type":"entries","name":"Size","entries":["Your size is Medium, within the normal range of your humanoid base race."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."]},{"type":"entries","name":"Languages","entries":["You can speak, read, and write Common and your choice of Elvish or Vedalken."]},{"type":"entries","name":"Animal Enhancement","entries":["Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.","At 1st level, choose one of the following options:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Manta Glide","entry":"You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't {@condition incapacitated}, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend."},{"type":"item","name":"Nimble Climber","entry":"You have a climbing speed equal to your walking speed."},{"type":"item","name":"Underwater Adaptation","entry":"You can breathe air and water, and you have a swimming speed equal to your walking speed."}]},"At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Grappling Appendage","entry":"You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to {@damage 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment."},{"type":"item","name":"Carapace","entry":"Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor."},{"type":"item","name":"Acid Spit","entry":"As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes {@damage 2d10} acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by {@damage 1d10} when you reach 11th level ({@damage 3d10}) and 17th level ({@damage 4d10}). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest."}]}]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the Guardian Project is to build a Simic army of soldiers perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes refer to themselves as guardians.",{"type":"entries","name":"Extensive Adaptation","entries":["A hybrid's biological enhancements can change its appearance drastically, though most hybrids retain their basic physical form. All are augmented with characteristics of animals, mostly aquatic, reptilian, or amphibian creatures. These include crab claws, squid tentacles, wings or fins like those of manta rays, translucent or camouflaged skin, or shark-like maws filled with sharp teeth.","Hybrids are the product of Simic magic. It's not impossible for a hybrid to leave the Simic Combine and join another guild, but the Simic would consider the individual a deserter. And the new guild might never fully welcome a hybrid who could easily be a Simic spy."]},{"type":"entries","name":"Simic Hybrid Names","entries":["A hybrid usually bears the name given by their human, elf, or vedalken parents. Some hybrids assume a new name after their transformation—a name chosen personally or by those who transformed them."]}]}]}],"gallery":[{"path":"races/GGR/Simic Hybrid.webp"}]},{"id":"siren","name":"Siren","source":"PSX","page":17,"srd":false,"image":"races/PSX/Siren.webp","size":"Medium","speed":"25 ft., fly 30 ft.","walkSpeed":25,"flySpeed":30,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Alignment","type":"entries","entries":["Most sirens lean toward chaotic alignment, cherishing the freedom and independence that comes from joining a pirate crew."]},{"type":"entries","name":"Size","entries":["Sirens stand about 5 to 6 feet tall, but their bodies are slender and their bones partially hollow to facilitate their flight. Your size is Medium."]},{"type":"entries","name":"Siren's Song","entries":["You know the {@spell friends} cantrip and can cast it without material components."]},{"type":"entries","name":"Flight","entries":["You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for {@variantrule encumbrance|PHB}, you can't use your flying speed if you are encumbered.)"]},{"name":"Languages","entries":["You can speak, read, and write {@language Common Trade Pidgin|PSX|Common} (if it exists in your campaign) and {@language Siren|PSX}."],"type":"entries"}],"lore":["Sirens are at home along the waters of the Stormwreck Sea. They settle on rocky coasts and remote islands, and even on floating piles of kelp. Sirens are mercurial creatures who can turn in an instant from lonely to repulsed, from desirous to hateful, from welcoming to irritated, from loving to murderous—and then back again. They are fascinated with ships, and enjoy toying with them. One siren might call out to a passing crew for company, only to capriciously draw the ship into an entangling mass of kelp. Another might lure a vessel onto jagged rocks so as to study the wreckage and learn more about the strange contraption. But as the number of Brazen Coalition ships passing through siren-controlled waters has increased over the years, a growing number of sirens have decided to satisfy their curiosity by taking positions on ship crews—including, in at least one case, the position of captain.","Sirens are humanoid creatures with birdlike features. Their long, slender arms extend into powerful wings that easily carry their light frames into the air. Their fingers bear sharp claws but are nimble enough to wield weapons and perform fine manipulation. Crests of feathery plumage start between their eyes and cover the backs of their heads."],"gallery":[{"path":"races/PSX/Siren.webp","title":"Dreamcaller Siren","credit":"Eric Deschamps"}]},{"id":"skeleton","name":"Skeleton","source":"DMG","page":282,"srd":false,"size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Undead","parentRace":"","entries":[{"type":"entries","name":"Creature Type","entries":["You are Undead."]},{"type":"entries","name":"Brittle Bones","entries":["You are vulnerable to bludgeoning damage."]},{"type":"entries","name":"Undead Nature","entries":["You are immune to poison damage and {@condition exhaustion}, and you can't be {@condition poisoned}. You don't require air, food, drink, or sleep."]},{"name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Languages","entries":["You can't speak, but you can understand the languages you knew in life."],"type":"entries"}]},{"id":"tabaxi","name":"Tabaxi","source":"MPMM","page":33,"srd":false,"image":"races/MPMM/Tabaxi.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":30,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Size","entries":["You are Medium or Small. You choose the size when you select this race."]},{"type":"entries","name":"Speed","entries":["Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed."]},{"type":"entries","name":"Cat's Claws","entries":["You can use your claws to make unarmed strikes. When you hit with them, the strike deals {@damage 1d6} + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike."]},{"type":"entries","name":"Cat's Talent","entries":["You have proficiency in the {@skill Perception} and {@skill Stealth} skills."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray."]},{"type":"entries","name":"Feline Agility","entries":["Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns."]}],"lore":["Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as other folk do, not exhibiting the feline behavior the Cat Lord intended.","Tabaxi's appearance is as varied as their attitudes. Some tabaxi have features or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like a house cat. Still others have unique patterns or might style their fur to their preferences—or might even be hairless!"],"gallery":[{"path":"races/MPMM/Tabaxi.webp","credit":"Shawn Wood"}],"otherVersions":[{"id":"tabaxi-vgm","source":"VGM"}]},{"id":"tabaxi-vgm","name":"Tabaxi","source":"VGM","page":113,"srd":false,"image":"races/VGM/Tabaxi.webp","size":"Medium","speed":"30 ft., climb 20 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":20,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Tabaxi have lifespans equivalent to humans."]},{"type":"entries","name":"Size","entries":["Tabaxi are taller on average than humans and relatively slender. Your size is Medium."]},{"name":"Darkvision","entries":["You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Feline Agility","entries":["Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns."],"type":"entries"},{"name":"Cat's Claws","entries":["Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to {@damage 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."],"type":"entries"},{"name":"Cat's Talents","entries":["You have proficiency in the {@skill Perception} and {@skill Stealth} skills."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and one other language of your choice."],"type":"entries"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.",{"type":"entries","name":"Wandering Outcasts","entries":["Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves.","However, not all tabaxi are satisfied with such a life. The Cat Lord, the divine figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home."]},{"type":"entries","name":"Barterers of Lore","entries":["Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it's not intrinsically interesting. In the tabaxi's eyes, gathering wealth is like packing rations for a long trip. It's important to survive in the world, but not worth fussing over.","Instead, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins.","Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use."]},{"type":"inset","name":"The Cat Lord","entries":["The deity of the tabaxi is a fickle entity, as befits the patron of cats. The tabaxi believe that the Cat Lord wanders the world, watching over them and intervening in their affairs as needed. Clerics of the Cat Lord are rare and typically access the Trickery domain."]},{"type":"entries","name":"Fleeting Fancies","entries":["Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi's desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.","A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare."]},{"type":"entries","name":"Tinkers and Minstrels","entries":["Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer path to satisfy their obsessions become wandering tinkers and minstrels.","These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment.","These wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren't above a little discreet theft to get their claws on a particularly interesting item when an owner refuses to sell or trade it."]},{"type":"entries","name":"Tabaxi Names","entries":["Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names.","Clan names are usually based on a geographical feature located in or near the clan's territory.","The following list of sample tabaxi names includes nicknames in parenthesis.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Tabaxi Names:","entry":"Cloud on the Mountaintop (Cloud), Five Timber (Timber), Jade Shoe (Jade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke)"},{"type":"item","name":"Tabaxi Clans:","entry":"Bright Cliffs, Distant Rain, Mountain Tree, Rumbling River, Snoring Mountain"}]}]},{"type":"entries","name":"Tabaxi Personality","entries":["A tabaxi might have motivations and quirks much different from a dwarf or an elf with a similar background. You can use the following tables to customize your character in addition to the trait, ideal, bond, and flaw from your background.","The Tabaxi Obsession table can help hone your character's goals. For extra fun, roll a new result every few days that pass in the campaign to reflect your ever-changing curiosity.",{"type":"table","caption":"Tabaxi Obsessions","colLabels":["d8","My curiosity is currently fixed on..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A god or planar entity"],["2","A monster"],["3","A lost civilization"],["4","A wizard's secrets"],["5","A mundane item"],["6","A magic item"],["7","A location"],["8","A legend or tale"]]},{"type":"table","caption":"Tabaxi Quirks","colLabels":["d10","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You miss your tropical home and complain endlessly about the freezing weather, even in summer."],["2","You never wear the same outfit twice, unless you absolutely must."],["3","You have a minor phobia of water and hate getting wet."],["4","Your tail always betrays your inner thoughts."],["5","You purr loudly when you are happy."],["6","You keep a small ball of yarn in your hand, which you constantly fidget with."],["7","You are always in debt, since you spend your gold on lavish parties and gifts for friends."],["8","When talking about something you're obsessed with, you speak quickly and never pause and others can't understand you."],["9","You are a font of random trivia from the lore and stories you have discovered."],["10","You can't help but pocket interesting objects you come across."]]}]},{"type":"inset","name":"Tabaxi in the Forgotten Realms","entries":["In the Forgotten Realms, tabaxi hail from Maztica, a realm located far across the ocean west of the Sword Coast. The tabaxi of Maztica are known for their isolation, and until recently they never ventured from their homeland. The tabaxi say little of why that has changed, though rumors persist of strange happenings in that distant land."]}]}]}],"gallery":[{"path":"races/VGM/Tabaxi.webp"}],"hidden":true,"otherVersions":[{"id":"tabaxi","source":"MPMM"}]},{"id":"thri-kreen","name":"Thri-kreen","source":"AAG","page":15,"srd":false,"image":"races/AAG/Thri-kreen.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Monstrosity","parentRace":"","entries":[{"type":"entries","name":"Creature Type","entries":["You are a Monstrosity."]},{"type":"entries","name":"Size","entries":["You are Medium or Small. You choose the size when you select this race."]},{"type":"entries","name":"Chameleon Carapace","entries":["While you aren't wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.","As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity ({@skill Stealth}) checks made to {@action hide} in those surroundings."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray."]},{"type":"entries","name":"Secondary Arms","entries":["You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the {@itemProperty L||light} property."]},{"type":"entries","name":"Sleepless","entries":["You do not require sleep and can remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest."]},{"type":"entries","name":"Thri-kreen Telepathy","entries":["Without the assistance of magic, you can't speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures within 120 feet of yourself. A contacted creature doesn't need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is {@condition incapacitated}, or if either of you mentally breaks the contact (no action required)."]}],"lore":["Thri-kreen have insectile features and two pairs of arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings.","Although thri-kreen don't sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully aware of what's happening around them.","Thri-kreen speak by clacking their mandibles and waving their antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with other folk, thri-kreen rely on a form of telepathy."],"gallery":[{"path":"races/AAG/Thri-kreen.webp","credit":"Irina Nordsol"}]},{"id":"tiefling","name":"Tiefling","source":"XPHB","page":197,"srd":true,"image":"races/XPHB/Tiefling.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Darkvision","entries":["You have {@sense Darkvision|XPHB} with a range of 60 feet."]},{"type":"entries","name":"Fiendish Legacy","entries":["You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy.","When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a {@variantrule Long Rest|XPHB}. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).",{"type":"table","caption":"Fiendish Legacies","colLabels":["Legacy","Level 1","Level 3","Level 5"],"colStyles":["col-2","col-6","col-2","col-2"],"rows":[["Abyssal","You have {@variantrule Resistance|XPHB} to Poison damage. You also know the {@spell Poison Spray|XPHB} cantrip.","{@spell Ray of Sickness|XPHB}","{@spell Hold Person|XPHB}"],["Chthonic","You have {@variantrule Resistance|XPHB} to Necrotic damage. You also know the {@spell Chill Touch|XPHB} cantrip.","{@spell False Life|XPHB}","{@spell Ray of Enfeeblement|XPHB}"],["Infernal","You have {@variantrule Resistance|XPHB} to Fire damage. You also know the {@spell Fire Bolt|XPHB} cantrip.","{@spell Hellish Rebuke|XPHB}","{@spell Darkness|XPHB}"]]}]},{"type":"entries","name":"Otherworldly Presence","entries":["You know the {@spell Thaumaturgy|XPHB} cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy Trait."]}],"lore":[{"type":"entries","entries":["Tieflings are either born in the Lower Planes or have fiendish ancestors who originated there. A tiefling (pronounced TEE-fling) is linked by blood to a devil, a demon, or some other Fiend. This connection to the Lower Planes is the tiefling's fiendish legacy, which comes with the promise of power yet has no effect on the tiefling's moral outlook.","A tiefling chooses whether to embrace or lament their fiendish legacy. The three legacies are described below.",{"type":"entries","name":"Abyssal","entries":["The entropy of the Abyss, the chaos of Pandemonium, and the despair of Carceri call to tieflings who have the abyssal legacy. Horns, fur, tusks, and peculiar scents are common physical features of such tieflings, most of whom have the blood of demons coursing through their veins."]},{"type":"entries","name":"Chthonic","entries":["Tieflings who have the chthonic legacy feel not only the tug of Carceri but also the greed of Gehenna and the gloom of Hades. Some of these tieflings look cadaverous. Others possess the unearthly beauty of a succubus, or they have physical features in common with a night hag, a yugoloth, or some other Neutral Evil fiendish ancestor."]},{"type":"entries","name":"Infernal","entries":["The infernal legacy connects tieflings not only to Gehenna but also the Nine Hells and the raging battlefields of Acheron. Horns, spines, tails, golden eyes, and a faint odor of sulfur or smoke are common physical features of such tieflings, most of whom trace their ancestry to devils."]}]}],"gallery":[{"path":"races/XPHB/Tiefling.webp","credit":"Clint Cearley"},{"path":"races/XPHB/156-05-029.infernal-chthonic-abyssal.webp","title":"Infernal Tiefling, Chthonic Tiefling, Abyssal Tiefling","credit":"John Grello"},{"path":"races/XPHB/157-05-028.armored-tiefling.webp","credit":"Jodie Muir"}],"otherVersions":[{"id":"tiefling-phb","source":"PHB"}]},{"id":"tiefling-phb","name":"Tiefling","source":"PHB","page":42,"srd":false,"image":"races/PHB/Tiefling.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Tieflings mature at the same rate as humans but live a few years longer."]},{"type":"entries","name":"Size","entries":["Tieflings are about the same size and build as humans. Your size is Medium."]},{"name":"Darkvision","entries":["Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Hellish Resistance","entries":["You have resistance to fire damage."],"type":"entries"},{"name":"Infernal Legacy","entries":["You know the {@spell thaumaturgy} cantrip. Once you reach 3rd level, you can cast the {@spell hellish rebuke} spell as a 2nd-level spell with this trait; you regain the ability to cast it when you finish a long rest. Once you reach 5th level, you can also cast the {@spell darkness} spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Infernal."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.",{"type":"entries","name":"Infernal Bloodline","entries":["Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes - some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors black, red, white, silver, or gold with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple."]},{"type":"entries","name":"Self-Reliant and Suspicious","entries":["Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.","Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, a tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a friend or ally for life."]},{"type":"entries","name":"Tiefling Names","entries":["Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the infernal language passed down through generations, and reflect their fiendish heritage. And some younger tieflings striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a quest. For others, its a grim destiny.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Infernal Names:","entry":"Akmenos, Amnon, Harahas, Ekernon, Tados, Kairon, Leucis, Melech, Morthos, Pelaios, Skamos, Therai"},{"type":"item","name":"Female Infernal Names:","entry":"Akra, Anakis, Bryseis, Criella, Ea, Kallista, Lerissa, Makaria, Nemeia, Phelaia, Rieta"},{"type":"item","name":"Virtue Names:","entry":"Art, Carrion, Chant, Creed, Despair, Fear, Glory, Hope, Ideal, Music, Nowhere, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary"}]}]},{"type":"inset","name":"Mutual Mistrust","entries":["People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation."]}]}]}],"gallery":[{"path":"races/PHB/Tiefling.webp"}],"hidden":true,"otherVersions":[{"id":"tiefling","source":"XPHB"}]},{"id":"tiefling-baalzebul","name":"Tiefling (Baalzebul)","source":"MTF","page":21,"srd":false,"image":"races/PHB/Tiefling.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Tiefling","entries":[{"name":"Legacy of Maladomini","entries":["You know the {@spell thaumaturgy} cantrip. When you reach 3rd level, you can cast the {@spell ray of sickness} spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell crown of madness} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells."],"type":"entries","data":{"overwrite":"Infernal Legacy"}}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically."]}]},{"type":"section","entries":[{"type":"entries","entries":["To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.",{"type":"entries","name":"Infernal Bloodline","entries":["Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes - some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors black, red, white, silver, or gold with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple."]},{"type":"entries","name":"Self-Reliant and Suspicious","entries":["Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.","Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, a tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a friend or ally for life."]},{"type":"entries","name":"Tiefling Names","entries":["Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the infernal language passed down through generations, and reflect their fiendish heritage. And some younger tieflings striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a quest. For others, its a grim destiny.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Infernal Names:","entry":"Akmenos, Amnon, Harahas, Ekernon, Tados, Kairon, Leucis, Melech, Morthos, Pelaios, Skamos, Therai"},{"type":"item","name":"Female Infernal Names:","entry":"Akra, Anakis, Bryseis, Criella, Ea, Kallista, Lerissa, Makaria, Nemeia, Phelaia, Rieta"},{"type":"item","name":"Virtue Names:","entry":"Art, Carrion, Chant, Creed, Despair, Fear, Glory, Hope, Ideal, Music, Nowhere, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary"}]}]},{"type":"inset","name":"Mutual Mistrust","entries":["People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation."]}]}]}],"gallery":[{"path":"races/PHB/Tiefling.webp"}]},{"id":"tiefling-dispater","name":"Tiefling (Dispater)","source":"MTF","page":21,"srd":false,"image":"races/PHB/Tiefling.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Tiefling","entries":[{"name":"Legacy of Dis","entries":["You know the {@spell thaumaturgy} cantrip. When you reach 3rd level, you can cast the {@spell disguise self} spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell detect thoughts} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells."],"type":"entries","data":{"overwrite":"Infernal Legacy"}}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["The great city of Dis occupies most of Hell's second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators."]}]},{"type":"section","entries":[{"type":"entries","entries":["To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.",{"type":"entries","name":"Infernal Bloodline","entries":["Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes - some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors black, red, white, silver, or gold with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple."]},{"type":"entries","name":"Self-Reliant and Suspicious","entries":["Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.","Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, a tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a friend or ally for life."]},{"type":"entries","name":"Tiefling Names","entries":["Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the infernal language passed down through generations, and reflect their fiendish heritage. And some younger tieflings striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a quest. For others, its a grim destiny.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Infernal Names:","entry":"Akmenos, Amnon, Harahas, Ekernon, Tados, Kairon, Leucis, Melech, Morthos, Pelaios, Skamos, Therai"},{"type":"item","name":"Female Infernal Names:","entry":"Akra, Anakis, Bryseis, Criella, Ea, Kallista, Lerissa, Makaria, Nemeia, Phelaia, Rieta"},{"type":"item","name":"Virtue Names:","entry":"Art, Carrion, Chant, Creed, Despair, Fear, Glory, Hope, Ideal, Music, Nowhere, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary"}]}]},{"type":"inset","name":"Mutual Mistrust","entries":["People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation."]}]}]}],"gallery":[{"path":"races/PHB/Tiefling.webp"}]},{"id":"tiefling-fierna","name":"Tiefling (Fierna)","source":"MTF","page":21,"srd":false,"image":"races/PHB/Tiefling.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Tiefling","entries":[{"name":"Legacy of Phlegethos","entries":["You know the {@spell friends} cantrip. When you reach 3rd level, you can cast the {@spell charm person} spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell suggestion} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells."],"type":"entries","data":{"overwrite":"Infernal Legacy"}}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["A master manipulator, Fierna grants tieflings tied to her forceful personalities."]}]},{"type":"section","entries":[{"type":"entries","entries":["To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.",{"type":"entries","name":"Infernal Bloodline","entries":["Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes - some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors black, red, white, silver, or gold with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple."]},{"type":"entries","name":"Self-Reliant and Suspicious","entries":["Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.","Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, a tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a friend or ally for life."]},{"type":"entries","name":"Tiefling Names","entries":["Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the infernal language passed down through generations, and reflect their fiendish heritage. And some younger tieflings striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a quest. For others, its a grim destiny.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Infernal Names:","entry":"Akmenos, Amnon, Harahas, Ekernon, Tados, Kairon, Leucis, Melech, Morthos, Pelaios, Skamos, Therai"},{"type":"item","name":"Female Infernal Names:","entry":"Akra, Anakis, Bryseis, Criella, Ea, Kallista, Lerissa, Makaria, Nemeia, Phelaia, Rieta"},{"type":"item","name":"Virtue Names:","entry":"Art, Carrion, Chant, Creed, Despair, Fear, Glory, Hope, Ideal, Music, Nowhere, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary"}]}]},{"type":"inset","name":"Mutual Mistrust","entries":["People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation."]}]}]}],"gallery":[{"path":"races/PHB/Tiefling.webp"}]},{"id":"tiefling-glasya","name":"Tiefling (Glasya)","source":"MTF","page":22,"srd":false,"image":"races/PHB/Tiefling.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Tiefling","entries":[{"name":"Legacy of Malbolge","entries":["You know the {@spell minor illusion} cantrip. When you reach 3rd level, you can cast the {@spell disguise self} spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell invisibility} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells."],"type":"entries","data":{"overwrite":"Infernal Legacy"}}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Glasya, Hell's criminal mastermind, grants her tieflings magic that is useful for committing heists."]}]},{"type":"section","entries":[{"type":"entries","entries":["To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.",{"type":"entries","name":"Infernal Bloodline","entries":["Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes - some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors black, red, white, silver, or gold with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple."]},{"type":"entries","name":"Self-Reliant and Suspicious","entries":["Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.","Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, a tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a friend or ally for life."]},{"type":"entries","name":"Tiefling Names","entries":["Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the infernal language passed down through generations, and reflect their fiendish heritage. And some younger tieflings striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a quest. For others, its a grim destiny.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Infernal Names:","entry":"Akmenos, Amnon, Harahas, Ekernon, Tados, Kairon, Leucis, Melech, Morthos, Pelaios, Skamos, Therai"},{"type":"item","name":"Female Infernal Names:","entry":"Akra, Anakis, Bryseis, Criella, Ea, Kallista, Lerissa, Makaria, Nemeia, Phelaia, Rieta"},{"type":"item","name":"Virtue Names:","entry":"Art, Carrion, Chant, Creed, Despair, Fear, Glory, Hope, Ideal, Music, Nowhere, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary"}]}]},{"type":"inset","name":"Mutual Mistrust","entries":["People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation."]}]}]}],"gallery":[{"path":"races/PHB/Tiefling.webp"}]},{"id":"tiefling-levistus","name":"Tiefling (Levistus)","source":"MTF","page":22,"srd":false,"image":"races/PHB/Tiefling.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Tiefling","entries":[{"name":"Legacy of Stygia","entries":["You know the {@spell ray of frost} cantrip. When you reach 3rd level, you can cast the {@spell armor of Agathys} spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell darkness} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells."],"type":"entries","data":{"overwrite":"Infernal Legacy"}}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom."]}]},{"type":"section","entries":[{"type":"entries","entries":["To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.",{"type":"entries","name":"Infernal Bloodline","entries":["Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes - some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors black, red, white, silver, or gold with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple."]},{"type":"entries","name":"Self-Reliant and Suspicious","entries":["Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.","Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, a tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a friend or ally for life."]},{"type":"entries","name":"Tiefling Names","entries":["Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the infernal language passed down through generations, and reflect their fiendish heritage. And some younger tieflings striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a quest. For others, its a grim destiny.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Infernal Names:","entry":"Akmenos, Amnon, Harahas, Ekernon, Tados, Kairon, Leucis, Melech, Morthos, Pelaios, Skamos, Therai"},{"type":"item","name":"Female Infernal Names:","entry":"Akra, Anakis, Bryseis, Criella, Ea, Kallista, Lerissa, Makaria, Nemeia, Phelaia, Rieta"},{"type":"item","name":"Virtue Names:","entry":"Art, Carrion, Chant, Creed, Despair, Fear, Glory, Hope, Ideal, Music, Nowhere, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary"}]}]},{"type":"inset","name":"Mutual Mistrust","entries":["People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation."]}]}]}],"gallery":[{"path":"races/PHB/Tiefling.webp"}]},{"id":"tiefling-mammon","name":"Tiefling (Mammon)","source":"MTF","page":22,"srd":false,"image":"races/PHB/Tiefling.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Tiefling","entries":[{"name":"Legacy of Minauros","entries":["You know the {@spell mage hand} cantrip. When you reach 3rd level, you can cast the {@spell Tenser's floating disk} spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the {@spell arcane lock} spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells."],"type":"entries","data":{"overwrite":"Infernal Legacy"}}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth."]}]},{"type":"section","entries":[{"type":"entries","entries":["To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.",{"type":"entries","name":"Infernal Bloodline","entries":["Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes - some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors black, red, white, silver, or gold with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple."]},{"type":"entries","name":"Self-Reliant and Suspicious","entries":["Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.","Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, a tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a friend or ally for life."]},{"type":"entries","name":"Tiefling Names","entries":["Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the infernal language passed down through generations, and reflect their fiendish heritage. And some younger tieflings striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a quest. For others, its a grim destiny.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Infernal Names:","entry":"Akmenos, Amnon, Harahas, Ekernon, Tados, Kairon, Leucis, Melech, Morthos, Pelaios, Skamos, Therai"},{"type":"item","name":"Female Infernal Names:","entry":"Akra, Anakis, Bryseis, Criella, Ea, Kallista, Lerissa, Makaria, Nemeia, Phelaia, Rieta"},{"type":"item","name":"Virtue Names:","entry":"Art, Carrion, Chant, Creed, Despair, Fear, Glory, Hope, Ideal, Music, Nowhere, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary"}]}]},{"type":"inset","name":"Mutual Mistrust","entries":["People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation."]}]}]}],"gallery":[{"path":"races/PHB/Tiefling.webp"}]},{"id":"tiefling-mephistopheles","name":"Tiefling (Mephistopheles)","source":"MTF","page":23,"srd":false,"image":"races/PHB/Tiefling.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Tiefling","entries":[{"name":"Legacy of Cania","entries":["You know the {@spell mage hand} cantrip. When you reach 3rd level, you can cast the {@spell burning hands} spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell flame blade} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells."],"type":"entries","data":{"overwrite":"Infernal Legacy"}}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic."]}]},{"type":"section","entries":[{"type":"entries","entries":["To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.",{"type":"entries","name":"Infernal Bloodline","entries":["Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes - some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors black, red, white, silver, or gold with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple."]},{"type":"entries","name":"Self-Reliant and Suspicious","entries":["Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.","Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, a tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a friend or ally for life."]},{"type":"entries","name":"Tiefling Names","entries":["Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the infernal language passed down through generations, and reflect their fiendish heritage. And some younger tieflings striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a quest. For others, its a grim destiny.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Infernal Names:","entry":"Akmenos, Amnon, Harahas, Ekernon, Tados, Kairon, Leucis, Melech, Morthos, Pelaios, Skamos, Therai"},{"type":"item","name":"Female Infernal Names:","entry":"Akra, Anakis, Bryseis, Criella, Ea, Kallista, Lerissa, Makaria, Nemeia, Phelaia, Rieta"},{"type":"item","name":"Virtue Names:","entry":"Art, Carrion, Chant, Creed, Despair, Fear, Glory, Hope, Ideal, Music, Nowhere, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary"}]}]},{"type":"inset","name":"Mutual Mistrust","entries":["People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation."]}]}]}],"gallery":[{"path":"races/PHB/Tiefling.webp"}]},{"id":"tiefling-variant-devil-s-tongue","name":"Tiefling (Variant; Devil's Tongue)","source":"SCAG","page":118,"srd":false,"image":"races/SCAG/Feral Tiefling.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Tiefling","entries":[{"name":"Appearance","entries":["Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose {@dice 1d4+1} of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone."],"type":"entries"},{"type":"entries","name":"Devil's Tongue","entries":["You know the {@spell vicious mockery} cantrip. When you reach 3rd level, you can cast the {@spell charm person} spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the {@spell enthrall} spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait."],"data":{"overwrite":"Infernal Legacy"}}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.",{"type":"entries","name":"Infernal Bloodline","entries":["Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes - some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors black, red, white, silver, or gold with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple."]},{"type":"entries","name":"Self-Reliant and Suspicious","entries":["Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.","Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, a tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a friend or ally for life."]},{"type":"entries","name":"Tiefling Names","entries":["Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the infernal language passed down through generations, and reflect their fiendish heritage. And some younger tieflings striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a quest. For others, its a grim destiny.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Infernal Names:","entry":"Akmenos, Amnon, Harahas, Ekernon, Tados, Kairon, Leucis, Melech, Morthos, Pelaios, Skamos, Therai"},{"type":"item","name":"Female Infernal Names:","entry":"Akra, Anakis, Bryseis, Criella, Ea, Kallista, Lerissa, Makaria, Nemeia, Phelaia, Rieta"},{"type":"item","name":"Virtue Names:","entry":"Art, Carrion, Chant, Creed, Despair, Fear, Glory, Hope, Ideal, Music, Nowhere, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary"}]}]},{"type":"inset","name":"Mutual Mistrust","entries":["People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation."]}]}]}],"gallery":[{"path":"races/SCAG/Feral Tiefling.webp"},{"path":"races/PHB/Tiefling.webp"}]},{"id":"tiefling-variant-hellfire","name":"Tiefling (Variant; Hellfire)","source":"SCAG","page":118,"srd":false,"image":"races/SCAG/Feral Tiefling.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Tiefling","entries":[{"name":"Appearance","entries":["Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose {@dice 1d4+1} of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone."],"type":"entries"},{"type":"entries","name":"Hellfire","entries":["You know the {@spell thaumaturgy} cantrip. Once you reach 3rd level, you can cast the {@spell burning hands} spell once per day as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the {@spell darkness} spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells."],"data":{"overwrite":"Infernal Legacy"}}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.",{"type":"entries","name":"Infernal Bloodline","entries":["Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes - some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors black, red, white, silver, or gold with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple."]},{"type":"entries","name":"Self-Reliant and Suspicious","entries":["Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.","Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, a tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a friend or ally for life."]},{"type":"entries","name":"Tiefling Names","entries":["Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the infernal language passed down through generations, and reflect their fiendish heritage. And some younger tieflings striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a quest. For others, its a grim destiny.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Infernal Names:","entry":"Akmenos, Amnon, Harahas, Ekernon, Tados, Kairon, Leucis, Melech, Morthos, Pelaios, Skamos, Therai"},{"type":"item","name":"Female Infernal Names:","entry":"Akra, Anakis, Bryseis, Criella, Ea, Kallista, Lerissa, Makaria, Nemeia, Phelaia, Rieta"},{"type":"item","name":"Virtue Names:","entry":"Art, Carrion, Chant, Creed, Despair, Fear, Glory, Hope, Ideal, Music, Nowhere, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary"}]}]},{"type":"inset","name":"Mutual Mistrust","entries":["People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation."]}]}]}],"gallery":[{"path":"races/SCAG/Feral Tiefling.webp"},{"path":"races/PHB/Tiefling.webp"}]},{"id":"tiefling-variant-infernal-legacy","name":"Tiefling (Variant; Infernal Legacy)","source":"SCAG","page":118,"srd":false,"image":"races/SCAG/Feral Tiefling.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Tiefling","entries":[{"name":"Appearance","entries":["Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose {@dice 1d4+1} of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone."],"type":"entries"}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.",{"type":"entries","name":"Infernal Bloodline","entries":["Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes - some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors black, red, white, silver, or gold with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple."]},{"type":"entries","name":"Self-Reliant and Suspicious","entries":["Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.","Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, a tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a friend or ally for life."]},{"type":"entries","name":"Tiefling Names","entries":["Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the infernal language passed down through generations, and reflect their fiendish heritage. And some younger tieflings striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a quest. For others, its a grim destiny.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Infernal Names:","entry":"Akmenos, Amnon, Harahas, Ekernon, Tados, Kairon, Leucis, Melech, Morthos, Pelaios, Skamos, Therai"},{"type":"item","name":"Female Infernal Names:","entry":"Akra, Anakis, Bryseis, Criella, Ea, Kallista, Lerissa, Makaria, Nemeia, Phelaia, Rieta"},{"type":"item","name":"Virtue Names:","entry":"Art, Carrion, Chant, Creed, Despair, Fear, Glory, Hope, Ideal, Music, Nowhere, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary"}]}]},{"type":"inset","name":"Mutual Mistrust","entries":["People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation."]}]}]}],"gallery":[{"path":"races/SCAG/Feral Tiefling.webp"},{"path":"races/PHB/Tiefling.webp"}]},{"id":"tiefling-variant-winged","name":"Tiefling (Variant; Winged)","source":"SCAG","page":118,"srd":false,"image":"races/SCAG/Feral Tiefling.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Tiefling","entries":[{"name":"Appearance","entries":["Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose {@dice 1d4+1} of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone."],"type":"entries"},{"type":"entries","name":"Winged","entries":["You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor."],"data":{"overwrite":"Infernal Legacy"}}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.",{"type":"entries","name":"Infernal Bloodline","entries":["Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes - some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors black, red, white, silver, or gold with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple."]},{"type":"entries","name":"Self-Reliant and Suspicious","entries":["Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.","Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, a tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a friend or ally for life."]},{"type":"entries","name":"Tiefling Names","entries":["Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the infernal language passed down through generations, and reflect their fiendish heritage. And some younger tieflings striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a quest. For others, its a grim destiny.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Infernal Names:","entry":"Akmenos, Amnon, Harahas, Ekernon, Tados, Kairon, Leucis, Melech, Morthos, Pelaios, Skamos, Therai"},{"type":"item","name":"Female Infernal Names:","entry":"Akra, Anakis, Bryseis, Criella, Ea, Kallista, Lerissa, Makaria, Nemeia, Phelaia, Rieta"},{"type":"item","name":"Virtue Names:","entry":"Art, Carrion, Chant, Creed, Despair, Fear, Glory, Hope, Ideal, Music, Nowhere, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary"}]}]},{"type":"inset","name":"Mutual Mistrust","entries":["People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation."]}]}]}],"gallery":[{"path":"races/SCAG/Feral Tiefling.webp"},{"path":"races/PHB/Tiefling.webp"}]},{"id":"tiefling-zariel","name":"Tiefling (Zariel)","source":"MTF","page":23,"srd":false,"image":"races/PHB/Tiefling.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Tiefling","entries":[{"name":"Legacy of Avernus","entries":["You know the {@spell thaumaturgy} cantrip. When you reach 3rd level, you can cast the {@spell searing smite} spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell branding smite} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells."],"type":"entries","data":{"overwrite":"Infernal Legacy"}}],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle."]}]},{"type":"section","entries":[{"type":"entries","entries":["To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.",{"type":"entries","name":"Infernal Bloodline","entries":["Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes - some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors black, red, white, silver, or gold with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple."]},{"type":"entries","name":"Self-Reliant and Suspicious","entries":["Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.","Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, a tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a friend or ally for life."]},{"type":"entries","name":"Tiefling Names","entries":["Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the infernal language passed down through generations, and reflect their fiendish heritage. And some younger tieflings striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a quest. For others, its a grim destiny.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Infernal Names:","entry":"Akmenos, Amnon, Harahas, Ekernon, Tados, Kairon, Leucis, Melech, Morthos, Pelaios, Skamos, Therai"},{"type":"item","name":"Female Infernal Names:","entry":"Akra, Anakis, Bryseis, Criella, Ea, Kallista, Lerissa, Makaria, Nemeia, Phelaia, Rieta"},{"type":"item","name":"Virtue Names:","entry":"Art, Carrion, Chant, Creed, Despair, Fear, Glory, Hope, Ideal, Music, Nowhere, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary"}]}]},{"type":"inset","name":"Mutual Mistrust","entries":["People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation."]}]}]}],"gallery":[{"path":"races/PHB/Tiefling.webp"}]},{"id":"tortle","name":"Tortle","source":"MPMM","page":34,"srd":false,"image":"races/MPMM/Tortle.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Size","entries":["You are Medium or Small. You choose the size when you select this race."]},{"type":"entries","name":"Claws","entries":["You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals {@damage 1d6} + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike."]},{"type":"entries","name":"Hold Breath","entries":["You can hold your breath for up to 1 hour."]},{"type":"entries","name":"Natural Armor","entries":["Your shell provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal."]},{"type":"entries","name":"Nature's Intuition","entries":["Thanks to your mystical connection to nature, you gain proficiency with one of the following skills of your choice: {@skill Animal Handling}, {@skill Medicine}, {@skill Nature}, {@skill Perception}, {@skill Stealth}, or {@skill Survival}."]},{"type":"entries","name":"Shell Defense","entries":["You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are {@condition prone}, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell."]}],"lore":["Tortles have a saying: \"We wear our homes on our backs.\" These turtle folk live on many worlds, most often journeying up and down coasts, along waterways, and across the sea. Tortles don't have a unified story of how they were created, but they all have a sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles a special feeling of security wherever they go, for even if they visit a far, unknown country, they have a place to lay their heads.","Tortles exhibit the same range of coloration and patterns found among turtles, and many tortles enjoy adorning their shells in distinctive ways."],"gallery":[{"path":"races/MPMM/Tortle.webp","credit":"Mark Behm, Franz Vohwinkel"}],"otherVersions":[{"id":"tortle-ttp","source":"TTP"}]},{"id":"tortle-ttp","name":"Tortle","source":"TTP","page":3,"srd":false,"image":"races/TTP/Tortle.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","entries":["{@note The Tortle Package is considered part of Xanathar's Guide to Everything for Adventurers League character creation.}"]},{"name":"Age","type":"entries","entries":["Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years."]},{"name":"Alignment","type":"entries","entries":["Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos."]},{"type":"entries","name":"Size","entries":["Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium."]},{"name":"Claws","entries":["Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to {@damage 1d4} + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike."],"type":"entries"},{"name":"Hold Breath","entries":["You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air."],"type":"entries"},{"name":"Natural Armor","entries":["Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal."],"type":"entries"},{"name":"Shell Defense","entries":["You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are {@condition prone}, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell."],"type":"entries"},{"name":"Survival Instinct","entries":["You gain proficiency in the {@skill Survival} skill. Tortles have finely honed survival instincts."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Aquan and Common."],"type":"entries"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["I caught a big fish.","Now I search for a good friend","To share my lunch with."],"by":"Tortle haiku"},"What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.",{"type":"entries","name":"Life of a Tortle","entries":["A tortle hatches from a thick-shelled egg and spends the first few weeks of its life crawling on all fours. Its parents, old and near death, spend what little time they have left telling stories to their offspring. Within a year, the young tortle becomes an orphan, though not before it learns to speak and to survive on its own.","A young tortle and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the wilderness in which to hunt, catch fish, and get by. With each passing year, a tortle hones its survival skills. It forms friendships with its neighbors while also respecting their privacy. At some point, a tortle feels an almost overwhelming urge to venture far away from home and see more of the world. It gathers up its possessions and heads into the wilderness, returning months or years later with stories of its exploits and new skills.","When a tortle nears the end of its natural lifespan, it seeks out a mate and procreates. Tortles lay their eggs (numbering as few as one or as many as a dozen) in a fortified compound enclosed by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound, defending their offspring, and sharing a lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and set out on their own."]},{"type":"entries","name":"Beliefs","entries":["Tortles don't have their own pantheon of gods, but they often worship the gods of other races. It's not unusual for a tortle to hear stories or legends related to a god and choose to worship that deity. In the Forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Selûne, and Tymora. In the Greyhawk setting, they gravitate toward Celestian, Fharlanghn, Pelor, Pholtus, and St. Cuthbert. Tortles are often drawn to the Gods of Good in Dragonlance and the Sovereign Host in Eberron. Among the nonhuman deities, Moradin and Yondalla relate to tortles most of all.","Tortles believe that night and day watch over them and other creatures. The moon is the eye of night that watches over them in darkness, and the sun is the equally vigilant eye of day. Tortles feel most at peace when one or both of these \"eyes\" are looking down on them. They become more nervous and uneasy when neither orb is visible in the sky. Tortles tend to be most uncomfortable underground, where neither the sun nor the moon is visible to them.","Blessed are the days when both the sun and moon are visible in the sky at the same time. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous."]},{"type":"entries","name":"Adventurers at Heart","entries":["Tortles have a saying: \"We wear our homes on our backs.\" The shells they carry around provide all the shelter they require. Consequently, tortles don't feel the need to root themselves in one place for too long. A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another, share useful information, and trade with strangers in the safety of greater numbers. Tortles don't regard these settlements as places worth defending with their lives, and they will abandon a settlement when it no longer serves their needs.","Most tortles like to see how other creatures live and discover new customs and new ways of doing things. The urge to procreate doesn't kick in until the end of a tortle's life, and a tortle can spend decades away from its native land without feeling homesick.","Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded human marketplace.","Tortles like to learn new skills. They craft their own tools and weapons, and they are good at building structures and fortifications. They marvel at the works of other civilized creatures, humans in particular, and can lose themselves for years in a city, studying its architectural wonders and learning skills they can put to use when building forts to contain their offspring.","Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to form meaningful friendships. They have no inbred animus toward people of other races. In fact, a tortle will often seek out friendships with non-tortles to learn new customs and new points of view."]},{"type":"entries","name":"Tortle Names","entries":["Tortles prefer simple, non-gender-specific names that are usually no more than two syllables. If a tortle doesn't like its name for whatever reason, it can change it. A tortle might change its name a dozen times in its life.","Tortles don't have surnames or family names.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male and Female Names:","entry":"Baka, Damu, Gar, Gura, Ini, Jappa, Kinlek, Krull, Lim, Lop, Nortle, Nulka, Olo, Ploqwat, Quee, Queg, Quott, Sunny, Tibor, Ubo, Uhok, Wabu, Xelbuk, Xopa, Yog"}]}]}]}]}],"gallery":[{"path":"races/TTP/Tortle.webp"}],"hidden":true,"otherVersions":[{"id":"tortle","source":"MPMM"}]},{"id":"triton","name":"Triton","source":"MPMM","page":35,"srd":false,"image":"races/MPMM/Triton.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":30,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Speed","entries":["Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed."]},{"type":"entries","name":"Amphibious","entries":["You can breathe air and water."]},{"type":"entries","name":"Control Air and Water","entries":["You can cast {@spell fog cloud} with this trait. Starting at 3rd level, you can cast the {@spell gust of wind} spell with this trait. Starting at 5th level, you can also cast the {@spell water walk} spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.","Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray."]},{"type":"entries","name":"Emissary of the Sea","entries":["You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return."]},{"type":"entries","name":"Guardian of the Depths","entries":["Adapted to the frigid ocean depths, you have resistance to cold damage."]}],"lore":["Originally from the Elemental Plane of Water, many tritons entered the Material Plane centuries ago in response to the growing threat of evil elementals. Those tritons spread across the worlds' oceans, protecting the surface from terrors in the deep. Over time, triton have extended their stewardship over the sea floor to the ocean's surface.","Tritons have webbed hands and feet, small fins on their calves, and coloration that favors blues and greens."],"gallery":[{"path":"races/MPMM/Triton.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"triton-mot","source":"MOT"},{"id":"triton-vgm","source":"VGM"}]},{"id":"triton-mot","name":"Triton","source":"MOT","page":26,"srd":false,"image":"races/MOT/Triton.webp","size":"Medium","speed":"30 ft., swim 30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":30,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Tritons reach maturity around age 15 and can live up to 200 years."]},{"type":"entries","name":"Size","entries":["Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium."]},{"name":"Swim Speed","entries":["You have a swimming speed of 30 feet."],"type":"entries"},{"name":"Amphibious","entries":["You can breathe air and water."],"type":"entries"},{"name":"Control Air and Water","entries":["A child of the sea, you can call on the magic of elemental air and water. You can cast {@spell fog cloud} with this trait. Starting at 3rd level, you can cast {@spell gust of wind} with it, and starting at 5th level, you can also cast {@spell wall of water|xge} with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells."],"type":"entries"},{"name":"Darkvision","type":"entries","entries":["You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."]},{"name":"Emissary of the Sea","entries":["Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return."],"type":"entries"},{"name":"Guardians of the Depths","entries":["Adapted to even the most extreme ocean depths, you have resistance to cold damage."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Primordial."],"type":"entries"},{"name":"Alignment","type":"entries","entries":["Tritons tend toward neutrality. Their culture encourages them to be mindful of life's currents, knowing when to harness fate's tides and when to flow along with them."]}],"lore":[{"type":"entries","entries":["Tritons dwell throughout the Siren Sea, exploring a world of coral forests and secret mountains the \"dryfolk\" of the surface world will never know. While most live their entire lives beneath the sea, they're not bound to the deep. Following their inherent curiosity, some tritons venture beyond the waves, seeking to explore a whole world of wonders beyond their own.",{"type":"entries","name":"Born of the Sea","entries":["Tritons are an amphibious people, at home in the water but mobile on dry land. Their bodies are covered in fine scales that range from yellowish-green through shades of blue to deep purple. Their heads are crowned with prominent crests, and fins sprout from their forearms, calves, and shoulders. Their digits are webbed, allowing them to swim as quickly as they can run.","Well suited to life in the deep, tritons wear little clothing unless armored for battle. They fashion most of their clothes and other items from materials found in the ocean: coral, seaweed, shells, bone, sea urchin spines, the shells of monstrous crustaceans, and so on. Having an old, well-developed civilization, tritons know much of how to refine these materials into garb as rich and weapons as sturdy as any found on land."]},{"type":"entries","name":"Land and Sea","entries":["For centuries, dryfolk have fished the seas of Theros and have used the sea's surface as a means of travel. Many tritons interpret this as an intrusion into their domains. As a result, some warlike triton communities respond with periodic strikes against sailors and fishing vessels. Others believe that turnabout is fair play and so venture onto land to hunt for meat, steal supplies from coastal travelers, or raid dryfolk poleis for riches.","Despite the tensions between tritons and the peoples of the surface, some tritons make their lives on land. Enchanted by the feeling of the winds, the rustle of leaves, the ingenuity of land-dwelling inventors, or any of countless other surface-world charms, every triton living beyond the waves does so for their own reasons. In some places, like the polis of Meletis, whole triton communities flourish among dryfolk neighbors. See {@book chapter 3|MOT|3|Meletis} for more details on the tritons of Meletis and the Siren Sea."]},{"type":"entries","name":"Hand of Thassa","entries":["While tritons pay respects to many gods, they tend to revere Thassa, god of the sea, above all other deities. Her devotees see her as the primary god of the pantheon, believing she will bring their people to ascendancy over the monsters of the sea and the poleis of the land."]},{"type":"entries","name":"Depths of Curiosity","entries":["Many tritons are intrigued by surface culture. The curious among them venture into sunken ruins and shipwrecks, sifting through the debris for whatever grabs their attention. Often these tritons develop collections of a specific kind of object or lore, trading with one another as they develop a sort of expertise in their field. Some tritons approach investigations of the dryfolk with scientific rigor. Such scholars often hold theories to go along with their collections, hypotheses many are eager to test upon meeting new dryfolk.",{"type":"insetReadaloud","entries":["Myth of Dalakos and the Kraken","Dalakos considered himself a triton like any other—curious, quick-minded, maybe even blessed with exceptional cleverness by the gods. But he was unfocused and easily distracted, his potential scattered like seeds on stone. It wasn't until a kraken rose from the ocean's deepest depths and began a rampage that threatened Dalakos's community that he was forced to focus. As the beast drew closer, Dalakos sought ways to turn the monstrosity from its path. He worked day and night, but ultimately his plans failed. All that Dalakos knew was destroyed, obliterated by the might of the kraken.","Yet the kraken carried on, moving toward a coastal human settlement. Amid the ruins of his home, Dalakos had a revelation. Working desperately, the triton crafted a miraculous device, one that ultimately laid low the kraken and saved the town. Today, Dalakos resides inside the kraken's shell, where he works day and night, his heart broken, but his mind forever focused on bringing his gifts to life."]}]},{"type":"entries","name":"Triton Names","entries":["A triton's name is a symbol of choice. Upon reaching adulthood, a triton might shed the name they were given by their parents for one of their own choosing. Some opt to keep their name, but the majority select one that represents the adult they've become. Tritons might even go on to choose yet other names, as they shift from one phase of life to another, or after significant life events. Leaving a home community or transitioning to live among dryfolk might constitute such life changes. Tritons also have a fluid concept of gender and might switch names freely as they shift gender identities.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Female Names:","entry":"Amathe, Gnorcys, Leurybia, Margomestra, Nereones, Oleia, Samathe, Saphiro, Tethene, Theaneia, Thectra"},{"type":"item","name":"Male Names:","entry":"Bysseus, Cetos, Galaukus, Galiton, Kenessos, Odexes, Palamon, Pontreus, Rheteus, Thrasios"}]}]}]}],"gallery":[{"path":"races/MOT/Triton.webp","credit":"Ryan Pancoast"},{"path":"races/MOT/Triton 2.webp","credit":"Jack Wang"}],"hidden":true,"otherVersions":[{"id":"triton","source":"MPMM"},{"id":"triton-vgm","source":"VGM"}]},{"id":"triton-vgm","name":"Triton","source":"VGM","page":115,"srd":false,"image":"races/VGM/Triton.webp","size":"Medium","speed":"30 ft., swim 30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":30,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Tritons reach maturity around age 15 and can live up to 200 years."]},{"type":"entries","name":"Size","entries":["Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium."]},{"name":"Swim Speed","entries":["You have a swimming speed of 30 feet."],"type":"entries"},{"name":"Amphibious","entries":["You can breathe air and water."],"type":"entries"},{"name":"Control Air and Water","entries":["A child of the sea, you can call on the magic of elemental air and water. You can cast {@spell fog cloud} with this trait. Starting at 3rd level, you can cast {@spell gust of wind} with it, and starting at 5th level, you can also cast {@spell wall of water|xge} with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells."],"type":"entries"},{"name":"Darkvision","type":"entries","entries":["You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."]},{"name":"Emissary of the Sea","entries":["Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return."],"type":"entries"},{"name":"Guardians of the Depths","entries":["Adapted to even the most extreme ocean depths, you have resistance to cold damage."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Primordial."],"type":"entries"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above.",{"type":"entries","name":"Aquatic Crusaders","entries":["Centuries ago, tritons entered the world in response to the growing threat of evil elementals. Tritons waged many wars against their enemies on the Plane of Water, driving them into the Darkened Depths where they escaped into the crushing pressure and utter darkness. In time, the tritons noticed that their ancient elemental foes had grown quiet. Expeditions to the depths revealed that krakens, sahuagin, and far worse foes had fled the Plane of Water for the Material Plane.","The tritons, driven by a sense of duty and responsibility, would not allow their foes to escape so easily. A great conclave of tritons chose volunteers skilled in weapons and magic as part of an expeditionary force to enter the Material Plane and seek out their enemies.","Those tritons spread across the world's oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their foes when they found them and drove the rest into hiding.","With their foes banished to the deepest reaches of the sea, tritons settled in to watch for any sign of their return. Over time, the tritons extended their stewardship over the sea floor from their initial settlements and built outposts to create trade with other races. Despite this expansion, few folk know of them. Their settlements are so remote even merfolk and sea elves rarely encounter them."]},{"type":"entries","name":"Haughty Nobles","entries":["As a result of their isolation and limited understanding of the Material Plane, tritons can come across as haughty and arrogant. They see themselves as caretakers of the sea, and they expect other creatures to pay them deep respect, if not complete deference.","This attitude might grate on others, but it arises from a seed of truth. Few know of the tritons' great victories over dreadful undersea threats. The tritons make little allowance for such ignorance and are delighted to expound upon the great debt others owe them.","Tritons also have a tendency to emerge from their isolation under the assumption that other folk will welcome them as respected allies and mentors. Again, distance drives much of this attitude. The tritons' limited view of the world leaves them ignorant of the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to the tritons' role as the world's true protectors."]},{"type":"entries","name":"Staunch Champions","entries":["Despite their off-putting manners, tritons are benevolent creatures at heart, convinced that other civilized races deserve their protection. Their attitude might grate, but when pirate fleets prowl the waves or a kraken awakens from its slumber, they are among the first to take up arms to protect others.","Tritons readily sacrifice themselves for the common good. They will fight and die for humans, merfolk, and other creatures without question. Their self-absorbed nature makes them overlook the history of other creatures, but they also endure a sense of guilt over allowing the evils of the Plane of Water to enter the Material Plane and threaten its inhabitants. The tritons believe they owe a debt of honor to the world, and they will fight and die to pay it.","At times their fervor and ignorance of the world can lead them astray. Tritons encountering other creatures for the first time can underestimate them, leaving the tritons vulnerable to deception. With their strong martial tradition, tritons can sometimes be too eager to leap into a fight."]},{"type":"entries","name":"Strangers to the Surface","entries":["Given their isolation, most tritons have never been to the surface world. They struggle with the idea that they can't easily move up and down out of water, and the changing of the seasons mystifies them.","Tritons also find the variety of social institutions, kingdoms, and other customs bewildering. For all their proud culture, they remain innocent of the surface world. The typical triton protectorate is tightly regimented, organized, and unified around a common cause. A triton on the surface becomes easily confused by the bewildering array of alliances, rivalries, and petty grievances that prevent the surface folk from truly unifying.","At its worst, a triton's arrogance compounds the tendency for the triton not to understand the ways of the surface world.","It's easy for a triton to blame baffling social practices on what the triton perceives as the barbarism, weakness, or cowardice of surface folk."]},{"type":"entries","name":"Triton Personality","entries":["Far from flawless, these champions of good mean well, but they are easily frustrated by others. You can select, roll, or adapt a triton-specific quirk from the Triton Quirks table. Use the quirk to inform how you portray your character.",{"type":"table","caption":"Triton Quirks","colLabels":["d6","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You phrase requests as orders that you expect to be obeyed."],["2","You are quick to boast of the greatness of your civilization."],["3","You learned an antiquated version of Common and drop \"thee\" and \"thou\" into your speech."],["4","You assume that people are telling you the truth about local customs and expectations."],["5","The surface world is a wondrous place, and you catalog all its details in a journal."],["6","You mistakenly assume that surface folk know about and are impressed by your people's history."]]}]},{"type":"entries","name":"Triton Names","entries":["Most triton names have two or three syllables. Male names typically end with a vowel and the letter s, and female names traditionally end with an n. Tritons use their home protectorate as a surname, with the name formed by adding a vowel followed by a \"th\" to the end of the protectorate's name.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Female Triton Names:","entry":"Aryn, Belthyn, Duthyn, Feloren, Otanyn, Shalryn, Vlaryn, Wolyn"},{"type":"item","name":"Male Triton Names:","entry":"Corus, Delnis, Jhimas, Keros, Molos, Nalos, Vodos, Zunis"},{"type":"item","name":"Triton Surnames:","entry":"Ahlorsath, Pumanath, Vuuvaxath"}]}]}]}]}],"gallery":[{"path":"races/VGM/Triton.webp"}],"hidden":true,"otherVersions":[{"id":"triton","source":"MPMM"},{"id":"triton-mot","source":"MOT"}]},{"id":"troglodyte","name":"Troglodyte","source":"DMG","page":282,"srd":false,"size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Chameleon Skin","type":"entries","entries":["You have advantage on Dexterity ({@skill Stealth}) checks made to hide."]},{"name":"Stench","type":"entries","entries":["Any creature other than a troglodyte that starts its turn within 5 ft. of you must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour."]},{"name":"Sunlight Sensitivity","type":"entries","entries":["While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Natural Armor","entries":["Your thick hide grants you a +1 bonus to Armor Class."],"type":"entries"},{"name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Troglodyte."],"type":"entries"}]},{"id":"vampire","name":"Vampire","source":"PSZ","page":14,"srd":false,"image":"races/PSZ/Vampire.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Vampires don't mature and age in the same way that other races do. Every living vampire is either a bloodchief, infected by Ulamog's influence in the distant reaches of history, or was spawned by a bloodchief from a living human. Most vampires are thus very old, but few have any memory of their earliest years."]},{"name":"Alignment","type":"entries","entries":["Vampires have no innate tendency toward evil, but consuming the life energy of other creatures often pushes them to that end. Regardless of their moral bent, the strict hierarchies of their bloodchiefs inclines them toward a lawful alignment."]},{"type":"entries","name":"Size","entries":["Vampires are about the same size and build as humans. Your size is Medium."]},{"name":"Blood Thirst","entries":["You can drain blood and life energy from a willing creature, or one that is {@condition grappled} by you, {@condition incapacitated}, or {@condition restrained}. Make a melee attack against the target. If you hit, you deal 1 piercing damage and {@damage 1d6} necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."],"type":"entries"},{"name":"Darkvision","entries":["Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common and Vampire."],"type":"entries"},{"name":"Vampiric Resistance","entries":["You have resistance to necrotic damage."],"type":"entries"}],"lore":[{"type":"entries","entries":["Born into ancient servitude and bred to a life of decadent corruption, the vampires of Zendikar feed on the energy in the blood of living creatures—an energy that is particularly strong in times of terror and pain. To members of the other races, vampires are a fearsome mystery and the stuff of nightmares, hunting their prey like beasts or reclining on thrones made of skulls in their moss-draped cities. But few understand how the vampires are locked in a brutal civil war. On one side are those who hold to their traditional ways, desperately battling to remain free. On the other side are those vampires whose legacy reaches back into the deepest recesses of history. Bound once more to the Eldrazi who were their ancient masters, those vampires hunt their kin in an effort to extinguish any dreams of freedom and rebellion.","Vampires are associated with black mana. Their existence is predicated on draining the life from others to fuel their own existence, and on putting their own lives ahead of all other concerns. Philosophically, they do not constrain themselves with artificial rules of morality, but believe that the strong can and should take what they need from the weak.",{"type":"entries","name":"Between the Living and the Dead","entries":["The vampires of Zendikar are not undead. Rather, their unique nature comes from an eldritch disease that turns their flesh cold, makes their gray or purple skin feel dead to the touch, and enables them to drain concentrated magical energy from the blood of other living creatures. They are tall and slender, with long, elegant necks and broad shoulders. Bony horns protrude from their shoulders and elbows, often augmented by the layered plates of their armor and clothing. Their canine teeth are slightly elongated, but not enough to protrude between their closed lips.","Vampires dress in leather and the chitin carapaces of the gigantic insects that dwell in the swamps and jungles of their native Guul Draz, augmented with fine silk and gauzy fabric. They decorate their skin in elaborate, symmetrical patterns of red paint made from blood and mineral pigments. Their clothing is an odd mixture of complex layers and elaborate patterns combined with plenty of exposed skin, since their cold bodies are unaffected by the temperature around them."]}]}],"gallery":[{"path":"races/PSZ/Vampire.webp","title":"Kalitas, Bloodchief of Ghet","credit":"Todd Lockwood"},{"path":"races/PSZ/Vampire2.webp","title":"Vampire Nighthawk","credit":"Jason Chan"}]},{"id":"vampire-ixalan","name":"Vampire (Ixalan)","source":"PSX","page":14,"srd":false,"image":"races/PSX/Vampire.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Vampire","entries":[{"name":"Age","type":"entries","entries":["Vampires don't mature and age in the same way that other races do."],"data":{"overwrite":"Age"}},{"name":"Alignment","type":"entries","entries":["Vampires might not have an innate tendency toward evil, but many of them end up there. Evil or not, their strict hierarchies incline them toward a lawful alignment."],"data":{"overwrite":"Alignment"}},{"type":"entries","name":"Size","entries":["Vampires are the same size and build as humans. Your size is Medium."],"data":{"overwrite":"Size"}},{"type":"entries","name":"Feast of Blood","entries":["When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute."]},{"name":"Languages","entries":["You can speak, read, and write {@language Common Trade Pidgin|PSX|Common} (if it exists in your campaign) and {@language Vampire|PSX}."],"type":"entries","data":{"overwrite":"Languages"}}],"lore":["The Legion of Dusk is dominated by an aristocratic class made up of vampires. They are faster and stronger than most humans, and gifted with supernatural abilities that made them the most formidable force in their homeland. Now, as they push into the depths of Ixalan in search of the Immortal Sun, they bring this strength to bear against all who would resist their advance.","For many vampires, the Rite of Redemption that transforms a human into a vampire is an act of personal sacrifice, paving the way for a promised glorious age. These vampires embody Torrezon's noble tradition in Ixalan. They are often guided by their dual loyalties to church and crown, believing that the monarch acts with righteous purpose. As such, these vampires carry themselves with a self-assurance that is both imposing and imperial. Other societies seem inferior and unclean compared to their own, leading them to feel that they have a right to claim new lands despite the presence of people already inhabiting those lands.","Other vampires view vampirism merely as a means to attain a powerful advantage over others. These vampires are fierce, ruthless, and often cruel, relishing conflict—be it political or armed—as a means of demonstrating their superiority. Many are politically ambitious, invoking Torrezon's hierarchy when it serves their interests, but ignoring all the rules of church, state, and morality when those rules become a burden. When these vampires come to Ixalan, they are conquerors, motivated by the prospect of personal glory and the accumulation of riches. Those who achieve wealth and power display it ostentatiously.","The core of every vampire's nature is the Feast of Blood. Though it is forbidden to feed on human citizens of Torrezon, including the human sailors and servants who accompany the vampire conquistadors to Ixalan, vampires are encouraged to feed on outsiders and heretics. The Feast of Blood sends new life essence flowing through the vampire who partakes of it, manifesting as even greater strength and speed."],"gallery":[{"path":"races/PSX/Vampire.webp","title":"Vicious Conquistador","credit":"Kieran Yanner"},{"path":"races/PSX/Vampire2.webp","title":"Glorifier of Dusk","credit":"Viktor Titov"},{"path":"races/PSX/Vampire3.webp","title":"Arterial Flow","credit":"Josh Hass"}]},{"id":"vampire-zendikar","name":"Vampire (Zendikar)","source":"PSZ","page":14,"srd":false,"image":"races/PSZ/Vampire.webp","size":"","speed":"","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"","parentRace":"Vampire","entries":[{"name":"Null Transformation","entries":["A humanoid killed with your Bloodthirst ability becomes a {@creature Vampire Null|PSZ|null}."],"type":"entries"}],"lore":[{"type":"entries","entries":["Born into ancient servitude and bred to a life of decadent corruption, the vampires of Zendikar feed on the energy in the blood of living creatures—an energy that is particularly strong in times of terror and pain. To members of the other races, vampires are a fearsome mystery and the stuff of nightmares, hunting their prey like beasts or reclining on thrones made of skulls in their moss-draped cities. But few understand how the vampires are locked in a brutal civil war. On one side are those who hold to their traditional ways, desperately battling to remain free. On the other side are those vampires whose legacy reaches back into the deepest recesses of history. Bound once more to the Eldrazi who were their ancient masters, those vampires hunt their kin in an effort to extinguish any dreams of freedom and rebellion.","Vampires are associated with black mana. Their existence is predicated on draining the life from others to fuel their own existence, and on putting their own lives ahead of all other concerns. Philosophically, they do not constrain themselves with artificial rules of morality, but believe that the strong can and should take what they need from the weak.",{"type":"entries","name":"Between the Living and the Dead","entries":["The vampires of Zendikar are not undead. Rather, their unique nature comes from an eldritch disease that turns their flesh cold, makes their gray or purple skin feel dead to the touch, and enables them to drain concentrated magical energy from the blood of other living creatures. They are tall and slender, with long, elegant necks and broad shoulders. Bony horns protrude from their shoulders and elbows, often augmented by the layered plates of their armor and clothing. Their canine teeth are slightly elongated, but not enough to protrude between their closed lips.","Vampires dress in leather and the chitin carapaces of the gigantic insects that dwell in the swamps and jungles of their native Guul Draz, augmented with fine silk and gauzy fabric. They decorate their skin in elaborate, symmetrical patterns of red paint made from blood and mineral pigments. Their clothing is an odd mixture of complex layers and elaborate patterns combined with plenty of exposed skin, since their cold bodies are unaffected by the temperature around them."]}]}],"gallery":[{"path":"races/PSZ/Vampire.webp","title":"Kalitas, Bloodchief of Ghet","credit":"Todd Lockwood"},{"path":"races/PSZ/Vampire2.webp","title":"Vampire Nighthawk","credit":"Jason Chan"}]},{"id":"vedalken","name":"Vedalken","source":"GGR","page":21,"srd":false,"image":"races/GGR/Vedalken.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Vedalken mature slower than humans do, reaching maturity around age 40. Their life span is typically 350 years, with some living to the age of 500."]},{"name":"Alignment","type":"entries","entries":["Vedalken are usually lawful and non-evil."]},{"type":"entries","name":"Size","entries":["Tall and slender, Vedalken stand 6 to 6½ feet tall on average and usually weigh less than 200 pounds. Your size is Medium."]},{"type":"entries","name":"Vedalken Dispassion","entries":["You have advantage on all Intelligence, Wisdom, and Charisma saving throws."]},{"name":"Tireless Precision","entries":["You are proficient in one of the following skills of your choice: {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Medicine}, {@skill Performance}, or {@skill Sleight of Hand}. You are also proficient with one {@book tool|phb|5|tools} of your choice.","Whenever you make an ability check with the chosen skill or tool, roll a {@dice d4} and add the number rolled to the check's total."],"type":"entries"},{"type":"entries","name":"Partially Amphibious","entries":["By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest."]},{"name":"Languages","entries":["You can speak, read, and write Common, Vedalken, and one other language of your choice."],"type":"entries"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Nothing is perfect. Vedalken not only believe this fact, they rejoice in it. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never be reached. This viewpoint leads vedalken to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement.","Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and flat, and they are partially amphibious.",{"type":"entries","name":"Cool Rationality","entries":["Despite being talkative, vedalken keep their personal lives private, and they tend to engage more with ideas than with people. They form close friendships based on mutual interests or compelling disagreements, and their interactions dwell on their thoughts about those issues rather than their feelings about them.","To members of other races, vedalken often seem cold, even emotionless. That assessment isn't fair—they feel emotion every bit as intensely as other folk do, but they are skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing when the ideal outcome relies on such inaction."]},{"type":"entries","name":"Reasoning toward Perfection","entries":["Their curious intellects and rational minds incline vedalken toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever their guild affiliation, they put their intelligence to use in crafting and improving things, whether those things are laws, procedures, or magical sciences.","Vedalken believe that the path toward the impossible goal of perfection is paved with bricks of education, careful deliberation, and controlled experimentation. Some vedalken direct their energy toward perfecting themselves, whether by means of Simic bioengineering or through extensive study, and others concentrate on perfecting society through the careful drafting and application of laws."]},{"type":"entries","name":"Vedalken Names","entries":["Vedalken are given names at birth, but usually choose new names for themselves as part of their transition into adulthood. They rarely use family names.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Male Names:","entry":"Aglar, Bellin, Dallid, Firellan, Kavin, Koplony, Lomar, Mathvan, Modar, Nebun, Nhillosh, Nitt, Otrovac, Ovlan, Pelener, Rill, Trivaz, Uldin, Yolov, Zataz"}]},{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Female Names:","entry":"Azi, Barvisa, Brazia, Direll, Fainn, Griya, Hallia, Katrille, Kovel, Lilla, Mirela, Morai, Nedress, Ossya, Pierenn, Roya, Sestri, Triel, Uzana, Yaraghiya, Zlovol"}]}]}]}]}],"gallery":[{"path":"races/GGR/Vedalken.webp"}],"otherVersions":[{"id":"vedalken-psk","source":"PSK"}]},{"id":"vedalken-psk","name":"Vedalken","source":"PSK","page":23,"srd":false,"image":"races/PSK/Vedalken.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Vedalken mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years."]},{"name":"Alignment","type":"entries","entries":["Vedalken are most often lawful and rarely evil."]},{"type":"entries","name":"Size","entries":["Vedalken are taller than humans but more slender. They average 6 to 6½ feet tall, but usually weigh less than 200 pounds. Your size is Medium."]},{"name":"Languages","entries":["You can speak, read, and write Common and Vedalken. The Vedalken language is renowned for its technical treatises and its catalogs of knowledge about the natural world and the aether that pervades it."],"type":"entries"},{"name":"Vedalken Cunning","entries":["You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic."],"type":"entries"},{"name":"Aether Lore","entries":["Whenever you make an Intelligence ({@skill History}) check related to magic items or aether-powered technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply."],"type":"entries"}],"lore":[{"type":"quote","entries":["Of course it's flawed. Everything is. And it's a good thing, too! Can you imagine how dreadful it would be if everything was already perfect?"]},"Vedalken have an unusual view of progress. They believe that nothing is perfect, nor can it ever be perfect—and they rejoice in this. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never actually be reached. Thus, pointing out imperfection is hardly an insult—which leads vedalken to note flaws and problems with an enthusiasm that members of other races sometimes find exasperating.","This enthusiasm extends to every aspect of vedalken work, both practical and theoretical. They are curious and excitable, and often become deeply engrossed in their labors. It's not uncommon for a vedalken to spend hours on end caught up in the details of an abstract question or a minute engineering problem. Vedalken can be utterly oblivious to their surroundings while meditating on thorny issues, and they are prone to launching into lengthy explanations of their current research, since most find that talking about a problem often leads to a solution.","As a rule, vedalken are gregarious in conversation. However, they are quite circumspect concerning their personal lives, and they engage more with ideas than with people. They form close friendships based around mutual interests or compelling disagreements, and their interactions focus on their thoughts about those issues rather than their feelings about them. Emotional dynamics don't particularly interest vedalken, either as a conversational topic or a field of study. When they talk about their feelings, it is primarily to provide information that might be helpful to others. For example, a vedalken might tell her colleagues, \"I'm feeling irritated right now, so I might not be reacting appropriately. Perhaps we should continue this later.\" But any questions about the cause of the irritation are likely to be brushed off as being irrelevant to the situation.",{"type":"entries","entries":[{"type":"entries","name":"Vedalken Politics","entries":["Most vedalken care far more about invention and inquiry than about politics. They would rather unlock the hidden potential of aether-based devices than dwell on the question of how aether should be distributed to the Consulate's citizens. For that reason, though vedalken are found both among the officials of the Consulate and among the renegades, their dedication to either cause often lacks the partisan fervor found in the members of other races"]}]}],"gallery":[{"path":"races/PSK/Vedalken.webp","title":"A flash of genius—resulting in a {@item wand of binding}, a {@item crystal ball}, or a {@item sphere of annihilation}?","credit":"Glimmer of Genius by Tommy Arnold"},{"path":"races/PSK/Vedalken2.webp","title":"Curio Vendor","credit":"Igor Kieryluk"}],"hidden":true,"otherVersions":[{"id":"vedalken","source":"GGR"}]},{"id":"verdan","name":"Verdan","source":"AI","page":72,"srd":false,"image":"races/AI/Verdan.webp","size":"V","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race's initial creation, their upper age limits remain subject to speculation."]},{"name":"Alignment","type":"entries","entries":["Verdan are generally good, although their absence of racial identity and shared history can sometimes see individual verdan become untethered from any moral or ethical framework."]},{"type":"entries","name":"Size","entries":["Verdan start out similar in size to the goblins they were created from, ranging from 3 to 4 feet in height. But at some point after reaching maturity, each verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a Small creature. When you reach 5th level, you become a Medium creature."]},{"name":"Black Blood Healing","entries":["The black blood that is a sign of your people's connection to That-Which-Endures boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll."],"type":"entries"},{"name":"Limited Telepathy","entries":["You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts."],"type":"entries"},{"name":"Persuasive","entries":["Your people's lack of history makes you trustworthy and humble. You have proficiency in the {@skill Persuasion} skill."],"type":"entries"},{"name":"Telepathic Insight","entries":["Your mind's connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws."],"type":"entries"},{"name":"Language","entries":["You speak, read, and write Common, Goblin, and one additional language of your choice. This language typically has some connection to one of the areas or cultures that has been part of your life."],"type":"entries"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world.",{"type":"quote","entries":["Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant, and the Verdan emerged. I'm sorry, was that the question?"],"by":"K'thriss Drow'b"},{"type":"entries","name":"Created by Chaos","entries":["When the power of That-Which-Endures mutated the verdan, their skin was turned the color of jade and their blood began to flow black. Their ears grew pointed, and they gained a limited form of telepathy—but at the cost of forgetting their history. The underground homes of the goblins were places of terror to the new creatures those goblins became, and the verdan quickly fled to the surface and into the sunlight.","When they arrived in the new lands of the surface, the verdan found that they were often mistaken for smaller, green-skinned half-elves. Attracting curiosity but no real questions, they have thus been able to make their way reasonably freely in the world."]},{"type":"inset","name":"That-Which-Endures","entries":["That-Which-Endures is a nameless, faceless, mysterious entity, something between a multiverse-spanning primordial spirit and an over-god. It represents the amoral and all-encompassing power of entropy—the force that unknowingly and uncaringly changes order into chaos, and that breaks matter and time down into its component parts so that all can be rebuilt. Some who study this entity claim that it is clearly evil and destructive. Others call it simply a necessary part of the cycle of death and rebirth. In the end, though, That-Which-Endures shows precious little interest in what people say about it."]},{"type":"entries","name":"Ongoing Mutations","entries":["Because the verdan have not dwelled long in the world, they are still discovering new things about themselves. Chief among these discoveries is that their physical forms change as they age, signifying that the mutative power of That-Which-Endures is not done with them. The first verdan emerged from the Underdark as creatures of goblin stature. But they soon learned that their kind were fated to eventually undergo a dramatic, painful, and random growth spurt that sees them transformed to hobgoblin size over a period of days.","At the same time, many verdan undergo changes in coloring as they age. Male verdan typically have little to no hair, while females sport shocks of wiry hair that they try to tame in a variety of styles. But the color of any verdan's hair, skin, and eyes can transform from their original jade tones to pale white, deep ebon, or any other shade in between. A verdan's ears also undergo numerous spontaneous alterations over their lifetime, from the typical range of point and peak seen among the elves, to huge ears that sweep back from the head like wings, and which are often pierced behind the head with a single ring to keep them from flapping about.","Changes in gender are also a known and accepted part of verdan life. These fluid aspects of form and identity are seen as blessings, allowing an individual to experience more of the world and grow in empathy and understanding. There is no pattern to any verdan's mutations, as verdan from the same family can shift in drastically different ways. The verdan assign no cultural or biological relevance to any particular coloration, physical features, or gender."]},{"type":"entries","name":"Cultural Chameleons","entries":["The clan homes of the Underdark goblinoids who became the verdan covered an enormous area. As the verdan fled to the surface world, they emerged in culturally diverse locations. Some found themselves near dwarven strongholds, others near elven enclaves, and others near the widespread human settlements of Faerûn.","Without a cultural identity or memory of their own, the verdan quickly adopted the cultural practices of the areas into which they migrated. Still, a sense of not truly belonging is felt even by verdan who have been welcomed into other cultures. They are often stricken with wanderlust, keeping their possessions limited and easily portable. It is not unusual to see individual verdan or whole families trooping along the roads of the world with their tents and belongings strapped to their backs.","Even when they are happily steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that protect, but they rail against laws that restrict and oppress—especially those designed to protect the power and wealth of the elite. When living among enlightened folk, verdan are still the first to speak out against cultural restraints on individuals, particularly those based on physical characteristics such as gender, race, or appearance."]},{"type":"entries","name":"Wide-Eyed and Curious","entries":["Verdan are hungry to undertake new challenges and absorb new experiences. When they meet other verdan who have traveled to different parts of the world, they drop everything to spend as long as possible sharing stories and observations from their respective travels. However, their inexperience in the world and their racial amnesia sometimes lends the verdan a kind of innocence that works against them. Some are credulous and easily fooled by hucksters, but most verdan have an intuition bred by empathy that helps them eventually sort out those who are sincere from those who are not."]},{"type":"entries","name":"Verdan Names","entries":["The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only to change those names when they wander into a human area. A verdan is also not hesitant to change their name as their physical appearance changes—or, indeed, whenever the mood strikes them.","Verdan make no differentiation between male, female, and family names, and often eschew family names altogether.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Verdan Names:","entry":"Bronn, Crahma, Dolar, Dreeda, Duglee, Gruvald, Hulm, Jeal, Kalo, Klesh, Korm, Lathi, Ovlig, Paracii, Pils, Praet, Promul, Reezni, Rin, Shylk, Slyra, Sollo, Stalsii, Stromvo, Stussa, Syrkart, Takat, Toit, Tubyna, Varr, Veriga, Wraq, Wural, Wurxee"}]}]},{"type":"inset","name":"Underlying Improvements","entries":["When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a physical mutation at the player's determination. A boost to Strength might be accompanied by a growth spurt and the development of rippling muscle, while an increase in Intelligence might produce a stylishly large forehead."]}]}]}],"gallery":[{"path":"races/AI/Verdan.webp","title":"Varieties of Adult Verdan","credit":"Kris Straub"}]},{"id":"warforged","name":"Warforged","source":"EFA","page":38,"srd":false,"image":"races/EFA/Warforged.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Construct","parentRace":"","entries":[{"type":"entries","name":"Construct Resilience","entries":["You have {@variantrule Resistance|XPHB} to Poison damage. You also have {@variantrule Advantage|XPHB} on saving throws to avoid or end the {@condition Poisoned|XPHB} condition."]},{"type":"entries","name":"Integrated Protection","entries":["You gain a +1 bonus to your {@variantrule Armor Class|XPHB}. In addition, armor you have donned can't be removed against your will while you're alive."]},{"type":"entries","name":"Sentry's Rest","entries":["You don't need to sleep, and magic can't put you to sleep. You can finish a {@variantrule Long Rest|XPHB} in 6 hours if you spend those hours in an inactive, motionless state. During this time, you appear inert but remain conscious."]},{"type":"entries","name":"Specialized Design","entries":["You gain one skill proficiency and one tool proficiency of your choice."]},{"type":"entries","name":"Tireless","entries":["You don't gain {@condition Exhaustion|XPHB} levels from dehydration, malnutrition, or suffocation."]}],"lore":["Warforged are mechanical beings built as weapons to fight in the Last War. An unexpected breakthrough produced sentient beings made from wood and metal that nevertheless can feel pain and emotion.","Warforged comprise a blend of organic and inorganic materials. Rootlike cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. The more a warforged cultivates their individuality, the more likely they are to modify their body, seeking out an artificer to customize the look of their face, limbs, and plating."],"gallery":[{"path":"races/EFA/Warforged.webp","credit":"Ignacio Bazan-Lazcano"}],"otherVersions":[{"id":"warforged-erlw","source":"ERLW"}]},{"id":"warforged-erlw","name":"Warforged","source":"ERLW","page":35,"srd":false,"image":"races/ERLW/Warforged.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","entries":["A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects."],"type":"entries"},{"type":"entries","name":"Alignment","entries":["Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served."]},{"type":"entries","name":"Size","entries":["Your size is Medium."]},{"type":"entries","name":"Constructed Resilience","entries":["You were created to have remarkable fortitude, represented by the following benefits:",{"type":"list","items":["You have advantage on saving throws against being {@condition poisoned}, and you have resistance to poison damage.","You don't need to eat, drink, or breathe.","You are immune to disease.","You don't need to sleep, and magic can't put you to sleep."]}]},{"type":"entries","name":"Sentry's Rest","entries":["When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you {@condition unconscious}, and you can see and hear as normal."]},{"type":"entries","name":"Integrated Protection","entries":["Your body has built-in defensive layers, which can be enhanced with armor:",{"type":"list","items":["You gain a +1 bonus to Armor Class.","You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.","While you live, the armor incorporated into your body can't be removed against your will."]}]},{"type":"entries","name":"Specialized Design","entries":["You gain one skill proficiency and one tool proficiency of your choice."]},{"type":"entries","name":"Languages","entries":["You can speak, read, and write Common and one other language of your choice."]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["\"Pierce was built by design, while you were built by accident,\" Lakashtai said. \"The soul is what matters, not the shape of the vessel.\"","\"What makes you think he has a soul?\" Gerrion said","\"What makes you think you do?\""],"skipMarks":true,"by":"Keith Baker, {@i The Shattered Land}"},"The warforged were built to fight in the Last War. While the first warforged were mindless automatons, House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced sapient soldiers, giving rise to what some have only grudgingly accepted as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold-hearted killer, or a visionary in search of meaning.",{"type":"entries","name":"Living Steel and Stone","entries":["Warforged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed.","Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the {@skill Medicine} skill all provide the same benefits to warforged that they do to other humanoids."]},{"type":"entries","name":"Warforged Personality","entries":["The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The Treaty of Thronehold gave them freedom, but many still struggle both to find a place in the post-war world and to relate to the creatures who created them.","The typical warforged shows little emotion. Many warforged embrace a concrete purpose—such as protecting allies, completing a contract, or exploring a land—and embrace this task as they once did war. However, there are warforged who delight in exploring their feelings, their freedom, and their relationships with others. Most warforged have no interest in religion, but some embrace faith and mysticism, seeking higher purpose and deeper meaning.","The typical warforged has a sexless body shape. Some warforged ignore the concept of gender entirely, while others adopt a gender identity.","The more a warforged develops its individuality, the more likely it is to modify its body, seeking out an artificer to customize the look of its face, limbs, and plating."]},{"type":"entries","name":"Quirks","entries":["Warforged often display an odd personality trait or two, given how new they are to the world. The Warforged Quirks table contains example quirks.",{"type":"table","caption":"Warforged Quirks","colLabels":["d8","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You analyze—out loud—the potential threat posed by every creature you meet."],["2","You often misread emotional cues."],["3","You are fiercely protective of your friends."],["4","You try to apply wartime discipline to every situation."],["5","You don't know how to filter your feelings and are prone to dramatic emotional outbursts."],["6","You don't understand clothing beyond its utility and assume it denotes a person's function."],["7","You are obsessed with your appearance and constantly polish and buff yourself."],["8","War is the only thing that makes sense to you, and you're always looking for a fight."]]}]},{"type":"entries","name":"Warforged Names","entries":["Most warforged were assigned numerical designations for use in military service. Many of them adopted nicknames, often given to them by their comrades. As independent individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.","{@b Warforged Names}: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall"]}]}]}],"gallery":[{"path":"races/ERLW/Warforged.webp","credit":"Craig J Spearing"},{"path":"races/ERLW/Warforged 001.webp"}],"hidden":true,"otherVersions":[{"id":"warforged","source":"EFA"}]},{"id":"yuan-ti","name":"Yuan-Ti","source":"MPMM","page":36,"srd":false,"image":"races/MPMM/Yuan-ti.webp","size":"Small or Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"type":"entries","name":"Size","entries":["You are Medium or Small. You choose the size when you select this race."]},{"type":"entries","name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray."]},{"type":"entries","name":"Magic Resistance","entries":["You have advantage on saving throws against spells."]},{"type":"entries","name":"Poison Resilience","entries":["You have advantage on saving throws you make to avoid or end the {@condition poisoned} condition on yourself. You also have resistance to poison damage."]},{"type":"entries","name":"Serpentine Spellcasting","entries":["You know the {@spell poison spray} cantrip. You can cast {@spell animal friendship} an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast {@spell suggestion} with this trait. Once you cast it, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.","Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)."]}],"lore":["Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new people who mix characteristics of humans and snakes.","Blessed with resistance to magical and poisonous effects by the rituals that created them, each of these yuan-ti manifests their serpentine heritage in a variety of ways: a forked tongue, snake eyes, a snakelike nose, or some other ophidian characteristic. However a yuan-ti looks, they have the power to pursue great good or evil in the multiverse."],"gallery":[{"path":"races/MPMM/Yuan-ti.webp","credit":"Simon Dominic"}]},{"id":"yuan-ti-pureblood","name":"Yuan-ti Pureblood","source":"VGM","page":120,"srd":false,"image":"races/VGM/Yuan-ti Pureblood.webp","size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Humanoid","parentRace":"","entries":[{"name":"Age","type":"entries","entries":["Purebloods mature at the same rate as humans and have lifespans similar in length to theirs."]},{"type":"entries","name":"Size","entries":["Purebloods match humans in average size and weight. Your size is Medium."]},{"name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Innate Spellcasting","entries":["You know the {@spell poison spray} cantrip. You can cast {@spell animal friendship} an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast {@spell suggestion} with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells."],"type":"entries"},{"name":"Magic Resistance","entries":["You have advantage on saving throws against spells and other magical effects."],"type":"entries"},{"name":"Poison Immunity","entries":["You are immune to poison damage and the {@condition poisoned} condition."],"type":"entries"},{"name":"Languages","entries":["You can speak, read, and write Common, Abyssal, and Draconic."],"type":"entries"}],"gallery":[{"path":"races/VGM/Yuan-ti Pureblood.webp"}]},{"id":"zombie","name":"Zombie","source":"DMG","page":282,"srd":false,"size":"Medium","speed":"30 ft.","walkSpeed":30,"flySpeed":0,"swimSpeed":0,"climbSpeed":0,"creatureType":"Undead","parentRace":"","entries":[{"type":"entries","name":"Creature Type","entries":["You are Undead."]},{"type":"entries","name":"Undead Fortitude","entries":["If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead."]},{"type":"entries","name":"Undead Nature","entries":["You are immune to poison damage, and you can't be {@condition poisoned}. You don't require air, food, drink, or sleep."]},{"name":"Darkvision","entries":["You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray."],"type":"entries"},{"name":"Languages","entries":["You can't speak, but you can understand the languages you knew in life."],"type":"entries"}]}]}