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REVISED RACES

Heroic ancestries and lineages


for the world’s greatest roleplaying game
Dungeon Master’s Workshop
REVISED RACES
Credits  
Lead Designer: Taylor Reisdorf
Editing: Kyle Srygley
Coding: Matthew Doak, Taylor Reisdorf
Cover Illustrator: Kieran Yanner
Interior Illustrators: Cristi Balanescu, Katarzyna Bekus,
Conor Burke, Yongjae Choi, Hristo Chukov, Kent Davis,
Paulo Loveranes Galamgam, Robby Johnson,
JohnoftheNorth, Jonathan45, Hayo Koekkoek, Olly Lawson,
Woo Chul Lee, Mark Li, Jiamin Lin, Anton Nazarenko,
P3RC4T, Chris Rahn, Cesar Rizo, Sarasti, Chris Stone,
Philip Straub, Yuko Takeshita, Yalu Wen, Randy Vargas,
Valeriy Vegera, Magali Villeneuve, © 20th Century Fox, ©
Bethesda, © Fantasy Flight Games, © Nuare Studio, ©
Nord Games, © Paizo, © Visionary Realms, © Wētā Dungeon Master’s Workshop Team
Workshop, © Wizards of the Coast Lead Writer: Taylor Reisdorf
Watercolour Stains: Jared Ondricek Additional Contributors: Christian Cole, Matthew
Based on the fifth edition rules by    Doak, Tim Reisdorf, Brion “Bearclaw” Woods
Jeremy Crawford and Mike Mearls,
with Bruce R. Cordell, Robert J. Schwalb, and James Wyatt
Based on the original game created by
E. Gary Gygax and Dave Arneson,
with Brian Blume, Rob Kuntz, James Ward, and Don Kaye
Drawing on further development by
Keith Baker, Rich Baker, David “Zeb” Cook, Monte Cook,
Ed Greenwood, Jeff Grubb, and Rob Heinsoo

On the Cover
Kieran Yanner illustrates a deadly situation as a party of
brave heroes is ambushed by some evil goblins. Such
encounters have long been part of tabletop RPG history,
and in this compendium you will find worldbuilding and
gameplay options that embrace these tropes.

Disclaimer: We reached out to orcs, goblinoids, lizardfolk, and


other denizens of the world for insight into their racial traits,
but all the apprentices we sent were turned into stew, tools,
and in one instance a disturbingly stylish cape. If you see such
creatures, Dungeon Master’s Workshop urges you to either
run away or arm yourself for your own protection.
Contents
Open Game License .......................................................i
Preface ....................................................................................... ii
Races ............................................................................................. 1
Dwarves .........................................................................................3
Elves ................................................................................................5
Humans ......................................................................................... 9
Aasimar ....................................................................................... 10
Changelings ............................................................................... 12
Draconians .................................................................................14
Gnomes ....................................................................................... 16
Half-Elves ................................................................................... 18
Halflings ......................................................................................19
Half-Orcs .....................................................................................21
Planetouched ............................................................................ 24
Tieflings ...................................................................................... 28
Appendix A: Vital Statistics ...............................30
Appendix B: Spells ......................................................... 33
Appendix C: Ability Scores ..................................39

Using this Content


The content of this playtest document uses
material published under the Open Game License.
At present, no original portion of this document is
available for unauthorized use.
When playtesting of this content has been
completed, many of the final rules will be officially
VOKUHC OTSIRH :TIDERC TRA

published under the OGL. Until then, permission is


only granted to copy this material for personal use.
To join the discussion and playtesting effort for
this content, visit Dungeon Master’s Workshop.
You can also join our Discord server. And if you
would like to to support us and our work, consider
becoming a patron on our Patreon.
 
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Preface

T
HE ORC MAIDEN WINKED AND GESTURED     It was this choice, more than anything else, that finally
with subtle seduction. The rogue retched prompted me to begin polishing the official rules I used
dramatically. for Taldaras, the game world I have spent the last 20
It was 1490 DR—or maybe 1491; it’s years building, beginning with revamping all the races
hard to follow the confusing timeline the way that Wizards of the Coast should have been
Wizards of the Coast has used for fifth doing them. These wouldn’t be haphazardly balanced
edition adventures. Whatever the case, it archetypes with no room for customization, nor—even
was the first time our group had been back to the official worse—formless lumps onto which players were
game setting since we played through the Tyranny of expected to slap whatever labels they want, so that ‘race’
Dragons adventure. Having just finished a heavy, two- becomes as meaningless an entry on the character sheet
year campaign, we were running a few one-shot as ‘hair colour’. These races would be distinct, yet also
adventures to catch our breath before diving into sufficiently balanced and with room for meaningful
something new. Players were taking turns in the GM player choice.
chair, leading the party in all manner of strange tales. Of course, while this was the start of Dungeon
This adventure was a murder mystery set in a small Master’s Workshop’s so-called “5.5e”, it isn’t the first
community a few miles outside Ravens Bluff, where the document to be released under that label. Substantial
annual mage fair was being held. As typical for the revisions to classes, magic, and even tools have been put
Forgotten Realms, one couldn’t swing a dead cat without out already. So, why the delay with races?
hitting a legendary archmage, many of whom were of The simple answer is that the more I got into revising
some nonhuman race. the game’s races, the more worldbuilding entered into
But there was something strange about the selection the equation. Orc deities to explain half-orc subraces,
of those races in this adventure. Instead of the usual cultural history to explain halfling racial traits, world
moon elves, shield dwarves, rock gnomes, and lightfoot events to explain tiefling motivations—so-called ‘fluff’ to
halflings, the town was full of drow, lizardfolk, goblins, contextualize and give meaning to game mechanics, as
minotaurs, and even the traditional enemy of Ravenians: well as to pre-emptively mollify misguided naysayers on
orcs. Orcs! The same monsters whose regular raids had social media, became utterly inextricable from the actual
long kept the population of the Vast crowded along the game mechanics and ‘crunch’ of hard rules.
coast, and who had nearly destroyed the city of Ravens All of these things had previously been included in the
Bluff just over a century before. Now, all of a sudden, books, but in a more subtle, implied manner that the
these hideous monsters—the ill-begotten spawn of cruel game’s newest wave of critics—the ones pushing the
gods—were wearing floral bonnets and paying taxes? recent and unfortunate changes—would rather ignore.
Needless to say, we were suspicious of the overly As I worked more and more on these rules, I came to
friendly orc from the beginning and were quick to find conclude that the biggest mistake the original design
incriminating clues that revealed her guilt. Much team had made with fifth edition was not making it
quicker, it turned out, than the GM had anticipated. sufficiently clear that the Player’s Handbook describes
Within the hour, we had proven that it was indeed the the races as they appear in an archetypal D&D world
orc, in the conservatory, with the candlestick. using the game’s standard archetypes.
After the adventure, the GM explained the reason for Which is why I finally bit the bullet and decided to
the strange race choices: the recently released errata to release this document with the worldbuilding left in.
Storm King’s Thunder. While a full examination of this Taldaras is a love letter to D&D, and it’s my hope that the
failure in good stewardship is too much to include here, ways in which I deconstruct the tropes that have been
suffice to say that, with these changes, Wizards of the part of the game for decades helps reinvigorate the
Coast had declared they weren’t simply interested in community’s enthusiasm for them.
making the game’s rules setting agnostic—as they Or, more likely, that you’ll steal the parts you like and
claimed when they released Tasha’s Cauldron of stick them into your own game world. Come on, don’t
Everything and its lacklustre ‘custom origins’ rules—but look at me like that. I’m a GM, too; I know how it works.
rather they were intent on dragging every existing D&D Taylor Reisdorf
world and adventure into this dystopia where every November 2022
sapient creature is either Human or Reskinned Human.

PREFACE | DUNGEON MASTER’S WORKSHOP


ii
Races

T
ALDARAS IS A POLYCULTURAL WORLD Uncommon Races
with many different peoples—immigrants
from other worlds brought to Taldaras As far as sages can tell, the following races collectively
during great planar events called make up less than one in ten of the known population of
conjunctions. Many races live in their own the North.
nations—elves in their ancient forests, Aasimar. Individuals born with the touch of grace,
dwarves in their subterranean kingdoms, aasimar are descended from or blessed by celestial
and humans crowding fertile valleys and coastlines—but powers. They are rare and commonly believed to have
most of the North’s major cities inevitably become a great destiny.
melting pots of the region’s cultures. It isn’t unusual to Changelings. Shapechanging humanoids of unknown
see each of the three major races represented in any origins, changelings are secretive by nature. Most pass
settlement larger than a small town, along with as ordinary people to avoid trouble, and few who
scattered members of the less common races: encounter a changeling are aware of it.
diminutive halflings, hulking half-orcs, fearsome Draconians. Cruel slavers from the east, draconians are
draconians, and perhaps even a gnome. a fearsome sight to behold. However, unless they are
When you create a character in Taldaras, use the breathing fire and rounding up prisoners, most people
options presented here. react to them with caution instead of hostility.
Metaraces
Gnomes. Believed to be the aboriginal people of the
world, gnomes are often called the Forgotten Folk
Certain races, such as planetouched and tieflings, arise because they are so rarely seen. Most gnomes live in
from other races in Taldaras. Most descend from others extended family units within hidden forest valleys, and
of their metatype, but new lineages of these metaraces many of the rest live alongside dwarves in their ancient
emerge every so often through all manner of magical subterranean kingdoms.
phenomena that suffuse the world. Half-Elves. The offspring of a human and an elf, half-
Most members of metaraces ultimately descend from elves are often outsiders to both worlds. Like other
humans, as they are the most numerous people of the hybrid races, half-elves struggle with infertility and
known world. For this reason, the entries in this chapter their own identity within society.
assume your character will be as well. Racial traits such Halflings. These diminutive people hail from an
as age, speed, and size can be easily adjusted to archipelago far to the south, beyond the winds of
accommodate for metaraces that arise from other winter. They gather in harbours and riverside
lineages, with your GM’s permission. communities, and are as equally famed as mariners as
they are infamous as pickpockets.
Common and Uncommon Races Half-Orcs. Most half-orcs in the North were born after
the White Hand War a little over twenty years ago,
Given the size of the world, none can say for certain how when a great horde of orcs under the banner of the
many races exist in Taldaras. Traveller’s tales of half- White Hand descended from the Colovian Mountains
giants in the frozen peaks of the far north have and caused widespread destruction. Many half-orcs
prompted bards to pen many epic adventures, and there feel the call of the orcish spirits and either leave to join
are fanciful tales of humanoid tortoises and cat-men their people across the mountains, or find productive
from the far south, though most dismiss such accounts outlets for their anger and violent impulses.
as the ramblings of malnourished sailors. In the North, Planetouched. Most often found around areas of
the following races are known to exist. intense elemental influence, planetouched are imbued
with raw magic. Most appear no different than other
Common Races races except when channelling their elemental power,
The following races make up the vast majority of people and often pass as ordinary people to avoid potentially
in the North. unwanted attention.
Tieflings. Most tieflings are scions of the old imperial
Humans. By far the most populous people of the North, aristocracy that built the first human empire on dark
humans dominate most of the landscape and control pacts and blood magic, and who were transformed
all major routes of overland travel. into monstrous humanoids during the terrible ritual
Dwarves. Most dwarves reside in subterranean that broke their nation almost two hundred years ago.
kingdoms steeped in ancient tradition. They produce Almost all tieflings in Taldaras now use their innate
and export more than nine tenths of the North’s gold magic to glamour themselves into human appearance
and silver. for fear of persecution.
Elves. Once the masters of all the known world before a
great calamity shattered their civilization, the elves are
a dying people who fight to keep what little they have
left.

RACES | DUNGEON MASTER’S WORKSHOP


1
Racial Traits
The description of each race includes racial traits that ‘Race’ in RPGs
are common to most individuals of such lineage. Many It has been widely known since the backlash to the
traits, such as proficiencies and languages, are accurate Satanic Panic of the ’80s that tabletop RPGs are, by
for a typical member of a race in the North. If your and large, a healthy outlet for creativity and foster
character is atypical, speak to your GM about swapping open-minded, inclusive attitudes in their players. In
these traits for other traits of a similar kind. recent years, however, this discussion has been
For instance, a stoneborn dwarf raised as a foundling reopened by certain individuals who have contrived
harmful, bigoted interpretations of certain game
by human priests won’t necessarily be proficient with a mechanics.
traditional dwarven tool and may not even learn the As you read through this chapter, it is important
dwarvish language of Khaurth. With the GM’s to remember that the term ‘race’ is used in many
permission, you might swap these out for calligrapher’s RPGs to appeal to the genre’s roots in medieval
supplies and a human language that you and the GM fantasy, not as a reference to modern race theory.
agree is appropriate for your character. The term replaces ‘species’—a word which would
These following sections appear among the traits of feel as conspicuously anachronistic to use as other
all races, in addition to the traits unique to that race. modern terms like ‘genetics’ or ‘kilometres’.
Orcs, dwarves, and other nonhuman races in the
Ability Score Increase game are not fantasy analogues for real-world
human ethnic groups. Rather, they are separate
Every race increases one or more of a character’s ability species with differing natures. Because some of
scores. You can’t increase an ability above the ability these races were created by evil gods or corrupted
score maximum for your level in this way. If more than by supernatural curses, any attempt to draw
one ability score can be increased, you decide which. comparisons between a game race and a real
human culture is not only inappropriate, but also
Age extremely harmful, and should be denounced.
The age entry notes the age when a member of the race
is physically mature, as well as the race’s expected
lifespan. You can choose any age, and your choice could
provide an explanation for some of your ability scores. Small Characters
For example, a very young age could explain a low A small character can’t have a Strength score above 9,
Strength or Wisdom score. and they have disadvantage on attack rolls made using
Some longevous races such as elves and dwarves are heavy weapons (see “Equipment”). However, they are
considered to be young for many years after they are more difficult to hit, and gain a +1 bonus to their AC as
fully grown; their entry will offer guidance on choosing long as they aren’t restrained or incapacitated.
an age for your character. Additionally, the “Maturity of
Longevous Peoples” sidebar on page 4 provides helpful
information for understanding the maturity of these Speed
races. Your speed determines how far you can move when
travelling (see “Adventuring”) and fighting (see
Alignment “Combat”). Whenever something refers to your base
Most races have tendencies toward certain alignments, speed, such as your base walking speed, it refers to the
described in this entry. These are not binding for player speed indicated here.
characters, but considering why your dwarf is chaotic,
for example, in defiance of lawful dwarf society can help Languages
you better define your character. By virtue of your race, your character can speak, read,
and write certain languages. All characters begin play
Evil Alignments knowing Nordic, the common language of the North.
While there are many shades of grey to be found in
Taldaras, most adventures assume that characters will Literacy
have virtuous motivations. Speak to your GM before Literacy rates in the North are very high, with nearly 70
making a character with an evil alignment. percent of children in some human lands attending six
years of public schooling. You are assumed to be literate,
Size but you can choose to be illiterate if you prefer.
Characters of most races are Medium, a size category Subraces
including creatures that are roughly 4 to 8 feet tall.
Members of a few races are Small (between 2 and 4 feet Some races have subraces. Members of a subrace have
tall), which means that certain rules of the game affect the traits of the parent race in addition to the traits
them differently. specified for their subrace.

RACES | DUNGEON MASTER’S WORKSHOP


2
)DNUORGKCAB( OZIR RASEC / )DNUORGEROF( POHSKROW T W :TIDERC TRA
     Alignment. Most dwarves are lawful, believing firmly
in the benefits of a well-ordered society. They tend
toward good as well, with a strong sense of fair play and
a belief that everyone deserves to share in the benefits of

Ē Ā
collective effort.
Size. Dwarves stand between 4 and 5 feet tall and
Dwarves average about 160 pounds. Your size is Medium.
Dwarves in the world of Taldaras share in a collective To set your height and weight randomly, start with
soul that has a deep connection to the world itself, which rolling a size modifier:
they personify as the Stone. Those who live in the vast, Size modifier = 2d6
underground dwarven kingdoms can use this spiritual Height = 3 feet + 8 inches + your size modifier in inches
connection to more easily master traditional dwarven Weight in pounds = 80 + (2d6 × your size modifier)
arts and practices, while those who live on the surface
become detached from this birthright and must find Speed. Your base walking speed is 25 feet. Your
their own way. speed is not reduced by wearing heavy armour.
Darkvision. Accustomed to life underground, you
Dwarf Traits have superior vision in dark and dim conditions. You can
see in dim light as if it were bright light. Moreover, you
Your dwarf character has an assortment of inborn can see in darkness out to a range of 60 feet as if it were
abilities, part and parcel of dwarven nature. dim light. You discern colours in darkness only as
Ability Score Increase. Your Constitution score shades of grey.
increases by 2. Dwarven Resilience. You have advantage on saving
Age. Dwarves reach maturity around the age of 20 but throws you make against poison, and to avoid or end the
are considered young until sometime around the age of poisoned condition. Moreover, you have resistance to
50. They can live for more than 300 years. poison damage.

DWARVES | DUNGEON MASTER’S WORKSHOP


3
Dwarven Magic Resistance. You have advantage on
Maturity of Longevous Peoples saving throws against spells cast at a level equal to or
Many races in Taldaras measure their lives in lower than your proficiency bonus. For example, at 1st
centuries. Not unexpectedly, members of these level, this advantage applies to saves against spells cast
races take longer to be recognized as adults. This at 2nd level or lower.
can lead to confusion among humans regarding This natural resistance to has a downside, however:
how these races mature, including misconceptions you are unable to cast arcane spells.
that they spend decades in their swaddling clothes. Dwarven Toughness. Your hit point maximum
Except for draconians and gnomes, all races increases by 1, and it increases by 1 every time you gain
reach physical and mental maturity by the age of a level.
20. Even elves of this age are as fully developed in Stone Sense. You have a sixth sense that connects
body and mind as an adult human, and are able to you to the stone around you, granting you the following
undertake the same tasks and hold the same benefits:
responsibilities.
While humans are expected to settle into adult Detection. You can take the Search action to detect
life as soon as they reach this age, the same does concealed doors, hidden compartments, and traps
not hold for those of more longevous races. Rather, within 5 feet of you as though you were actively
individuals of these races may spend decades after looking for them, provided that you are underground
this engaged in complex mentorship traditions or and the construction of the door, compartment, or trap
extended rites of passage until they have shown is chiefly of stone. The GM will inform you when you
the necessary maturity to transition to their can use this feature. When you take the Search action
society’s version of adulthood. in this way, you can do so as a bonus action.
The life of an adventurer is difficult to maintain Navigation. While in a subterranean environment, you
after starting a family, and a character’s random always know which way is north as well as your
starting age (see appendix A: “Vital Statistics”) approximate depth beneath the surface. Whenever you
assumes that characters of longevous races will make a Wisdom (Survival) check to navigate such
start play in this transitional period before they environments, you are considered proficient in the
assume such responsibilities. That said, suggested Survival skill and add double your proficiency bonus to
starting ages shouldn’t get in the way of your the check, instead of your normal proficiency bonus.
character’s story. If you want to play a 200-year-old
dwarf, so be it. No doubt many fun roleplaying     Tool Proficiency. You gain proficiency with one of the
opportunities will arise from your choice. following artisan’s tools of your choice: smith’s tools,
brewer’s supplies, or mason’s tools.
Stonekin
    Languages. You can speak, read, and write Nordic Whether because you were born on the surface or
and Khaurth. Khaurth is full of hard consonants and because you left the subterranean realms of your kin
guttural sounds, and dwarves often speak other many years ago, you have lost the innate connection to
languages with an emphasis on such features. the Stone and learned to rely on other strengths.
Subrace. Two main subraces of dwarves populate Stonekin dwarves are spiritually homeless, not
Taldaras: stoneborn dwarves and stonekin dwarves. accepted as dwarves by the more traditional elements of
Choose one of these subraces. dwarven society and regarded as outsiders by many
surface dwellers. Yet, many stonekin serve a vital
Stoneborn intermediary role between the subterranean dwarven
You are a true Child of the Stone, a dwarf who has realms and the larger world.
maintained your connection to the earth. You likely were For all that they might be perceived to have lost,
born in one of the subterranean dwarven realms or to stonekin dwarves have become highly adaptable and are
parents who had recently left such a place. You feel crucial to many industries on the surface. Their superior
comfortable in underground places and have a knack for knowledge of mining and metallurgy has allowed for the
navigating such environments, even being able to sense constant flow of precious metals that drive the northern
nearby passageways or instabilities without looking. economy, and dwarven banks are entrusted with the
Additionally, your proximity to the earth from whence finances of entire kingdoms.
you came makes you hardier than your surface-dwelling Ability Score Increase. Two ability scores of your
cousins, while your mind may be expanded through choice increase by 1. You can’t choose Constitution.
intense study of dwarven tradition. Bonus Proficiency. You gain proficiency in one skill
Ability Score Increase. Your Strength or your of your choice.
Wisdom score increases by 1. Expertise. Choose one of your skill or tool
Dwarven Combat Training. The dim memories of proficiencies. Your proficiency bonus is doubled for any
thousands of warriors carried in the shared dwarven ability check you make that uses that proficiency.
soul grants you an innate knowledge of the favoured
weapons of dwarvenkind. You have proficiency with the
battleaxe, handaxe, throwing hammer, and warhammer.

DWARVES | DUNGEON MASTER’S WORKSHOP


4
   

    Age. Elves reach physical and mental maturity around

)DNUORGKCAB( TSAOC EHT FO SDRAZIW / )DNUORGEROF( EKRUB RONOC :TIDERC TRA


the age of 20 and can live to be over 400 years old.
Among traditional elven societies, individuals are
considered to be young until around the age of 50, when
they are expected to establish roots and take on the
responsibilities of adulthood. The hardships of life often
force low elves to assume adult responsibilities sooner,
Elves with most starting families decades earlier.
Elves in Taldaras are a shadow of their former glory. For Alignment. Elves love freedom, variety, and self-
thousands of years, elven kingdoms were ascendant in expression, so they lean strongly toward the gentler
the world, which was steeped in fey magic as it aspects of chaos. They value and protect others’ freedom
overlapped with the Feywild. When a great cataclysm as well as their own, and they are more often good than
sundered the planes, the elven kingdoms in Taldaras not.
began to fall as their magic waned. Today, only a few Size. Your size is Medium. Average heights and
kingdoms remain where the planes are still close. weights vary by subrace.
Elves within the ancient kingdoms retain a semblance Speed. Your base walking speed is 30 feet.
of their former splendour, living in beautiful settlements Fey Ancestry. You have advantage on saving throws
undimmed since the elder days. Elsewhere, elves are you make to avoid or end the charmed condition, and
sadly treated as second-class citizens. magic can’t put you to sleep.
Keen Senses. You have proficiency in the Perception
skill. Additionally, your hearing is so sharp that you
Elf Traits ignore disadvantage to Perception checks based on
Your elf character has a variety of natural abilities they hearing. You still automatically fail such checks if you
share with most other elves. are deafened.
Ability Score Increase. Your Dexterity score Low-Light Vision. Accustomed to twilit forests, you
increases by 2. can see in dim light as if it were bright light.

ELVES | DUNGEON MASTER’S WORKSHOP


5
 

    Trance. Elves don’t need to sleep. Instead, they enter a its terrible consequences—the Retreat of your people
form of waking dream for 4 hours a day. (The Nordic from the wider world, the Quickening of your lives, and
word for such meditation is “trance”.) While in this state, the Withering of your magic.
you are aware of your surroundings, but are too Though there are now more elves living outside elven
distracted to hold conversations, read, stand watch, or lands than there are sharing in what remains of them,
engage in any other activity that requires your attention. you have likely been raised to consider yourself one of

EVUENELLIV ILAGAM :TIDERC TRA


Elves must still spend a total of 8 hours doing nothing the few remaining true elves. Whether you hold this
more strenuous than light activity in order to benefit belief yourself or not, it is deep-seated in high elven
from a long rest. society, much like everything else of elven tradition.
Languages. You can speak, read, and write Nordic Ability Score Increase. Your Intelligence or your
and Velarin. Velarin is a beautiful, fluid language with Wisdom score increases by 1.
mellifluous intonations and intricate grammar. Elven Size. Like a flower nourished by the sun, your
literature is rich and varied, and their songs and poems proximity to sources of fey power in the world has
can move even the coldest of hearts. Some bard schools caused you to grow taller and stronger than elves living
are dedicated to recovering the lost secrets of elven outside elven nations.
music and learning the secrets of the magic it contained. To set your height and weight randomly, start with
Subrace. The fragmentation of the old elven realms rolling a size modifier:
has divided the elves into three main subraces: high
elves, low elves, and wild elves. Choose one of these Size modifier = 2d8
subraces. Height = 4 feet + 8 inches + your size modifier in inches
Weight in pounds = 90 + (1d4 × your size modifier)
High Elf Extended Lifespan. Living close to the fey magic of
You are one of the privileged few, an heir to the the elven homelands, high elves have much longer
greatness of the elves that once spanned the known lifespans, often living well into their seventh or even
world, filling it with beauty and wonder. You are a their eighth century.
witness to the world as it was before the Calamity and

ELVES | DUNGEON MASTER’S WORKSHOP


6
   
    Extra Language. You can speak, read, and write one
extra language of your choice.
Elf Weapon Training. You have proficiency with the
longsword, shortsword, shortbow, and longbow. While
wielding a longsword with one hand, you use your choice
of your Strength or Dexterity modifier for the attack and
damage rolls; you must use the same modifier for both
rolls.
Fey Blessing. You gain one of the following options.
Cantrip. You know one cantrip of your choice from the
wizard spell list (if you chose to increase your
Intelligence with your Ability Score Increase) or the
druid spell list (if you chose to increase your Wisdom).
Your spellcasting ability for this cantrip is the same
ability you chose for your Ability Score Increase—
either Intelligence or Wisdom.
Fey Step. As a bonus action, you can magically teleport
up to 30 feet to an unoccupied space you can see. You
can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses
when you finish a long rest.
Fleet of Foot. Your base walking speed increases to 35
feet.
Low Elf
Low elves are those elves who have been assimilated

AREGEV YIRELAV :TIDERC TRA


into human society. Sometimes called ‘naturalized’
elves, they have lost much of their native culture—
sometimes even their language. Most are found holding
unskilled labour positions and are generally treated as
second-class citizens.
Fortunately, a growing movement in human lands is
raising awareness of the rich history of the elves, and
many Northern leaders are repealing oppressive
statutes, allowing a renaissance of elven culture.
However, much work is yet to be done to restore the
rights and freedoms elves have lost over numerous
waves of invasions through the centuries.
Ability Score Increase. One ability score of your
choice increases by 1. You can’t increase your Dexterity
in this way.
Size. You are somewhat shorter than your high elf kin.
To set your height and weight randomly, start with
rolling a size modifier:
Size modifier = 2d8
Height = 4 feet + 5 inches + your size modifier in inches
Weight in pounds = 80 + (1d4 × your size modifier)
Extra Language. You can speak, read, and write one
extra language of your choice.
Streetwise. You gain proficiency with one of the
following skills of your choice: Deception, Intimidation,
Persuasion, Sleight of Hand, or Stealth.
Urban Camouflage. You can attempt to hide even
when you only have half cover or three-quarters cover
from crowds or urban features or are only lightly
obscured by smog.

ELVES | DUNGEON MASTER’S WORKSHOP


7
 

Wild Elf
When the Cataclysm disrupted the world’s connection to     Ability Score Increase. Your Constitution or your
the original elven homeland, elves sought out places Wisdom score increases by 1.
where the mortal realm and fey realm were still close in Size. With semiregular exposure to fey magic, your
a mass migration known as the Retreat. Unfortunately, kin are not as stunted as low elves.
there were too many refugees for the regions with the To set your height and weight randomly, start with

EVUENELLIV ILAGAM :TIDERC TRA


strongest planar convergences to sustain, leading many rolling a size modifier:
elves to seek out regions where small cracks between
the worlds still allowed trace amounts of fey magic to Size modifier = 2d8
seep through. Height = 4 feet + 6 inches + your size modifier in inches
In the centuries since the Cataclysm, most of these Weight in pounds = 90 + (1d4 × your size modifier)
elven tribes have split into smaller, semi-nomadic clans Extended Lifespan. While less consistently exposed
that migrate between several territories, allowing time to the fey magic that sustains their people than high
for each of these regions to replenish its natural elves, wild elves still have much longer lifespans than
resources. This migratory behaviour frequently brings their low elf cousins, often living well into their sixth
them into conflict with other groups that move into a century.
region they perceived to be empty, only for elves to Elf Weapon Training. You have proficiency with the
appear a few years later and claim it to be their home. longsword, shortsword, shortbow, and longbow. While
Many clans have lost their way of life as they were wielding a longsword with one hand, you use your choice
unable to displace newcomers who had claimed their of your Strength or Dexterity modifier for the attack and
territories. damage rolls; you must use the same modifier for both
Wild elves generally live close to the land, careful not rolls.
to overburden its ability to sustain their populace. They Mask of the Wild. You can attempt to hide even when
take care not to allow their numbers to grow too large, you are only lightly obscured by foliage, heavy rain,
and usually travel in bands of no more than 100 falling snow, mist, and other natural phenomena.
individuals.
ELVES | DUNGEON MASTER’S WORKSHOP
8
 

    Alignment. Humans tend toward no particular


alignment. The best and the worst are found among

)DNUORGKCAB( IL KRAM / )DNUORGEROF( OZIAP :TIDERC TRA


them.
Size. Humans vary widely in height and build, from
barely 5 feet to well over 6 feet tall. Regardless of your
position in that range, your size is Medium.
To set your height and weight randomly, start with
rolling a size modifier:
Humans Size modifier = 2d8
Height = 4 feet + 10 inches + your size modifier in inches
Humans are the most widespread race in Taldaras, Weight in pounds = 100 + (2d4 × your size modifier)
spanning dozens of cultures throughout the known
world. Multiple groups of humans have arrived in the Speed. Your base walking speed is 30 feet.
world at various times over the past millennia, most Languages. You can speak, read, and write Nordic
recently in a massive planar conjunction nearly two and one additional common language of your choice.
hundred years ago. Determined. The tenacity of the human spirit allows
you to prevail even in the face of defeat. Once per turn
Human Traits when you fail an attack roll, ability check, or saving
throw, you can reroll the die and use the new roll. You
Humans vary so much in their ambitions and abilities can use this feature a number of times equal to your
that it’s hard to make generalizations about them, but proficiency bonus, and you regain all expended uses
your human character has these traits. when you finish a long rest.
Ability Score Increase. One ability score of your Swift Learner. You gain proficiency with two skills of
choice increases by 2, and two other ability scores of your choice, or with one skill and one tool. Additionally,
your choice increase by 1. you complete the Training downtime activity in half the
Age. Humans reach adulthood in their late teens and normal amount of time.
typically live less than a century.

HUMANS | DUNGEON MASTER’S WORKSHOP


9
   

    Alignment. Driven by their celestial nature, many


aasimar tend toward lawful alignments.

)DNUORGKCAB( NOSNHOJ YBBOR / )DNUORGEROF( OZIAP :TIDERC TRA


Size. Aasimar share the size of their parents, either
Medium or Small. You choose your size when you select
this race.
Speed. Your base walking speed is 25 feet if you are
Small, or 30 feet if you are Medium.
Celestial Resistance. You have resistance to necrotic
Aasimar damage and radiant damage.
Aasimar are rare mortals touched by the power of the Darkvision. The radiance within you allows your
higher planes. Some are said to be scions of the vision to cut through darkness. You can see in dim light
heavens, descended from celestial beings or living as if it were bright light. Moreover, you can see in
saints, while others were exposed to the divine energies darkness out to a range of 60 feet as if it were dim light.
of holy places. They are regarded by scholars as the holy You discern colours in darkness only as shades of grey.
counterpart of tieflings. Lightbearer. You can conjure a magical light as a
An aasimar’s heritage is plain in the comeliness of bonus action. The light is a torch-sized, glowing orb that
their appearance, which is both physical and spiritual in manifests within 30 feet of you. It sheds bright light in a
nature. Aasimar possess a strong, even magnetic 10-foot radius and dim light for another 10 feet. As a
personality that makes them natural leaders against the bonus action on each of your subsequent turns while the
forces of evil. effect lasts, you can move the orb up to 30 feet. The light
lasts for 1 minute, until it moves beyond 30 feet of you,
Aasimar Traits or until you choose to dismiss it (no action required).
Hybrid Nature. You have two creature types:
Aasimar characters have the following traits. Humanoid and Celestial. You can be affected by a game
Ability Score Increase. Your Charisma score effect if it works on either of your creature types.
increases by 2. Languages. You can speak, read, and write Nordic
Age. Aasimar mature and age at about the same rate and one other common language of your choice.
as their base race. Human aasimar live somewhat longer Subrace. There are two major subraces of aasimar:
than normal humans, up to 140 years. champion and guardian. Choose one of these subraces.

AASIMAR | DUNGEON MASTER’S WORKSHOP


10
   

Champion
Champion aasimar are imbued with a blazing energy
that exhorts them to seek out and destroy evil. Some Guardian

ITSARAS :TIDERC TRA


aasimar find this to be a calling, others an obsession. Guardian aasimar stand vigilant against the darkness.
Many champion aasimar find their way to holy orders Their gifts are based on protecting the weak, and many
that combat the forces of evil, or wage a personal war dedicate their lives to defending their community against
against more metaphorical demons. evil.
Ability Score Increase. Your Strength or your Ability Score Increase. Your Constitution or your
Constitution score increases by 1. Wisdom score increases by 1.
Aspect of War. Starting at 3rd level, you can use a Aspect of Mercy. Starting at 3rd level, you can use a
bonus action to channel your divine energy and become bonus action to channel your divine energy, causing holy
a holy avatar with blazing eyes and luminous, light to emanate from you.
incorporeal wings. Your transformation lasts for 1 minute or until you
Your transformation lasts for 1 minute or until you end it as a bonus action. While transformed, you shed
end it as a bonus action. While transformed, you have a bright light in a 10-foot radius and dim light for an
flying speed equal to your walking speed, and once on additional 10 feet. Creatures of your choice within the
each of your turns, you can deal extra radiant damage to bright light (including yourself) gain temporary hit points
one target when you deal damage to it with an attack or at the start of each of their turns. The number of
a spell. The extra damage equals your proficiency bonus, temporary hit points equals your proficiency bonus,
increasing to twice your proficiency bonus starting at increasing to twice your proficiency bonus at 11th level.
11th level. Once you use this trait, you can’t use it again until you
Once you use this trait, you can’t use it again until you finish a long rest.
finish a long rest.
AASIMAR | DUNGEON MASTER’S WORKSHOP
11
   

     Size. In your natural form, you are slender and


slightly shorter than a human. Your size is Medium.
To set your height and weight randomly, start with
rolling a size modifier:

)DNUORGKCAB( NEW ULAY / )DNUORGEROF( TC GNOUD :TIDERC TRA


Size modifier = 2d6
Height = 4 feet + 8 inches + your size modifier in inches
Weight in pounds = 90 + (1d6 × your size modifier)
Speed. Your base walking speed is 30 feet.
Changelings Languages. You can speak, read, and write Nordic
Changelings are a clever people able to change their and three extra common languages of your choice.
form with a thought. They live in small, secret Changeling Instincts. You gain proficiency with the
communities within larger settlements, careful to avoid Deception and Performance skills. Whenever you make
revealing their nature to superstitious or unsavoury folks a Charisma check to pass yourself off as someone you
who would victimize or exploit them for their unique have shapechanged into, and you would normally add
abilities. your proficiency bonus, you add twice your proficiency
bonus instead.
Changeling Traits Shapechanger. As an action, you can magically
change your form and your voice to that of another
Changeling characters have the following traits. Medium humanoid with the same basic arrangement of
Ability Score Increase. Your Charisma score limbs that you have. You determine the specifics of the
increases by 2. In addition, one other ability score of changes, such as skin colour, hair length, and sex. You
your choice increases by 1. can also assume a new height and weight. You can make
Age. Changelings have a similar lifespan to humans. yourself appear as another race, or as an entirely unique
While a changeling can transform to conceal their age, appearance. Your statistics are the same no matter what
they can’t avoid the effects of aging by changing forms. form you take, and your clothing and equipment aren’t
Alignment. A changeling’s various personas naturally changed during this process, possibly causing them to
focus the different parts of their psyche, allowing them be ruined if you transform into a larger form.
to more easily approach problems from multiple You can choose to transform into a specific individual,
perspectives. Overall, they tend toward chaos, learning duplicating their appearance and voice. You can also
to trust their own instincts over systemic rules. learn to mimic their mannerisms by spending at least
CHANGELINGS | DUNGEON MASTER’S WORKSHOP
12
   

1 hour studying the individual’s movements and Camouflage. Your skin gains a pattern or is covered by
behaviour, listening to them speak, and noting their multicoloured fur. While you are hiding, creatures
SUKEB ANYZRATAK :TIDERC TRA
quirks. At the end of this hour, make a Wisdom (Insight) attempting to find you have disadvantage on Wisdom
check against the target’s passive Charisma (Deception) (Perception) checks that rely on sight.
score. If you attempt to transform into an individual Natural Armour. You gain a +2 natural armour bonus.
without first succeeding this check, individuals close to Natural Weapons. You grow claws or fangs with which
the person you are impersonating have advantage on all you can make unarmed strikes. When you hit with
Wisdom (Insight) checks made to detect your ruse. them, the strike deals 1d4 + your Strength modifier,
You stay in the new form until you use an action to instead of the normal damage for an unarmed strike.
revert to your true form or until you die. You deal slashing damage with your claws and piercing
As part of your shapeshifting, you can choose one of damage with your bite.
the following benefits, which lasts until your Speed. You gain a climbing speed or a swimming speed
transformation ends: equal to your walking speed.

CHANGELINGS | DUNGEON MASTER’S WORKSHOP


13
 

    Size. Draconians typically stand over 6 feet tall and


weigh considerably more than humans of the same
height on account of their armoured flesh and larger
muscles. Draconians never stop growing, and can reach
heights of up to 8 feet. Your size is Medium.
To set your height and weight randomly, start with
rolling a size modifier:

)DNUORGKCAB( ATIHSEKAT OKUY / )DNUORGEROF( NIL NIMAIJ :TIDERC TRA


Size modifier = 2d10
Height = 5 feet + 8 inches + your size modifier in inches
Weight in pounds = 180 + (2d6 × your size modifier)
Draconians Speed. Your base walking speed is 30 feet.
Newcomers to Taldaras, Draconians are humanoid Languages. You can speak, read, and write Nordic
saurian slavers ruled by a formidable mage caste. Very and Draconic. Draconic is a language with harsh
few can be found in the North, usually members of consonants and sounds humans find difficult to
exiled houses that scheme to win back their place in the pronounce, and its dialects often favour complex
glorious, floating cities of the Valmor Imperium. grammar and sesquipedalian verbiage.
Breath Weapon. When you take the Attack action,
Draconian Traits you can replace one of your attacks with an exhalation of
magical fire. Creatures in a 15-foot cone originating
Draconians are a varied people, but most share the from you must make a Dexterity saving throw, taking
following traits. 2d8 fire damage on a failed save or half as much on a
Ability Score Increase. Your Strength, Constitution, successful one. The damage increases to 3d8 at 5th
and Charisma scores each increase by 1. level, 4d8 at 11th level, and 5d8 at 17th level. The DC
Age. Draconians grow very slowly, with none of the for this saving throw equals 8 + your Constitution
sudden spurts that mark the development of other modifier + your proficiency bonus.
humanoids. They reach physical and mental maturity by You can use your breath weapon a number of times
the age of 50 and can live to be 300 years old. equal to half your proficiency bonus (rounded up). You
Alignment. Though draconians are infamous for their regain all uses after you finish a long rest.
slavekeeping practice, they have a strong commitment to Draconic Ancestry. By some unknown means,
justice and are typically lawful. Draconians embrace draconians possess the blood of dragons. You have
good and evil as commonly as humans. resistance to fire damage.

DRACONIANS | DUNGEON MASTER’S WORKSHOP


14
 
Hybrid Nature. You have two creature types:
XOF YRUTNEC HT02 :TIDERC TRA

Humanoid and Dragon. You can be affected by a game


effect if it works on either of your creature types.
Natural Armour. You gain a +2 natural armour bonus
to your AC from your tough hide.
Natural Weapons. You can make unarmed strikes
with your teeth, claws, and tail. If you hit with these
weapons, you can deal damage equal to 1d4 + your
Strength modifier, instead of the normal damage for an
unarmed strike. You deal piercing damage with a bite,
slashing damage with your claws, and bludgeoning
damage with your tail.
 

)DNUORGKCAB( BUARTS PILIHP / )DNUORGEROF( SMLAER YRANOISIV :TIDERC TRA


    Size. Gnomes are around 3 feet tall and weigh
between 25 and 30 pounds. Your size is Small.
To set your height and weight randomly, start with
rolling a size modifier:
Gnomes Size modifier = 2d4
Height = 2 feet + 7 inches + your size modifier in inches
Gnomes are believed to be the aboriginal people of Weight in pounds = 20 + (1 × your size modifier)
Taldaras. They are sometimes called the Forgotten Folk,
as they are rarely seen, living in reclusive communities. Speed. Your base walking speed is 25 feet.
Darkvision. Accustomed to life underground or in
Gnome Traits deep forests, you have superior vision in dark and dim
conditions. You can see in dim light as if it were bright
Your gnome character has certain characteristics in light. Moreover, you can see in darkness out to a range of
common with other gnomes. 60 feet as if it were dim light. You discern colours in
Ability Score Increase. Your Intelligence score darkness only as shades of grey.
increases by 2. Gnome Cunning. You have advantage on all
Age. Gnomes mature slowly, reaching physical and Intelligence, Wisdom, and Charisma saving throws
mental maturity around the age of 30. Most are expected against magic.
to settle down into an adult life by around age 40. They Languages. You can speak, read, and write Nordic
often live well into their fifth century. and Golvoth. The Golvoth language uses the same script
Alignment. Gnomes are most often good. Those who as Khaurth, and the gnomes and dwarves both claim to
tend toward law are sages, engineers, researchers, have invented it. It is renowned for its technical treatises
scholars, investigators, or inventors. Those who tend and its catalogues of knowledge about the natural world.
toward chaos are minstrels, tricksters, wanderers, or Subrace. Two subraces of gnomes are found in
fanciful jewellers. Gnomes are good-hearted, and even Taldaras: deep gnomes and forest gnomes. Choose one
the tricksters among them are more playful than vicious. of these subraces.

GNOMES | DUNGEON MASTER’S WORKSHOP


16
   

)DNUORGKCAB( HTRONEHTFONHOJ / )DNUORGEROF( OZIAP :TIDERC TRA


Forest Gnome
Few even among the elves have entered a forest gnome
community. They live in perfect harmony with nature,
the only mark of their presence being strange faces
shaped into the living bark of certain trees.
Deep Gnome Ability Score Increase. Your Dexterity or your
Deep gnomes live alongside dwarves in the vast network Wisdom score increases by 1.
of underground settlements that extends beneath much Forest Magic. You know the druidcraft cantrip. Once
of the known world. They look much the same as their you reach 3rd level, you can cast the entangle spell once,
surface kin, though they tend to be somewhat paler. and regain the ability to do so when you finish a long
Ability Score Increase. Your Constitution or your rest. Once you reach 5th level, you can also cast the
Wisdom score increases by 1. spike growth spell once, and regain the ability to do so
Deep Magic. You know the druidcraft cantrip. Once when you finish a long rest. You can also cast either of
you reach 3rd level, you can cast the detect magic spell those spells using any spell points you have.
once, and regain the ability to do so when you finish a Intelligence or Wisdom is your spellcasting ability for
long rest. Once you reach 5th level, you can also cast the these spells when you cast them with this trait; you
darkness spell once, and regain the ability to do so when choose which at 1st level, and it can’t be changed.
you finish a long rest. You can also cast either of those Forest Speech. You have the ability to magically
spells using any spell points you have. communicate in a limited manner with Beasts and
Intelligence or Wisdom is your spellcasting ability for Plants. Such communication is limited to simple
these spells when you cast them with this trait; you concepts, and requires your concentration (as though
choose which at 1st level, and it can’t be changed. you were concentrating on a spell). You have advantage
Superior Darkvision. You can see in darkness as if it on all Charisma checks you make to influence Beasts
were dim light out to a range of 120 feet. and Plants you communicate with.

GNOMES | DUNGEON MASTER’S WORKSHOP


17
   

    Alignment. Half-elves share the chaotic bend of their

)DNUORGKCAB( MAGMALAG SENAREVOL OLUAP / )DNUORGEROF( NHAR SIRHC :TIDERC TRA


elven heritage. They value both personal freedom and
creative expression, demonstrating neither love of
leaders nor desire for followers. They chafe at rules,
resent others’ demands, and sometimes prove
unreliable, or at least unpredictable.
Size. Half-elves are slightly taller than humans,
Half-Elves ranging from 5 to 6 feet tall. Your size is Medium.
Half-elves are the offspring of humans and elves, or two To set your height and weight randomly, start with
half-elves. They can be found anywhere humans and rolling a size modifier:
elves live together, though the complex and often Size modifier = 2d8
unfortunate social factors around human and elven Height = 4 feet + 10 inches + your size modifier in inches
relations typically leads to a half-elf residing with their Weight in pounds = 100 + (2d4 × your size modifier)
elven parent. Over the last decade, however, more half- Speed. Your base walking speed is 30 feet.
elves are being recognized by human parents. Fey Ancestry. You have advantage on saving throws
Half-Elf Traits
you make to avoid or end the charmed condition, and
magic can’t put you to sleep.
Your half-elf character has some qualities in common Low-Light Vision. Thanks to your elf blood, you have
with elves and some that are unique to half-elves. superior vision in dim conditions. You can see in dim
Ability Score Increase. Your Charisma score light as if it were bright light.
increases by 2, and two other ability scores of your Skill Versatility. You gain proficiency in two skills of
choice increase by 1. your choice.
Age. Half-elves mature at the same rate humans do Languages. You can speak, read, and write Nordic,
and reach adulthood around the age of 20. They live Velarin, and one other common language of your choice.
much longer than humans, however, with the oldest
living 200 years.

HALF-ELVES | DUNGEON MASTER’S WORKSHOP


18
 

     Alignment. Most halflings are chaotic good, valuing


freedom and self-discovery over rigid tradition and
authoritarianism. Community and camaraderie are

)DNUORGEROF( OZIAP ,)DNUORGKCAB( 54NAHTANOJ :TIDERC TRA


some of the closest ideals to a halfling’s heart.
Size. Halflings generally stand a little over 3 feet tall
and weigh about 40 pounds. Your size is Small.
To set your height and weight randomly, start with
rolling a size modifier:
Halflings Size modifier = 2d4
Height = 2 feet + 11 inches + your size modifier in inches
Halflings in Taldaras are diminutive in stature but Weight in pounds = 35 + (1 × your size modifier)
otherwise proportional to humans. They hail from an
archipelago to the southwest, where they live in Speed. Your base walking speed is 25 feet.
hundreds of micro-nations that are united in certain Brave. You have advantage on saving throws you
cultural practices, religious beliefs, and language. make to avoid or end the frightened condition.
Halflings are among the most proficient mariners in Lucky. When you roll a 1 on the d20 for an attack roll,
the world, and the sea is said to run in their veins. Even ability check, or saving throw, you can reroll the die and
those halflings who live away from the shore rarely must use the new roll.
venture far from major bodies of water around which Halfling Nimbleness. You can move through the
their society revolves. space of any creature that is of a size larger than yours
without expending extra movement.
Halfling Traits Languages. You can speak, read, and write Nordic
and Hith. The Hith language is primarily an oral
Your halfling character has some traits in common with tradition, with a limited written corpus. Some halflings
other halflings. aren’t even literate, though they are remarkably capable
Ability Score Increase. Your Dexterity score at committing information to memory through
increases by 2. storytelling techniques.
Age. A halfling reaches adulthood around the age of Subrace. Two subraces of halflings are found in
20 and generally lives into the middle of their second Taldaras: lightfoot and seaborn. Choose one of these
century. subraces.
HALFLINGS | DUNGEON MASTER’S WORKSHOP
19
   

Lightfoot Seaborn
Over the centuries that they’ve been living in human The majority of halflings in Taldaras are seaborn

OKNERAZAN NOTNA :TIDERC TRA


cities, many halflings have learned to use their natural halflings, living off the water in coastal communities.
instincts to survive in a world of Big Folk. Ability Score Increase. Your Strength or your
Ability Score Increase. Your Intelligence or your Constitution score increases by 1.
Charisma score increases by 1. Bonus Proficiencies. You gain proficiency with one of
Small but Deadly. When you damage a creature with the following of your choice: carpenter’s tools,
an attack and the creature’s size is larger than yours, you cartographer’s tools, navigator’s tools, or vehicles
can cause the attack to deal extra damage to the (water). You also gain proficiency with one of the
creature. The extra damage equals your proficiency following skills of your choice: Animal Handling, Nature,
bonus, increasing to twice your proficiency bonus or Survival.
starting at 11th level. Deep Lungs. You can hold your breath for up to 15
You can use this trait a number of times equal to your minutes at a time underwater.
proficiency bonus, regaining all expended uses when Friend of the Sea. You can communicate simple
you finish a long rest, and you can use it no more than ideas to any Beast, Elemental, or Monstrosity that has a
once per turn. swimming speed. It can understand your words, though
Naturally Stealthy. You can attempt to hide even you have no special ability to understand it in return.
when you are obscured only by a creature that is at least Natural Swimmer. You have a swim speed equal to
one size larger than you. your walking speed.
Streetwalk. Other creatures have disadvantage on Sea Legs. You have advantage on ability checks and
ability checks made to track you through urban saving throws made to avoid being knocked prone or fall
environments, and you can move through difficult prone.
terrain made of nonmagical urban features such as
broken flooring and strewn crates without expending
extra movement.
HALFLINGS | DUNGEON MASTER’S WORKSHOP
20
   

    Age. Young half-orcs grow quickly, walking within

)DNUORGKCAB( NOSWAL YLLO / )DNUORGEROF( TSAOC EHT FO SDRAZIW :TIDERC TRA


weeks and attaining the size and development of a five-
year-old human child within a year. They reach full
physical maturity around age 15. They can live well into
the second half of their first century, though half-orcs
who live among brutal orc tribes are as likely as their kin
to see that cut short by the hard nature of their life, and
Half-Orcs rarely see 40.
In the elder days, the mighty orc race was created by Alignment. Though a half-orc’s human heritage
bloodthirsty gods to be their soldiers. However, their allows them to suppress the innate evil of their orcish
creations proved to be too powerful for them to control. side, the constant battle against that part of their nature
The orcs rose up and slew their gods, but not before the makes them inclined to chaos, as they are forced to rely
pantheon could imprint their essence on the orc psychic on their own strength and sense of morality.
gestalt, forever corrupting their spirit. Their violent and Size. Half-orcs are noticeably larger and heavier than
territorial instincts suddenly all but overwhelming their humans. They often stand over 6 feet tall and weigh
reason, the orcs broke into innumerable warbands, between 200 and 250 pounds. Your size is Medium.
losing almost all trace of their original civilization. Today, To set your height and weight randomly, start with
they are a scourge that occasionally descends from the rolling a size modifier:
mountains, leaving half-orcs in their wake. Size modifier = 2d8
Height = 5 feet + 6 inches + your size modifier in inches
Half-Orc Traits Weight in pounds = 150 + (2d8 × your size modifier)
Your half-orc character has certain traits deriving from Speed. Your base walking speed is 30 feet.
your orc ancestry. Low-Light Vision. Thanks to your orc blood, you have
Ability Score Increase. Your Strength score superior vision in dim conditions. You can see in dim
increases by 2. light as if it were bright light.

HALF-ORCS | DUNGEON MASTER’S WORKSHOP


21
   

    Relentless Endurance. When you are reduced to 0 Shadow


hit points but not killed outright, you can drop to 1 hit You are strongly influenced by the Shadow spirit.
point instead. You can’t use this feature again until you Subterfuge and misdirection are your tactics of choice,
finish a long rest. and you are probably a secretive individual. Wherever
Savage Attacks. When you score a critical hit with a possible, you are inclined to find the path of least
melee weapon attack, you can roll one of the weapon’s resistance.
damage dice one additional time and add it to the extra Ability Score Increase. Your Dexterity or your
)MOTTOB( ADSEHTEB / )POT( SAGRAV YDNAR :TIDERC TRA

damage of the critical hit. Constitution score increases by 1.


Languages. You can speak, read, and write Nordic Darkvision. You can see in darkness within 60 feet of
and Orc. you as if it were dim light. You discern colours in
Subrace. Four subraces of half-orcs exist: death, darkness only as shades of grey.
shadow, shaman, and warlord. Choose one of them for Hidden Step. As a bonus action when you are in dim
your character. light or darkness, you can magically turn invisible until
the start of your next turn or until you attack, make a
Death damage roll, or force a saving throw. You can use this
The Death spirit holds great sway over you. You are trait a number of times equal to your proficiency bonus,
more attuned to the forces of life, giving you a better and you regain all expended uses when you finish a long
insight into its mechanisms and how to subvert them. rest.
You may have a grim demeanour and seem callous to
those around you, but this is only because you recognize
the fleeting nature of living energy.
Ability Score Increase. Your Constitution score
increases by 1.
Expert Poisoner. You have proficiency with
poisoner’s kits.
Poison Resistance. You have advantage on saving
throws you make against poison, and to avoid or end the
poisoned condition. Moreover, you have resistance to
poison damage.

HALF-ORCS | DUNGEON MASTER’S WORKSHOP


22
   

Orc Hordes & Warlords


Shaman All orcs are connected to a gestalt psychic field
Half-orcs of the Shaman are often considered wise for that was conceived by their gods to allow for more
their deep connection to the mystical aspects of orcish effective co-ordination of tactical manoeuvres.
nature. Whether or not it grants you wisdom, your When the orcs rose up and slew their gods, the
connection to the Shaman grants you the ability to wield pantheon struck back by corrupting this field,
a measure of primal magic through the orc psychic destroying the unity of the orcs. As a result, orcs
gestalt.

OIDUTS ERAUN :TIDERC TRA


are driven to violence in the same way they are
Ability Score Increase. Your Constitution or your driven to eat, and are unable to maintain any kind
Wisdom score increases by 1. of civilization more complex than small warbands
led by chiefs who are strong enough to influence
Orc Magic. You know the druidcraft cantrip. Once you their followers through the psychic field.
reach 3rd level, you can cast the beast sense spell once, Most of the time, orcs war amongst themselves,
and regain the ability to do so when you finish a long with warbands destroying each other over
rest. Once you reach 5th level, you can also cast the pass territorial disputes, blood feuds, or some other
without trace spell once, and regain the ability to do so source of contention. However, on occasion an
when you finish a long rest. You can also cast either of especially strong orc chief will be able to draw
those spells using any spell points you have. other chiefs into following him, becoming the
Wisdom is your spellcasting ability for these spells most terrifying kind of orc: a warlord. As a warlord
when you cast them with this trait. grows his followers, the psychic field they generate
becomes stronger, which in turn draws even more
Warlord orcs to join. Eventually, such a force reaches a
The Warlord influences you strongly, exhorting you to critical mass and becomes a horde, which sweeps
rise to the call of leadership. More aggressive half-orcs out from orcish lands in a tide of bloodlust and
of the Warlord are inclined to seize command through carnage, stopping only when they run out of
strength or cunning, while others find more amicable enemies and dissolve to infighting, or the warlord
routes to leadership. and all his chiefs are slain.
Most half-orcs in human lands grow up in the
Ability Score Increase. Your Constitution or your wake of an orc horde and are often born under the
Charisma score increases by 1. spirit that most strongly influenced the warlord of
Taskmaster. If an ally within 30 feet that you can see the horde. The most recent orc horde to sweep the
misses with an attack roll or fails an ability check or North was the White Hand horde, which was
saving throw, you can use your reaction to grant a bonus fomented most strongly by the Warlord spirit. As
to the roll equal to your Charisma modifier (minimum of such, most of the half-orcs in the North fall under
1), provided that they can hear you. You can use this trait the Warlord’s influence.
a number of times equal to your proficiency bonus, and
you regain all expended uses when you finish a long rest.
HALF-ORCS | DUNGEON MASTER’S WORKSHOP
23
   

    Age. Planetouched mature and age at about the same


rate as their base race. Human planetouched live
somewhat longer than normal humans, up to 120 years.
Alignment. Independent and self-reliant, planetouched
generally favour a neutral alignment.
Size. Planetouched share the size of their parents,

)DNUORGKCAB( SIVAD TNEK / )DNUORGEROF( OZIAP :TIDERC TRA


either Medium or Small. You choose your size when you
select this race.
Speed. Your base walking speed depends on your
heritage: 25 feet for Small characters or 30 feet for
Medium characters.
Planetouched Hybrid Nature. You have two creature types:
Humanoid and Elemental. You can be affected by a
Many believe other planes to be distant realms, but in game effect if it works on either of your creature types.
truth the walls between worlds are often permeable. Languages. You can speak, read, and write Nordic
This is most commonly the case with the elemental and one other common language of your choice.
planes, the influence of which can be felt throughout the Subrace. There are four major subraces (called
world. One way this affects Taldaras is the rise of ‘types’) of planetouched: air, earth, fire, and water.
planetouched—individuals who have a deep connection Choose one of these subraces.
to an elemental plane.
Air
Planetouched Traits Air type planetouched are often thought of as flighty and
Planetouched vary even among their subgroups, but as changeable as the winds that rise to their command.
tend to share the following traits. While your mood shifts more regularly than most, you
Ability Score Increase. Your Constitution score also forgive slights and grudges more easily, and often
increases by 2. greet a new day as a fresh start.

PLANETOUCHED | DUNGEON MASTER’S WORKSHOP


24
   

    When channelling your elemental power, you typically Earth

IOHC EAJGNOY :TIDERC TRA


reveal your nature through minor alterations in your Earth type planetouched are often considered wise for
appearance, such as your skin becoming light blue, or their tendency to pause and consider all options before
strange elemental effects such as your hair stirring in a taking action. Your affinity with the immovable and solid
strong, unseen breeze. Your voice might become breathy earth leads you to value strength and stability in your
and marked by a faint echo. life, eschewing frivolities and fruitless distractions.
Ability Score Increase. Your Dexterity or your When channelling your elemental power, you typically
Charisma score increases by 1. reveal your nature through minor alterations in your
Acrobatic. Supernaturally light on your feet, you gain appearance, such as your skin becoming stone-like, or
proficiency in Acrobatics. strange elemental effects such as small stones levitating
Unending Breath. You can hold your breath nearby. Your voice might become harsh and grinding,
indefinitely while you’re not incapacitated. reminiscent of stones scraping together.
Skyrunner. Your base walking speed increases to 35 Ability Score Increase. Your Strength or your
feet, unless it was already higher. Wisdom score increases by 1.
Wind Magic. You know the gust cantrip. When you Darkvision. At home in the deepest of caves, you can
reach 3rd level, you can cast the levitate spell once with see in dim light as if it were bright light. Moreover, you
this trait, and you regain the ability to cast it this way can see in darkness out to a range of 60 feet as if it were
when you finish a long rest. Once you reach 5th level, dim light. You discern colours in darkness only as
you can also cast the thunderwave spell as a 2nd level shades of grey.
spell once, and regain the ability to do so when you Earthwalk. You can move across difficult terrain
finish a long rest. You can also cast either of those spells made of earth or stone without expending extra
using any spell points you have. movement.
Constitution is your spellcasting ability for these spells
when you cast them with this trait.
PLANETOUCHED | DUNGEON MASTER’S WORKSHOP
25
   
    Earth Magic. You know the shape earth cantrip. Water
When you reach 3rd level, you can cast the armour of As a river can wear solid stone into deep gorges and the
earth spell as a 2nd-level spell once with this trait, and sea can batter down great cliffs, water type
you regain the ability to cast it this way when you finish a planetouched are often aloof to the foibles and
long rest. Once you reach 5th level, you can also cast the nuisances that distract others, confident that their
seismic shock spell as a 2nd-level spell once, and regain patience and persistence will prevail. Grand, timeless
the ability to do so when you finish a long rest. You can goals appeal to you, and you derive a sense of reward
also cast either of those spells using any spell points you from playing your part in such endeavours.
have. When channelling your elemental power, you typically
Constitution is your spellcasting ability for these spells reveal your nature through minor alterations in your
when you cast them with this trait. appearance, such as your hair floating as though
Stone’s Resilience. You can fortify your body with underwater, or strange environmental effects such as a
earth magic to shrug off injury. When you take damage, smell of sea air. Your voice might seem to issue from a
you can use your reaction to reduce the damage by an deep well.
amount up to 1d12 + your Constitution modifier. Ability Score Increase. Your Strength or your
You can use this trait a number of times equal to your Wisdom score increases by 1.
proficiency bonus, and you regain all expended uses Speed. You gain a swimming speed equal to your base
when you finish a long rest. walking speed.
Amphibious. You can breathe air and water.
Fire Darkvision. You are accustomed to living at water
Fire type planetouched are often thought of as volatile depths below where sunlight can reach. You can see in
and impatient, prone to snap judgments and intense dim light as if it were bright light. Moreover, you can see
temperaments. You are passionate by nature and pursue in darkness out to a range of 60 feet as if it were dim
your goals with tireless fervour. light. You discern colours in darkness only as shades of
When channelling your elemental power, you typically grey.
reveal your nature through minor alterations in your Master of the Depths. Adapted to life in the ocean
appearance, such as your hair becoming harmless depths, you have resistance to cold damage, and you
flames, or strange environmental effects such as a smell ignore the drawbacks caused by underwater
of sulphur. Your voice might crackle like fire. environments. You can comfortably live at depths of up
Ability Score Increase. Your Intelligence or your to 250 feet.
Charisma score increases by 1. Water Magic. You know the control water cantrip.
Fiery Burst. When you take the Attack action on your When you reach 3rd level, you can cast create or destroy
)EGAP ETISOPPO( ORELLECXE AKA T4CR3F :TIDERC TRA

turn, you can replace one of your attacks with a burst of water as a 2nd-level spell once with this trait, and you
magical flame. Creatures within 10 feet of you must regain the ability to cast it this way when you finish a
make a Dexterity saving throw, taking 2d8 fire damage long rest. Once you reach 5th level, you can also cast the
on a failed save or half as much on a successful one. The geyser spell once, and regain the ability to do so when
damage increases to 3d8 at 5th level, 4d8 at 11th level, you finish a long rest. You can also cast either of those
and 5d8 at 17th level. The DC for this saving throw spells using any spell points you have.
equals 8 + your Constitution modifier + your proficiency Constitution is your spellcasting ability for these spells
bonus. when you cast them with this trait.
You can use this trait a number of times equal to half  
your proficiency bonus (rounded up), and you regain all
uses after you finish a long rest.
Fire Magic. You know the pyromancy cantrip. When New Spells
you reach 3rd level, you can cast burning hands as a The spells in this document are either revised
2nd-level spell once with this trait, and you regain the versions of those that appear in other published
ability to cast it this way when you finish a long rest. documents or are entirely original. Descriptions of
Once you reach 5th level, you can also cast the these spells can be found in appendix B.
scorching ray spell once, and regain the ability to do so Spell Components. With a few exceptions, no
when you finish a long rest. You can also cast either of spells in Taldaras have verbal, somatic, or material
those spells using any spell points you have. components. Refer to a spell’s description in
Constitution is your spellcasting ability for these spells appendix B for further information.
when you cast them with this trait. Spell Points. Spellcasters in Taldaras use spell
Heart of Flame. Adapted to scorching environments, points instead of spell slots. A full description of
you have resistance to fire damage, and you ignore the this spellcasting system will be contained in a
drawbacks caused by environments of extreme heat. future document.

PLANETOUCHED | DUNGEON MASTER’S WORKSHOP


26
   

Tiefling Traits
Tieflings arise from numerous different lineages, but
tend to share the following traits.
Ability Score Increase. Your Charisma score
increases by 2, and your Intelligence score increases

)DNUORGKCAB( KEOKKEOK OYAH / )DNUORGEROF( OZIAP :TIDERC TRA


by 1.
Age. Tieflings mature and age at about the same rate
as their base race. Human tieflings live somewhat longer
than normal humans, up to 120 years.
Alignment. Many tieflings are evil, having been raised
in traditions carried down from the old imperial
Tieflings aristocracy and instilled with a disdain for those who
would jealously deny them their birthright. Even those
The first human empire of Taldaras once dominated who abandon their heritage often retain an independent
most of the known world, with twelve prefectures nature that pushes them toward a chaotic alignment.
encompassing one hundred provinces, allied states, and Size. Tieflings share the size of their parents, either
protectorates. Such a bloated state was possible only Medium or Small. You choose your size when you select
through the reckless use of blood magic by its powerful this race. Almost all tieflings are of human descent.
aristocracy, and not unexpectedly this led to disaster. Speed. Your base walking speed depends on your
The empire fell almost overnight, and its upper class heritage: 25 feet for Small characters or 30 feet for
was transformed by the infernal magic they had Medium characters.
channelled. Darkvision. Thanks to your fiendish heritage, you
In the 200 years since the empire fell, the cursed have superior vision in dark and dim conditions. You can
appearance of these surviving aristocrats has passed on see in dim light as if it were bright light. Moreover, you
to subsequent generations, along with an abiding call to can see in darkness out to a range of 60 feet as if it were
the darkness of their heritage. Many tieflings reject this dim light. You discern colours in darkness only as
side of their legacy, but their monstrous appearance shades of grey.
means they must still hide their nature from Languages. You can speak, read, and write Nordic
superstitious commoners. and Infernal.

TIEFLINGS | DUNGEON MASTER’S WORKSHOP


28
   

    Fiendish Legacy. You know the minor arcana cantrip.


When you reach 3rd level, you can cast hellish rebuke as Tieflings of Other Lineages
a 2nd-level spell once with this trait, and you regain the While the majority of tieflings in Taldaras arose
ability to cast it this way when you finish a long rest. from the fall of the Tarathi empire, the metarace
Once you reach 5th level, you can also cast the darkness has occurred on other, less infamous occasions. A
spell once, and regain the ability to do so when you child conceived during an infernal ritual, sired by a
finish a long rest. You can also cast either of those spells fiend or cambion, or born in an area tainted by
using any spell points you have. infernal magic can be a tiefling. Tieflings of other
Charisma is your spellcasting ability for these spells lineages may have somewhat different abilities and
when you cast them with this trait. appearance.
Fiendish Resistance. You have resistance to fire If you wish to be a tiefling of a different lineage,
ENOTS ESAHC :TIDERC TRA

damage. speak to your GM about changing such things as


Hybrid Nature. You have two creature types: your damage resistance or innate spells.
Humanoid and Fiend. You can be affected by a game
effect if it works on either of your creature types.
Shapechanger. As an action, you can magically
change your form to that of a normal individual of your     Once you determine the appearance of your alternate
original lineage, sometimes called a ‘mask’. Your mask form, it can’t be changed until you finish a long rest.
can be no more than 1 foot shorter or taller than your You stay in the new form until you use an action to
real height, but otherwise the extent of the changes is up revert to your true form or until you die.
to you, within the limitations of your original lineage. Tiefling Instincts. You gain proficiency with the
Your statistics are unchanged. Deception or Intimidate skill.

TIEFLINGS | DUNGEON MASTER’S WORKSHOP


29
Appendix A: Vital Statistics
This section offers advice as you conceptualize your Random Starting Ages
character’s physical nature. Bard Adept
Barbarian Fighter Cleric
Age Rogue Paladin Druid
Race Maturity Sorcerer Ranger Wizard
You can choose or randomly generate your character’s
age. If you choose it, it must be at least the minimum age Dwarf 20 +2d8 +2d10 +4d6
for the character’s race and class (see the Random Elf 1
20 +2d10 +4d6 +4d8
Starting Ages table). Your character’s minimum starting
age is the age of physical and mental maturity for an Human 16 +1d4 +1d6 +2d6
individual of that race plus the number of dice indicated Aasimar 16 +1d4 +1d6 +2d6
in the entry corresponding to the character’s race and
class, representing training. For example, a wild elf Changeling 16 +1d4 +1d6 +2d6
ranger must be at least 24 years old (maturity at 20, plus Draconian 50 +2d8 +2d10 +4d6
4 because the entry for an elf ranger is 4d6). Gnome 30 +2d8 +2d10 +4d6
The starting ages suggested here assume that your
character is already established in their abilities, but has Half-elf 18 +2d6 +1d8 +2d6
yet to truly make their mark. A human fighter might be a Halfling 18 +2d6 +1d8 +2d6
newly anointed knight seeking to become a landed lord.
An elven wizard might have proven their academic Half-orc 14 +1d4 +1d6 +2d4
proficiency but not yet gained the standing to open their Planetouched 16 +1d4 +1d6 +2d6
own workshop. Tiefling 16 +1d4 +1d6 +2d6
With age, a character’s physical ability scores
decrease and their mental ability scores increase. At 1 Low elves generally use the human starting age modifier.
each of the age milestones noted in the Aging Effects
table, their Strength, Dexterity, and Constitution scores,
as well as those ability score maximums, are reduced by
1 (to a minimum of 1), and their Intelligence, Wisdom, Aging Effects
and Charisma scores increase by 1, unless they are Age Middle Max.
already at 20 or higher. The effects are cumulative. To Race Mod. Age Old Venerable Age1
calculate when you reach these milestones, roll your age Dwarf 2d8 200 +40 +30 +10
modifier and add it to the number shown in the
appropriate column. Elf, high 2
3d8 400 +150 +90 +20
For instance, Telana the low elf wants to know when Elf, low 2
3d6 250 +60 +40 +10
she will reach old age. First, she must resolve when she
will reach middle age by rolling her age modifier (3d6)
2
Elf, wild 3d6 300 +120 +60 +10
and adding it to 250 (the baseline for middle age in low Human 1d6 30 +20 +15 +0
elves). She rolls 12, meaning that she will reach middle Aasimar 1d6 40 +50 +20 +5
age when she is 262 (250 + 12) years old. Then, to
determine when she will be old, she rolls her age Changeling 1d6 30 +20 +15 +0
modifier again and adds 60 (the baseline bonus for old Draconian 2d8 150 +80 +30 +10
age in low elves). She rolls 8, meaning she will be old
about 68 years after she reaches middle age, or when Gnome 2d8 180 +150 +80 +20
she turns 330. Half-elf 2d6 80 +50 +20 +10
At your option, you can choose to make a character Halfling 2d6 50 +40 +10 +5
who begins play older than the suggested starting age,
possibly to explain certain peculiarities in their Half-orc 1d4 35 +15 +10 +0
attributes such as low Strength and high Wisdom. If you Planetouched 1d6 40 +40 +15 +5
wish to create an older character, simply subtract their
age category’s cumulative penalties to Strength, Tiefling 1d6 40 +40 +15 +5
Dexterity, and Constitution from 20 to determine the
character’s maximum for those statistics and, if 1 This is an ideal figure. Most people succumb to injury or
necessary, reduce those attributes to their new illness before they become venerable.
maximums. Do not improve the character’s Intelligence, 2 Elves do not grow wizened with age. Do not reduce your
Wisdom, or Charisma scores; assume that they are physical attributes when you reach an age milestone.
already inclusive of any bonuses from aging.

APPENDIX A: VITAL STATISTICS | DUNGEON MASTER’S WORKSHOP


30
Spellcasters and Aging
compelled to evil alignments. Such compulsions are
supernatural, rather than personal, originating in curses
Arcane spellcasters in Taldaras live longer than or the choice of their creator deity to imbue the race
other members of their race. with a limited or skewed moral compass. Equally
When determining the age milestones for a supernatural methods to alleviate such compulsions for
spellcaster, multiply the baseline age for the
certain individuals may be available at the GM’s
milestone by 1.5 and roll two additional dice for
the character’s age modifier.
discretion, but by and large these races are not suitable
For example, an average human mage reaches for play in typical adventures and are best treated as
middle age at 55, old age at 96, venerable age at monsters.
129, and dies around age 140. Likewise, a wild elf
mage usually reaches middle age at 467, old age at Sex & Gender
665, venerable age at 742, and dies around age Taldaras is a diverse world full of unique people with
775. many forms of identification, some of which are more or
less common than others.
Each of the civilized races has a male and female sex,
and the large majority of individuals identify with the
social expressions and conventions that their culture
Alignment associates with their sex, which are packaged up under
Any sapient creature in Taldaras is likely to have an the term gender. The Nordic term for these genders is
alignment, which broadly describes their personal ‘man’ for the male sex, and ‘woman’ for the female sex.
philosophy through identifying that creature’s priorities Your choice of sex and gender have no impact on your
on two spectrums: morality and ethics. game statistics.
Morality is measured on a spectrum of good to evil. Of course, not all individuals in Taldaras identify with
Good characters attempt to lead lives rooted in the gender associated with their sex. Whether it is a
compassion and selflessness. They value the needs of male individual who identifies with the feminine gender,
the many above the needs of the few, possibly even their a female individual who identifies with the masculine
own. Evil characters are selfish and willing to exploit gender, or even someone who doesn’t identify with either
those over whom they have power, and may even be gender, such things are widely accepted within civilized
homicidal. They value their needs above those of others. society. Some societies include reasons for this diversity
Most adventurers are good, and adventures written for within their racial or cultural mythologies, and might
Taldaras generally assume that characters will be of a even have specific names for additional genders that
good alignment. You should obtain approval from your they recognize, while other cultures simply accept that
GM before you create a character of a non-good all things are on a spectrum.
alignment. Though these individuals are a minority in any given
Ethics is measured on a spectrum of lawful to chaotic. community, it is not uncommon for them to live in
Lawful creatures value collectivism, tradition, and accordance with how they identify, and it is even less
loyalty, and would rather reform a flawed system than common to see such people face reprisal for living
discard it. Chaotic creatures value individualism and truthfully to themselves. By and large, people are
self-determination, and are inclined to follow their recognized and treated according to how they identify,
conscience over inflexible legal systems. with no judgments passed on the subject, though on
Characters can be neutral on one or both of these occasion it can complicate the perpetuation of dynasties
spectrums, reflecting a preference for balance. Many or other matters of inheritance.
ascetic philosophies emphasize that concepts such as Some individuals who don’t identify with the gender
‘good’ and ‘evil’ are two sides of the same coin; that one associated with their sex also feel as though they exist in
cannot exist without the other. Some neutral individuals the wrong body, sometimes causing enough distress as
are simply apathetic to the philosophies that drive to interfere with their self image and impair their
alignment, holding themselves to other bonds such as everyday lives. They may avail themselves of magical
truth or magic. solutions if such options are available, though
Alignment is merely a description of one’s motives permanent corrections require high-level magic that is
rather than a rigid definition of one’s actions. Two difficult to come by and invariably expensive. How you
individuals of different alignments can and often do might go about seeking such magic, or how you may
respond to situations in the same way, albeit for different have previously found it before play begins, is up to you
reasons. A lawful neutral character and a chaotic good and the GM, and can be as important or unimportant to
character might decide to work together in stealing and the game as you wish it to be.
redistributing wealth from a corrupt sheriff; the lawful For example, Gildor the low elf was born female but
neutral character because the money was collected has identified as a man for as long as he can remember,
through illegal taxation, and the chaotic good character to the point that he found his own body alien to him. He
because they wish to overthrow the tyrannical sheriff in eventually found a powerful mage willing to permanently
order to free the brutalized populace from his rule. alter his body, and agreed to pay off the cost of the
Not all sapient races in Taldaras span the full range of service by undertaking a task for the mage, which offers
possible alignments. Some, such as orcs and gnolls, are Gildor a hook into the adventure when play begins.

APPENDIX A: VITAL STATISTICS | DUNGEON MASTER’S WORKSHOP


31
   

Fertility & Mixed Heritage


Though it is unlikely to impact a typical game, the
following information about fertility and heritage
may be useful during the creation of a character.
Elder Races. Many of the so-called ‘elder races’
reproduce at much slower rates than humans. This
is partly due to longer gestation (elven pregnancy,
for example, lasts for 13 months), but also because
Height many members of these races live away from the
A character’s height is based on their race, and their magic that sustains them. This is especially the
racial entry includes how to randomly determine an case with elves living outside traditional elven
individual’s height within typical averages. If you do not lands and therefore away from the fey magic of
wish to randomly determine your height, you can choose

EEL LUHC OOW :TIDERC TRA


their original home. Only one in three unions
it instead from anywhere within the given range. between low elves is likely to produce issue.
For example, Tosk the half-orc could determine his Hybrid Races. Half-elves and half-orcs, as hybrids,
height by rolling his height modifier (2d8) and adding it struggle with infertility. The majority are sterile,
to 5’6”, or he could simply choose any height between leading many to erroneously believe that it simply
5’8” and 6’10”. isn’t possible for them to procreate. Hybrids are
At the GM’s option, you can choose to make a able to have issue when mating with someone of
character who is shorter or taller than the average range either of their lineages, as well as inter se. For
of their race. The new height can be whatever you like, example, a half-elf can have a child with a human,
an elf, or another half-elf.
within reason, and the GM might choose to impose Hybrids who mate with non-hybrid partners will
restrictions or penalties for exaggerated differences. produce ‘backcrossed’ offspring, sometimes called
Your choice can never change your size category, ‘quadroons’. Such second-generation hybrids will
meaning that no heights below 2 feet or above 8 feet are strongly resemble their dominant heritage, though
permitted. they can still choose to use the hybrid statistics if
they prefer. For example, a character with a human
Weight and a first-generation half-elven parent could use
As with height, a character’s weight is determined by either the human or half-elf racial traits, but would
their race, but can be adjusted with the GM’s approval. look completely human save perhaps for a vibrant
Remember that adventurers lead extremely active eye colour or remarkable comeliness.
lives and often engage in activities that become more Metaraces. The primal magic that creates
challenging for characters of higher or lower weights. A metaraces can be unpredictable, but it will most
25-lb. gnome is not going to be able to help much when often pass on to the next generation undiminished,
it comes to portaging the party’s boat, and a 250-lb. half- even if one parent is not of a member of the same
orc wearing another 60 lbs. of armour will likely fall metarace. If someone’s parentage includes
through a thatch roof over which he tries to walk. multiple metaraces, one metarace will express
itself over all others. More often than not, the
Likewise, overweight or underweight characters tiefling metarace prevails.
might suffer penalties in certain situations. A character For example, Arya is the daughter of a half-elven
below a healthy weight is more likely to succumb to water planetouched and a human tiefling. She
illness or extreme cold and probably won’t be able to could use the racial traits for a human, a half-elf, a
carry as much, while a character above a healthy weight water planetouched, or a tiefling. The most likely of
will most likely struggle with the kinds of athletic these would be tiefling.
activities common in adventuring. Such penalties are
imposed at the GM’s discretion.

APPENDIX A: VITAL STATISTICS | DUNGEON MASTER’S WORKSHOP


32
Appendix B: Spells
This section contains descriptions of the spells Control Water
mentioned in this document. Transmutation cantrip
Cantrips (0 Level) Flame Blast Casting Time: 1 action
Control Water Hellish rebuke Range: 30 feet
Druidcraft Seismic Shock Duration: Instantaneous or up to 1 hour (see text)
Gust Thunderwave You create a minor magical effect within range using an
Minor Arcana amount of water that fits within a 5-foot cube. Some
Pyromancy 2nd Level common effects include:
Shape Earth Beast Sense
Darkness
You instantaneously alter the flow of water up to 5
1st Level Levitate feet in any direction. This movement doesn’t damage
Geyser
creatures or objects along its new course.
Armour of Earth
Pass Without Trace
You freeze the water, provided there are no creatures
Create or Destroy Water
Scorching Ray
in it. The water thaws in 1 hour.
Detect Magic
Spike Growth
You create a harmless water effect, such as changing
Entangle the colour or opacity of the water, or creating simple
 Armour of Earth shapes in the water that animate as you wish. This
effect can last for up to 1 hour.
1st-level transmutation
Casting Time: 1 action If you cast this spell multiple times, you can have up to
Range: Touch three non-instantaneous effects active at one time, and
Duration: Concentration, up to 1 minute you can dismiss such an effect as an action.
At the GM’s option, you may choose an alternative
You touch a willing creature and encase it in an effect, but it should be no more powerful than those
articulated coating of stone that moves with the creature described above. No effect of this spell should deal
and doesn’t hinder its movements. For the duration, the damage or duplicate the effects of a spell of 1st level or
target gains a number of temporary hit points equal to higher. The GM has final say on whether the spell
your spellcasting ability modifier. While the temporary succeeds.
hit points remain, the target also has a +2 armour bonus
to AC. Create or Destroy Water
At Higher Levels. When you cast this spell at 2nd 1st-level transmutation
level or higher, the target gains 1d4 additional temporary
hit points for each spell level above 1st. Casting Time: 1 action
Range: 30 feet
Beast Sense Duration: Instantaneous
2nd-level divination (ritual) You either create or destroy water.
Casting Time: 1 action Create Water. You create up to 10 gallons of clean
Range: Touch water in an open container within range. Alternatively,
Duration: Concentration, up to 1 hour the water falls as rain in a cube up to 30 feet on each
side centred on a point within range, extinguishing
You touch a willing Beast. For the duration of the spell, exposed flames in the area.
you can use your action to perceive through the target’s Destroy Water. You destroy up to 10 gallons of water
senses instead of your own, seeing through its eyes, within range in a cube no more than 10 feet on each
smelling what it smells, hearing what it hears, and so on, side. If a creature with a form composed of water is
until you use an action to return to your normal senses. within the area, it must succeed on a Constitution saving
While perceiving through the target’s senses, you gain throw or be stunned until the start of your next turn.
the benefits of any special senses possessed by that Alternatively, you can destroy for in a cube up to 30 feet
creature, such as darkvision, as well as any feature that on each side centred on a point within range.
affects ability checks made to perceive the creature’s At Higher Levels. When you cast this spell at 2nd
surroundings, such as Keen Senses. However, you are level or higher, you can create or destroy 10 additional
unable to perceive through your own senses and are gallons of water, or the maximum size of the cube
considered blinded and deafened for any ability checks increases by 5 feet, for each spell level above 1st.
you would make with your own body.

APPENDIX B: SPELLS | DUNGEON MASTER’S WORKSHOP


33
Darkness Druidcraft
2nd-level evocation Transmutation cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Duration: Concentration, up to 10 minutes Duration: Instantaneous
Magical darkness coalesces in a 15-foot-radius sphere You create one of the following effects within range:
based on a point you choose within range. The darkness
spreads around corners. Nonmagical light can’t You create a tiny, harmless sensory effect that
illuminate it, nor can creatures see through the darkness predicts what the weather will be at your location for
unless they have truesight. the next 24 hours. The effect might manifest as a
If the point you choose is on an object you are holding golden orb for clear skies, a cloud for rain, falling
or one that isn’t being worn or carried, the darkness snowflakes for snow, and so on. This effect persists
emanates from the object and moves with it. Completely for 1 round.
covering the source of the darkness with an opaque You instantaneously invigorate a plant you touch,
object, such as a bowl or a helm, blocks the darkness. such as making a flower blossom, a leaf bud bloom,
If part of this spell’s area overlaps with an area of light or a wilted leaf become rejuvenated.
created by a spell of lower level, the light is suppressed You create an instantaneous, harmless sensory effect,
until this spell ends. If the effect was created by a spell of
the same level, you must succeed on a spellcasting such as falling leaves, a puff of wind, the sound of a
ability check against the spell save DC of the light- small animal, or the faint odour of a skunk. The effect
generating spell to suppress it. If the spell doesn’t have a must fit in a 5-foot cube.
save DC, the DC equals 10 + the level of the spell that You instantly light or snuff out a candle, a torch, or a
created the effect. small campfire.
Detect Magic At the GM’s option, you may choose an alternative
1st-level divination (ritual) effect, but it should be no more powerful than those
described above. No effect of this spell should deal
Casting Time: 1 action damage or duplicate the effects of a spell of 1st level or
Range: Self higher. The GM has final say on whether the spell
Duration: Concentration, up to 10 minutes succeeds.
For the duration, you can sense the presence of magic
within 30 feet of you, if you couldn’t already. Entangle
As part of casting this spell, and as an action on each 1st-level conjuration
subsequent turn while the spell lasts, you can focus your Casting Time: 1 action
senses on a magical effect you sense within 30 feet of Range: 90 feet
you. When you do so, you can see a faint aura around Duration: Concentration, up to 1 minute
any visible creature or object affected by that effect, and
you can make a spellcasting ability check to learn certain You cause grasping weeds and vines to sprout from the
information about it, as shown on the Detect Magic ground. You must be in an area where there is soil and
Results table below. You learn the information for the vegetation to cast this spell.
check result you achieve as well as for all lower check When you cast this spell, entangling vegetation
results. sprouts from the ground in a 20-foot square starting
The spell can penetrate most barriers, but it is from a point you choose within range. For the duration,
blocked by 1 foot of stone, 1 inch of common metal, a this vegetation turns the ground in the area into difficult
thin sheet of lead, or 3 feet of wood or dirt. terrain.
A creature in the area when you cast the spell must
Detect Magic Results succeed on a Strength saving throw or be restrained by
 Check  Information the entangling plants until the spell ends. A creature
 Result  Learned restrained by the plants can use its action to make a
 5  The spell’s school of magic, if any. Strength check against your spell save DC. On a
success, it frees itself.
 10  The spell’s level, if any. When the spell ends, the conjured plants wilt away.
 15  The general nature of the spell. If you know the At Higher Levels. When you cast this spell at 2nd
 spell, you learn which spell it is. level or higher, the size of the effect increases by 5 feet
 20  The spell’s save DC, if any.
for each spell level above 1st.
 25 or  Approximately how long ago the spell was cast,
 higher  and whether the caster’s level is higher than,
 lower than, or equal to your own.

APPENDIX B: SPELLS | DUNGEON MASTER’S WORKSHOP


34
   

You create a violent eruption of water from the ground at


a point within range. The geyser is a cylinder that has a
Flame Blast diameter of 5 feet and a height of up to 15 feet. The
1st-level evocation ground where a geyser appears must be wide enough for

SEMAG THGILF YSATNAF :TIDERC TRA


its diameter, and you can target the ground under a
Casting Time: 1 action creature only if that creature is Medium or smaller. Each
Range: Self (15-foot cone) creature in the area must make a Strength saving throw
Duration: Instantaneous or be lifted by the geyser and kept aloft, prone, for the
You unleash a roaring sheet of flames before you. Each duration. A creature held aloft by the geyser that is
creature in a 15-foot cone must make a Dexterity saving concentrating on a spell must make a Constitution
throw. A creature takes 3d6 fire damage on a failed save, saving throw against the spell’s save DC at the beginning
or half as much damage on a successful one. of each of its turns to maintain concentration.
The fire ignites any flammable objects in the area that If the geyser is prevented from reaching its full height
aren’t being worn or carried. because of a ceiling or other obstacle, a creature on the
At Higher Levels. When you cast this spell at 2nd geyser takes 3d6 bludgeoning damage and is restrained,
level or higher, the damage increases by 1d6 for each caught between the geyser and the obstacle. The
spell level above 1st. restrained creature can use an action to make a
Strength or Dexterity check (the creature’s choice)
Geyser against the spell’s save DC. On a success, the creature is
2nd-level conjuration no longer restrained and must either move off the geyser
or fall off it.
Casting Time: 1 action At Higher Levels. When you cast this spell at 3rd
Range: 120 feet level or higher, the damage increases by 1d6 for each
Duration: Concentration, up to 1 minute spell level above 2nd.

APPENDIX B: SPELLS | DUNGEON MASTER’S WORKSHOP


35
Gust When you cast the spell, and as an action on each
Transmutation cantrip subsequent round for the duration, you can exert your
will on one Medium or smaller creature or object that
Casting Time: 1 action you can see within range, causing it to move up to 30
Range: 30 feet feet in a direction of your choice. An unwilling creature
Duration: Instantaneous or up to 1 hour (see text) that succeeds on a Constitution saving throw is
You create a minor magical effect using air within range. unaffected. If you do not use your action to move the
Some common effects include: target on a turn, it remains in place, even if it would be
left suspended in midair.
One Medium or smaller creature that you choose If you target another creature, that creature can only
must succeed on a Strength saving throw or be move on its turn by pushing or pulling against a
pushed up to 5 feet in a direction of your choice. sufficiently heavy or fixed object, creature, or surface
One object weighing no more than 10 pounds that is within reach (such as a wall or ceiling). An unwilling
creature that has secured purchase in this way can only
not being worn or carried is pushed up to 10 feet. be moved by succeeding a spellcasting ability check
The push itself is harmless, but fragile items can be contested by the target’s Strength (Athletics) check.
smashed against hard surfaces. When the spell ends, the target floats gently to the
You create a harmless air effect, such as causing your ground if it is still aloft.
hair to blow, a window shutter to close, or a small At Higher Levels. When you cast this spell at 4th
cyclone of leaves to pick up. This effect can last for up level or higher, you can lift a Large or smaller target.
to 1 hour. When you cast this spell at 6th level or higher, you can
lift a Huge or smaller target.
If you cast this spell multiple times, you can have up to
three non-instantaneous effects active at one time, and Minor Arcana
you can dismiss such an effect as an action. Transmutation cantrip
At the GM’s option, you may choose an alternative Casting Time: 1 action
effect, but it should be no more powerful than those Range: 10 feet
described above. No effect of this spell should deal Duration: Instantaneous or up to 1 hour (see text)
damage or duplicate the effects of a spell of 1st level or
higher. The GM has final say on whether the spell This is a minor utility spell taught to novice spellcasters
succeeds. for practice. You create a small, harmless magical effect
within range. Some common effects include:
Hellish Rebuke
1st-level evocation You create an instantaneous sensory effect, such as a
Casting Time: 1 reaction, which you take in response to shower of sparks, a puff of wind, faint musical notes,
being damaged by a creature within 60 feet of you that or an odd odour.
you can see You instantaneously light or snuff a torch or small
Range: 60 feet campfire.
Duration: Instantaneous You instantaneously repair a single break or tear in
an object you touch, such as a broken chain link, a
You fix your glare on the creature that damaged you, and torn cloak, or a leaking wineskin, as long as the break
it is momentarily engulfed in hellish flames. The or tear is no larger than 1 foot in any dimension.
creature must make a Dexterity saving throw. It takes (Constructs and magic items repaired in this way do
2d10 fire damage on a failed save, or half as much not have their magic restored.)
damage on a successful one.
At Higher Levels. When you cast this spell at 2nd You create an image of an object or creature within
level or higher, the damage increases by 1d10 for each range that lasts for 1 hour. The image must be no
spell level above 1st. larger than a 5-foot cube. A successful Intelligence
(Investigation) check or physical interaction with the
Levitate image reveals it to be an illusion.
2nd-level transmutation You chill, warm, or flavour up to 1 cubic foot of
Casting Time: 1 action nonliving material for 1 hour.
Range: 60 feet You lift and manipulate an object up to 10 pounds
Duration: Concentration, up to 10 minutes within range for 1 hour.
You gain the ability to gently move or manipulate You cause your voice to boom up to three times as
creatures and objects by thought. loud as normal for 1 hour.
If you cast this spell multiple times, you can have up to
three non-instantaneous effects active at one time, and
you can dismiss such an effect as an action.

APPENDIX B: SPELLS | DUNGEON MASTER’S WORKSHOP


36
    At the GM’s option, you may choose an alternative Make a ranged spell attack for each ray. On a hit, the
effect, but it should be no more powerful than those target takes 2d6 fire damage.
described above. No effect of this spell should deal At Higher Levels. When you cast this spell at 3rd
damage or duplicate the effects of a spell of 1st level or level or higher, you create one additional ray for each
higher. The GM has final say on whether the spell spell level above 2nd.
succeeds.
Seismic Shock
Pass Without Trace 2nd-level evocation
2nd-level transmutation Casting Time: 1 action
Casting Time: 1 action Range: Self (10-foot radius)
Range: Self Duration: Instantaneous
Duration: Concentration, up to 1 hour You stomp or strike the ground and trigger a tremor.
A veil of shadows and silence radiates from you, Each creature other than you in the spell’s area must
masking you and your companions from detection. For make a Dexterity saving throw. On a failed save, a
the duration, each creature you choose within 30 feet of creature takes 2d6 bludgeoning damage and is knocked
you (including you) has a +5 bonus to Dexterity (Stealth) prone. If the ground in that area is loose earth or stone,
checks, and it doesn’t suffer penalties on Dexterity it becomes difficult terrain until cleared, with each 5-
(Stealth) checks from cumbersome armour or being foot-diameter portion requiring at least 1 minute to clear
encumbered. A creature that receives this bonus leaves by hand.
behind no tracks or other traces of its passage and can’t At Higher Levels. When you cast this spell at 2nd
be tracked except by magical means. level or higher, the damage increases by 1d6 for each
spell level above 1st.
Pyromancy
Transmutation cantrip Shape Earth
Casting Time: 1 action Transmutation cantrip
Range: 30 feet Casting Time: 1 action
Duration: Instantaneous or up to 1 hour (see text) Range: 30 feet
You create a minor magical effect within range using Duration: Instantaneous or up to 1 hour (see text)
flames that fit within a 5-foot cube. Some common You create a minor magical effect within range using an
effects include: amount of dirt or stone that fits within a 5-foot cube.
Some common effects include:
You instantaneously create or extinguish flames
within the cube. Once created, the flames require fuel An area of loose earth is instantaneously shifted and
to be sustained. deposited up to 5 feet away. The earth must move
You double or halve the area of bright and dim light along the ground to reach its new destination, and it
cast by the flame. The change lasts for 1 hour. doesn’t harm creatures or objects along the way.
You create a harmless flame effect, such as the The dirt or stone in the area becomes difficult
appearance of shapes or patterns within the flames terrain. Alternatively, if it was already difficult terrain,
that animate as you wish, or changing the colour of it becomes normal terrain. The change lasts for 1
the fire. This effect can last for up to 1 hour. hour.
You create a harmless earth effect, such as shaping
If you cast this spell multiple times, you can have up to images or patterns (including letters) in soil or
three non-instantaneous effects active at one time, and changing the colour of the stone. This effect can last
you can dismiss such an effect as an action. for up to 1 hour.
At the GM’s option, you may choose an alternative
effect, but it should be no more powerful than those If you cast this spell multiple times, you can have up to
described above. No effect of this spell should deal three non-instantaneous effects active at one time, and
damage or duplicate the effects of a spell of 1st level or you can dismiss such an effect as an action.
higher. The GM has final say on whether the spell At the GM’s option, you may choose an alternative
succeeds. effect, but it should be no more powerful than those
described above. No effect of this spell should deal
Scorching Ray damage or duplicate the effects of a spell of 1st level or
2nd-level evocation higher. The GM has final say on whether the spell
Casting Time: 1 action succeeds.
Range: 120 feet
Duration: Instantaneous
You hurl three rays of flame at targets within range. You
can hurl them at one target or several.

APPENDIX B: SPELLS | DUNGEON MASTER’S WORKSHOP


37
   

UCSENALAB ITSIRC :TIDERC TRA


Spike Growth Thunderwave
2nd-level transmutation 1st-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: Self (15-foot cube or burst)
Duration: Concentration, up to 10 minutes Duration: Instantaneous
The ground in a 20-foot radius centred on a point within A wave of thunderous force blasts out from you. You can
range twists and sprouts hard spikes and thorns. This choose the shape of the effect: either in a 15-foot cone in
spell only affects natural terrain made primarily of stone front of you or a 15-foot burst centred on you. Each
and soil. creature in the area (except you) must make a
The area becomes difficult terrain for the duration. Constitution saving throw. On a failed save, a target
When a creature moves into or within the area, it takes takes 2d8 thunder damage and is pushed 10 feet away
2d4 piercing damage for every 5 feet it travels. from you. On a successful save, the target takes half as
The transformation of the ground is camouflaged to much damage and isn’t pushed. Unsecured objects
look natural. Any creature that can’t see the area at time completely within the area of effect are pushed even if
the spell is cast must make a Wisdom (Perception) they succeed their save, and may shatter if they are of
check against your spell save DC to recognize the terrain fragile make.
as hazardous before entering it. This spell emits a thunderous boom audible out to
At Higher Levels. When you cast this spell at 3rd 300 feet.
level or higher, the radius increases by 5 feet for each At Higher Levels. When you cast this spell at 2nd
spell level above 2nd. level or higher, the damage increases by 1d8 for each
spell level above 1st.
APPENDIX B: SPELLS | DUNGEON MASTER’S WORKSHOP
38
 

Appendix C: Generating Ability Scores


The rules in this document are meant to be used with
the following revision to ability score generation at
character creation. The purpose of this revision is to Creating Higher Level Characters
standardize play experience across different tiers of the Not all games begin at 1st level. When determining
game, which can be seriously impacted when characters the ability scores of a character you create at a
have ability scores that are too high or too low. These higher level, simply determine what ability scores
rules are optional, but recommended. they had at 1st level and then apply any ability
score improvements they have earned by their
Determining Ability Scores current level, as long as the ability score could be
improved at the level the improvement was
You determine your ability scores based on your class. offered.
Use the following tables to determine the number of For example, if you’re playing a campaign that
points you have to spend improving them, and the cost begins at 5th level, you would create a character
of those improvements. with no ability score above 17. If the character
For example, Matthew has decided to make a wizard. gains four levels in any given class, you would then
He notes that wizards have 30 points to spend, and be able to improve an ability score beyond 17,
decides to invest them widely in order to raise several either through that class’ Ability Score Increase
ability scores. His final array is 15, 13, 12, 10, 10, 9. feature or a feat.

SEMAG DRON :TIDERC TRA


Ability Score Points by Class
Ability Score Ability Score  
Class Points Class Points
Maximum Ability Scores
Adept 34 Paladin 34
Your maximum in each ability score is determined by
Barbarian 34 Ranger 34 your level, as indicated in the Ability Score Maximum by
Bard 32 Sorcerer 32 Level table below. For example, a 1st-level character has
an ability score maximum of 17, meaning that none of
Cleric 30 Warlock 32 their ability scores can exceed 17.
Druid 30 Wizard 30 Items that modify your ability scores, such as
gauntlets of ogre power, grant you a temporary ability
Fighter 36 score that is not limited by your ability score maximum.
 
Ability Score Point Cost Ability Score Maximum by Character Level
Score Point Cost Score Point Cost Level Ability Score Maximum
8 — 12 6 1st–3rd 17
9 1 13 7 4th–7th 19
10 3 14 9 8th–11th 21
11 4 15 10 12th–20th 23

APPENDIX C: ABILITY SCORES | DUNGEON MASTER’S WORKSHOP


39

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