Elf and Orc 3 Compressed
Elf and Orc 3 Compressed
Elf and Orc 3 Compressed
Contents Ravenloft, Eberron, the dragon ampersand, Ravnica and all other
Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.
Parentages .............................................................................. 5 This work contains material that is copyright Wizards of the Coast,
Aboleth Parentage ...................................................................5 Trevor Armstrong, Scott Bean, Katrina Bresnick, Florian Emmerich,
Abyssal Parentage ...................................................................7 Heath Harris, Tyler Kamstra, Jacob S. Kellogg, Brain Olvera,
Christopher Zito, and/or other authors. Such material is used with
Autognomish Parentage .................................................... 10 permission under the Community Content Agreement for Dungeon
Masters Guild.
Azer Parentage .......................................................................12
Celestial Parentage .............................................................. 15 All other original material in this work is copyright 2022 by Adam
Hancock and V.J. Harris and published under the Community
Chitine Parentage ................................................................. 18 Content Agreement for Dungeon Masters Guild.
Cyclops Parentage ................................................................ 20
Darkling Parentage .............................................................. 22 Credits
Deep Scion Parentage ........................................................ 24
Draconic Parentage ............................................................. 26 Creators: V.J. Harris, Adam Hancock
Elven Parentage .....................................................................29 Editor: Ashton Duncan
Empyrean Parentage ...........................................................31 Sensitivity Readers: Legal Kimchi, Amrit Nangla,
Equinal Parentage ................................................................ 33 Blind Temple
Ettin Parentage ...................................................................... 35 Cover Artist: Atornii
Artists: Jacques-Laurent Agasse, Ľudovít Čordák, W.
Fiendish Parentage .............................................................. 37 W. Denslow, Fat Goblin Games, Caspar David
Firenewt Parentage ..............................................................40 Friedrich, Grim Press, John O’Brien Inman, George
Giff Parentage .........................................................................42 Inness, Nich Patzelt, Anna Perci, Charles Ethan
Grimlock Parentage .............................................................44 Porter, Purple Duck Games, Adela Quiles, Pierre-
Hadozee Parentage .............................................................. 46 Auguste Renoir, Dean Spencer, Vincent van Gogh,
Kender Parentage ................................................................. 48 Jacob van Ruisdael, DMs Guild Resource Art
Kenku Parentage ...................................................................50 Special Thanks to Eleazzaar and James Musicus
Korred Parentage ..................................................................53
Kuo-toa Parentage ................................................................ 55 References
Meenlock Parentage ............................................................ 57
Mephit Parentage ..................................................................59 A special thanks to Florian Emmerich and Katrina
Merrow Parentage ................................................................62 Bresnick, Tyler Kamstra, and Christopher Zito and
Myconid Parentage ...............................................................64 Brian Olvera! Many of the parentages and
Nothic Parentage ...................................................................67 upbringings presented in this volume are
Owlin Parentage .................................................................... 69 adaptations of character options found in the
Pixie Parentage ......................................................................72 following titles:
Plasmoid Parentage .............................................................73
Quaggoth Parentage ............................................................ 75
Rakshasa Parentage ............................................................ 77 Aloysius’ Guide to
Redcap Parentage .................................................................79 Social Acceptance
Sahuagin Parentage ............................................................ 81
Scarecrow Parentage ..........................................................83
Shambling Mound Parentage ......................................... 85
Slaad Parentage .....................................................................87
Sprite Parentage ....................................................................91 Birds of Paradise
Thri-kreen Parentage .......................................................... 93
Troglodyte Parentage .......................................................... 95
Troll Parentage ....................................................................... 97
Xvart Parentage ......................................................................99
Yeti Parentage .......................................................................101
Upbringings ......................................................................103
Appendices .......................................................................... 107
Monstrous Races
2
instead of choosing one monolithic “race,” you
Cover choose parentage traits and an upbringing.
Your birth parents might be two humans from
Phandalin. Or they might be a kobold and a gnome
who fell in love and had you—but through a tragic
chain of events, you ended up being raised by sea elf
pirates just off the Sword Coast. In this supplement,
there is room for both stories.
Choosing Parentage Traits
In the worlds of D&D, humans live and work
alongside dwarves, elves, halflings, and countless
other fantastic folk. As evidenced by genasi, aasimar,
tieflings, and many others, a person can take a lover
from among another people and have children
together. Your character can belong to one or more of
these peoples.
How common mixed offspring are in your world is
up to you, your DM, and your fellow players. With
this supplement, you have the tools to create as
many—or as few—mixed offspring characters and
NPCs as needed.
Choosing an Upbringing
While your choice of birth parents affects your
character’s innate traits, your choice of upbringing
establishes the fundamental qualities that you gain
from your backstory. Perhaps you inherited a breath
On the cover, Atornii depicts Lord Vanchur weapon from your father, psionic powers from your
Thorebourne and Lady Izetta Thorebourne with mother, and learned a proficiency with armor from
their heir and future adventurer Olen Thorebourne. your upbringing. One thing’s for sure: with your
combined traits, you’re a force to be reckoned with.
Your upbringing affects your ability scores, adds a
trait or two, and provides cues for building your
Introduction character’s backstory. In this supplement, the
description of each upbringing provides roleplaying
Every person you meet in the worlds of Dungeons & cues that put you well on your way to crafting a
Dragons comes from somewhere. The brass-scaled unique backstory.
shopkeep in the doorway might have two draconic Parentage Traits
birth parents, or their birth parents might be a
human and a brass dragon. That surly rock gnome You have a pool of 16 points (an average of 8 from
seems typical for her kind until she opens her mouth each birth parent) with which to buy parentage traits.
to speak perfect Infernal and explains she was raised To represent your parentage, choose one or more
in Avernus. When you ask that dwarf walking down parentages.
the street if he’s born of the mountain dwarves of the Each parentage entry includes parentage traits:
western peak or the hill dwarf clan from the innate characteristics passed on to you. The
southern gully, he might say the truth is a bit of both. following items appear among the traits of most
And who could forget his adorable dworc twins, one parentages.
on each arm? I, II, III...
Indeed, every person you meet is born of two Some of the birth parent options are listed with a
parents and raised in a particular environment and roman numeral. These denote variants that may
culture, making them a unique and valuable part of
the multiverse. Accordingly, in this supplement, come from the same parentage.
3
Age Racial Feats
By default, the lifespan of a player character in the If your DM allows the racial feats from Xanathar’s
D&D multiverse is about a century, assuming the Guide to Everything, substitute the racial
character doesn’t meet a violent end. Some requirement of any feat with the equivalent
parentages have the Short-Lived or Long-Lived trait, parentage requirement. (Elven or orc parentage
which can lengthen or shorten the typical lifespan, counts as both elf and “half-elf” or both orc and “half-
but usually only if the same trait is inherited from orc” respectively.)
both birth parents.
Upbringing Traits
Alignment
You are a sentient individual with agency to make Each upbringing includes traits instilled early in life.
your own choices. Your alignment is not constrained The following traits are included in most
by your parentage, upbringing, background, or class. upbringings, but not all.
Choose any alignment. Ability Score Increase
Speed Most upbringings increase one or more ability
By default, your speed is 30 feet. Choosing certain scores.
parentage traits, such as those of elves, dwarves, or Languages
halflings, may increase or reduce your speed. By default, every upbringing teaches at least one
Traits language. The vast majority of upbringings list more
Unless specified by a trait’s description, a trait’s than one. Language options are divided between
benefits, abilities, and bonuses do not stack. If you standard and rare languages. When prompted to
inherit two traits of the same name, you only add it to choose a language of your choice, your options are
your character sheet once unless otherwise stated. wide open. But when prompted to choose a standard
language, you must choose from only the
corresponding languages on the provided table.
4
Mixed Aboleths
No two mixed aboleths look alike. Some resemble
their non-aboleth parent, except one or more of their
limbs is a muscular tentacle. Others simply have
Aboleth Parentage translucent and slimy skin. Still others have a third
Aboleths hail from subterranean lakes and ancient eye in the middle of their forehead that can match
seas. They have innate telepathic powers they can their other two eyes in appearance or be black or red
use to reach out with their minds to creatures of the like an aboleth’s.
mortal realm. About half of mixed aboleths have telepathic
Aboleths have flawless memories. They pass on powers of some type. The more common
their knowledge and experience from generation to manifestation of telepathy is the ability to send
generation. Aboleths’ minds are treasure troves of wordless messages to other intelligent creatures. A
ancient lore, recalling moments from prehistory with few have retained the ability from their aboleth
perfect clarity. They can plan patiently and intricately parent to share memories, which can be passed
across eons. Few creatures can conceive of the down for generations, if the family so desires.
extent of an aboleth’s plan. Most mixed aboleths feel at home in the sea, with
Aboleths dwell in watery environments, including a gift for swimming or the ability to breathe water, or
ocean abysses, deep lakes, and the Elemental Plane both. While underwater, some can release a
of Water. Aboleths can use their telepathic powers to poisonous mucous cloud to evade danger.
read the minds of creatures and know their thoughts.
5
Aboleth Traits After the ritual, the target can recall your memory
with perfect clarity, as if it were the target’s own
You have a pool of 16 points to spend between your (though it always knows the memory originated from
two birth parents. If either or both of your birth you). You retain the memory as well. You cannot
parents are aboleths, choose from the following. share a memory again in this way until you finish a
Aberrant Appendages (−2 Points)
long rest.
Your base speed reduces to 25 feet. Superior Darkvision (2 Points)
If you inherit darkvision from your other birth parent,
Amphibious (1 Point) increase your darkvision’s range by 60 feet.
You can breathe air and water.
Telepathy (2 Points)
Darkvision (4 Points) You can send telepathic messages to any creature
You can see in dim light within 60 feet of you as if it you can perceive within 30 feet of you. You don’t
were bright light, and in darkness as if it were dim need to share a language with the creature for it to
light. understand these messages, but it must be able to
Improved Swim (2 Points) understand at least one language to comprehend
them.
You have a swimming speed of 30 feet.
Improved Tentacles (2 Points)
Example Birth Parents
You have tentacles that you can use to make You can make an aboleth birth parent option quickly
unarmed strikes. When you hit with them, the strike with either of these examples.
deals 1d6 + your Strength modifier bludgeoning
damage, instead of the bludgeoning damage normal
for an unarmed strike.
Aboleth Birth Parent I
Mucous Cloud (2 Points) One of your birth parents is an aboleth.
While underwater, as an action, you can envelop You have aquatic adaptations and
yourself in a film of poisonous mucous that clings to tough skin.
you and moves with you for 1 minute. The next
creature that touches you or that hits you with a Amphibious
melee attack while within 5 feet of you must make a Improved Swim
Constitution saving throw against a DC equal to 8 + Natural Armor
your proficiency bonus + your Constitution modifier. Superior Darkvision
On a failure, the creature takes 1d10 poison damage
and cannot breathe anything but water for 1 minute.
When you affect a creature in this way, you can’t do
so again until you finish a short or long rest.
Natural Armor (1 Point) Aboleth Birth Parent II
When you aren’t wearing armor, your AC is 12 + your One of your birth parents is an aboleth.
Dexterity modifier. You can use your natural armor to You have tentacles for limbs,
determine your AC if the armor you wear would darkvision, and telepathic powers.
leave you with a lower AC. A shield’s benefits apply Aberrant Appendages
as normal while you use your natural armor. Darkvision
Improved Tentacles
Share Memory (2 Points) Mucous Cloud
You can share one of your memories of 10 minutes Telepathy
or less with a willing creature that has an
Intelligence of 4 or higher. The ritual takes 1 minute,
during which time you and the target must be in
physical contact.
6
usually treated with respect. Draegloths are perhaps
the only variety of half-Fiend created regularly and
intentionally by mortals. Female draegloths, due to
their rarity and their gender, were regarded with
much more favor than their male counterparts in
Lolth-worshipping drow society, evidenced by their
title of “Favored Ones.” Female draegloths are
usually adopted by the Church of Lolth and brought
Abyssal Parentage up as clerics to the spider goddess.
Spawned in the Infinite Layers of the Abyss, demons Mixed Demons
are typically engines of destruction barely contained
in varied forms. The Abyss creates demons as Those who have summoned demons, visited the
extensions of itself, spontaneously forming Fiends. Infinite Abyss, or have had other prolonged contact
Some are unique, while others are virtually identical with demonkind sometimes have children or
to each other. Other demons (such as manes) are grandchildren who manifest an abyssal heritage.
created from mortal souls who die or find Rarely, demons take mortal lovers for any number of
themselves trapped in the Abyss. Draegloths are reasons. Mixed demons have traits like claws,
mixed drow and glabrezu demons, originally created resistance to toxins and poisons, thick skin, innate
by a drow high priestess performing a dangerous magic, and more.
ritual. They are gifted with powerful magic and Mixed demons are as varied in appearance and
strength. ability as their abyssal ancestors, and their ethics
Draegloths are often seen as a sign of favor from and codes of conduct run the entire gamut. They can
Lolth. They were sacred to Lolthites and were also be found in any location.
7
Abyssal Traits Four Arms (8 Points)
You have a pool of 16 points to spend between your You have four arms, and can hold and use items in
two birth parents. If either or both of your birth each of your hands. If you have extra attacks, when
parents are demons, choose from the following. you take the Attack action you can make each of your
attacks using any weapon you are holding.
Abyssal Fortitude (2 Points)
You have advantage on saving throws against poison. Improved Natural Armor (2 Points)
When you aren’t wearing armor, your AC is 13 + your
Abyssal Resistance (3 Points) Dexterity modifier. You can use your natural armor to
You have resistance to poison damage. determine your AC if the armor you wear would
If you already have poison resistance inherited leave you with a lower AC. A shield’s benefits apply
from your other birth parent, you are immune to as normal while you use your natural armor.
poison damage.
Superior Claws (4 Points)
Claws (1 Points) You have claws that you can use to make unarmed
You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d8
strikes. When you hit with them, the strike deals 1d4 + your Strength modifier slashing damage, instead of
+ your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed
the bludgeoning damage normal for an unarmed strike.
strike.
Superior Darkvision (2 Points)
Darkvision (4 Points) If you inherit darkvision from your other birth parent,
You can see in dim light within 60 feet of you as if it increase your darkvision’s range by 60 feet.
were bright light, and in darkness as if it were dim
light. You can’t discern color in darkness, only shades Telepathy (3 Points)
of gray. You can communicate telepathically with any
creature within 30 feet that understands at least one
Drow Magic (8 Points) language you’re fluent in.
You know the dancing lights cantrip. Starting at 3rd
level, you can cast the faerie fire spell with this trait.
Starting at 5th level, you can also cast the darkness
spell with this trait, requiring no material
components. Once you cast faerie fire or darkness
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
parentage).
Energy Resistance (3 Points)
Choose one from among cold, fire, and lightning. You
have resistance to this damage type.
Fey Ancestry (3 Points)
You have advantage on saving throws against being
charmed, and magic can’t put you to sleep.
Fiend (1 Point)
Your creature type is Fiend rather than Humanoid.
8
Example Birth Parents
You can make an abyssal birth parent option quickly Draegloth Birth Parent I
with any of these examples. One of your birth parents is a
draegloth. You have four arms.
Four Arms
Abyssal Birth Parent I
One of your birth parents is of demonic
descent or perhaps even a demon
themself. You are resistant to poison,
possess sharp claws, and can see in
the dark. Draegloth Birth Parent II
One of your birth parents is a
Abyssal Resistance draegloth. You have powerful elven
Claws magic.
Darkvision
Drow Magic
Other Demons
You can find unique balor, barlgura, chasme,
dretch, glabrezu, goristro, hezrou, marilith,
nalfeshnee, quasit, shadow demon, vrock, and
yochlol parentage traits in the original An Elf and an
Orc Had a Little Baby.
9
Many autognomes are programmed to obey the
following three directives: defend your creator from
attack, defend yourself if you are attacked, and
protect infants and youngsters from harm.
An autognome obeys these directives when first
created, but time and experience can cause an
autognome to go rogue, ignore their directives, and
wander the multiverse doing whatever they like.
Autognomes can live for centuries, typically up to
500 years.
Autognomish Parentage Mixed Autognomes
An autognome is a mechanical creature that
outwardly manifests the inner whimsy of the person Much like warforged and other Constructs,
who created them. Regardless of what their insides autognomes can and have reproduced with each
are made of, an autognome has a small metallic other and even other Humanoids. Some
outer casing painted with droll features. They walk autognomish offspring are constructed, as their birth
with a stiff gait, clanking, wheezing, whirring, and parent was. Others reproduce by magical means,
buzzing wherever they go. such as a wish spell. It’s believed that some
Because magic is what gives them their sentience, autognomes can modify their physiology to
the internal components used in an autognome’s reproduce naturally.
manufacture can vary wildly. One autognome might Mixed autognomes are a mixture of the organic
have an actual beating heart in their chest cavity, and the synthetic, though noticeably smaller than
while another might be powered by stardust or mixed warforged. Some require no sleep, some are
intricate clockwork gears. resistant to poison and paralysis, and some have
natural armor.
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Autognome Traits True Life (2 Points)
You have a pool of 16 points to spend between your You are a Construct, but your creator designed you to
two birth parents. If either or both of your birth benefit from common spells that preserve life but
parents are autognomes, choose from the following. that normally don’t affect Constructs: cure wounds,
healing word, and spare the dying
Armored Casing (1 Point)
You are encased in thin metal or some other durable Example Birth Parents
material. When you aren’t wearing armor, your AC is You can make an autognome birth parent option
12 + your Dexterity modifier. You can use your quickly with either of these examples.
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. Autognome Birth Parent I
One of your birth parents is an
Built for Success (4 Points) autognome. You are a sentient
You can add a d4 to one attack roll, ability check, or mechanical person.
saving throw you make, and you can do so after
seeing the d20 but before the effects of the roll are Little
resolved. You can use this trait a number of times Long-Lived
equal to your proficiency bonus, and you regain all Mechanical Nature
expended uses when you finish a long rest. Repairable
Little (0 Points)
If you inherit this trait from your other birth parent
also, your size is Small.
Autognome Birth Parent II
Long-Lived (0 Points) One of your birth parents is an
If you inherit this trait from your other birth parent autognome. You don’t need sleep and
also, your lifespan is relatively long. have an inseparable suit of armor.
Mechanical Nature (5 Points) Armored Casing
You are a Construct. You gain the following benefits: Built for Success
You have resistance to poison damage and Little
immunity to disease. Long-Lived
You have advantage on saving throws against Sentry’s Rest
being paralyzed or poisoned. True Life
You don’t need to eat, drink, or breathe.
Repairable (3 Points)
Common spells that preserve life, such as cure
wounds, healing word, and spare the dying don’t
affect you. But if the mending spell is cast on you,
you can expend 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).
Sentry’s Rest (1 Point)
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 aren’t
unconscious, and you can see and hear normally.
11
Mixed Azer
Azer Parentage While mixed azer come from any parentage, they
most often come from other parentages that can
Originally from the Elemental Plane of Fire, azers resist the fire that azers frequently surround
are frequently found at the heart of volcanoes. Their themselves in, including tieflings, fire genasi, fire
heated body and martial prowess makes them giants, firenewts, and magmin. Regardless of
formidable foes to any who would cross them. parentage, all mixed azers are made and not born.
As a people, azer society is communal, as every Some are carefully crafted by their parents and
individual has a place in society. Living within purposefully imbued with a fraction of the azer’s
fortresses made of bronze on the Elemental Plane of inner flame. Others spring forth unexpectedly
Fire, azer nobles wield absolute power. Their through a combination of their parents’ fierce
outposts and cities are typically complexes of towers passion and the magic of the azer flame.
built from basalt, granite, or metal. Within these The azer’s physical traits can be very prominent,
cities, they grow strange trees with metallic bark and and many mixed azer’s heads are wreathed in flame.
leaves. Most mixed azers are resistant to intense heat and
Hailed as master crafters and expert miners, azers its effects. Some are able to conjure fiery barriers
are sought out by those far and wide for their crafting meant to protect themselves from the attacks of
skills and to purchase rare minerals and gems. They others. Fewer still can split the earth in half and
rate the value of rare gems and metals above all summon gouts of lava to incinerate their enemies.
others and sometimes hire adventuring parties to While mixed azer can feel at home anywhere, most
travel across the planes to seek out these treasures. prefer to stay in hotter climates, feeling a kinship to
the warmth and claiming it stokes the flame that
burns within them.
12
Azer Traits Heated Body (2 Points)
You have a pool of 16 points to spend between your When a creature makes a successful melee attack
two birth parents. If either or both of your birth against you, you can retaliate with a burst of flame as
parents are azers, choose from the following. a reaction. The creature must make a Dexterity
saving throw against a DC equal to 8 + your
Body of Brass (5 Points) proficiency bonus + your Constitution modifier. It
You have advantage on saving throws against poison, takes 3d10 fire damage on a failed save, or half as
and you have resistance to poison damage. much damage on a successful one.
Born of Flame (3 Points)
Once you use this trait, you can’t use it again until
you finish a long rest.
You have resistance to fire damage.
Illumination (1 Point)
Elemental (4 Point) You shed bright light in a 10-foot radius and dim light
Your creature type is Elemental rather than for an additional 10 feet.
Humanoid.
You do not require air, food, drink, or sleep. Instead
of sleeping, you enter a restful state, remaining
semiconscious. You can finish a long rest in 4 hours
in this way. While resting, you can dream after a
fashion; such dreams are reflexive mental exercises
inherent to your consciousness.
Flame Barrier (3 Points)
As a bonus action, you conjure a wreath of flames to
protect yourself from oncoming attacks. Until the
start of your next turn, you have a +5 bonus to AC. If
the attack is still successful, the attacker takes 1d10
fire damage as a spiral of flame tracks back to the
attacker.
You can use this trait a number of times equal to
your Constitution modifier (minimum of 1), regaining
all expended uses when you finish a long rest.
Flame Blooded (8 Points)
You know the fire hawk cantrip (see Appendix B).
Starting at 3rd level, you can cast the magmin grasp
spell as a 2nd-level spell with this trait, requiring no
material components. Starting at 5th level, you can
also cast the lava missile spell with this trait,
requiring no material components. Once you cast
magmin grasp or lava missile 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
parentage).
13
Example Birth Parents
You can make an azer birth parent option quickly
with any of these examples.
14
Aasimar
Aasimar are people with celestial parentage—a touch
of the power of Mount Celestia, the divine realm of
many lawful good deities. Aasimar are a people of
otherworldly visages, with luminous features that
reveal their celestial heritage.
As a result, an aasimar can draw the attention of
evil cultists, Fiends, and other enemies of Mount
Celestial Parentage Celestia, all of whom would be eager to strike down
a Celestial’s offspring if they had the chance. When
Celestials are creatures native to the Upper Planes. traveling, some aasimar prefer hoods, closed helms,
Many serve deities, employed as messengers or and other gear to conceal their face. Others openly
agents in the mortal realm and throughout the reveal their celestial heritage for all to see,
planes. Celestials are good by nature, so the welcoming the attention.
exceptional Celestial who strays from a good Celestial parentage reveals itself in otherworldly
alignment is a horrifying rarity. features—the ability to see in the dark, a touch that
Though Celestials include couatls and pegasi, closes wounds or illuminates the night, resistance to
those that take mortal lovers are typically angels. An deathly or radiant magic, or an unnaturally long life.
angel is a celestial agent sent forth into the planes to Regardless of their inherited traits and despite
further their god’s agenda for weal or woe. Their their celestial origin, aasimar are mortal and free to
sublime beauty and presence can drive awestruck choose any path: good, evil, or somewhere in
onlookers to their knees. Yet angels can be between. Some even regard questions of morality
destroyers too. Their appearance portends doom as with complete ambivalence. Aasimar are evidence
often as they signal hope. that biology, even celestial biology, is not destiny.
15
Celestial Traits Healing Hands (2 Points)
You have a pool of 16 points to spend between your As an action, you can touch a creature and cause it to
two birth parents. If either or both of your birth regain a number of hit points equal to your level.
parents are Celestials or aasimar, choose from the Once you use this trait, you can’t use it again until
following. you finish a long rest.
Ability Score Increase (4 Points) Improved Flight (10 Points)
Your Charisma score increases by 1. You can’t You have a flying speed of 30 feet. To use this speed,
increase an ability score above 17 using this trait. you can’t be wearing medium or heavy armor.
Angelic Weapons (4 Points) Light Bearer (2 Points)
Starting at 3rd level, as a bonus action, you can You know the light cantrip. Wisdom or Charisma is
channel angelic power into your attacks. For one your spellcasting ability for this spell when you cast it
minute, your melee weapon attacks deal an with this trait (choose when you select this
additional 1d6 radiant damage on a hit. You must parentage).
maintain concentration during that time, as if you
were casting a spell. Long-Lived (0 Points)
Once you use this trait, you can’t use it again until If you inherit this trait from your other birth parent
you finish a short or long rest. also, your lifespan is relatively long.
Celestial Nature (4 Points) Poison Resilience (5 Points)
You are a Celestial, represented by the following You have advantage on saving throws against being
benefits: poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or sleep. Restorative (2 Points)
Instead of sleeping, you meditate deeply, Starting at 3rd level, you can cast the lesser
remaining semiconscious. You can finish a long restoration spell with this trait. Once you cast the
rest in 4 hours in this way. While meditating, you spell with this trait, you can’t do so again until you
can dream after a fashion; such dreams are finish a long rest. You can also cast the spell using
actually mental exercises that have become any spell slots you have.
reflexive through years of practice. Wisdom or Charisma is your spellcasting ability
Celestial Resistance (4 Points)
for this spell when you cast it with this trait (choose
when you select this parentage).
You have resistance to necrotic damage and radiant
damage.
Darkvision (4 Points)
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.
Divine Messenger (4 Points)
You know the message cantrip. Starting at 3rd level,
you can cast the disguise self spell once with this
trait and regain the ability to do so when you finish a
long rest. You can also cast disguise self using any
spell slots you have of the appropriate level.
Wisdom or Charisma is your spellcasting ability
for these spells when you cast them with this trait
(choose when you select this parentage).
16
Example Birth Parents
You can make a celestial birth parent option quickly
with any of these examples.
17
Chitine Parentage
Chitines are arachnid humanoid-like monstrosities
that often have multiple arms and reside in the
Underdark. Many chitine pods worship the Spider
Queen, owing their creation and liberation from the
drow to her. Pods that worship Lolth are hostile to
those who don’t worship with Spider Queen, unless
they prove themselves useful in other ways.
Despite resembling spiders, chitines are very
social. Their pods range from 200 to 2000 members.
Lolth worshiping pods have a caste society broken
down between workers, warriors, commanders,
supervisor, priest (a term for all spellcasters), and the
sovereign ruler. This ruler’s word is law in all matters
including reproduction.
Pods that reject Lolth are much more communal
and make decisions democratically. Various chitine
are called upon to represent the clutch they were
born from in decision-making on a council that can
range from 5 individuals to 250.
These two different types of pods try to stay far
away from each other, preferring to migrate rather
than engage in hostilities. Both sides fear the other
might convert their podmates and, despite having
vastly different ideologies, they still see themselves
as one people who already fought and lost their lives
against another’s tyranny.
Most chitines have multiple arms, an aversion to
sunlight, and the ability to shoot webbing.
Mixed Chitines
Chitines who don’t follow Lolth still inhabit the
Underdark and other subterranean spaces because
of their sensitivity to sunlight, so while mixed
chitines aren’t always the result of Lolth worshipers
coming together, they are frequently from
peoples who frequent the subterranean locale.
Frequently, mixed chitines also inherit their
parent’s Sunlight Sensitivity and keep to the
darker places of the world unless they have
reason to do otherwise.
Mixed chitines often have multiple arms, fey
heritage, and the ability to shoot webbing.
18
Chitine Traits Web (2 Points)
You have a pool of 16 points to spend between your You can shoot sticky webs from your body as a
two birth parents. If either or both of your birth ranged weapon attack. This attack has a 30/60-foot
parents are chitines, choose from the following. range. On a hit, the creature is restrained by
webbing. As an action, the restrained creature can
Arachnid Skills (4 Points) make a Strength check against a DC equal to 8 +
You have proficiency in the Athletics and Stealth your proficiency bonus + your Constitution modifier,
skills. escaping from the webbing on a success.
Darkvision (4 Points) Web Walker (1 Point)
You can see in dim light within 60 feet of you as if it You ignore movement restrictions caused by
were bright light, and in darkness as if it were dim webbing.
light. You can’t discern color in darkness, only shades
of gray. Example Birth Parents
Fey Ancestry (3 Points) You can make a chitine birth parent option quickly
You have advantage on saving throws against being with any of these examples.
charmed, and magic can’t put you to sleep.
Four Arms (8 Points) Chitine Birth Parent I
You have four arms and can hold and use items in One of your birth parents is a chitine.
each of your hands. If you have extra attacks, when You have powerful spider skills and are
you take the Attack action you can make each of your an expert climber.
attacks using any weapon you are holding.
Arachnid Skills
Improved Climb (4 Points) Improved Climb
You have a climbing speed of 30 feet.
Innate Spellcasting (8 Points)
You know the guidance cantrip. Starting at 3rd level,
you can cast the bane spell with this trait, requiring
no material components. Starting at 5th level, you Chitine Birth Parent II
can also cast the spiritual weapon (dagger) spell with One of your birth parents is a chitine.
this trait. Once you cast bane or spiritual weapon You have two additional arms and a
with this trait, you can’t cast that spell with it again monstrous heritage.
until you finish a long rest. You can also cast either of Four Arms
those spells using any spell slots you have of the Monstrosity
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
parentage).
Monstrosity (1 Point) Chitine Birth Parent III
Your creature type is Monstrosity rather than One of your birth parents is a chitine.
Humanoid. You have can climb any surface and
shoot webbing.
Spider Climb (5 Points)
You can climb difficult surfaces, including upside Spider Climb
down on ceilings, without needing to make an ability Web
check. If you don’t have a climbing speed, each foot of Web Walker
movement costs 1 extra foot as normal.
19
Cyclopes have powerful arms that allow them to
make devastating blows with whatever weapon they
wield or throw large boulders across great distances.
Despite this strength, cyclopes can be handled by
enemies who keep their distance due to cyclopes’
poor vision.
Cyclops Parentage Mixed Cyclopes
Cyclopes are one-eyed giants that roam the wild Because of the isolationist nature of cyclopes, mixed
lands of the world. Isolationist by nature, they keep to cyclopes are very rare, but there’s no specific other
themselves and drive out almost all who encroach on parentage that mixed cyclopes typically are. Mixed
their territory. Rare exceptions are made to outsiders cyclopes typically come about due to their other
—those that can prove themselves fierce warriors parent stumbling upon or building a relationship
and those that have some sort of affinity with the with a cyclopes community.
animals or plants of the land. Because of the stocky nature of cyclopes, mixed
They spend their lives tending to their herd and cyclops often have a very powerful build and display
the land they’ve claimed as theirs and trading the strength of their cyclops parent.
amongst their own small community of cyclopes.
Due to years of stewardship over the wildlands, they
have been suffused with magic.
20
Cyclops Traits Superior Natural Armor (6 Points)
You have a pool of 16 points to spend between your When you aren’t wearing armor, your AC is 14 + your
two birth parents. If either or both of your birth Dexterity modifier (to a maximum of +2). You can use
parents are cyclopes, choose from the following. your natural armor to determine your AC if the
armor you wear would leave you with a lower AC. A
Giant (1 Point) shield’s benefits apply as normal while you use your
Your creature type is Giant rather than Humanoid. natural armor.
Nature’s Tie (8 Points) Supernatural Strength (4 Points)
You know the primal savagery cantrip. Starting at Your Strength score increases by 1. You can’t
3rd level, you can cast the speak with animals spell increase an ability score above 17 using this trait.
with this trait. Starting at 5th level, you can also cast Tough Skin (6 Points)
the locate animals or plants spell with this trait, You have resistance to piercing damage from
requiring no material components. Once you cast nonmagical weapons.
speak with animals or locate animals or plants with
this trait, you can’t cast that spell with it again until Example Birth Parents
you finish a long rest. You can also cast either of
those spells using any spell slots you have of the You can make a cyclops birth parent option quickly
appropriate level. with any of these examples.
Intelligence, Wisdom, or Charisma is your
spellcasting ability for these spells when you cast
them with this trait (choose when you select this
parentage). Cyclops Birth Parent I
One of your birth parents is a cyclops.
Poor Depth Perception (−5 Points) You have giant heritage, have tough
You have disadvantage on any attack roll against a skin, have a hard time seeing, and your
target more than 30 feet away. muscles are strong.
Powerful Build (1 Point) Giant
You count as one size larger when determining your Poor Depth Perception
carrying capacity and the weight you can push, drag, Superior Natural Armor
or lift. Supernatural Strength
21
history, she cursed his entire house, turning
darklings into their current form and causing their
bodies to absorb light and age rapidly. Because of
this curse, darklings rarely venture out during the
day and, if forced to, they cover themselves from
head to toe in dark clothing to blot out the sun.
Particularly wise and respected darklings can
undergo a transformative ritual, during which other
elders ink glowing tattoos on the supplicant’s body
that channel some of their absorbed light away from
their body. If successful, the supplicant is
transfigured into a darkling elder; if unsuccessful, the
supplicant dies.
Darklings can cast darkness that they can peer
through and let out a burst of energy upon their
death.
Mixed Darklings
Darkling Parentage Despite the darklings’ curse, they trade and interact
Darklings are small Fey with hooved feet and gray with surface-dwelling people and some join their
skin who are usually found in secluded caverns and enclaves as permanent citizens. Mixed darklings can
chambers beneath established settlements. Legend be from anywhere and have any parentage. Mixed
says an ancient seelie fey ancestor of the darklings darklings with the same curse as their parents
betrayed the Summer Queen. Her rage was so fierce typically spend their entire lives beneath the earth.
that, after striking his name from all minds and Mixed darklings sometimes have superior
darkvision and can create and see in magical
darkness.
22
Darkling Traits Shadowtouched (8 Points)
You have a pool of 16 points to spend between your You know the looming shadow cantrip (see Appendix
two birth parents. If either or both of your birth B). Starting at 3rd level, you can cast the shadowing
parents are darklings, choose from the following. mark spell with this trait. Starting at 5th level, you
can also cast the darkness spell with this trait,
Death Flash (5 Points) requiring no material components. Once you cast
When you are reduced to 0 hit points, nonmagical shadowing mark or darkness with this trait, you can’t
light flashes out from you in a 10-foot radius. Each cast that spell with it again until you finish a long
creature within 10 feet of you that can see the bright rest. You can also cast either of those spells using
light must succeed on a Constitution saving throw any spell slots you have of the appropriate level.
against a DC equal to 8 + your proficiency bonus + Intelligence, Wisdom, or Charisma is your
your Constitution modifier, or be blinded until the spellcasting ability for these spells when you cast
end of its next turn. While you are at 0 hit points and them with this trait (choose when you select this
dying, you cast bright light within a 10-foot radius parentage).
and dim light for an additional 10 feet. If you are
stabilized or regain hit points, this effect immediately Example Birth Parents
ends. You can make a darkling birth parent option quickly
When you die, your body gives off one final flash of with either of these examples.
light as your body and your possessions burn to ash.
Any equipment that you were carrying or wearing is
immediately destroyed, excluding any metal or
magical items. Darkling Birth Parent I
One of your birth parents is a darkling.
Exceptional Darkvision (6 Points) You have excellent sight in darkness,
You can see in dim light within 120 feet of you as if it have fey heritage, and are under the
were bright light, and in darkness as if it were dim curse of a powerful archfey.
light. You can’t discern color in darkness, only shades
of gray. Exceptional Darkvision
Fey
Fey (1 Point) Seelie Curse
Your creature type is Fey rather than Humanoid
Light Sensitivity (−8 Points)
You have disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight when
you are in bright light. Darkling Birth Parent II
One of your birth parents is a darkling.
Seelie Curse (−1 Points) You have excellent sight in darkness,
For every hour you spend in sunlight you age one have Fey heritage, and are under the
month. curse of a powerful archfey.
Shadowsight (3 Points) Death Flash
If you inherit darkvision from your other birth parent, Light Sensitivity
you can see normally in darkness, both magical and Shadowsight
nonmagical, to a distance of 120 feet. Shadowtouched
23
Mixed Deep Scions
Because the original deep scions were used as spies
and spread across the surface world, mixed scions
can be found far and wide in mixed settlements
along with hidden deep scion settlements. Most deep
scions do not venture out into large bodies of water
for fear of being taken over by the underwater power
that started their lineage.
Deep Scion Parentage Some mixed deep scions can breathe both air and
water, can shapechange, and have a powerful psychic
Deep scions are people who were given a terrible screech.
choice by an undersea power that had stolen them
from the shore or saved them from a shipwreck: Deep Scion Traits
surrender to me or drown. Those who accepted had You have a pool of 16 points to spend between your
their bodies transformed in a dark ritual to be spies two birth parents. If either or both of your birth
on the surface. They are now shapeshifters with a parents are deep scions, choose from the following.
form that can survive underwater. While the original
deep scion followed the entity’s instructions dutifully, Alteration Magic (4 Points)
as more time passes and the spies intermingle with You can cast the alter self spell once with this trait,
the surface world, more deep scions are born outside regaining the ability to do so when you finish a long
of the entity’ influence. rest. You can also cast this spell using any spell slots
Deep scions have powerful teeth and claws in their you have of the appropriate level.
hybrid form and a psychic screech that stuns Intelligence, Wisdom, or Charisma is your
creatures. spellcasting ability for this spell when you cast it with
this trait (choose when you select this parentage).
24
Amphibious (1 Point) In water, psychic screech also telepathically
You can breathe air and water. transmits your memories of the last 24 hours to your
master (the creature that made you a deep scion, if
Improved Bite and Claw (3 Points) applicable), regardless of distance, so long as you
You have fangs and claws you can use to make and your master are in the same body of water.
unarmed strikes. When you hit with them, the strike Superior Swim (4 Points)
deals 1d6 + your Strength modifier piercing or You have a swimming speed of 40 feet.
slashing damage (your choice), instead of the
bludgeoning damage normal for an unarmed strike. Example Birth Parents
Limited Shapechange (6 Points) You can make a deep scion birth parent option
As an action, you can change from your monstrous quickly with any of these examples.
form to your humanoid form. Your creature type does
not change. You can change your appearance and
voice. You determine the specifics of the changes,
including your coloration, hair length, and sex. You Deep Scion Birth Parent I
can also adjust your height and weight, but not so One of your birth parents is a deep
much that your size changes. You can make yourself scion. You have the ability to change
appear as a member of another parentage, though shape, can breathe air and water, and
none of your game statistics change. You can’t have a powerful bite and claw.
duplicate the appearance of a creature you’ve never Alteration Magic
seen, and you must adopt a form that has the same Amphibious
basic arrangement of limbs that you have. Your Improved Bite and Claw
clothing and equipment aren’t changed by this trait.
Once you’ve made this first transformation, that is
the form you take on subsequent changes.
You stay in the Humanoid form until you use an
action to revert to your true form or until you die.
Deep Scion Birth Parent II
Monstrosity (1 Point) One of your birth parents is a deep
Your creature type is Monstrosity rather than scion. You can shapeshift and have
Humanoid. monstrous heritage.
Psychic Attack (2 Points) Limited Shapechange
You can cast the dissonant whispers spell once with Monstrosity
this trait, regaining the ability to do so when you
finish a long rest. You can also cast this spell using
any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your
spellcasting ability for this spell when you cast it with
this trait (choose when you select this parentage). Deep Scion Birth Parent III
One of your birth parents is a deep
Psychic Screech (5 Points) scion. You have a psychic attack and
As an action, you can emit a horrifying screech that are a powerful swimmer.
can be heard clearly within 300 feet. Creatures Psychic Attack
within 30 feet of you must succeed on a Wisdom Superior Swim
saving throw against a DC equal to 8 + your
proficiency bonus + your Constitution modifier, or be
frightened of you until the end of your next turn. You
can use this trait once, and regain the ability to do so
when you finish a long rest.
25
Dragonborn
If two creatures of draconic parentage have children
together, the result is a dragonborn. Born of
Dragons, as their name proclaims, dragonborn
seamlessly combine the attributes of Dragons and
Humanoids.
Dragonborn look very much like dragons standing
Draconic Parentage erect in humanoid form, though they lack wings and
Dragons are winged reptiles of ancient lineage and most have no tail. Dragonborn have scales of vibrant
fearsome power, with the eldest accounted as some hues matching the colors of their dragon kin—bright
of the most powerful creatures in the world. Dragons red, green, blue, or white, lustrous black, or gleaming
are also magical creatures whose innate power fuels metallic gold, silver, brass, copper, or bronze.
their dreaded breath weapons and other Generations of intermarrying can create a more
preternatural abilities. uniform appearance with small, fine scales that are
When a dragon in polymorphed form mates with usually brass or bronze in color, sometimes ranging
another creature, the union sometimes produces to scarlet, rust, gold, or copper-green. Dragonborn
mixed-parentage offspring. The result is a creature are tall and strongly built, often standing close to 6½
that combines the essence of the dragon with the feet tall and weighing 300 pounds or more. Their
form of their other parent. Regardless of their hands and feet are strong, talonlike claws with three
origins, all those with draconic parentage have fingers and a thumb on each hand.
similar traits and appearance, gaining either Those with only one draconic birth parent display
resistance to destructive energy or a breath weapon. some, but not all, of these attributes. Their scales
may be smaller or softer.
26
Draconic Traits For 1 minute, you become immune to the damage
type associated with your draconic parentage. Once
You have a pool of 16 points to spend between your you use this trait, you can’t do so again until you
two birth parents. If either or both of your birth finish a long rest.
parents are draconic, choose from the following.
Damage Resistance (3 Points)
Breath Weapon (7 Points) Choose one kind of dragon from the Draconic
Choose one kind of dragon from the Draconic Parentage table. You have resistance to the damage
Parentage table. This determines the damage type type associated with your draconic parentage.
and shape for your other traits, as shown in the table.
When you take the Attack action on your turn, you Darkvision (4 Points)
can replace one of your attacks with an exhalation of You can see in dim light within 60 feet of you as if it
magical energy, the size of which is determined by were bright light, and in darkness as if it were dim
your draconic parentage. Each creature in that area light. You can’t discern color in darkness, only shades
must make a Dexterity saving throw against a DC of gray.
equal to 8 + your proficiency bonus + your
Constitution modifier. On a failed save, the creature Gem Flight (4 Points)
takes 1d10 damage of the type associated with your Starting at 5th level, you can use a bonus action to
draconic parentage. On a successful save, it takes manifest spectral wings on your body. These wings
half as much damage. This damage increases by last for 1 minute. For the duration, you gain a flying
1d10 when you reach 5th level (2d10), 11th level speed equal to your base speed and can hover. Once
(3d10), and 17th level (4d10). you use this trait, you can’t do so again until you
You can use your Breath Weapon a number of finish a long rest.
times equal to your proficiency bonus, and you
regain all expended uses when you finish a long rest. Metallic Breath Weapon (5 Points)
At 5th level, you gain an alternate breath weapon.
Draconic Parentage When you take the Attack action on your turn, you
Dragon Damage Type Breath Weapon can replace one of your attacks with an exhalation in
Amethyst Force 15-ft. cone a 15-foot cone. Whenever you use this trait, choose
one:
Black Acid 5-by-30-ft. line
Enervating Breath. Each creature in the cone
Blue Lightning 5-by-30 ft. line must succeed on a Constitution saving throw against
Brass, gold Fire 15-ft. cone a DC equal to 8 + your proficiency bonus + your
Bronze Lightning 15-ft. cone
Constitution modifier, or become incapacitated until
the start of your next turn.
Copper Acid 15-ft. cone Repulsion Breath. Each creature in the cone
Crystal Radiant 15-ft. cone must succeed on a Strength saving throw against a
Emerald Psychic 15-ft. cone DC equal to 8 + your proficiency bonus + your
Constitution modifier, or be pushed 20 feet away
Green Poison 5-by-30-ft. line
from you and be knocked prone.
Red Fire 5-by-30-ft. line Once you use your Metallic Breath Weapon, you
Sapphire Thunder 15-ft. cone can’t do so again until you finish a long rest.
Silver Cold 15-ft. cone Psionic Mind (2 Point)
Topaz Necrotic 15-ft. cone You can send telepathic messages to any creature
White Cold 5-by-30-ft. line you can see within 30 feet of you. You don’t need to
share a language with the creature for it to
Chromatic Warding (3 Points) understand these messages, but it must be able to
Starting at 5th level, as an action, you can channel understand at least one language to comprehend
your draconic energy to protect yourself. Choose one them.
kind of dragon from the Draconic Parentage table.
27
Example Birth Parents
You can make a draconic birth parent option quickly
with any of these examples.
28
Elves have adapted to a number of different
environments. Some live deep in the forest or jungle,
swift and trackless, while others live by or near the
sea, giving them aquatic adaptations. Still other elves
live their lives underground, giving them unrivaled
eyesight and innate magic.
Some elves have spilled beyond the Material
Plane, entering other realms and staying for
countless generations. The elves known as the
Elven Parentage eladrin have adapted to the vibrant Feywild, while the
shadar-kai elves can survive in the gloomy
Elves are known for their sharp facial features. They Shadowfell. And those who sail Wildspace are the
are slightly shorter than humans, ranging from under astral elves.
5 feet tall to just over 6 feet. They are more slender
than humans, weighing only 100 to 145 pounds. Mixed Elves
Elves’ coloration encompasses the normal human Mixed elves combine the physical features of their
range and also includes skin in shades of copper, elven and non-elven parent. Mixed elven coloration
bronze, purple, and almost bluish-white, hair of and features lie somewhere between their elven
green or blue, and eyes like pools of liquid gold or parent and non-elven parent, displaying even more
silver. Most elves have no facial hair and little body variety than that found among either people. They
hair. tend to have the eyes of their elven parents.
Elves can live for centuries, giving them a broad Because mixed elves typically live well over a
perspective on events. Since they are so long-lived, century, many of them watch friends and loved ones
they can enjoy centuries of exploration, discovery, age while time barely touches them.
relaxation, or any other pursuit.
29
Elven Traits
You have a pool of 16 points to spend between your Other Elves
two birth parents. If either or both of your birth You can find unique dark elven, eladrin, sea elven,
parents are elves, choose from the following. shadar-kai, and wood elven parentage traits in the
original An Elf and an Orc Had a Little Baby.
Darkvision (4 Points)
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 Example Birth Parents
of gray.
You can make an elven birth parent option quickly
Fey Ancestry (3 Points) with any of these examples.
You have advantage on saving throws against being
charmed, and magic can’t put you to sleep.
Keen Senses (2 Points) Elven Birth Parent I
You have proficiency in the Perception skill. One of your birth parents is an elf of
any kind or a mix of elven parentages.
Long-Lived (0 Points) You see in the dark and are resistant to
If you inherit this trait from your other birth parent fey magic.
also, your lifespan is relatively long. Darkvision
Starlight Step (5 Points) Fey Ancestry
As a bonus action, you can magically teleport up to Long-Lived
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.
Sylvan Magic (2 Points) Elven Birth Parent II
One of your birth parents is an elf of
Starting at 5th level, you can cast the pass without any kind or a mix of elven parentages.
trace spell with this trait, requiring no material You don’t need sleep and have keen
components. Once you cast pass without trace with senses.
this trait, you can’t do so again until you finish a long
rest. You can also cast the spell using any spell slots Keen Senses
you have. Long-Lived
Wisdom is your spellcasting ability for this spell Sylvan Magic
when you cast it with this trait. Trance
Trance (1 Point)
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. Astral Elven Birth Parent
One of your birth parents is an astral
Trance Proficiencies (3 Points) elf. Trancing gives you special abilities
Whenever you finish a long rest, you gain proficiency and you can teleport.
in one skill of your choice and with one weapon or
tool of your choice, selected from the Player’s Starlight Step
Handbook. You mystically acquire these proficiencies Trance 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.
30
Empyrean Parentage
Empyreans are creatures native to the Upper Planes Due to the divine magic coursing through their
and children of the gods themselves. Many of them blood, empyreans have powerful innate magic and
serve their divine parents as agents in the mortal can shrug off most magic effects.
realm and throughout the planes. Empyreans are
usually good by nature, so the exceptional one who Mixed Empyreans
strays from a good alignment is a horrifying rarity. Mixed empyreans are usually the result of an
The empyrean’s sublime beauty and presence can individual’s devoutness, whether good or evil, being
drive awestruck onlookers to their knees. Yet they recognized by an empyrean. In other cases, a
can be destroyers too. Their appearance portends powerful tyrant empyrean might see a great warrior
doom as often as they signal hope. Often the doom is and be attracted to that power.
due to the anger of their godly parents, but rarely the As the offspring of divine titans, mixed empyreans
doom is from the empyrean themselves. Empyreans can be Celestials, Humanoids, or any other type their
who have been corrupted or cursed by evil gods other parent might be. Most also manifest their
descend to the mortal realms to wreak havoc and emotions in the physical world.
rule over others as tyrants.
31
Empyrean Traits
You have a pool of 16 points to spend between your Empyrean Birth Parent I
two birth parents. If either or both of your birth One of your birth parents is an
parents are empyreans, choose from the following. empyrean. You have celestial heritage
and magic, can swim, and manifest
Celestial (1 Point) your emotions on the world.
Your creature type is Celestial rather than
Humanoid. Divine Magic
Manifest Emotions
Divine Hindrance (8 Points)
You have advantage on saving throws against spells
and other magical effects.
Divine Magic (8 Points) Empyrean Birth Parent II
You know the spare the dying cantrip. Starting at 3rd One of your birth parents is an
level, you can cast the cure wounds spell with this empyrean. You can fly and are an adept
trait. Starting at 5th level, you can also cast the lesser swimmer.
restoration spell with this trait. Once you cast cure
wounds or lesser restoration with this trait, you can’t Flight
cast that spell with it again until you finish a long Improved Swim
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 Empyrean Birth Parent III
parentage). One of your birth parents is an
Flight (6 Points) empyrean. You have celestial heritage
You have a flying speed of 20 feet. To use this speed, and protection against magic.
you can’t be wearing medium or heavy armor. Celestial
Divine Hindrance
Improved Swim (2 Points)
You have a swimming speed of 30 feet.
Manifest Emotions (1 Points)
You can experience deity-like fits of emotion which
affect the world around you in small ways. When you
are sad, the sky might turn gray or rain. When you
are happy, birds might chirp, or small animals might
parade behind you. When you are angry, fires might
burn abnormally high or thunder might crack in the
distance. The exact effects of this trait are up to the
Dungeon Master.
Example Birth Parents
You can make an empyrean birth parent option
quickly with any of these examples.
32
multigenerational homesteads which aid in raising
the 5 to 10 children they usually have. Every couple
of months there is a large gathering of equinal to
reconnect as a community, introduce the children to
each other, talk about and dangers that might be
plaguing the land and potentially pose a threat to the
equinals, and just engage in communal festivities.
Equinals have powerful hooves and can run at
great speeds.
Equinal Parentage Mixed Equinals
Equinals are warhorse-like celestial Humanoids Mixed equinals are typically raised and spend their
native to the Beastlands. They possess fingers that, whole life in the Beastlands but can also be found in
when balled into fists, can transform into another set adjacent planes along with the Material Plane. Those
of hooves allowing them to gallop on all fours. found in the Material Plane typically settle down in
Equinals rarely leave the Beastlands, so there is wide open plains areas populated with horses or
plenty of open space for hunting, raising families, near forests for hunting.
and galloping alongside actual horses. Equinals have Many mixed equinals can frighten their enemies
occasionally left the Beastlands in large droves due and are fast runners.
to fiendish incursions.
While equinals are always ready to help out one of
their own, most equinals don’t spend a lot of time
with other equinals that aren’t part of their family,
either by blood or by choose. They usually reside on
33
Equinal Traits Example Birth Parents
You have a pool of 16 points to spend between your You can make an equinal birth parent option quickly
two birth parents. If either or both of your birth with any of these examples.
parents are equinals, choose from the following.
Full Speed (6 Points)
Your base speed increases by 10 feet. Equinal Birth Parent I
One of your birth parents is an equinal.
Gallop (3 Points) You are a fast runner and have
You can use this trait to take the Dash action as a powerful hooves.
bonus action.
Once you use this trait, you can’t use it again until Full Speed
you finish a short or long rest. Powerful Build
Hardy Form (2 Points)
You have advantage on Constitution saving throws
against exhaustion.
Improved Hooves (4 Points) Equinal Birth Parent II
You have hooves you can use to make unarmed One of your birth parents is an equinal.
strikes. When you hit with them, the strike deals 1d6 You can dash and stave off exhaustion
+ your Strength modifier bludgeoning damage, and have powerful hooves.
instead of the bludgeoning damage normal for an Gallop
unarmed strike. Hardy Form
In addition, on a hit with your Hooves attack, you Improved Hooves
can use a bonus action to force the target to succeed
on a Strength saving throw against a DC equal to 8 +
your proficiency bonus + your Strength modifier, or
be pushed away 15 feet and knocked prone. You can
do so once with this trait and regain the ability to do
so when you finish a long rest. Equinal Birth Parent III
Powerful Build (1 Point)
One of your birth parents is an equinal.
You can jump well and strike fear in
You count as one size larger when determining your your enemies.
carrying capacity and the weight you can push, drag,
or lift. Standing Jump
Whinny
Standing Jump (6 Points)
You have a long jump equal to your base speed and a
high jump equal to half your base speed. You do not
need a running start to jump these distances.
Whinny (1 Point)
As an action, you can let out a loud whinny that
shakes your target. One creature within 60 feet of
you that can hear the whinny must succeed on a
Wisdom saving throw against a DC equal to 8 + your
proficiency bonus + your Charisma modifier, or be
frightened of you until the end of your next turn. The
target can reroll its Wisdom saving throw on the
start of its turn to end the condition.
Once you use this trait, you can’t use it again until
you finish a long rest.
34
influence presents themself. These groups cooperate
with one another only so long as there is some
perceivable benefit in doing so and if the leader stays
alive and undefeated. The death, departure, or
discrediting of that leader or really any major loss
suffered is often enough to shatter group cohesion
and break up the band.
With powerful arms, ettins are a force to be
reckoned with in head-to-head combat, but most
Ettin Parentage ettins prefer to watch and wait for their prey, finding
the perfect moment to ambush.
Ettins are two-headed Giants that share some facial
features with orcs. Not considered true Giants, ettins Mixed Ettins
bridge the gap between “true” Giants and giant-kin. Given ettins’ isolationist nature, mixed ettins are a
Given that they spend their lives without any privacy, rare sight. Typically their other birth parent must
ettins are devout isolationists from each other and have ties to the environments that ettins frequent,
other people. Some maintain this hermit lifestyle such as caves and heavily wooded areas, to have
through brute force, violently dispatching any that interacted with them at all.
approach them, while others use more sociable Many mixed ettins have two heads and hearty
methods. constitutions.
On rare occasions, ettins gather together into
small groups, as gangs of living mates or bands of
wandering destroyers, if an ettin of particular
35
Ettin Traits Example Birth Parents
You have a pool of 16 points to spend between your You can make an ettin birth parent option quickly
two birth parents. If either or both of your birth with either of these examples.
parents are ettins, choose from the following.
Enhanced Constitution (4 Points)
Your Constitution score increases by 1. You can’t Ettin Birth Parent I
increase an ability score above 17 using this trait. One of your birth parents is an ettin.
You have giant heritage, keen hearing
Giant (1 Point) and sight, and thick skin.
Your creature type is Giant rather than Humanoid.
Giant
Keen Senses (2 Point) Keen Senses
You have proficiency in the Perception skill. Improved Natural Armor
Improved Natural Armor (4 Points)
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 Ettin Birth Parent II
as normal while you use your natural armor. One of your birth parents is an ettin.
You have two heads and a powerful
Powerful Build (1 Point) constitution.
You count as one size larger when determining your Enhanced Constitution
carrying capacity and the weight you can push, drag, Powerful Build
or lift. Wakeful
Two Heads (11 Points)
You have two heads. While both of your heads are
awake, you have advantage on Wisdom (Perception)
checks and on saving throws against being blinded,
charmed, deafened, frightened, or stunned.
Wakeful (1 Point)
You have two heads. When one of your heads is
asleep, your other head is awake.
36
Fiendish Parentage incubi and succubi who reside on the Material Plane
are there to do evil. Many are there to live normal
Fiends are diabolical entities from the Nine Hells or lives away from the politics and destruction of devils
Abyss. Unique Fiends who have clear distinctions of and demons.
where they come from and who they align with can
be demons, devils, or neither if they are out for their Cambions
own benefit. Because Fiends vary in their appearance, so do
Because Fiends can vary widely from each other, cambions. They can look different from every other
no one place or trait can be associated with all Fiend, or they can share physical similarities. As
Fiends. They are as different as the Nine Hells and such, there’s no one way for any of them to look or
Abyss are. know what abilities they might have.
Incubi and succubi are typically found across the Cambions are sometimes the result of incubui or
lower planes in the service of devils, demons, night succubi seducing Humanoids for nefarious reasons.
hags, and sometimes even the Lord of the Hells. But any Fiend-Humanoid pairing can result in a
When on the Material Plane they are often there to cambion, and when asked, a lot have said there was a
do the dark dealings of their masters, tempting lot of love between their parents.
mortals to perform acts of evil. However, not all
37
Fiendish Traits Intelligence, Wisdom, or Charisma is your
spellcasting ability for these spells when you cast
You have a pool of 16 points to spend between your them with this trait (choose when you select this
two birth parents. If either or both of your birth parentage).
parents are Fiends, choose from the following.
Fiendish Resistances (3 Points)
Charm (2 Points) Choose one from among cold, fire, lightning, and
As an action, you attempt to charm a Humanoid you poison. You have resistance to this damage type.
can see within 30 feet. The target must succeed on a
Wisdom saving throw against a DC equal to 8 + your Improved Claws (2 Point)
proficiency bonus + your Charisma modifier and You have claws that you can use to make unarmed
does so with advantage if you or your companions strikes. When you hit with them, the strike deals 1d6
are fighting them. If they fail the saving throw, they + your Strength modifier slashing damage, instead of
are charmed by you until the effect ends or until you the bludgeoning damage normal for an unarmed
or your companions do anything harmful to them. strike.
The charmed creature regards you as a friendly
acquaintance. When the effect ends, the creature Improved Flight (10 Points)
knows they were charmed by you. Once you use this You have a flying speed of 30 feet. To use this speed,
trait, you can’t use it again until you finish a long rest. you can’t be wearing medium or heavy armor.
Darkvision (4 Points) Shapechanger (8 Points)
You can see in dim light within 60 feet of you as if it As an action, you can change your appearance and
were bright light, and in darkness as if it were dim your voice. You determine the specifics of the
light. You can’t discern color in darkness, only shades changes, including your coloration, hair length, and
of gray. sex. You can also adjust your height and weight and
can change your size between Medium and Small.
Draining Kiss (3 Points) You can make yourself appear as a member of
As an action, you kiss a Humanoid. The target must another parentage, though none of your game
make a Wisdom saving throw against a DC equal to statistics change. You can’t duplicate the appearance
8 + proficiency bonus + your Charisma modifier. If a of an individual you’ve never seen, and you must
creature is under the effects of your Charm ability, adopt a form that has the same basic arrangement of
the target makes the save with disadvantage. On a limbs that you have. Your clothing and equipment
failed save, the target takes 1d10 psychic damage. aren’t changed by this trait.
This damage increases by 1d10 when you reach You stay in the new form until you use an action to
5th level (2d10), 11th level (3d10), and 17th level revert to your true form or until you die. While in
(4d10). your Humanoid form, you lose any natural weapons
or ability to fly.
Fiend (1 Point)
Your creature type is Fiend rather than Humanoid. Superior Darkvision (2 Points)
If you inherit darkvision from your other birth parent,
Fiendish Magic (8 Points) increase your darkvision’s range by 60 feet.
You know the fire bolt cantrip. Starting at 3rd level,
you can cast the command spell with this trait. Telepathic Bond (4 Points)
Starting at 5th level, you can also cast the alter self You can communicate telepathically with a creature
spell with this trait, requiring no material charmed using your Charm ability, regardless of
components. Once you cast command or alter self distance. You do not need to be on the same plane of
with this trait, you can’t cast that spell with it again existence as the affected creature.
until you finish a long rest. You can also cast either of
those spells using any spell slots you have of the
appropriate level.
38
Example Birth Parents
You can make a fiendish birth parent option quickly Incubus/Succubus Birth
with any of these examples. Parent II
One of your birth parents is an incubus
or succubus. You can alter your form.
Cambion Birth Parent I Shapechanger
One of your birth parents is a Fiend.
You have resistance to damage, can see
in the dark, and have a fiendish
heritage.
Darkvision
Fiend
Fiendish Resistances
Incubus/Succubus Birth
Parent I
One of your birth parents is an incubus
or succubus. You can charm others,
deal psychic damage with a kiss, and
communicate telepathically with
others.
Charm
Draining Kiss
Telepathic Bond
Firenewt Parentage Firenewts have immunity to fire and are quick on
their feet.
Firenewts are reptilian Humanoids, native to regions
containing hot springs, volcanic activity, or hot and Mixed Firenewts
wet conditions. Because firenewts need heat and Because firenewts need specific conditions to thrive,
humidity to thrive and procreate, firenewts are rarely most mixed firenewts come are born of parents who
found outside of those locations. Most firenewt make their home in hotter climates. The exception is
communities are militaristic theocracies, worshiping when the firenewts travel for war, which isn’t limited
the element of fire. Different communities worship to hotter areas. Many mixed firenewts have the same
the element of fire differently, with some disposition as their firenewt parentage and are
communities worshipping Imix, the Prince of Evil almost exclusively seen in hotter regions.
Fire, and acting in aggressive, wrathful, and cruel Mixed firenewts can have a strong bite and can
manners. Others worship the sun for its life-giving heal from fire damage.
abilities.
40
Firenewt Traits Example Birth Parents
You have a pool of 16 points to spend between your You can make a firenewt birth parent option quickly
two birth parents. If either or both of your birth with any of these examples.
parents are firenewts, choose from the following.
Fire Absorption (7 Points)
If you are subjected to fire damage, you can choose Firenewt Birth Parent I
to take no damage and instead heal yourself. As a One of your birth parents is a firenewt.
reaction, you can spend one Hit Die and regain the You have sharp teeth, a monstrous
number of hit points rolled. heritage, and a tough hide.
Fire Immunity (8 Points) Monstrosity
You have immunity to fire damage. Natural Armor
Superior Bite
Monstrosity (1 Point)
Your creature type is Monstrosity rather than
Humanoid.
Natural Armor (1 Point)
When you aren’t wearing armor, your AC is 12 + your Firenewt Birth Parent II
Dexterity modifier. You can use your natural armor to One of your birth parents is a firenewt.
determine your AC if the armor you wear would You can absorb fire.
leave you with a lower AC. A shield’s benefits apply Fire Absorption
as normal while you use your natural armor.
Quick Movement (6 Points)
Your base speed increases by 10 feet.
Superior Bite (4 Points)
Firenewt Birth Parent III
You have a mouth that you can use to make unarmed One of your birth parents is a firenewt.
strikes. When you hit with it, the strike deals 1d8 + You are immune to fire.
your Strength modifier piercing damage, instead of
the bludgeoning damage normal for an unarmed Fire Immunity
strike.
42
Giff Traits Hippo Build (4 Points)
You have a pool of 16 points to spend between your You have advantage on Strength-based ability checks
two birth parents. If either or both of your birth and Strength saving throws. In addition, you count
parents are giff, choose from the following. as one size larger when determining your carrying
capacity and the weight you can push, drag, or lift.
Charge (2 Points)
If you move at least 30 feet toward a creature and hit Improved Swim (2 Points)
it with a Strength-based melee weapon attack on the You have a swimming speed of 30 feet.
same turn, the target takes an extra 1d4 damage
from the attack. Example Birth Parents
This damage increases to 2d4 at 5th level, 3d4 at You can make a giff birth parent option quickly with
11th level, and 4d4 at 17th level. either of these examples.
Damage Dealer (8 Points)
When you hit a target with a simple or martial
weapon, you can cause the target to take extra Giff Birth Parent I
damage of the same type equal to your proficiency One of your birth parents is a giff. You
bonus. are like a hippo in a ceramics shop.
You can use this trait a number of times equal to
your proficiency bonus, but you can use it no more Damage Dealer
than once per turn. You regain all expended uses
when you finish a long rest.
44
Grimlock Traits Example Birth Parents
You have a pool of 16 points to spend between your You can make a grimlock birth parent option quickly
two birth parents. If either or both of your birth with any of these examples.
parents are grimlocks, choose from the following.
Improved Bite (2 Points)
You have a bite that you can use to make unarmed Grimlock Birth Parent I
strikes. When you hit with it, the strike deals 1d6 + One of your birth parents is a grimlock.
your Strength modifier piercing damage, instead of You have a strong bite and keen ears
the bludgeoning damage normal for an unarmed and nose and can hide in rocky terrain.
strike. Improved Bite
Blind Senses (10 Points) Keen Senses
You have immunity to the blinded condition. You can Stone Camouflage
perceive your surroundings within 30 feet of you
without relying on sight, but you are blind beyond
this radius.
Mind Thrust (9 Points)
When you take the Attack action on your turn, you Grimlock Birth Parent II
can replace one of the attacks with a blast of One of your birth parents is a grimlock.
destructive psychic energy in a 30-foot line that is 5 You have a powerful psionic attack.
feet wide. Each creature in this area must make an Mind Thrust
Intelligence saving throw against a DC equal to 8 +
your proficiency bonus + your Intelligence modifier.
On a failed save, a creature takes 1d6 psychic
damage or half as much damage on a successful
save. The damage increases to 2d6 at a 5th level, 3d6
at 11th level, and 4d6 at 17th level. Grimlock Birth Parent II
You can use this trait a number of times equal to One of your birth parents is a grimlock.
your proficiency bonus and regain expended uses You have limited blindsight.
after a long rest.
Blind Senses
Keen Senses (2 Points)
You have proficiency in the Perception skill.
Stone Camouflage (1 Point)
You have advantage on Dexterity (Stealth) checks
made to hide in rocky terrain.
a place to host visiting hadozees easily. A hadozee
who arrives in a port with no hadozee house would
likely stay onboard the ship. Should the hadozees in
these houses prove hospitable to visiting hadozees,
willing to listen to the latest stories from sea or
space, then hadozee visitors are expected to chip in
on rent or help with repairs and chores as needed.
Most hadozees maintain their living quarters well so
when they leave a house, they leave it in much better
condition than when they first rented it.
Hadozees can glide long distances and are
Hadozee Parentage resilient against damage.
Hadozees are simian Humanoids covered in fur who Mixed Hadozees
have a membranous structure attached to their
bodies that allows them to glide. Their progenitors Because many hadozees simultaneously love to
were mammals that used to be as small as house constantly be on the move and have a strong sense of
cats. Taking to the trees to avoid larger predators, family, mixed hadozees can be found anywhere but
they eventually evolved into what they are today. typically don’t stay there for long, either because they
Natural climbers, the hadozees also have dextrous are traveling with their hadozee parents or because
feet that act as an additional pair of hands. Often they too have the adventuring spirit. On the occasion
explorers, hadozees are found all across Wildspace. when hadozees do settle down, it tends to be in
Many hadozees enjoy living in large groups places with high structures, still recalling the time
together and sleep in hammocks in large communal when they lived in trees to survive.
houses. Groups pool their money to purchase and Mixed hadozees can sometimes glide and are
keep up a large communal dwelling house, adept climbers.
sometimes called a hadozee house, and thereby have
46
Hadozee Traits Example Birth Parents
You have a pool of 16 points to spend between your You can make a hadozee birth parent option quickly
two birth parents. If either or both of your birth with either of these examples.
parents are hadozees, choose from the following.
Dexterous Feet (2 Points)
As a bonus action, you can use your feet to Hadozee Birth Parent I
manipulate an object, open or close a door or One of your birth parents is a hadozee.
container, or pick up or set down a Tiny object. You have aquatic adaptations and
tough skin.
Glide (5 Points)
When you fall at least 10 feet above the ground, you Glide
can use your reaction to extend your skin Improved Climb
membranes to glide horizontally a number of feet
equal to your base speed, and you take 0 damage
from the fall. You determine the direction of the glide.
Hadozee Resilience (6 Points)
The magic that runs in your veins heightens your Hadozee Birth Parent II
natural defenses. When you take damage, you can One of your birth parents is a hadozee.
use your reaction to roll a d6. Add your proficiency You have simian feet and an innate
bonus to the number rolled, and reduce the damage resilience.
you take by that total. You can use this trait a number Dextrous Feet
of times equal to your proficiency bonus. You regain Hadozee Resilience
all expended uses when you finish a long rest.
Improved Climb (4 Points)
You have a climbing speed of 30 feet.
Also at the heart of kender society is the family
unit. Families usually consist of two parents and two
kids, or they are multigenerational with six or more
kids. Kender children are encouraged to stay with
Kender Parentage their community until they are to explore the wider
world, whether that be their 20s or their 50s to 60s.
Kender share a common creator, the god of craft,
with gnomes, who they often view as their distant Mixed Kender
cousins. They were changed dramatically when they Because kender frequently travel across the known
encountered a powerful source of wild magic, and unknown world, mixed kender appear far and
imbuing them with magic. Although their essence wide among a variety of parentages. Their
changed, kender still share many physical upbringing often informs whether mixed kender
characteristics with their gnome cousins, including share the wanderlust of their kender parent. In other
their short stature and pointed ears. cases, when a mixed kender is raised by a parent and
Kender are often seen adventuring outside of their in a culture that doesn’t have the same sense of
communities. Some assume that the magic that curiosity, they still find themselves exploring the
altered them also gave them wanderlust, but the world to feel closer to the kender parent who
truth is those who were changed originally stumbled adventured before they were born and possibly
upon the magic due to their unsatiated curiosity returned to traveling after their child was grown.
about the world. Being curious about the world and
its mysteries is woven into the fabric of kender life.
48
Kender Traits Example Birth Parents
You have a pool of 16 points to spend between your You can make a kender birth parent option quickly
two birth parents. If either or both of your birth with any of these examples.
parents are kender, choose from the following.
Fearless (5 Points)
You have advantage on saving throws you make to Kender Birth Parent I
avoid or end the frightened condition on yourself. One of your birth parents is a kender.
If you fail a saving throw to avoid or end the You can shake off the effects of
frightened condition on yourself, you can choose to frightening enemies and have been
succeed instead. Once you succeed on a saving throw mystically imbued with knowledge.
in this way, you can’t do so again until you finish a Fearless
long rest. Kender Aptitude
Kender Aptitude (2 Points)
Thanks to the mystical origin of your people, you
have proficiency in one of the following skills of your
choice: Insight, Investigation, Sleight of Hand,
Stealth, or Survival. Kender Birth Parent II
Mystical Resilience (9 points) One of your birth parents is a kender.
You have advantage on saving throws against spells Magic has a harder time affecting you.
and other magical effects. Mystical Resilience
Mystical Awareness (1 Point)
You have a +5 bonus on your passive Wisdom
(Perception) score to avoid being surprised.
Poison Resilience (5 Points)
You have advantage on saving throws against being Kender Birth Parent III
poisoned, and you have resistance to poison damage. One of your birth parents is a kender.
You have a natural resistance to toxins
and a supernatural awareness that
makes it hard to surprise you.
Mystical Awareness
Poison Resilience
49
Mixed Kenku
Some mixed kenku can fly. Those with an aarakocra
birth parent have wings with feathers that match the
rest of their body’s plumage. Mixed kenku with an
infernal or kobold birth parent may also be able to fly,
but their wings are leathery and seem incongruous
with the mixed kenku’s more avian body.
However, most mixed kenku can’t innately fly,
Kenku Parentage though they have instincts that help them should they
acquire that ability. In worlds where airships sail the
Kenku are avian Humanoids who stand around 5 skies, a mixed kenku makes for an excellent
feet tall and weigh between 90 and 120 pounds. Soft, coxswain. Others have become gifted flyers with
sleek, dark feathers cover their bodies. They tread brooms of flying or carpets of flying or just by
lightly when they walk, on talons made for grasping expertly maneuvering while using the fly spell.
the branches of trees and seizing prey from the lofty Many mixed kenku have prodigious reflexes. The
skies. rest have memories so sharp that they can recall
Indeed, kenku were not always flightless folk. conversations and sights from up to a year ago with
Sometime in the not-too-distant past, the kenku had perfect accuracy.
wings. Vestiges of this heritage are evident in their While all mixed kenku have feet that partly
hollow bones, light frames, and flight-honed resemble those of their kenku birth parent, some
instincts. Legends abound about how the kenku lost have talons so sharp and long, they can be used as
their wings, but everyone has a different theory. weapons. These kenku are never truly unarmed, and
Another defining aspect of kenku is their ability to their enemies must take care to avoid their slashing
remember everything they see and hear perfectly. kicks.
Some kenku even train themselves to repeat back in
the same voice that uttered the words.
50
Kenku Traits Seedcracker (1 Points)
You have a pool of 16 points to spend between your You have a beak that you can use to make unarmed
two birth parents. If either or both of your birth strikes. When you hit with it, the strike deals 1d4 +
parents are kenku, choose from the following. your Strength modifier piercing damage, instead of
the bludgeoning damage normal for an unarmed
Child of Ice (4 Point) strike.
You’re naturally adapted to cold climates, as
described in chapter 5 of the Dungeon Master’s Slow Fall (2 Points)
Guide. In addition, you are resistant to cold damage. While falling, you can slow the speed at which you
descend and halve the bludgeoning damage taken at
Ferocious Speed (6 Points) the end of the fall.
Your long muscular legs allow you to move with a
burst of speed. When you move on your turn in Talons (2 Points)
combat, you can double your speed until the end of You have talons that you can use to make unarmed
the turn. Once you use this trait, you can’t use it strikes. When you hit with them, the strike deals 1d4
again until you move 0 feet on one of your turns. + your Strength or Dexterity modifier slashing
damage, instead of the bludgeoning damage normal
Instinctive Flight (1 Point) for an unarmed strike.
You have advantage on checks made to use air
vehicles and magic items that grant the ability to fly, Vicious Talons (2 Points)
such as brooms of flying or carpets of flying, as well You have talons that you can use to make unarmed
as on checks to maintain concentration on a fly spell strikes. When you hit with them, the strike deals 1d6
you have cast. + your Strength modifier slashing damage, instead of
the bludgeoning damage normal for an unarmed
Kenku Reflexes (4 Points) strike.
You have proficiency in the Acrobatics and Stealth
skills. Example Birth Parents
Marine Hunter (4 Points) You can make a kenku birth parent option quickly
You have a swimming speed of 30 feet. In addition, with any of these examples.
you have proficiency in the Survival skill.
Mystra’s Flight (8 Points)
Kenku Birth Parent I
You have a flying speed of 30 feet. To use this speed, One of your birth parents is a kenku.
you can’t be wearing medium or heavy armor. This Though kenku no longer fly, they still
flight is granted to you by magic, and you must have instincts that help in case of a
concentrate on it while flying as if concentrating on a great fall.
spell.
In the area of an antimagic field, you cannot fly Kenku Reflexes
with this trait and begin to fall if airborne. If targeted Slow Fall
by dispel magic, you must succeed on a Charisma
saving throw against the caster’s spell save DC or fall
and remain unable to fly with this trait for 1 minute.
Perfect Memory (2 Points)
You can accurately recall anything you have seen or
heard within the past year.
51
Kenku Birth Parent II
One of your birth parents is a kenku.
You have a keen mind and flight
instincts.
Instinctive Flight
Perfect Memory
Talons
52
dancing on these days is considered incredibly rude
and even a cause for violence. These dances are
more of a magic ritual than an ordinary celebration,
draining the vitality of those who engage in the
dancing and transferring it to their god.
Korreds typically live in scattered clans within
wooded hills or the Feywild. Most eat a primarily
vegetarian diet as a courtesy to nature, but are not
against hunting for game when plantlife becomes
scarce. When hunting, the korreds usually snare
Korred Parentage smaller game with their hair, catch fish in nets made
Korreds are small, gray-skinned Fey with rope-like from their hair, and kill bigger game with their
hair and hooved legs. Korreds often keep to their manipulation of the elemental earth.
communities but are known to consort with Korreds are able to hide in rocky terrain, have
creatures that have ties to the earth, such as magical hair they can manipulate, and have powerful
mountain dwarves, stone giants, galeb duhr, and earth magic.
many others. In many communities, korreds gather Mixed Korreds
weekly to perform ceremonial dances. Most korreds
take special pride in their hair, decorating it with Mixed korreds with a parentage that does not have
ores and gems of the earth. an affinity with the earth are extremely rare, in part
Many korreds perform weekly dances to celebrate because they don’t live in proximity to most korreds
their god Tapann the Undying on isolated hilltops, in and in part because—even if they do—the korreds
woodland glades, or in clearings. These celebrations keep to themselves.
usually involve dancing and the playing of music with Mixed korreds typically have magical hair and can
bone flutes, slap drums, or harps. To interrupt their blend into rocky terrain.
53
Korred Traits Stone’s Strength (3 Points)
You have a pool of 16 points to spend between your While on the ground, you can use a bonus action to
two birth parents. If either or both of your birth draw on your connection to stone and earth to
parents are korreds, choose from the following. empower your blows. After doing so, your first
weapon attack on that turn deals additional damage
Control Hair (4 Points) equal to half your proficiency bonus (rounded down)
Korreds are famed for their magical hair, and many on a successful hit.
korreds cut their own hair with iron shears and
weave it into sturdy iron rope. You can spend an hour Stone Touched (8 Points)
cutting your hair and weaving a 50-foot length of You know the mold earth cantrip. Starting at 3rd
rope, which is completed when you finish a long rest. level, you can cast the earth tremor spell with this
You can only have one such rope at a time. Creating trait. Starting at 5th level, you can also cast the
a new rope causes the old rope to wither away, earthbind spell with this trait. Once you cast earth
leaving only a small pile of rusty iron shavings. tremor or earthbind with this trait, you can’t cast that
As an action, you can magically animate this rope spell with it again until you finish a long rest. You can
to move 20 feet. If the rope ends this movement in also cast either of those spells using any spell slots
the air, it immediately falls. Otherwise, if this you have of the appropriate level.
movement ends with the rope in the space of another Intelligence, Wisdom, or Charisma is your
creature that you can see, the rope can entangle the spellcasting ability for these spells when you cast
creature. The creature must succeed on a Dexterity them with this trait (choose when you select this
saving throw against a DC equal to 8 + your parentage).
proficiency bonus + your Wisdom modifier, or
become grappled by the rope. The DC to escape this Example Birth Parents
grapple is the same DC as the saving throw to avoid You can make a korred birth parent option quickly
being grappled. with either of these examples.
You can release a creature grappled by your hair
rope as a bonus action. Creatures are automatically
released if you die or are incapacitated. Spending an
action to move the rope again also releases a Korred Birth Parent I
grappled creature. One of your birth parents is a korred.
Darkvision (4 Points)
You have magical hair and fey heritage,
walk slower than others, and can make
You can see in dim light within 60 feet of you as if it powerful strikes.
were bright light, and in darkness as if it were dim
light. You can’t discern color in darkness, only shades Control Hair
of gray. Fey
Little
Fey (1 Point) Stone’s Strength
Your creature type is Fey rather than Humanoid.
Little (−2 Points)
Your base speed reduces to 25 feet. In addition, if
you inherit this trait from your other birth parent
also, your size is Small. Korred Birth Parent II
One of your birth parents is a korred.
Stone Camouflage (1 Point) You can see in the dark and hide in
You have advantage on Dexterity (Stealth) checks rocky terrain.
made to hide in rocky terrain. Darkvision
Fey
Stone Camouflage
54
toa society. While the king and dukes hold absolute
authority over their subjects, the kuo-toa’s propensity
for chaos forces noble elites to forge alliances with
other elites to mitigate infighting.
Kuo-toa can breathe underwater, evade others’
grasps, and use their teeth as weapons.
Mixed Kuo-toa
Either due to the experimentations of the mind
Kuo-toa Parentage flayers or from their time in the Underdark, the kuo-
Kuo-toa are fish people with slippery gray-scaled skin toa have an aversion to sunlight, so only people who
with yellowish undertones. These undertones often spend time in the Underdark are likely to encounter
change based on their emotions. They dwell in the kuo-toa. The kuo-toa are often suspicious people,
Underdark and have fantastical powers. Some say rightly so, and outsiders are usually met with
these powers manifested after countless hostility and even violence. Mixed kuo-toa often
experiments performed on them by mind flayers. inherit their kuo-toa parent’s illusion-based magic.
Kuo-toa can spawn gods into being. Mixed kuo-toa who inherit their parent’s aversion to
Many kuo-toa societies are tyrannical feudal the sun feel most at home in subterranean
theocracies ruled by a priest king and nine priest- environments.
dukes. The priest-dukes form a religious governing
body known as the Sunken Council, which exercise
complete control over the citizens’ lives. Each
council member dictates a different element of kuo-
55
Kuo-Toa Traits Superior Darkvision (2 Points)
You have a pool of 16 points to spend between your If you inherit darkvision from your other birth parent,
two birth parents. If either or both of your birth increase your darkvision range by 60 feet.
parents are kuo-toa, choose from the following.
Sunlight Sensitivity (−6 Points)
Amphibious (1 Point) You have disadvantage on attack rolls and on
You can breathe air and water. Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are
Darkvision (4 Points) trying to perceive is in direct sunlight.
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 Example Birth Parents
light. You can’t discern color in darkness, only shades You can make a kuo-toa birth parent option quickly
of gray. with either of these examples.
Illusory Magic (12 Points)
You know the minor illusion cantrip. Starting at 3rd
level, you can cast the silent image spell with this Kuo-Toa Birth Parent I
trait, requiring no material components. Starting 5th One of your birth parents is a kuo-toa.
level, you can also cast the phantasmal force spell You can breathe air and water, have
with this trait, requiring no material components. powerful illusion magic, and sensitivity
Starting at 7th level, you can also cast the major to sunlight.
image spell with this trait, requiring no material
components. Once you cast silent image, phantasmal Amphibious
force, or major image using this trait, you can’t cast Illusory Magic
that spell with it again until you finish a long rest. Sunlight Sensitivity
You can also cast any 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 Kuo-Toa Birth Parent II
parentage). One of your birth parents is a kuo-toa.
Improved Swim (2 Points)
You are hard to grapple, have tough
skin, and can see into different planes.
You have a swimming speed of 30 feet.
Natural Armor
Natural Armor (2 Points) Otherworldly Perception
When you aren’t wearing armor, your AC is 12 + your Slippery
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.
Otherworldly Perception (3 Points)
You can sense the presence of any creature within 30
feet of you that is on the Ethereal Plane.
Slippery (3 Points)
You have advantage on ability checks and saving
throws made to escape a grapple.
56
Mixed Meenlocks
Mixed meenlocks are typically found in the Feywild
but can often make their way to the Material Plane
through portals or other Feywild shenanigans. They
Meenlock Parentage can also be the offspring of meenlocks that have
Meenlocks are yellow-skinned insectoid-like Fey with migrated to the Material Plane. They typically stay in
sharp two-taloned toes, pincers for hands, powerful subterranean locations on either plane if they’ve
mandibles, and hairs sticking out all over their body. inherited a sensitivity to sunlight. Otherwise, they are
Original meenlocks were created from the found in any major settlement.
overwhelming and intense fear of a creature in the Mixed meenlocks often have deadly claws and a
Feywild. They are typically found on the Feywild and paralyzing strike.
occasionally on the Material Plane in dark
subterranean locations. Meenlocks are unable to
speak and rely solely on telepathic communication.
Meenlocks have sharp claws and the ability to
teleport through darkness.
57
Meenlock Traits Speechless (−4 Points)
You have a pool of 16 points to spend between your You are unable to speak but are still able to read,
two birth parents. If either or both of your birth write, sign, and understand any languages that you
parents are meenlocks, choose from the following. know. You are unable to perform verbal spell
components.
Darkvision (4 Points)
You can see in dim light within 60 feet of you as if it Superior Darkvision (2 Points)
were bright light, and in darkness as if it were dim If you inherit darkvision from your other birth parent,
light. You can’t discern color in darkness, only shades increase your darkvision range by 60 feet.
of gray.
Telepathy (4 Points)
Fearless (4 Points) You can communicate telepathically with any
You have immunity to the frightened condition. creature that knows a language within 30 feet.
Fey (1 Point) Example Birth Parents
Your creature type is Fey rather than Humanoid. You can make a meenlock birth parent option quickly
Improved Claws (3 Points) with any of these examples.
You have claws that you can use to make unarmed
strikes. When you hit with them, the strike deals 1d6 Meenlock Birth Parent I
+ your Strength or Dexterity modifier slashing
damage, instead of the bludgeoning damage normal One of your birth parents is a
for an unarmed strike. meenlock. You can’t speak and have
paralyzing claws.
Light Sensitivity (−8 Points)
Improved Claws
You have disadvantage on attack rolls and on Paralyzing Claws
Wisdom (Perception) checks that rely on sight when Speechless
you, the target of your attack, or whatever you are
trying to perceive is in bright light.
Paralyzing Claws (10 Points)
On a hit with your unarmed strike, you can attempt
to paralyze the target. The target must make a Meenlock Birth Parent II
Constitution save against a DC equal to 8 + your One of your birth parents is a
proficiency bonus + your Constitution modifier. meenlock. You have fey heritage, are
On its first failure, the target is restrained. The immune to fear, and can see well in
target must continue to make saves at the end of its darkness.
turn. After the second failure, the target is Fey
incapacitated. On the third failure, the target is Fearless
paralyzed. This effect lasts for 1 minute or until the Superior Darkvision
target saves. Elves and Undead are immune to this
effect. Once you use this trait, you can’t use it again
until you finish a short or long rest.
Shadow Teleport (12 Points)
When you are in dim Iight or darkness, as a bonus Meenlock Birth Parent III
action you can teleport up to 30 feet to an One of your birth parents is a
unoccupied space you can see that is also in dim meenlock. You have sensitivity to light
light or darkness. and can teleport through shadows.
Darkvision
Light Sensitivity
Shadow Teleport
58
Mixed Mephits
Most mixed mephits, like genasi, are a fusion of the
properties of the elements and humanoid flesh.
Universally short in size, given that their mephit
Mephit Parentage parent is shorter than 4 feet, mixed mephits
Mephits are imp-like creatures originally from the otherwise appear like any other Humanoid. But just
Elemental Planes. There are six kinds, each one a beneath the skin or pumping through their veins, a
mixture of two elements. volatile mixture of elements churns.
Ageless, mephits gather in large numbers on the The most common outwardly visible sign of mixed
Elemental Planes and in the Elemental Chaos. They mephit parentage is that their eye color matches the
also find their way to the Material Plane, where they Elemental makeup inside: brown for mud mephits,
are best suited to dwell in places where their base red for magma mephits, white for ice and steam
elements are abundant. For example, a magma mephits, and so on. The eye’s iris might even seem to
mephit composed of earth and fire favors volcanic billow or ooze.
lairs, while an ice mephit, composed of air and water, A mixed mephit might also have a breath weapon
favors frigid locales. that can scald or blind, and many violently burst
when they reach the end of their lives.
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Mephit Traits creature must succeed on a DC 15 Intelligence
You have a pool of 16 points to spend between your (Investigation) check to discern that you are animate.
two birth parents. If either or both of your birth Fire Resistance (3 Points)
parents are mephits, choose from the following.
You have resistance to fire damage.
Blinding Breath (4 Points)
Flight (6 Points)
As an action, you can blind a foe. Choose one
creature that you can see within 15 feet to make a You have a flying speed of 20 feet. To use this speed,
Constitution saving throw against a DC equal to 8 + you can’t be wearing medium or heavy armor.
your proficiency bonus + your Constitution modifier. Fog Cloud (2 Points)
If it fails, the target is blinded for 1 minute. At the You can cast the fog cloud spell with this trait. Once
end of each of its turns, the target can repeat the you cast this spell with this trait, you can’t do so
saving throw, ending the condition on a success. again until you finish a long rest. You can also cast
Once you use this trait, you can’t use it again until
you finish a long rest. the spell using any spell slots you have.
Constitution is your spellcasting ability for this
Dancing Lights (2 Points) spell when you cast it with this trait.
You know the dancing lights cantrip. Constitution is Ice Body (−6 Points)
your spellcasting ability for this spell when you cast it You have resistance to cold damage, and you have
with this trait. vulnerability to bludgeoning and fire damage.
Darkvision (4 Points)
Improved Flight (10 Points)
You can see in dim light within 60 feet of you as if it You have a flying speed of 30 feet. To use this speed,
were bright light, and in darkness as if it were dim you can’t be wearing medium or heavy armor.
light. You can’t discern color in darkness, only shades
of gray. Little (0 Points)
Death Burst (4 Points) Your size is Small.
When you are reduced to 0 hit points, you emit a Magma Body (0 Points)
thick cloud of dust or steam. Each creature within 5 You have resistance to fire damage and vulnerability
feet of you must succeed on a Constitution saving to cold damage.
throw against a DC equal to 8 + your proficiency
bonus + your Constitution modifier, or be blinded for Mud Breath (4 Points)
1 minute. A blinded creature can repeat the saving As an action, you belch viscid mud onto one creature
throw on each of its turns, ending the effect on itself within 5 feet. If the target is Medium or smaller, it
on a success. must succeed on a Dexterity saving throw against a
Elemental Nature (4 Points) DC equal to 8 + your proficiency bonus + your
You are an Elemental, represented by the following Constitution modifier, or be restrained for 1 minute.
benefits: A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
You don’t need to eat, drink, or sleep. success.
Instead of sleeping, you remain semiconscious in Once you use this trait, you can’t use it again until
a state of torpor. You can finish a long rest in 4 you finish a long rest.
hours in this way. Poison Resilience (5 Points)
False Appearance (2 Points) You have advantage on saving throws against being
If you are motionless at the start of combat, you have poisoned, and you have resistance to poison damage.
advantage on your initiative roll. Moreover, if a
creature hasn’t observed you move or act, that
60
Example Birth Parents
You can make a mephit birth parent option quickly Magma Mephit Birth Parent
with any of these examples. One of your birth parents is a magma
mephit. You are an animate blob of
lava.
Mephit Birth Parent I False Appearance
One of your birth parents is a mephit of Flight
any kind or a mix of mephit Little
parentages. You are a little Elemental Magma Body
who can see in the dark.
Darkvision
Elemental Nature
Little
Mud Mephit Birth Parent
One of your birth parents is a mud
mephit. You are an animate blob of hot
mud.
Mephit Birth Parent II False Appearance
One of your birth parents is a mephit of Flight
any kind or a mix of mephit parent- Little
ages. You are resistant to poison. Magma Body
Darkvision
Little
Poison Resilience
Smoke Mephit Birth Parent
One of your birth parents is a smoke
mephit. You are a tiny animate cloud of
Dust Mephit Birth Parent dark smoke.
One of your birth parents is a dust Blinding Breath
mephit. You are an animate ball of Fire Resistance
dust. Little
Blinding Breath
Death Burst
Little
62
Merrow Traits Example Birth Parents
You have a pool of 16 points to spend between your You can make a merrow birth parent option quickly
two birth parents. If either or both of your birth with either of these examples.
parents are merrow, choose from the following.
Amphibious (1 Point)
You can breathe air and water. Merrow Birth Parent I
One of your birth parents is a merrow.
Darkvision (4 Points) You can breathe air and water, have a
You can see in dim light within 60 feet of you as if it powerful bite, can see in the dark, are a
were bright light, and in darkness as if it were dim fast swimmer, have sharp claws, and
light. You can’t discern color in darkness, only shades monstrous heritage.
of gray.
Amphibious
Finned (−2 Points) Darkvision
Your base speed reduces to 15 feet, and you have a Finned
swimming speed of 40 feet. Monstrosity
Superior Bite
Improved Claws (2 Point)
You have claws that you can use to make unarmed
strikes. When you hit with them, the strike deals 1d6
+ your Strength modifier slashing damage, instead of
the bludgeoning damage normal for an unarmed Merrow Birth Parent II
strike. One of your birth parents is a merrow.
Monstrosity (1 Point) You have protection against magic
Your creature type is Monstrosity rather than effects.
Humanoid. Touch of the Two-Minded
Superior Bite (4 Points)
You have a bite that you can use to make unarmed
strikes. When you hit with it, the strike deals 1d8 +
your Strength modifier piercing damage, instead of
the bludgeoning damage normal for an unarmed
strike.
Touch of the Two-Minded (9 Points)
You have advantage on Intelligence, Wisdom, and
Charisma saving throws against spells and other
magical effects.
63
Myconid Parentage Mixed Myconids
Myconids are ambulatory fungus people who inhabit Since myconids are culturally known for their
the darker corners of the world and are known for hospitality and can be found both above and below
their peaceful way of life. Often found in the the surface, mixed myconids come from a variety of
Underdark, myconids can live anywhere sufficiently parentages. They can be found throughout the world,
dark and spend their days seeking enlightenment some settling in myconid colonies while others
providing safe passage and shelter to travelers. They explore and sate their need for enlightenment.
communicate exclusively through telepathic spores. Many mixed myconids inherit their parent’s sun
Myconids have potent spores that can be used to sickness and find themselves most at home in places
pacify their foes or cause them to hallucinate. that get very little light.
64
Myconid Traits While affected, the target treats the phantasm as if
it were real and even takes damage from the
You have a pool of 16 points to spend between your hallucination. At the start of the target’s turn, it takes
two birth parents. If either or both of your birth 1d6 psychic damage. The target can repeat the
parents are myconids, choose from the following. saving throw at the end of each of its turns, ending
Caustic Spores (7 Points)
the effect on itself on a success.
When you take the Attack action, you can replace Healing Spores (8 Points)
one of your attacks with a burst of spores. Each As a bonus action, a 30-foot radius of spores extends
creature in a 15-foot cone must make a Constitution from you. Up to 6 creatures of your choice within
saving throw against a DC equal to 8 + your range regain hit points equal to 1d4 + your
proficiency bonus + your Constitution modifier. A Intelligence, Wisdom, or Charisma modifier (choose
creature takes 1d6 acid damage on a failed save, or when you select this parentage). The spores cannot
half as much damage on a successful one. This heal Undead or Constructs.
damage increases by 1d6 when you reach 5th level You can use your Healing Spores a number of
(2d6), 11th level (3d6), and 17th level (4d6). times equal to your proficiency bonus, and you
You can use your Caustic Spores a number of regain expended uses when you finish a long rest.
times equal to your proficiency bonus, and you
regain expended uses when you finish a long rest. Pacification Spores (5 Points)
As an action, you eject spores at one creature you
Creeping Fungus (−2 Points) can see within 5 feet of you. Roll 7d8. If the total is
Your base speed reduces to 25 feet. equal to or greater than the target’s current hit
Darkvision (4 Points)
points, the target is knocked unconscious for 1
minute or until it takes damage or someone uses an
You can see in dim light within 60 feet of yourself as action to wake it up. Once you use this trait, you can’t
if it were bright light and in darkness as if it were use it again until you finish a short or long rest.
dim light. You discern colors in that darkness only as
shades of gray. Plant (1 Point)
Your creature type is Plant rather than Humanoid.
Fists (1 Point)
You have hands that you can use to make unarmed Speechless (−4 Points)
strikes. When you hit with them, the strike deals 1d4 You are unable to speak but are still able to read,
+ your Strength modifier bludgeoning damage, write, sign, and understand any languages that you
instead of the bludgeoning damage normal for an know. You are unable to perform verbal spell
unarmed strike. components.
Hallucination Spores (4 Points) Superior Darkvision (2 Points)
As an action, you eject spores at one creature you If you inherit darkvision from your other birth parent,
can see within 5 feet of you. The target must make increase your darkvision’s range by 60 feet.
an Intelligence saving throw against a DC equal to 8
+ your proficiency bonus + your Constitution Sun Sickness (−10 Points)
modifier. On a failed save, you create a phantasmal While in sunlight, you have disadvantage on ability
object, creature, or other visible phenomenon of your checks, attack rolls, and saving throws.
choice that is no larger than a 10-foot cube and that
is perceivable only to the target for 1 minute. The Telepathic Communication (2 Points)
phantasm includes sound, temperature, and other You can telepathically convey your thoughts. You
stimuli, also evident only to the creature. This trait have the magical ability to transmit your thoughts
has no effect on Undead or Constructs. mentally to willing creatures you can see 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.
65
Your telepathic link to a creature is broken if you
and the creature move more than 120 feet apart, if
either of you is incapacitated, or if either of you Myconid Birth Parent II
mentally breaks the contact (no action required). One of your birth parents is a myconid.
You have slower movement, can see in
Example Birth Parents the dark, are sensitive to darkness, and
You can make a myconid birth parent option quickly can communicate telepathically.
with either of these examples. Caustic Spores
Creeping Fungus
Healing Spores
Myconid Birth Parent I Sun Sickness
One of your birth parents is a myconid. Superior Darkvision
You have a strong fist, can cause Telepathic Communication
people to hallucinate, have a plant
heritage and can’t speak.
Darkvision
Fists
Pacification Spores
Plant
Speechless
66
Nothics possess a prodigious magical insight that
allows them to glean knowledge from other
creatures. This grants them a unique understanding
of secret and forbidden lore, which they can choose
to share or hoard. A nothic seeks out magic items, for
possessing one is like holding an endless supply of
food rations.
Mixed Nothics
Mixed nothics are varied in appearance and ability,
Nothic Parentage but all of them have a single large eye instead of two.
A reflective eye peers out from the darkness, its This eye reflects light, much like a cat’s. Most of a
gleam hinting at an uncanny intelligence. A nothic is mixed nothic’s other physical characteristics come
adapted to watching, discerning secrets simply by from their other birth parent, though some have
staring at the creatures they encounter. If they decide claws or a thick skin as well.
to employ violence, a nothic can use their gaze to rot Mixed nothics may or may not be supernaturally
the flesh from their enemies’ bones. drawn to magic. Still, like their nothic birth parent,
The first nothics were a cabal of transmuters who mixed nothics find magical auras beneficial mentally
devoted their lives to unearthing arcane secrets. or physically, which is why many like to maintain
Realizing that the greatest secrets lie in the recesses collections of magic items. Even mixed nothics who
of the mind, they traded their own physical forms for travel more widely often keep a small collection close
the powers of the nothic. True to their origin, most to their body.
nothics dwell in places rich in magic.
67
Nothic Traits Example Birth Parents
You have a pool of 16 points to spend between your You can make a nothic birth parent option quickly
two birth parents. If either or both of your birth with either of these examples.
parents are nothics, choose from the following.
Improved Claws (2 Points)
You have claws that you can use to make unarmed Nothic Birth Parent I
strikes. When you hit with them, the strike deals 1d6 One of your birth parents is a nothic.
+ your Strength modifier slashing damage, instead of You have sharp claws and supernatural
the bludgeoning damage normal for an unarmed divination magic.
strike. Improved Claws
Keen Senses (2 Points) Weird Insight
You have proficiency in the Perception skill.
Natural Armor (1 Point)
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 Nothic Birth Parent II
leave you with a lower AC. A shield’s benefits apply One of your birth parents is a nothic.
as normal while you use your natural armor. You have good eyesight, tough skin,
and a gaze that can rot flesh off bone.
Otherworldly Perception (4 Points)
You are aware of the presence of any creature within Keen Senses
30 feet of you that is invisible or on the Ethereal Natural Armor
Plane. You know the precise location of a creature Otherworldly Perception
only if it’s moving. Rotting Gaze
Rotting Gaze (2 Points)
As an action, you can target one creature you can see
within 30 feet of you. The target must succeed on a
Constitution saving throw against a DC equal to 8 +
your proficiency bonus + your Intelligence modifier,
or take 1d8 necrotic damage. The damage increases
by 1d8 when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).
Weird Insight (6 Points)
As an action, you can target one creature you can see
within 30 feet of you. You make a Wisdom (Insight)
check contested by the target’s Charisma (Deception)
check. If you win the contest, you magically learn one
fact or secret about the target. A creature that is
immune to being charmed automatically wins the
contest.
68
Mixed Owlin
Owlin hatch from eggs but only about half of all
mixed owlin do. Upon arrival, even mixed-owlin
siblings can look remarkably different from each
other.
Most mixed owlin have wings, but they can be
feathered or not, especially if the other birth parent
has leathery and scaly wings. Even among feathered
mixed-owlin, not all can fly. Those who do have
Owlin Parentage feathered wings can fly fairly silently. The leading
edge of each wing is shaped like a comb and the
Distant kin of giant owls from the Feywild, owlin trailing edge has a fringe; these two traits together
come in many shapes and sizes, from petite and funnel air smoothly over the wing and dampen the
fluffy to wide-winged and majestic. Owlin have arms sound.
and legs like other Humanoids, as well as wings that Many have large eyes relative to their body size.
extend from their back and shoulders. For most, this helps with night vision. Some even
Like owls, owlin are graced with feathers that avoid daylight, as it hurts their nocturnally attuned
make no sound when they move or fly, making it easy eyes.
for them to sneak up on foes in a covert operation or Some mixed owlin are very short, but the stature
on friends for a practical joke. of their non-owlin birth parent plays a huge role in a
An owlin might be nocturnal. Or perhaps they’re mixed-owlin’s adult height.
simply prone to rise later, embodying the common Because they are adapted to hunt nocturnally,
nickname of night owl. many owlin and mixed owlin are carnivores, but all
can adapt to a herbivorous diet if there’s the need or
desire to do so.
69
Owlin Traits
You have a pool of 16 points to spend between your Owlin Birth Parent II
two birth parents. If either or both of your birth One of your birth parents is an owlin.
parents are owlin, choose from the following. You can see in the dark, fly, and move
quietly.
Darkvision (4 Points)
You can see in dim light within 60 feet of yourself as Darkvision
if it were bright light and in darkness as if it were Flight
dim light. You discern colors in that darkness only as Silent Feathers
shades of gray. Sunlight Sensitivity
Flight (6 Points)
You have a flying speed of 20 feet. To use this speed,
you can’t be wearing medium or heavy armor. If you
already have a flying speed inherited from your other
birth parent, increase your flying speed by 10 feet.
Improved Flight (10 Points)
You have a flying speed of 30 feet. To use this speed,
you can’t be wearing medium or heavy armor.
Little (0 Points)
If you inherit this trait from your other birth parent
also, your size is Small.
Silent Feathers (2 Points)
You have proficiency in the Stealth skill.
Sunlight Sensitivity (−6 Points)
You have disadvantage on attack rolls and on
Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are
trying to perceive is in direct sunlight.
Superior Darkvision (2 Points)
If you inherit darkvision from your other birth parent,
increase your darkvision’s range by 60 feet.
Example Birth Parents
You can make an owlin birth parent option quickly
with either of these examples.
70
shooting star. A mere sprinkle of pixie dust has
magical effect. Only pixies can use their dust to its
full potential, but these Fey are often sought out by
those who would study or harness their power.
Mixed Pixies
Mixed pixies are always relatively short, standing no
taller than a halfling at most. As a result, many walk
slower due to their small stride. Beyond that, they
Pixie Parentage have as variable an appearance as nature has moods.
Most of them have some sort of magical
Pixies resemble diminutive people with angular protection. Some mixed pixies are aware of this
features and gossamer wings like those of power, while others attribute their near misses to
dragonflies or butterflies. luck or skill.
With their innate power of invisibility, pixies rarely The more magical of mixed pixies can command
appear unless they wish to be seen. In the Feywild nature, conjure witchlights, snuff out torches, and
and on the Material Plane, their touch etches predict the weather.
patterns of frost on winter ponds and rouses the The most obvious mixed pixies are those with
buds in springtime. They can cause flowers to iridescent wings. These mixed pixies are often
sparkle with summer dew and color the leaves with mistaken for their pixie birth parent because pixies
the blazing hues of autumn. have heights, builds, colors, and other physical
When pixies fly visibly, a shower of sparkling dust features that change as constantly as the seasons.
follows in their wake like the glittering tail of a
71
Pixie Traits Example Birth Parents
You have a pool of 16 points to spend between your You can make a pixie birth parent option quickly with
two birth parents. If either or both of your birth any of these examples.
parents are pixies, choose from the following.
Cunning (2 Points)
You have advantage on all Intelligence saving throws Pixie Birth Parent I
against magic. One of your birth parents is a pixie.
You are a Fey creature with iridescent
Fey (1 Point) wings.
Your creature type is Fey rather than Humanoid.
Fey
Flight (10 Points) Little
You have a flying speed of 30 feet. To use this speed, Flight
you can’t be wearing medium or heavy armor. Tiny Steps
Hidden Step (5 Points)
As a bonus action, you can magically turn invisible
until the start of your next turn or until you attack,
make a damage roll, or force someone to make a Pixie Birth Parent II
saving throw. Once you use this trait, you can’t use it
again until you finish a short or long rest. One of your birth parents is a pixie.
You can turn invisible and ward off
Improved Cunning (2 Points) certain magic spells.
You have advantage on all Charisma saving throws Hidden Step
against magic. Improved Cunning
Little (0 Points) Little
Your size is Small.
Pixie Magic (6 Points)
You know the druidcraft and dancing lights cantrips.
Starting at 3rd level, you can cast the entangle spell Pixie Birth Parent III
with this trait. Once you cast entangle with this trait, One of your birth parents is a pixie.
you can’t cast that spell with it again until you finish a You have magical defenses and your
long rest. You can also cast this spell using any spell own fey spells.
slots you have of the appropriate level.
Wisdom or Charisma is your spellcasting ability Cunning
for these spells when you cast them with this trait Little
(choose when you select this parentage). Pixie Magic
Superior Cunning (5 Points)
You have advantage on all Wisdom saving throws
against magic.
Tiny Steps (−4 Points)
Your base speed reduces to 20 feet.
72
Plasmoid Parentage
Plasmoids are amorphous Oozes with no typical one another. Sages theorize that this is because all
shape who can make themselves Humanoid in plasmoids came from a single original plasmoid of
appearance. Most plasmoids are translucent gray, their species so they are all pseudo-clones of one
but they can absorb different dyes through their another.
pores to change their coloring. They also often adapt Plasmoids can hold their breath, are amorphous,
their humanoid appearance in the presence of other and can resist poison and acid.
folks. Unlike many other parentages, plasmoids
consume food via osmosis and excrete waste Mixed Plasmoids
through their pores. They also absorb ocean water in Anywhere that sentient beings are plasmoids can be
this way. Much like hadozees, many plasmoids found. They engage in galactic and planar trade and
traverse Wildspace, visiting various planes and war, and they are found all across the multiverse.
worlds. While many plasmoids feel wanderlust, oftentimes,
Most plasmoid societies have a clan structure. they settle down in their favorite place since they can
There is a hierarchy among the clan, but it is rarely live anywhere that is hospitable to life.
enforced or attended to. Plasmoids usually have Some mixed plasmoids are usually amorphous
strong ties to others of their species. It is very rare and resilient to poison and acid damage.
for plasmoids of enemy camps to directly combat
73
Plasmoid Traits Example Birth Parents
You have a pool of 16 points to spend between your You can make a plasmoid birth parent option quickly
two birth parents. If either or both of your birth with either of these examples.
parents are plasmoids, choose from the following.
Amorphous (5 Points)
You can squeeze through a space as narrow as 1 inch Plasmoid Birth Parent I
wide, provided you are wearing and carrying nothing. One of your birth parents is a plasmoid.
You have advantage on ability checks you make to You can squeeze into tight places and
initiate or escape a grapple. shape your body.
Darkvision (4 Points) Amorphous
You can see in dim light within 60 feet of yourself as Shape Self
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.
Hold Breath (1 Point)
You can hold your breath for 1 hour. Plasmoid Birth Parent II
One of your birth parents is a plasmoid.
Natural Resilience (5 Points) You can hold your breath and have
You have resistance to acid and poison damage, and resistance to acid and poison damage.
you have advantage on saving throws against being Hold Breath
poisoned. Natural Resilience
Shape Self (2 Points)
Your creature type is Ooze rather than Humanoid.
Your true form is a limbless blob.
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
your true form. 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.
74
Quaggoth Parentage
Quaggoths are bear-like Humanoids who inhabit the
Underdark. Once a surface-dwelling people,
generations underground drained the color from
their fur and their vision adapted to the darkness.
Some quaggoth clans can be quite territorial,
becoming hostile to any outsiders, while others have
been integrated into different Underdark societies
with the other denizens. A handful of clans have
migrated back to the surface and can be found in
forested areas.
Despite being dangerous hunters, quaggoths are
just as likely to be prey for other predators in the
Underdark, particularly against evil factions of drow
and mind flayers with magic at their disposal. Evil
drow factions capture quaggoths, using them as
guards and spider handlers, while the mind flayers
use them as cannon fodder. Bondage can grind down
quaggoths’ will to live, and they were known to
sometimes exhibit a death wish in combat.
There are two known cultural traditions among
the quaggoth. Known as the beast-followers, named
so because they embrace their more animalistic
natures, these quaggoth eschew basics like cooking
their meat or using weapons in combat, instead
relying much more on their natural rage and ferocity.
In the other tradition, quaggoths known as magic-
followers value improving on what nature gave them.
They cook their food and utilize tactical combat.
Only magic-followers wield weapons and paint or dye
their white fur for better camouflage.
Quaggoths have powerful claw attacks and strong
constitutions against poison.
Mixed Quaggoths
Mixed quaggoth often come from forested or
Underdark settlements. It’s rare for a quaggoth
parent not to want their offspring raised among the
clan they belong to. If pressed, the clan migrates to a
new location to ensure their children are raised
among their people.
Many mixed quaggoth inherit the powerful claws
and resistance to poison traits of their parents.
75
Quaggoth Traits Example Birth Parents
You have a pool of 16 points to spend between your You can make a quaggoth birth parent option quickly
two birth parents. If either or both of your birth with either of these examples.
parents are quaggoths, choose from the following.
Darkvision (4 Points)
You can see in dim light within 60 feet of you as if it Quaggoth Birth Parent I
were bright light, and in darkness as if it were dim One of your birth parents is a
light. You can’t discern color in darkness, only shades quaggoth. You are an expert climber
of gray. and can see in the dark.
Improved Claws (2 Points) Darkvision
You can use your claws to make unarmed strikes. Improved Climb
When you hit with them, the strike deals 1d6 + your
Strength modifier slashing damage, instead of the
bludgeoning damage normal for an unarmed strike.
Improved Climb (4 Points)
You have a climbing speed of 30 feet. Quaggoth Birth Parent II
One of your birth parents is a
Natural Armor (1 Point) quaggoth. You have tough skin, poison
When you aren’t wearing armor, your base AC is 12 + resistance, and deal extra damage
your Dexterity modifier. You can use your natural when hurt.
armor to determine your AC if the armor you wear Natural Armor
would leave you with a lower AC. A shield’s benefits Poison Resilience
apply as normal while you use your natural armor. Wounded Fury
Poison Resilience (5 Points)
You have advantage on saving throws against poison,
and you have resistance to poison damage.
Wounded Fury (2 Points)
The first time you fall below one-fifth of your
maximum hit points (rounded up), you can fly into a
fury. While in this fury, once per turn you can deal
1d6 damage to any target that you hit with a melee
attack. The fury ends after 1 minute, if you become
incapacitated, or if you regain hit points sufficient to
bring you above one-fifth of your maximum hit
points.
This damage increases by 1d6 at 5th level (2d6),
11th level (3d6), and 17th level (4d6). Once you use
this trait, you can’t use it again until you finish a short
or long rest.
76
Rakshasa Parentage
Rakshasas are Fiends; some might even say devils.
As such, they originally hail from the Nine Hells, and
many delight in deception and rulership. But
rakshasas are not quite tyranny incarnate like their
devil cousins. They have a degree of autonomy that
makes them unique and full of surprises.
Few creatures ever see a rakshasa in their true
form, for they can take on any guise they want,
although it’s convenient to masquerade as someone
powerful or influential: a noble, priest, or rich
merchant, for example. A rakshasa’s true form
combines the features of a human and a tiger, with
one noteworthy exception: their palms are where the
backs of the hands would be on a human.
Rakshasas originated long ago in the Nine Hells.
The reasons a rakshasa enters the Material
Plane vary, but they almost invariably
encounter mortals there. Some
prey on Humanoids, others bargain
with them, and still others find that
they prefer the Material Plane to
their original home.
For a rakshasa, death on the Material
Plane means a painful return to the Nine
Hells, where their essence remains until
their body reforms—a process that can
take months or years. When the
rakshasa is reborn, they have all the
memories and knowledge of their
former life. Like devils, rakshasas
killed in the Nine Hells are forever
destroyed.
Mixed Rakshasas
Like tieflings, mixed rakshasas carry
traces of the Nine Hells within their
bodies. This might manifest
physically as orange fur with dark
stripes, whiskers, swiveling ears,
long and curved canine teeth, or
some mix of these traits. Many
mixed rakshasas can use their claws, see in the dark,
and protect themselves with a thick hide.
A less evident manifestation of rakshasa parentage
is innate magic. Rakshasa magic is illusory and
deceptive, which a mixed rakshasa can use or not
use as they see fit.
77
Rakshasa Traits
You have a pool of 16 points to spend between your Rakshasa Birth Parent II
two birth parents. If either or both of your birth One of your birth parents is a
parents are rakshasas, choose from the following. rakshasa. You’ve inherited their
formidable physique.
Claws (1 Point)
You have claws that you can use to make unarmed Claws
strikes. When you hit with them, the strike deals 1d4 Darkvision
+ your Strength modifier slashing damage, instead of Improved Natural Armor
the bludgeoning damage normal for an unarmed
strike.
Darkvision (4 Points)
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.
Improved Natural Armor (2 Points)
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.
Rakshasa Magic (8 Points)
You know the minor illusion cantrip. Starting at 3rd
level, you can cast the disguise self spell with this
trait. Starting at 5th level, you can also cast the
invisibility spell with this trait, requiring no material
components. Once you cast disguise self or
invisibility 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
parentage).
Example Birth Parents
You can make a rakshasa birth parent option quickly
with either of these examples.
78
When moonlight shines on one of these caps, a
creature that looks like a wizened and undersized
Humanoid with a sinewy frame springs from the
earth. The creature has a pointed leather cap, pants
Redcap Parentage of similar material, heavy iron boots, and a heavy
bladed weapon. In the moments after they awaken, a
A redcap is a fey creature born of bloodlust. Redcaps, redcap desires only murder and carnage, but once
although small, have formidable strength, which they the initial frenzy subsides, they’re free to continue a
use to their advantage, to the surprise of all their life of bloodlust or choose a different path.
foes.
In the Feywild, or where that plane touches the Mixed Redcaps
world at a fey crossing, if a sentient creature acts on Some redcaps find their way to the Material Plane
an intense desire for bloodshed, one or more redcaps and can bear offspring with each other or with
might appear where the blood of a slain person mortals. Mixed redcaps may or may not wear the
soaks the ground. At first, new redcaps look like tiny iconic red cap and iron boots of their birth parent.
bloodstained mushrooms just pushing their caps out Either way, they are little Fey with tough skin,
of the soil. darkvision, surprising strength, or some combination
of these traits.
79
Redcap Traits Example Birth Parents
You have a pool of 16 points to spend between your You can make a redcap birth parent option quickly
two birth parents. If either or both of your birth with either of these examples.
parents are redcaps, choose from the following.
Darkvision (4 Points)
You can see in dim light within 60 feet of you as if it Redcap Birth Parent I
were bright light, and in darkness as if it were dim One of your birth parents is a redcap.
light. You can’t discern color in darkness, only shades You are a surprisingly strong Fey who
of gray. see in the dark.
Fey (1 Point) Darkvision
Your creature type is Fey rather than Humanoid. Little
Outsized Strength
Improved Natural Armor (2 Points)
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. Redcap Birth Parent II
One of your birth parents is a redcap.
Ironbound Pursuit (3 Points) You are a little Fey, supernaturally
If you move at least 15 feet straight toward a tough and capable of vicious kicks.
creature and then hit it with melee weapon attack on
the same turn, that target must succeed on a Fey
Strength saving throw against a DC equal to your Improved Natural Armor
proficiency bonus + your Strength modifier, or be Ironbound Pursuit
knocked prone. Little
Little (0 Points)
Your size is Small.
Outsized Strength (2 Points)
While grappling, you are considered to be Medium.
Also, wielding a heavy weapon doesn’t impose
disadvantage on your attack rolls.
Monarchs administer cities of several thousand
inhabitants and their palaces were always much
bigger than any of the other buildings in the area.
Although they don’t rule, priests and priestess hold
tremendous power over the community and its
rulers.
Sahuagin Parentage Sahuagin have a special connection to sharks
Sahuagin are fish-like Humanoids that live in the allowing them to communicate telepathically, and
deepest parts of oceans, seas, and underground strong teeth and claws used to tear through their
lakes and caves. Because of their close relationship enemies.
to the shark god Sekolah, sahuagin are rarely seen Mixed Sahuagin
without sharks at their side. Some sahuagin clans
have been known to raid shallower waters and Because sahuagin keep to themselves save for when
coastal villages. they are trading with others or raiding them, it can
Sahuagin underwater settlements usually have be difficult for other peoples to interact with them on
underground passages and tunnels connecting the a long-term basis, making mixed sahuagin rare.
houses above the floor. Their society is often strictly While those who do exist enjoy watery locations,
hierarchical, with a monarch ruling over their family, they can feel at home anywhere in the world.
who in turn rules over barons. Each baron rules over Mixed sahuagin often can communicate with
a village, while a member of the royal family sharks and have the shark god’s magic coursing
dominates twenty villages, and a monarch governs through them.
an entire coastline.
81
Sahuagin Traits of wind spell with this trait, requiring no material
You have a pool of 16 points to spend between your components. Once you cast thunderwave or gust of
two birth parents. If either or both of your birth wind with this trait, you can’t cast that spell with it
parents are sahuagin, choose from the following. again until you finish a long rest. You can also cast
either of those spells using any spell slots you have of
Bite and Claw (1 Point) the appropriate level.
You have a sharp teeth and claws that you can use to Intelligence, Wisdom, or Charisma is your
make unarmed strikes. When you hit with them, the spellcasting ability for these spells when you cast
strike deals 1d4 + your Strength modifier piercing or them with this trait (choose when you select this
slashing damage (your choice), instead of the parentage).
bludgeoning damage normal for an unarmed strike.
Example Birth Parents
Blood Fury (5 Points)
You can make a sahuagin birth parent option quickly
You have advantage on melee attack rolls made in with any of these examples.
one round against any creature that doesn’t have all
its hit points. You can use this trait once, and regain
the ability to do so after you finish a long rest.
Sahuagin Birth Parent I
Darkvision (4 Points) One of your birth parents is a
You can see in dim light within 60 feet of you as if it sahuagin. You have powerful teeth and
were bright light, and in darkness as if it were dim claws and can speak to sharks and see
light. You can’t discern color in darkness, only shades in the dark.
of gray. Bite and Claw
Limited Amphibiousness (−6 Points) Darkvision
You can breathe air and water, but you need to be Shark Telepathy
submerged at least once every 4 hours to avoid
suffocating.
Natural Armor (1 Point)
You have tough, scaly skin. When you aren’t wearing Sahuagin Birth Parent II
armor, your base AC is 12 + your Dexterity modifier. One of your birth parents is a
You can use your natural armor to determine your sahuagin. You deal heavy hits to
AC if the armor you wear would leave you with a weakened enemies, have dependency
lower AC. A shield’s benefits apply as normal while on water, and have powerful storm
you use your natural armor. magic.
Shark Telepathy (1 Point) Blood Fury
You can magically communicate with any shark Limited Amphibious
within 120 feet. Touched by the Tempest
Superior Darkvision (2 Points)
If you inherit darkvision from your other birth parent,
increase your darkvision’s range by 60 feet.
Superior Swim (4 Points) Sahuagin Birth Parent III
You have a swimming speed of 40 feet. One of your birth parents is a
sahuagin. You have tough skin and can
Touched by the Tempest (8 Points) swim well.
You know the thunderclap cantrip. Starting at 3rd Natural Armor
level, you can cast the thunderwave spell with this Superior Darkvision
trait. Starting at 5th level, you can also cast the gust Superior Swim
82
Scarecrow Parentage Mixed Scarecrows
In autumntime, when decay returns to the twilit Much like warforged, sentient scarecrows can and
world, vaguely human-looking figures loom in silent have reproduced with each other and even other
vigil over empty fields. With immortal patience, these Humanoids. Some scarecrow offspring are
stoic sentinels hold their posts through wind, storm, constructed as their birth parent was. Others
and flood. Most are harmless decoys. Scant few are reproduce by magical means, such as a wish spell.
protectors animated by magic. A handful gain It’s believed that some scarecrows can modify their
sentience and leave the stick that props them up to physiology to reproduce by natural means.
walk the wider world. Mixed scarecrows may or may not be Constructs.
A walking scarecrow is animated by the bound Those who are are often stuffed with straw and
spirit of a dead creature, granting them purpose and averse to fire as a result. Mixed scarecrows who
mobility. It is this uncanny presence from beyond aren’t Constructs are made of flesh, but might have
death that allows a scarecrow to inspire fear in those claws that resemble sharpened sticks, a gaze that
they gaze upon. Although aspects of the spirit’s strikes fear in the hearts of their enemies, or the
personality might surface, a scarecrow’s spirit ability to see in darkness.
doesn’t recall the memories they had as a creature.
83
Scarecrow Traits bonus + your Charisma modifier, or become
You have a pool of 16 points to spend between your frightened until the end of your next turn.
two birth parents. If either or both of your birth Once you use this trait, you can’t use it again until
parents are scarecrows, choose from the following. you finish a short or long rest.
Bloodless (10 Points) Example Birth Parents
You are a Construct. You cannot be poisoned and You can make a scarecrow birth parent option
have advantage on saving throws against being quickly with either of these examples.
paralyzed. In addition, you have resistance to poison
damage.
Claws (1 Point) Scarecrow Birth Parent I
You have claws that you can use to make unarmed One of your birth parents is a
strikes. When you hit with them, the strike deals 1d4 scarecrow. You are a Construct with
+ your Strength modifier slashing damage, instead of sharp claws and can see in the dark.
the bludgeoning damage normal for an unarmed
strike. Claws
Darkvision
Darkvision (4 Points) Sleepless
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.
False Appearance (2 Points) Scarecrow Birth Parent II
If you are motionless at the start of combat, you have One of your birth parents is a
advantage on your initiative roll. Moreover, if a scarecrow. You are a Construct stuffed
creature hasn’t observed you move or act, that with straw with a supernatural gaze
creature must succeed on a DC 15 Intelligence attack.
(Investigation) check to discern that you are animate. Bloodless
Sleepless (3 Points) Stuffed with Straw
You are a Construct, represented by the following Terrifying Gaze
benefits:
You don’t need to eat, drink, or breathe.
You are immune to disease.
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
aren’t unconscious, and you can see and hear
normally. Magic can’t put you to sleep.
Stuffed with Straw (−3 Points)
Your body and head are clothes filled only with dry
straw. You are vulnerable to fire damage.
Terrifying Gaze (2 Points)
As an action, you can magically frighten a creature
within 60 feet of you that you can see. If the target
can see you, it must succeed on a Wisdom saving
throw against a DC equal to 8 + your proficiency
84
begins to feed, mulching their previous meals in a
heap around their roots. Those roots eventually give
up their reliance on the soil, directing the shambling
mound to seek out new sources of food. It’s during
Shambling Mound this phase that a shambling mound becomes self-
aware.
Parentage Because of their origin, lightning reinvigorates the
root-stem, strengthening the shambling mound and
A shambling mound, sometimes called a shambler, bolstering them. A shambling mound is a living Plant
trudges ponderously through bleak swamps, dismal that requires air and nourishment. Although they
marshes, and rainforests, consuming any organic don’t sleep the way an animal does, a shambling
matter in their path. This rotting heap of animated mound can lie dormant for days on end before rising
vegetation looms half again as tall as a human, to hunt for food.
tapering into a faceless “head” at their top.
A shambling mound feeds on any organic material, Mixed Shambling Mounds
tirelessly consuming as they move. Only the A wish spell is the only sure way to birth a mixed
shambling mounds’ rarity and plodding speed shambling mound. The fusion of Plant and
prevent them from overwhelming entire ecosystems. Humanoid or Fey is difficult otherwise.
Even so, in their presence, an unsettling quiet Very rarely, a shambling mound consumes so
pervades the swamps and woods. many people that that organic matter overwhelms
A shambling mound results from a phenomenon in the Plant nature of the shambler, making a new
which lightning or fey magic invigorates an person, a mixed shambling mound.
otherwise ordinary swamp plant. As the plant is
reborn into their second life, the shambling mound
85
Shambling Mound Traits Shambling (−4 Points)
You have a pool of 16 points to spend between your Your base speed decreases by 10 feet.
two birth parents. If either or both of your birth
parents are shambling mounds, choose from the Slam and Engulf (6 Points)
following. You have woody appendages that you can use to
make unarmed strikes. When you hit with them, the
Lightning Resistance (3 Points) strike deals 1d8 + your Strength modifier
You have resistance to lightning damage. bludgeoning damage, instead of the bludgeoning
damage normal for an unarmed strike.
No Eyes (10 Points) On a hit with an unarmed strike on your turn, you
You have immunity to the blinded condition. You can can attempt to grapple the target as a bonus action.
perceive your surroundings within 30 feet of you
without relying on sight, but you are blind beyond Swim (1 Point)
this radius. You have a swimming speed of 20 feet.
No Hands (−7 Points) Example Birth Parents
You can’t wield weapons or shields or use items that You can make a shambling mound birth parent
require manipulation, such as spellcasting focuses, option quickly with either of these examples.
wands, tools, and so on. In addition, you can’t
perform the somatic components of any spell that
requires them.
Shambling Mound Birth
Plant Nature (5 Points)
Parent I
You are a Plant. You have immunity to the deafened One of your birth parents is a
condition and any effect that causes you to gain shambling mound. You have inherited
levels of exhaustion. their shambling plant nature and a
devastating attack.
Plant Nature
Shambling
Slam and Engulf
87
Slaad Traits Chaos Phage (10 Points)
You have a pool of 16 points to spend between your Upon hitting a Humanoid with an unarmed strike,
two birth parents. If either or both of your birth you can choose to infect the creature with a
parents are slaadi, choose from the following. transformative disease. Unless they succeed on a
Constitution saving throw against a DC equal to 8 +
Aberration (1 Point) your proficiency bonus + your Constitution modifier,
Your creature type is Aberration rather than they’re infected. You can’t infect another Humanoid
Humanoid with Chaos Phage until you finish a long rest.
While infected, the target can’t regain hit points,
Chaos Magic (8 Points) and their hit point maximum is reduced by 10 (3d6)
You know the mind sliver cantrip. Starting at 3rd every 24 hours. If the disease reduces the target’s hit
level, you can cast the detect magic spell with this point maximum to 0, the target instantly transforms
trait. Starting at 5th level, you can also cast the into a red slaad or, if they have the ability to cast
detect thoughts spell with this trait, requiring no spells of 3rd level or higher, a green slaad. Only a
material components. Once you cast detect magic or wish spell can reverse the transformation.
detect thoughts with this trait, you can’t cast that Darkvision (4 Points)
spell with it again until you finish a long rest. You can
also cast either of those spells using any spell slots You can see in dim light within 60 feet of you as if it
you have of the appropriate level. were bright light, and in darkness as if it were dim
Intelligence, Wisdom, or Charisma is your light. You can’t discern color in darkness, only shades
spellcasting ability for these spells when you cast of gray.
them with this trait (choose when you select this
parentage).
88
Implant Egg (6 Points) that you have. Your clothing and equipment aren’t
Upon hitting a Humanoid with an unarmed strike, changed by this trait. You stay in the new form until
you can choose to implant a slaad egg. Unless the you use an action to revert to your true form or until
target succeeds on a Constitution saving throw you die.
against a DC equal to 8 + your proficiency bonus + While in your true form, your unarmed strikes deal
your Constitution modifier, they’re infected. You can’t 1d6 + your Strength modifier bludgeoning damage,
infect another Humanoid with Implant Egg until you instead of the bludgeoning damage normal for an
finish a long rest. unarmed strike.
A Humanoid host can carry only one slaad egg to
term at a time. Over three months, the egg moves to Superior Bite and Claw (4 Points)
the chest cavity, gestates, and forms a slaad tadpole. You have a fanged maw and sharp claws that you can
In the 24-hour period before giving birth, the host use to make unarmed strikes. When you hit with
starts to feel unwell, their speed is halved, and they them, the strike deals 1d8 + your Strength modifier
have disadvantage on attack rolls, ability checks, and piercing damage, instead of the bludgeoning damage
saving throws. normal for an unarmed strike.
At birth, the tadpole chews its way through vital
organs and out of the host’s chest in 1 round, killing Telepathy (4 Points)
the host in the process. If the disease is cured before You can communicate telepathically with any
the tadpole’s emergence, the unborn slaad is creature that knows a language within 30 feet.
disintegrated.
Magic Resistance (9 Points)
You have advantage on saving throws against spells
and other magical effects.
Metamorphosis (0 Points)
At some unpredictable point in your existence, you
discover the magic to permanently transform
yourself into a gray slaad. Once you become a gray
slaad, you can become a death slaad by eating the
entire corpse of a death slaad. The changes do not
alter your stats, but do alter your appearance to
reflect your new status.
Regeneration (8 Points)
You can use your bonus action to spend a Hit Die
and regain hit points equal to the number rolled.
Shapechanger (8 Points)
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 and
can change your size between Medium and Small.
You can make yourself appear as a member of
another parentage, 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
89
Example Birth Parents
You can make a slaad birth parent option quickly
with any of these examples.
90
Sprite Parentage
Tiny sprites possess fluttering dragonfly wings and
fey splendor. Those who draw too close have their
moral character read, and if the sprite doesn’t like Weighing the balance of a creature’s past actions, a
what they find, are put to sleep or frightened off. sprite can tell whether its heart beats rapidly in love,
In the Feywild, sprites typically build little villages flags in sorrow, or if it is darkened by hate or greed.
in the boughs of trees and willing treants or in The sprite’s power to perceive the heart always
verdant glades brightened by moss, wildflowers, and shows the truth because the heart can’t lie.
toadstools. Enemies who intrude on a sprite’s
territory are usually stung with poisoned arrows and Mixed Sprites
lulled into a senseless sleep. While they slumber, the Mixed sprites are diminutive folk with one foot firmly
sprites can escape, retreating to an even more planted in the Feywild. Many can fly on wings that
secluded area of the forest. look like a dragonfly’s. Others can turn invisible or
Sprites can sense whether a creature is good or know a creature’s heart with a touch.
evil by the sound and feel of its beating heart.
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Sprite Traits Flight (10 Points)
You have a pool of 16 points to spend between your You have a flying speed of 30 feet. To use this speed,
two birth parents. If either or both of your birth you can’t be wearing medium or heavy armor.
parents are sprites, choose from the following.
Example Birth Parents
Heart Sight (4 Points)
You touch a creature and magically know the You can make a sprite birth parent option quickly
creature’s current emotional state. If the target fails a with either of these examples.
Charisma saving throw against a DC equal to 8 +
your proficiency bonus + your Charisma modifier,
you also know the creature’s alignment. Celestials, Sprite Birth Parent I
Fiends, and Undead automatically fail the saving One of your birth parents is a sprite.
throw. You are a small, winged Fey.
Once you use this trait, you can’t use it again until Fey
you finish a short or long rest. Flight
Hidden Step (4 Points) Little
As a bonus action, you can magically turn 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. Sprite Birth Parent II
One of your birth parents is a sprite,
Little (−4 Points) and you have a touch of their magic.
Your base speed reduces to 20 feet. In addition, your Heart Sight
size is Small. Hidden Step
Fey (1 Point)
Your creature type is Fey rather than Humanoid.
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Thri-Kreen Parentage
Thri-kreen are insectoid Monstrosities who tend to
wander the deserts and savannas of the world,
usually avoiding all others. When communicating
with other thri-kreen they clack their mandibles and
wave their antennae. When dealing with other
people, thri-kreen use their telepathy to
communicate. As isolationists and wanderers, thri-
kreen typically see all other living creatures as
potential nourishment. If a creature would be useful
for something other than food, thri-kreen do not
attack on sight. They kill to survive, not for sport.
Thri-kreen are usually not social. Most thri-kreen
develop deep personal attachments to only a small
handful of other thri-kreen, their clutch-mates. They
defend these companions at all costs, even their own
lives. All creatures outside this small band are
viewed as strangers and enemies, though wandering
thri-kreen don’t advertise this belief for the sake of
peace.
Such thri-kreen form small and independent
packs, almost always of their clutch-mates, but
sometimes lone young thri-kreen or survivors of
failed packs join existing packs or find each other
and establish new ones. Rarely, a few packs ally to
combine their strength when they face a more
dangerous threat.
Thri-kreen blend in by changing their carapaces
and have dangerous bite and claws.
Mixed Thri-Kreen
Mixed thri-kreen are almost exclusively the result of
other people being welcomed into a thri-kreen
nomadic tribe after proving themselves invaluable.
There have been other occasions of non-thri-kreen
briefly interacting with thri-kreen, resulting in mixed
thri-kreen, but that is rare. Many mixed thri-kreen
remain with their nomadic tribe while some leave to
explore the wider world.
Mixed thri-kreen often have multiple arms and
telepathy.
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Thri-Kreen Traits Your telepathic link to a creature is broken if you
and the creature move more than 120 feet apart, if
You have a pool of 16 points to spend between your either of you is incapacitated, or if either of you
two birth parents. If either or both of your birth mentally breaks the contact (no action required).
parents are thri-kreen, choose from the following.
Example Birth Parents
Chameleon Carapace (4 Points)
You have a hard carapace. When you aren’t wearing You can make a thri-kreen birth parent option quickly
armor, your base AC is 13 + your Dexterity modifier. with either of these examples.
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 Thri-Kreen Birth Parent I
you use your natural armor. One of your birth parents is a thri-
As an action, you can change the color of your kreen. You have monstrous heritage,
carapace to match the color and texture of your can blend in with your surroundings,
surroundings, giving you advantage on Dexterity and can see in the dark.
(Stealth) checks made to hide in those surroundings.
Chameleon Carapace
Darkvision (4 Points) Darkvision
You can see in dim light within 60 feet of yourself as Monstrosity
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.
Monstrosity (1 Point)
Your creature type is Monstrosity rather than Thri-Kreen Birth Parent II
Humanoid. One of your birth parents is a thri-
Secondary Arms (6 Points) kreen. You have a secondary pair of
You have two slightly smaller secondary arms below arms, can speak telepathy and do not
your primary pair of arms. The secondary arms can require sleep.
manipulate an object, open or close a door or Secondary Arms
container, pick up or set down a Tiny object, or wield Sleepless
a weapon that has the light property. Thri-Kreen Telepathy
Sleepless (1 Point)
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 aren’t
unconscious, and you can see and hear normally.
Thri-kreen Telepathy (2 Points)
Without the assistance of magic, you can’t speak the
non-thri-kreen languages you know, but you can sign
any non-verbal language you know. You use telepathy
to convey your thoughts. You have the magical ability
to transmit your thoughts mentally to willing
creatures you can see 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, including sign language.
94
warriors becoming sub-chieftains. However,
weakness of any kind from their leaders is grounds
for mutiny. Troglodyte society is often clan-based and
the rank system is loose and constantly in flux.
Troglodyte Parentage Troglodytes have sharp teeth and claws, the ability
to blend in with their surroundings, and a stench that
Troglodytes are cave-dwelling reptilian Humanoids can harm others.
who have societies centered around scent. A
troglodyte’s scent changes with their mood, growing Mixed Troglodytes
stronger or weaker. Troglodytes are often found in Mixed troglodytes almost exclusively come from
the Underdark. They often have a communal culture troglodyte parents who aren’t followers of Laogzed.
devoted to procuring food and securing their Since they typically remain in the Underdark, mixed
community. Troglodytes who worship Laogzed, a troglodytes’ other parent is usually a denizen of the
demonic, Monstrous toad-lizard from the Abyss, Underdark as well. They often inherit their troglodyte
wage war with all those around them. parentage’s sensitivity to sunlight and frequently
Troglodyte leaders are often decided by sheer remain in the Underdark or cavernous locales.
strength, with the strongest and toughest troglodyte
becoming the chieftain and the next strongest
95
Troglodyte Traits Stench (5 Points)
You have a pool of 16 points to spend between your As a bonus action, you can exude a horrifying stench
two birth parents. If either or both of your birth for up to one minute. Any creature that starts its turn
parents are troglodytes, choose from the following. within 5 feet of you must succeed on a Constitution
saving throw against a DC equal to 8 + your
Acid Spray (7 Points) proficiency bonus + your Constitution modifier, or be
When you take the Attack action on your turn, you poisoned until the start of its next turn. You must
can replace one of your attacks with a spray of acid. maintain concentration during that time as if you
Each creature in a 15-foot line must make a were casting a spell. If you lose concentration,
Dexterity saving throw against a DC equal to 8 + affected creatures are no longer poisoned by this
your proficiency bonus + your Constitution modifier. trait.
On a failed save, the creature takes 1d10 acid You can use this trait a number of times equal to
damage. On a successful save, it takes half as much your proficiency bonus, and you regain all expended
damage. This damage increases by 1d10 when you uses when you finish a long rest.
reach 5th level (2d10), 11th level (3d10), and 17th Sunlight Sensitivity (−6 Points)
level (4d10). You have disadvantage on attack rolls and on
You can use your Acid Spray a number of times Wisdom (Perception) checks that rely on sight when
equal to your proficiency bonus, and you regain all you, the target of your attack, or whatever you are
expended uses when you finish a long rest. trying to perceive is in direct sunlight.
Bite and Claw (1 Point)
You have a fanged maw and sharp talons that you Example Birth Parents
can use to make unarmed strikes. When you hit with You can make a troglodyte birth parent option
them, the strike deals 1d4 + your Strength modifier quickly with either of these examples.
piercing or slashing damage (your choice), instead of
the bludgeoning damage normal for an unarmed
strike. Troglodyte Birth Parent I
Chameleon Skin (2 Points) One of your birth parents is a
You have advantage on Dexterity (Stealth) checks troglodyte. You have strong teeth and
made to hide. claws, can melt into shadow, and have
a tough hide.
Darkvision (4 Points)
Bite and Claw
You can see in dim light within 60 feet of you as if it Laogzed’s Touch
were bright light, and in darkness as if it were dim Natural Armor
light. You can’t discern color in darkness, only shades
of gray.
Laogzed’s Touch (3 Points)
While in dim light or darkness, you can take the Hide
action as a bonus action. Troglodyte Birth Parent II
Natural Armor (1 Point)
One of your birth parents is a
troglodyte. You can change color and
You have tough, scaly skin. When you aren’t wearing see in the dark.
armor, your base AC is 12 + your Dexterity modifier.
You can use your natural armor to determine your Chameleon Skin
AC if the armor you wear would leave you with a Darkvision
lower AC. A shield’s benefits apply as normal while
you use your natural armor.
96
Their regenerative capabilities make trolls
especially susceptible to mutation. Although
Troll Parentage uncommon, such transformations can result from
Born with voracious appetites, troll stomachs damage taken. For example, a decapitated troll might
tolerate anything they catch and devour. Smashing a grow two heads from the stump of their neck.
troll’s bones and slashing through their rubbery hide Mixed Trolls
only irritates them. A troll’s wounds close quickly. If
the Giant loses an arm, a leg, or even their head, As Giants, trolls sometimes take lovers among other
those dismembered parts can sometimes act with a Giants and even Humanoids or Fey. The children of
life of their own. A troll can even reattach severed such unions are mixed trolls.
body parts, untroubled by their momentary loss. In addition, though not mixed trolls, some trolls
Only acid and fire can arrest the regenerative take on the characteristics of the creatures they
properties of a troll’s flesh. Trolls confronted with consume. A troll who eats a Fey might gain one or
individuals making acid and fire attacks against them more of that creature’s traits, such as innate
would do well to target them first. spellcasting or eldritch sight.
97
Troll Traits Example Birth Parents
You have a pool of 16 points to spend between your You can make a troll birth parent option quickly with
two birth parents. If either or both of your birth either of these examples.
parents are trolls, choose from the following.
Darkvision (4 Points)
You can see in dim light within 60 feet of you as if it Troll Birth Parent I
were bright light, and in darkness as if it were dim One of your birth parents is a troll. You
light. You can’t discern color in darkness, only shades have extraordinary regenerative
of gray. abilities and deadly claws.
Improved Claws (2 Points) Improved Claws
You have claws that you can use to make unarmed Powerful Build
strikes. When you hit with them, the strike deals 1d6 Regeneration
+ your Strength modifier slashing damage, instead of Troll Vulnerabilities
the bludgeoning damage normal for an unarmed
strike.
Improved Natural Armor (2 Points)
When you aren’t wearing armor, your AC is 13 + your Troll Birth Parent II
Dexterity modifier. You can use your natural armor to One of your birth parents is a troll. You
determine your AC if the armor you wear would have thick skin and keen senses.
leave you with a lower AC. A shield’s benefits apply
as normal while you use your natural armor. Darkvision
Keen Senses (2 Points)
Improved Natural Armor
Keen Senses
You have proficiency in the Perception skill.
Powerful Build (1 Point)
You count as one size larger when determining your
carrying capacity and the weight you can push, drag,
or lift.
Regeneration (10 Points)
You are able to recover from wounds with startling
speed, and can even regrow amputations. As a bonus
action, you can spend a Hit Die to recover hit points.
If a part of your body is removed or destroyed
(including your head) but you are not killed, you can
reattach the body part as an action. If you have any
damage vulnerabilities and take that type of damage,
you cannot use this trait to gain hit points or reattach
limbs until the end of your next turn.
When you take a short or long rest, you regain
spent Hit Dice, up to a number of dice equal to half
of your total number of them, rounded up. If you have
any amputations, the missing body parts regrow and
the mutations wither and die.
Troll Vulnerabilities (−6 Points)
You have vulnerabilities to acid and fire damage.
98
Xvart society is focused around community and
family, valuing all the time they have with each other,
given any moment they can be mistaken for their
creator and suffer the wrath of the Dark Prince. All
members of society are responsible for
hunting, child care, running the tribe
and sometimes pillaging other communities
when resources are scarce.
Xvarts can speak to rodents and bats, are quick on
Xvart Parentage their feet, and are sometimes blessed with magic.
Xvarts are Small, blue-skinned Humanoids with vivid Mixed Xvarts
orange eyes and receding hairlines. The xvarts were
created by Raxivort to avoid the wrath he incurred by Since xvarts are abundant on every plane, they
stealing from his former master Graz’zt the Dark integrate into various civilizations, so mixed xvarts
Prince. Raxivort travels the planes spawning more can be found anywhere and everywhere that they can
and more xvarts to trump any attempts at magically survive. Whether or not mixed xvarts are as devoted
locating him. Despite his absence, most xvarts are to Raxivort as their parents might be is a toss up
deeply loyal to Raxivort; some even offer sacrifices of regardless of how they were raised.
kidnapped individuals when they fear he is Some mixed xvarts can see in darkness and get
displeased. While they are abundant across the stronger when defeating foes.
various planes, xvarts are most often found in
gloomy places on the fringes of civilizations or in
areas that have been neglected and abandoned.
99
Xvart Traits Example Birth Parents
You have a pool of 16 points to spend between your You can make a xvart birth parent option quickly
two birth parents. If either or both of your birth with any of these examples.
parents are xvarts, choose from the following.
Darkvision (4 Points)
You can see in dim light within 60 feet of you as if it Xvart Birth Parent I
were bright light, and in darkness as if it were dim One of your birth parents is a xvart.
light. You can’t discern color in darkness, only shades You are slippery and can see in
of gray. darkness.
Low Cunning (5 Points) Darkvision
You can take the Disengage action as a bonus action. Low Cunning
Raxivort’s Blessing (3 Points)
When you reduce an enemy to 0 hit points, you can
spend a Hit Die and regain a number of hit points
equal to the number rolled.
Xvart Birth Parent II
Raxivort’s Conduit (8 Points) One of your birth parents is a xvart.
You know the minor illusion cantrip. Starting at 3rd You gain power from defeating your
level, you can cast the charm person spell with this enemies and can summon a bestial
trait. Starting at 5th level, you can also cast the ally.
mirror image spell with this trait. Once you cast Raxivort’s Blessing
charm person or mirror image with this trait, you Summon Vermin
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 Xvart Birth Parent III
parentage). One of your birth parents is a xvart.
Raxivort’s Tongue (1 Point) You have powerful magic and can
You can communicate with ordinary bats and rats, as speak to bats and rats.
well as giant bats and giant rats, as if you shared a Raxivort’s Conduit
language. Raxivort’s Tongue
Summon Vermin (4 Points)
You can cast the summon beast spell. When you cast
this spell the spirit takes the form of a bat or a rat.
You can’t cast this spell with this trait again until you
finish a long rest. You can also cast this spell using
any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your
spellcasting ability for this spell when you cast it with
this trait (choose when you select this parentage).
100
who their birth parents are, regarding all adults as
parents, aunts, uncles, and grandparents.
Yetis have sharp claws, keen noses, and can slow
prey down with just their gaze.
Mixed Yetis
Because yeti enclaves don’t interact with the outside
Yeti Parentage world, mixed yetis are typically the result of yetis who
have willingly left their enclave, have been exiled, or
Yetis are hulking, bestial Monstrosities found on their enclave was destroyed and the remaining yetis
remote mountain tops and caves. Yetis are keen joined the nearest settlement. Due to their fear of fire
hunters who are said to be able to smell living flesh and aversion to heat, yetis are rarely found below a
from miles away. Upon finding their prey, yetis certain altitude, and most mixed yetis are raised in
traverse quickly over the snowy or icy mountain tops cold climates since yetis have a cultural identity
bearing down on the creature with powerful claws. centered around family and upbringing.
Yeti enclaves are usually reclusive and do not interact Mixed yetis rarely inherit their yeti parent’s issues
with outsiders. with fire and can be found anywhere in the world
As a typically family-oriented society, the raising of once they are mature. They often have powerful
younglings is seen as a community endeavor, and claws and a chilling gaze.
younglings for most of their childhood don’t know
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Yeti Traits AC if the armor you wear would leave you with a
You have a pool of 16 points to spend between your lower AC. A shield’s benefits apply as normal while
two birth parents. If either or both of your birth you use your natural armor.
parents are yetis, choose from the following. Snow Camouflage (1 Point)
Chilling Gaze (2 Points) You have advantage on Dexterity (Stealth) checks
As an action, you can target one creature that you made to hide in snowy terrain.
can see within 30 feet. If the target can see you, it
must succeed on a Constitution saving throw against Example Birth Parents
a DC equal to 8 + your proficiency bonus + your You can make a yeti birth parent option quickly with
Constitution modifier, or take 1d8 cold damage and either of these examples.
have its speed reduced by 10 feet until the start of
your next turn.
Cold Resistance (2 Points) Yeti Birth Parent I
You have resistance to cold damage. One of your birth parents is a yeti. You
are an expert climber and can freeze
Darkvision (4 Points) enemies in their tracks.
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 Chilling Gaze
light. You can’t discern color in darkness, only shades Improved Claws
of gray. Improved Climb
Natural Armor
Fear of Fire (−2 Points)
If you take fire damage, you have disadvantage on
attack rolls and ability checks until the end of your
next turn.
Improved Claws (2 Points) Yeti Birth Parent II
You have sharp claws that you can use to make One of your birth parents is a yeti. You
unarmed strikes. When you hit with them, the strike have resistance to the cold, an aversion
deals 1d6 + your Strength modifier slashing damage, to fire, darkvision, and a sharp nose.
instead of the bludgeoning damage normal for an
unarmed strike. Cold Resistance
Darkvision
Improved Climb (4 Points) Fear of Fire
You have a climbing speed of 30 feet. Keen Smell
Monstrosity
Keen Smell (2 Points) Snow Camouflage
You have proficiency in the Perception skill.
Monstrosity (1 Point)
Your creature type is Monstrosity rather than
Humanoid.
Natural Armor (1 Point)
You have tough, furry hide. When you aren’t wearing
armor, your base AC is 12 + your Dexterity modifier.
You can use your natural armor to determine your
102
Appendix B: Spells
Fire Hawk Looming Shadow
Evocation cantrip Illusion cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S Components: V, M (a ranged or thrown weapon)
Duration: 1 round Duration: 1 round
You conjure a minor spirit in the form of a flaming As part of the action used to cast this spell, you must
hawk, which makes a swooping attack against your make a weapon attack with a ranged or thrown
foe and then circles above them to strike again if weapon against one creature within the spell’s range,
your foe’s defenses falter. Make a ranged spell attack otherwise the spell fails. On a hit, the target suffers
against a creature within range. If the attack hits, the the attack’s normal effects, and a shadowy duplicate
target takes 1d8 fire damage and the fiery hawk of the weapon or projectile appears, hanging in the
looms above it. If the target provokes an opportunity air just short of where the original struck. Choose
attack before the start of your next turn (whether one ally within 30 feet of the target. The first time the
such an attack is actually made or not), it target attacks the chosen ally, forces the chosen ally
immediately takes 1d8 psychic damage and the spell to make a saving throw, or includes that ally in a
ends. harmful area of effect before the end of your next
The fire damage from this ranged spell attack turn, the second weapon or piece of ammunition
increases by 1d8 when you reach 5th level (2d8), automatically strikes, inflicting 1d10 psychic
11th level (3d8), and 17th level (4d8). damage.
At Higher Levels. This spell’s damage increases
Lava Missile when you reach higher levels. At 5th level, the ranged
2nd-level conjuration attack deals an extra 1d10 psychic damage to the
Casting Time: 1 action target, and the damage the target suffers for acting
Range: 90 feet against the chosen ally increases to 2d10. Both
Components: V, S, M (an object made of glass) damage rolls increase by 1d10 at 11th level and 17th
Duration: Instantaneous level.
You conjure handfuls of liquid-hot stone from the Magmin Grasp
Elemental Planes and hurl them at foes with 1st-level conjuration
unerring accuracy. You create four lava missiles, Casting Time: 1 action
each of which targets a creature or object of your Range: 90 feet
choice that you can see within range. Make a ranged Components: V, S, M (a speck of glass or obsidian)
spell attack. If you hit, each lava missile deals 1d6 Duration: Concentration, up to 1 minute
fire damage and 1d6 bludgeoning damage to its
target. The darts all strike simultaneously, and you You cause a grasping, clawed arm of living molten
can direct them to hit one creature or several. The earth like that of a magmin to erupt from the ground
darts can also target objects that are not being worn and grasp your enemy. Choose a Medium or smaller
or carried, and ignites them if they are flammable. creature within range. The target takes 2d6 fire
If a lava missile strikes a firenewt or an earth- or damage, has its speed reduced by half until the end
fire-based Elemental creature (such as a gargoyle or of its next turn, and must make a Dexterity saving
salamander), it does not inflict damage on the throw. If it fails, it takes additional bludgeoning
creature. Instead, that creature is healed, regaining damage equal to the fire damage and is restrained.
1d4 hit points for each lava missile that hits. Only Creatures with resistance or immunity to fire
firenewts or creatures of the Elemental type can damage have advantage on the saving throw.
benefit from this effect.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, the spell creates
one more dart for each slot level above 2nd.
109
While restrained by this spell, the target takes 1d6
fire damage at the start of each of its turns. A
creature restrained by the grasping claw or one that
can touch the restrained creature can use its action
to make a Strength check against your spell save DC.
On a success, the target is freed. When a target
begins its turn restrained by this spell, all flammable
objects in its space that aren’t being worn or carried
are ignited.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can choose an
additional target for each slot level above 1st.
Shadowing Mark
1st-level divination
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 8 hours
You choose a creature you can see within range and
place an invisible mark of shadow upon it. Until the
spell ends, the target has disadvantage on Wisdom
checks to find, notice, or discern information about
you, and you have advantage on Wisdom checks to
find, follow, or discern information about the target.
Once before the spell ends, you can give yourself
advantage on one weapon attack roll against the
spell’s current target during your turn. That attack
deals an extra 1d12 psychic damage on a hit and
scores a critical hit on a roll of 19 or 20. If the target
drops to 0 hit points before this spell ends, you can
use a bonus action on a subsequent turn of yours to
mark a new creature.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, you can maintain
your concentration on the spell for up to 24 hours,
and you add your proficiency bonus to the psychic
damage inflicted.