[
  [],
  [],
  [],
  [],
  [],
  [
    {
      "id": 1952,
      "name": "Genasi - Earth (EEPC)",
      "full_text": "<h1>Earth Genasi</h1><p>Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.</p><p>The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don't face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit&mdash;whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.</p><p>During these visits, a mortal might catch a genie's eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal&ndash;genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that's lain dormant for generations.</p><p>Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.</p><h1>Genasi Traits</h1><p>Your character has certain characteristics in common with other genasi.</p><p><strong>Ability Score Increase<br /></strong>Your Constitution score increases by 2.</p><p><strong>Age<br /></strong>Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.</p><p><strong>Alignment<br /></strong>Independent and self-reliant, genasi tend toward a neutral alignment.</p><p><strong>Size<br /></strong>Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.</p><h1>Earth Genasi Traits</h1><p>As an earth genasi, you are descended from the cruel and greedy dao, though you aren't necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.</p><p>Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.</p><p><strong>Ability Score Increase</strong><br />Your Strength score increases by 1.</p><p><strong>Earth Walk<br /></strong>You can move across difficult terrain made of earth or stone without expending extra movement.</p><p><strong>Merge with Stone<br /></strong>You can cast the <em><a title=\"Pass Without Trace\" href=\"http://spell.com/Pass Without Trace\">pass without trace</a></em> spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.</p><h2>Heirs to Elemental Power</h2><p>Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.</p><p>Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).</p><p>Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.</p><p>Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents.</p><h2>Wild and Confident</h2><p>Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self-confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.</p><p>Too much failure can chip away at even a genasi's sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.</p><h2>Genasi Lands</h2><p>As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.</p><p>Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends.</p><p>Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.</p><p>Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faer&ucirc;n, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland. In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of Fallen Stars.</p><p>The distant land of Zakhara is known only in legends to most inhabitants of Faer&ucirc;n. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land.</p><h2>Genasi on Athas</h2><p>Although any world that includes one or more elemental planes can feature genasi, on Athas, the world of the Dark Sun campaign setting, elemental forces hold greater sway than they do on other worlds. As a people touched by elemental power, genasi are viewed as seers, prophets, and chosen ones. The birth of a genasi, whether a slave, a noble, or a member of a desert tribe, is an auspicious event. Most Athasians believe a given genasi is destined for greatness&mdash;or infamy.</p><h2>Genasi Historys</h2><p>Each genasi subrace has its own temperament, which might make some Historys more suitable than others.</p><p>Earth genasi are more withdrawn, and their connection to the earth keeps them from being comfortable in most cities. Their uncommon size and strength makes them natural soldiers, though, and with their stoic demeanor, they can encourage others and become great leaders. Many earth genasi live underground, where they can be in their favored element. When they emerge from their caves, they might roam the hills and mountains or lay claim to old ruins.</p><p>Appropriate Historys for earth genasi include hermit, outlander, and soldier.</p><h2>Genasi Names</h2><p>Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx.</p>",
      "reference": "Usergen"
    },
    {
      "id": 1953,
      "name": "Genasi - Fire (EEPC)",
      "full_text": "<h1>Fire Genasi</h1><p>Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.</p><p>The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don't face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit&mdash;whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.</p><p>During these visits, a mortal might catch a genie's eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal&ndash;genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that's lain dormant for generations.</p><p>Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.</p><h1>Genasi Traits</h1><p>Your character has certain characteristics in common with other genasi.</p><p><strong>Ability Score Increase<br /></strong>Your Constitution score increases by 2.</p><p><strong>Age<br /></strong>Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.</p><p><strong>Alignment<br /></strong>Independent and self-reliant, genasi tend toward a neutral alignment.</p><p><strong>Size<br /></strong>Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.</p><h1>Fire Genasi Traits</h1><p>As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.</p><p>Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal-black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.</p><p><strong>Ability Score Increase</strong><br />Your Intelligence score increases by 1.</p><p><strong>Darkvision<br /></strong>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.</p><p><strong>Fire Resistance<br /></strong>You have resistance to fire damage.</p><p><strong>Reach to the Blaze<br /></strong>You know the <em><a title=\"Produce Flames\" href=\"http://spell.com/Produce Flames\">produce flames</a></em> cantrip. Once you reach 3rd level, you can cast the <em><a title=\"Burning Hands\" href=\"http://spell.com/Burning Hands\">burning hands</a></em> spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.</p><h2>Heirs to Elemental Power</h2><p>Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.</p><p>Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).</p><p>Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.</p><p>Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents.</p><h2>Wild and Confident</h2><p>Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self-confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.</p><p>Too much failure can chip away at even a genasi's sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.</p><h2>Genasi Lands</h2><p>As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.</p><p>Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends.</p><p>Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.</p><p>Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faer&ucirc;n, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland. In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of Fallen Stars.</p><p>The distant land of Zakhara is known only in legends to most inhabitants of Faer&ucirc;n. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land.</p><h2>Genasi on Athas</h2><p>Although any world that includes one or more elemental planes can feature genasi, on Athas, the world of the Dark Sun campaign setting, elemental forces hold greater sway than they do on other worlds. As a people touched by elemental power, genasi are viewed as seers, prophets, and chosen ones. The birth of a genasi, whether a slave, a noble, or a member of a desert tribe, is an auspicious event. Most Athasians believe a given genasi is destined for greatness&mdash;or infamy.</p><h2>Genasi Historys</h2><p>Each genasi subrace has its own temperament, which might make some Historys more suitable than others.</p><p>Fire genasi often get themselves into difficulty with their fiery tempers. Like their air genasi cousins, they sometimes flaunt their perceived superiority over common folk. But they also want others to share their high opinion of themselves, so they constantly seek to enhance their reputations.</p><p>Likely Historys for a fire genasi include criminal, folk hero, and noble.</p><h2>Genasi Names</h2><p>Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx.</p>",
      "reference": "Usergen"
    },
    {
      "id": 1954,
      "name": "Genasi - Water (EEPC)",
      "full_text": "<h1>Water Genasi</h1><p>Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.</p><p>The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don't face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit&mdash;whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.</p><p>During these visits, a mortal might catch a genie's eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal&ndash;genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that's lain dormant for generations.</p><p>Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.</p><h1>Genasi Traits</h1><p>Your character has certain characteristics in common with other genasi.</p><p><strong>Ability Score Increase<br /></strong>Your Constitution score increases by 2.</p><p><strong>Age<br /></strong>Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.</p><p><strong>Alignment<br /></strong>Independent and self-reliant, genasi tend toward a neutral alignment.</p><p><strong>Size<br /></strong>Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.</p><h1>Water Genasi Traits</h1><p>The lapping of waves, the spray of sea foam on the wind, the ocean depths&mdash;all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.</p><p>Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi's hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.</p><p><strong>Ability Score Increase</strong><br />Your Wisdom score increases by 1.</p><p><strong>Acid Resistance<br /></strong>You have resistance to acid damage.</p><p><strong>Amphibious<br /></strong>You can breathe air and water.</p><p><strong>Swim<br /></strong>You have a swimming speed of 30 feet.</p><p><strong>Call to the Wave<br /></strong>You know the <em><a title=\"Shape Water\" href=\"http://spell.com/Shape Water\">shape water</a></em> cantrip. When you reach 3rd level, you can cast the <em><a title=\"Create or Destroy Water\" href=\"http://spell.com/Create or Destroy Water\">create or destroy water</a></em> spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.</p><h2>Heirs to Elemental Power</h2><p>Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.</p><p>Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).</p><p>Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.</p><p>Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents.</p><h2>Wild and Confident</h2><p>Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self-confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.</p><p>Too much failure can chip away at even a genasi's sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.</p><h2>Genasi Lands</h2><p>As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.</p><p>Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends.</p><p>Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.</p><p>Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faer&ucirc;n, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland. In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of Fallen Stars.</p><p>The distant land of Zakhara is known only in legends to most inhabitants of Faer&ucirc;n. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land.</p><h2>Genasi on Athas</h2><p>Although any world that includes one or more elemental planes can feature genasi, on Athas, the world of the Dark Sun campaign setting, elemental forces hold greater sway than they do on other worlds. As a people touched by elemental power, genasi are viewed as seers, prophets, and chosen ones. The birth of a genasi, whether a slave, a noble, or a member of a desert tribe, is an auspicious event. Most Athasians believe a given genasi is destined for greatness&mdash;or infamy.</p><h2>Genasi Historys</h2><p>Each genasi subrace has its own temperament, which might make some Historys more suitable than others.</p><p>Water genasi almost all have some experience aboard or around sea vessels. They make excellent mariners and fishers. Like earth genasi, though, water genasi prefer quiet and solitude; the wide shores are their natural homes. They go where they want, do what they want, and rarely feel bound to anything.</p><p>Good Historys for water genasi include hermit and sailor.</p><h2>Genasi Names</h2><p>Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx.</p>",
      "reference": "Usergen"
    },
    {
      "id": 1955,
      "name": "Aasimar - Scourge (VGtM)",
      "full_text": "<h1>Scourge Aasimar</h1><p>Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.</p><h1>Aasimar Traits</h1><p>Your aasimar character has the following racial traits.</p><p><strong>Ability Score Increase<br /></strong>Your Charisma score increases by 2.</p><p><strong>Age<br /></strong>Aasimar mature at the same rate as humans, but they can live up to 160 years.</p><p><strong>Alignment<br /></strong>Imbued with celestial power, most Aasimar are good. Outcast Aasimar are most often neutral or even evil.</p><p><strong>Size<br /></strong>Aasimar have the same range of height and weight as humans.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Celestial Resistance<br /></strong>You have resistance to necrotic damage and radiant damage.</p><p><strong>Healing Hands<br /></strong>As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.</p><p><strong>Light Bearer<br /></strong>You know the <em><a title=\"Light\" href=\"http://spell.com/Light\">light</a></em> cantrip. Charisma is your spellcasting ability for it.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Celestial</p><h1>Scourge Aasimar Traits</h1><p>Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil-a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle.</p><p><strong>Ability Score Increase</strong><br />Your Constitution score increases by 1.</p><p><strong>Radiant Consumption</strong><br />Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out ofyour eyes and mouth, and threaten to char you.</p><p>Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.</p><p>Once you use this trait, you can't use it again until you finish a long rest.</p><h2>Celestial Champions</h2><p>Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause ofjustice. From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness. Each aasimar can count a specific celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world.</p><h2>Hidden Wanderers</h2><p>While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance. When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent.</p><h2>Aasimar Guides</h2><p>An aasimar, except for one who has turned to evil, has a link to an angelic being. That being- usually a devaprovides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings. The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about. As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide.</p><h2>Angelic Guide</h2><table><tbody><tr><td><strong>d6</strong></td><td><strong>Name</strong></td></tr><tr><td><strong>1</strong></td><td>Tadriel</td></tr><tr><td><strong>2</strong></td><td>Myllandra</td></tr><tr><td><strong>3</strong></td><td>Seraphina</td></tr><tr><td><strong>4</strong></td><td>Galladia</td></tr><tr><td><strong>5</strong></td><td>Mykiel</td></tr><tr><td><strong>6</strong></td><td>Valandras</td></tr></tbody></table><table><tbody><tr><td><strong>d6</strong></td><td><strong>Nature</strong></td></tr><tr><td><strong>1</strong></td><td>Bookish and Lecturing</td></tr><tr><td><strong>2</strong></td><td>Compassionate and Hopeful</td></tr><tr><td><strong>3</strong></td><td>Practical and Lighthearted</td></tr><tr><td><strong>4</strong></td><td>Fierce and Vengeful</td></tr><tr><td><strong>5</strong></td><td>Stern and Judgmental</td></tr><tr><td><strong>6</strong></td><td>Kind and Parental</td></tr></tbody></table><h2>Conflicted Souls</h2><p>Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away frorri the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing. Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them. Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar's guide is wise but not infallible.</p><h2>Aasimar Names</h2><p>Most aasimar are born from human parents, and they use the same naming conventions as their native culture.</p>",
      "reference": "Usergen"
    },
    {
      "id": 1959,
      "name": "Aasimar - Fallen (VGtM)",
      "full_text": "<h1>Fallen Aasimar</h1><p>Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.</p><h1>Aasimar Traits</h1><p>Your aasimar character has the following racial traits.</p><p><strong>Ability Score Increase<br /></strong>Your Charisma score increases by 2.</p><p><strong>Age<br /></strong>Aasimar mature at the same rate as humans, but they can live up to 160 years.</p><p><strong>Alignment<br /></strong>Imbued with celestial power, most Aasimar are good. Outcast Aasimar are most often neutral or even evil.</p><p><strong>Size<br /></strong>Aasimar have the same range of height and weight as humans.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Celestial Resistance<br /></strong>You have resistance to necrotic damage and radiant damage.</p><p><strong>Healing Hands<br /></strong>As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.</p><p><strong>Light Bearer<br /></strong>You know the <em><a title=\"Light\" href=\"http://spell.com/Light\">light</a></em> cantrip. Charisma is your spellcasting ability for it.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Celestial</p><h1>Fallen Aasimar Traits</h1><p>An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow.</p><p><strong>Ability Score Increase</strong><br />Your Strength score increases by 1.</p><p><strong>Necrotic Shroud<br /></strong>Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.</p><p>Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.</p><p>Once you use this trait, you can't use it again until you finish a long rest.</p><h2>Celestial Champions</h2><p>Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause ofjustice. From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness. Each aasimar can count a specific celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world.</p><h2>Hidden Wanderers</h2><p>While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance. When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent.</p><h2>Aasimar Guides</h2><p>An aasimar, except for one who has turned to evil, has a link to an angelic being. That being- usually a devaprovides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings. The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about. As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide.</p><h2>Angelic Guide</h2><table><tbody><tr><td><strong>d6</strong></td><td><strong>Name</strong></td></tr><tr><td><strong>1</strong></td><td>Tadriel</td></tr><tr><td><strong>2</strong></td><td>Myllandra</td></tr><tr><td><strong>3</strong></td><td>Seraphina</td></tr><tr><td><strong>4</strong></td><td>Galladia</td></tr><tr><td><strong>5</strong></td><td>Mykiel</td></tr><tr><td><strong>6</strong></td><td>Valandras</td></tr></tbody></table><table><tbody><tr><td><strong>d6</strong></td><td><strong>Nature</strong></td></tr><tr><td><strong>1</strong></td><td>Bookish and Lecturing</td></tr><tr><td><strong>2</strong></td><td>Compassionate and Hopeful</td></tr><tr><td><strong>3</strong></td><td>Practical and Lighthearted</td></tr><tr><td><strong>4</strong></td><td>Fierce and Vengeful</td></tr><tr><td><strong>5</strong></td><td>Stern and Judgmental</td></tr><tr><td><strong>6</strong></td><td>Kind and Parental</td></tr></tbody></table><h2>Conflicted Souls</h2><p>Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away frorri the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing. Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them. Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar's guide is wise but not infallible.</p><h2>Aasimar Names</h2><p>Most aasimar are born from human parents, and they use the same naming conventions as their native culture.</p>",
      "reference": "Usergen"
    },
    {
      "id": 436,
      "name": "Aasimar - Protector (VGtM)",
      "full_text": "<h1>Protector Aasimar</h1><p>Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.</p><h1>Aasimar Traits</h1><p>Your aasimar character has the following racial traits.</p><p><strong>Ability Score Increase<br /></strong>Your Charisma score increases by 2.</p><p><strong>Age<br /></strong>Aasimar mature at the same rate as humans, but they can live up to 160 years.</p><p><strong>Alignment<br /></strong>Imbued with celestial power, most Aasimar are good. Outcast Aasimar are most often neutral or even evil.</p><p><strong>Size<br /></strong>Aasimar have the same range of height and weight as humans.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Celestial Resistance<br /></strong>You have resistance to necrotic damage and radiant damage.</p><p><strong>Healing Hands<br /></strong>As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.</p><p><strong>Light Bearer<br /></strong>You know the <em><a title=\"Light\" href=\"http://spell.com/Light\">light</a></em> cantrip. Charisma is your spellcasting ability for it.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Celestial.</p><h1>Protector Aasimar Traits</h1><p>Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil.</p><p><strong>Ability Score Increase</strong><br />Your Wisdom score increases by 1.</p><p><strong>Radiant Soul<br /></strong>Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.</p><p>Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.</p><p>Once you use this trait, you can't use it again until you finish a long rest.</p><h2>Celestial Champions</h2><p>Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause ofjustice. From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness. Each aasimar can count a specific celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world.</p><h2>Hidden Wanderers</h2><p>While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance. When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent.</p><h2>Aasimar Guides</h2><p>An aasimar, except for one who has turned to evil, has a link to an angelic being. That being- usually a devaprovides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings. The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about. As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide.</p><h2>Angelic Guide</h2><table><tbody><tr><td><strong>d6</strong></td><td><strong>Name</strong></td></tr><tr><td><strong>1</strong></td><td>Tadriel</td></tr><tr><td><strong>2</strong></td><td>Myllandra</td></tr><tr><td><strong>3</strong></td><td>Seraphina</td></tr><tr><td><strong>4</strong></td><td>Galladia</td></tr><tr><td><strong>5</strong></td><td>Mykiel</td></tr><tr><td><strong>6</strong></td><td>Valandras</td></tr></tbody></table><table><tbody><tr><td><strong>d6</strong></td><td><strong>Nature</strong></td></tr><tr><td><strong>1</strong></td><td>Bookish and Lecturing</td></tr><tr><td><strong>2</strong></td><td>Compassionate and Hopeful</td></tr><tr><td><strong>3</strong></td><td>Practical and Lighthearted</td></tr><tr><td><strong>4</strong></td><td>Fierce and Vengeful</td></tr><tr><td><strong>5</strong></td><td>Stern and Judgmental</td></tr><tr><td><strong>6</strong></td><td>Kind and Parental</td></tr></tbody></table><h2>Conflicted Souls</h2><p>Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away frorri the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing. Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them. Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar's guide is wise but not infallible.</p><h2>Aasimar Names</h2><p>Most aasimar are born from human parents, and they use the same naming conventions as their native culture.</p>",
      "reference": "Usergen"
    },
    {
      "id": 150,
      "name": "Dwarf - Mountain (PHb)",
      "full_text": "<h1>Mountain Dwarves</h1><p>Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs&mdash;these common threads unite all dwarves.</p><h1>Dwarf Traits</h1><p><strong>Ability Score Increase</strong><br />Your Constitution score increases by 2.</p><p><strong>Age</strong><br />Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.</p><p><strong>Alignment</strong><br />Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.</p><p><strong>Size</strong><br />Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.</p><p><strong>Darkvision</strong><br />Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Dwarven Resilience</strong><br />You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p><strong>Dwarven Combat Training</strong><br />You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.</p><p><strong>Tool Proficiency</strong><br />You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.</p><p><strong>Stonecunning</strong><br />Whenever you make an Intelligence (<a title=\"History\" href=\"http://skill.com/History\">History</a>) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.</p><h1>Mountain Dwarf Traits</h1><p>As a mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You're probably on the tall side (for a dwarf), and tend toward lighter coloration. The shield dwarves of northern Faer&ucirc;n, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves.</p><p><strong>Ability Score Increase</strong><br />Your Strength score increases by 2.</p><p><strong>Dwarven Armor Training</strong><br />You have proficiency with light and medium armor.</p><h2>Short and Stout</h2><p>Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.</p><p>Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.</p><h2>Long Memory, Long Grudges</h2><p>Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.</p><p>Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.</p><p>Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud.</p><h2>Clans and Kingdoms</h2><p>Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.</p><p>The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.</p><p>Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.</p><h2>Gods, Gold, and Clan</h2><p>Dwarves who take up the adventuring life might be motivated by a desire for treasure&mdash;for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.</p><h2>Slow to Trust</h2><p>Dwarves get along passably well with most other races. &ldquo;The difference between an acquaintance and a friend is about a hundred years,&rdquo; is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf's trust.</p><p><em><strong>Elves.</strong></em>&ldquo;It's not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc's head, they're as apt to start singing as to pull out a sword. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf's good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.&rdquo;</p><p><em><strong>Halflings.</strong></em>&ldquo;Sure, they're pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin&mdash;a daughter or granddaughter, maybe&mdash;who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go! They set their hearts on something, they'll get it, whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.&rdquo;</p><h2>Dwarf Names</h2><p>A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.</p><p><strong>Male Names:</strong>Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal</p><p><strong>Female Names:</strong>Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra</p><p><strong>Clan Names:</strong>Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart</p>",
      "reference": "Usergen"
    },
    {
      "id": 151,
      "name": "Elf - Wood (PHb)",
      "full_text": "<h1>Wood Elves</h1><p>Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.</p><h1>Elf Traits</h1><p>Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.</p><p><strong>Ability Score Increase<br /></strong>Your Dexterity score increases by 2.</p><p><strong>Age<br /></strong>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment<br /></strong>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.</p><p><strong>Size<br /></strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>Accustomed to twilit forests and the nights, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Keen Senses<br /></strong>You have proficiency in the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry<br /></strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Trance<br /></strong>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance.&rdquo;) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoir.</p><h1>Wood Elf Traits</h1><p>As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faer&ucirc;n, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves.</p><p>Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.</p><p><strong>Ability Score Increase</strong><br />Your Wisdom score increases by 1.</p><p><strong>Elf Weapon Training</strong><br />You have proficiency with the longsword, shortsword, shortbow, and longbow.</p><p><strong>Fleet of Foot</strong><br />Your base walking speed increases to 35 feet.</p><p><strong>Mask of the Wild</strong><br />You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.</p><h2>Slender and Graceful</h2><p>With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.</p><p>Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.</p><h2>A Timeless Perspective</h2><p>Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.</p><p>Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.</p><h2>Hidden Woodland Realms</h2><p>Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).</p><p>Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.</p><h2>Exploration and Adventure</h2><p>Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.</p><h2>Haughty but Gracious</h2><p>Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations&mdash;which is most non-elves. Still, they can find good in just about anyone.</p><p><em><strong>Dwarves.</strong></em>&ldquo;Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.&rdquo;</p><p><em><strong>Halflings.</strong></em>&ldquo;Halflings are people of simple pleasures, and that is not a quality to scorn. They're good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;All that haste, their ambition and drive to accomplish something before their brief lives pass away&mdash;human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.&rdquo;</p><h2>Elf Names</h2><p>Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.</p><p>On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.</p><p><strong>Child Names:</strong>Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall</p><p><strong>Male Adult Names:</strong>Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis</p><p><strong>Female Adult Names:</strong>Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia</p><p><strong>Family Names (Common Translations):</strong>Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Na&iuml;lo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)</p>",
      "reference": "Usergen"
    },
    {
      "id": 153,
      "name": "Halfling - Stout (PHb)",
      "full_text": "<h1>Stout Halflings</h1><p>The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.</p><h1>Halfling Traits</h1><p>Your halfling character has a number of traits in common with all other halflings.</p><p><strong>Ability Score Increase<br /></strong>Your Dexterity score increases by 2.</p><p><strong>Age<br /></strong>A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.</p><p><strong>Alignment</strong><br />Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.</p><p><strong>Size<br /></strong>Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.</p><p><strong>Speed</strong><br />Your base walking speed is 25 feet.</p><p><strong>Lucky<br /></strong>When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.</p><p><strong>Brave</strong><br />You have advantage on saving throws against being frightened.</p><p><strong>Halfling Nimbleness</strong><br />You can move through the space of any creature that is of a size larger than yours.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.</p><h1>Stout Halfling Traits</h1><p>As a stout halfling, you're hardier than average and have some resistance to poison. Some say that stouts have dwarven blood. In the Forgotten Realms, these halflings are called stronghearts, and they're most common in the south.</p><p><strong>Ability Score Increase</strong>.<br />Your Constitution score increases by 1.</p><p><strong>Stout Resilience.</strong><br />You have advantage on saving throws against poison, and you have resistance against poison damage.</p><h2>Small and Practical</h2><p>The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.</p><p>Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.</p><p>Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.</p><h2>Kind and Curious</h2><p>Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.</p><p>Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.</p><h2>Blend into the Crowd</h2><p>Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.</p><p>Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.</p><h2>Pastoral Pleasantries</h2><p>Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.</p><p>Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.</p><h2>Affable and Positive</h2><p>Halflings try to get along with everyone else and are loath to make sweeping generalizations&mdash;especially negative ones.</p><p><em><strong>Dwarves.</strong></em>&ldquo;Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?&rdquo;</p><p><em><strong>Elves.</strong></em>&ldquo;They're so beautiful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces&mdash;surely more than they ever let on.&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers&mdash;you have to admire their conviction. And by protecting their own lands, they protect us as well.&rdquo;</p><h2>Exploring Opportunities</h2><p>Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity.</p><h2>Halfling Names</h2><p>A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.</p><p><strong>Male Names:</strong>Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby</p><p><strong>Female Names:</strong>Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna</p><p><strong>Family Names:</strong>Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough</p>",
      "reference": "Usergen"
    },
    {
      "id": 154,
      "name": "Gnome - Forest (PHb)",
      "full_text": "<h1>Forest Gnomes</h1><p>A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.</p><h1>Gnome Traits</h1><p>Your gnome character has certain characteristics in common with all other gnomes.</p><p><strong>Ability Score Increase</strong><br />Your Intelligence score increases by 2.</p><p><strong>Age</strong><br />Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.</p><p><strong>Alignment</strong><br />Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.</p><p><strong>Size</strong><br />Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.</p><p><strong>Speed</strong><br />Your base walking speed is 25 feet.</p><p><strong>Darkvision</strong><br />Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Gnome Cunning</strong><br />You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.</p><h1>Forest Gnome Traits</h1><p>As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&amp;D, forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands.</p><p><strong>Ability Score Increase</strong><br />Your Dexterity score increases by 1.</p><p><strong>Natural Illusionist</strong><br />You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.</p><p><strong>Speak with Small Beasts</strong><br />Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.</p><h2>Vibrant Expression</h2><p>A gnome's energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around.</p><p>A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.</p><h2>Delighted Dedication</h2><p>As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can't get in enough of the things they want to do and see.</p><p>Gnomes speak as if they can't get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.</p><p>Though gnomes love jokes of all kinds, particularly puns and pranks, they're just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkers, and inventors. They're willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.</p><h2>Bright Burrows</h2><p>Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.</p><p>Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkers. Some human families retain gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life.</p><h2><strong>Always Appreciative<br /></strong></h2><p>It's rare for a gnome to be hostile or malicious unless he or she has suffered a grievous injury. Gnomes know that most races don't share their sense of humor, but they enjoy anyone's company just as they enjoy everything else they set out to do.</p><h2>Seeing the World</h2><p>Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as a quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions.</p><h2>Gnome Names</h2><p>Gnomes love names, and most have half a dozen or so. A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are &ldquo;stuffy&rdquo; about names, a gnome learns to use no more than three names: a personal name, a clan name, and a nickname, choosing the one in each category that's the most fun to say.</p><p><strong>Male Names:</strong>Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Orryn, Roondar, Seebo, Sindri, Warryn, Wrenn, Zook</p><p><strong>Female Names:</strong>Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna</p><p><strong>Clan Names:</strong>Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen</p><p><strong>Nicknames:</strong>Aleslosh, Ashhearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck</p>",
      "reference": "Usergen"
    },
    {
      "id": 155,
      "name": "Aarakocra (EEPC)",
      "full_text": "<h1>Aarakocra</h1><p>Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren't even native to the Material Plane. They hail from a world beyond&mdash;from the boundless vistas of the Elemental Plane of Air. They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.</p><h1><strong>Aarakocra Traits<br /></strong></h1><p>As an aarakocra, you have certain traits in common with your people. Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an aarakocra requires special consideration by your DM.</p><p><strong>Ability Score Increase<br /></strong>Your Dexterity score increases by 2, and your Wisdom score increases by 1.</p><p><strong>Age<br /></strong>Aarakocra reach maturity by age 3.compared to humans, aarakocra don't usually live longer than 30 years.</p><p><strong>Alignment<br /></strong>Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.</p><p><strong>Size<br /></strong>Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 25 feet.</p><p><strong>Flight<br /></strong>You have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armor.</p><p><strong>Talons<br /></strong>You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.</p><p><strong>Language<br /></strong>You can speak, read, and write Common, Aarakocra, and Auran.</p><h2>Beak and Feather<strong><br /></strong></h2><p>From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.</p><p>Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations.</p><h2>Sky Wardens</h2><p>Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away.</p><p>Once airborne, an aarakocra leaves the sky with reluctance. On their native plane, they can fly for days or months, landing only to lay their eggs and feed their young before launching themselves back into the air. Those that make it to a world in the Material</p><p>Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound people forced to live and toil on the ground.</p><h2>Avian Mannerisms</h2><p>The resemblance of aarakocra to birds isn't limited to physical features. Aarakocra display many of the same mannerisms as ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they might have picked up. When they deign to descend from the sky, they often do so near pools where they can catch fish and bathe themselves.</p><p>Many aarakocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An aarakocra might become frustrated with people who fail to pick up on the nuances; an aarakocra's threat might be taken as a jest and vice versa. The idea of ownership baffles most aarakocra. After all, who owns the sky? Even when explained to them, they initially find the notion of ownership mystifying. As a result, aarakocra who have little interaction with other people might be a nuisance as they drop from the sky to snatch livestock or plunder harvests for fruits and grains. Shiny, glittering objects catch their eyes. They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses.</p><p>Confinement terrifies the aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop homes, they appear alert, with eyes moving and bodies ready to take flight.</p><h2>Homelands</h2><p>Most aarakocra live on the Elemental Plane of Air. Aarakocra can be drawn into the Material Plane, sometimes to pursue enemies or thwart their foes' designs there. Accident might also send a nest of aarakocra tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish nests in high mountains or in the canopies of old forests.</p><p>Once tribes of aarakocra settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.</p><p>A typical colony consists of one large, open -roofed nest made of woven vines. The eldest acts as leader with the support of a shaman.</p><h2>Aaracokra in the Forgotten Realms</h2><p>Never well established in Faer&ucirc;n, aarakocra have only four major colonies: in the Star Mounts within the High Forest, in the Storm Horns in Cormyr, in the Cloven Mountains on the Vilhon Reach, and in the Mistcliffs in Chult.</p><p>Those colonies established in the Star Mounts, closest to the Dessarin Valley, were ever a secretive and guarded people, only spotted during their flights over the High Forest. A cruel and rapacious green dragon nearly wiped out the population and scattered the survivors. These aarakocra and their descendants have sworn vengeance against the dragon and may be seen scouring the lands of the North and Cormyr for signs of their foe.</p><p>Their only remaining settlement lies on the slopes of the Star Mounts' southernmost mountains. At the headwaters of the Unicorn Run, the Last Aerie is home to several dozen aarakocra. Recently, aarakocra elders detected changes in the prevailing winds that they regarded as a bad omen.</p><p>Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air.</p><h2>Great Purpose</h2><p>Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an exceptional circumstance for an aarakocra to leave his or her tribe and undertake the adventurer's life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the aarakocra adventurer's chosen path.</p><p>Two other circumstances might call an aarakocra to adventure. First, aarakocra have historical ties to the Wind Dukes of Aqaa. Exceptional individuals honor that connection and might seek out the missing pieces of the <em>Rod of Seven Parts</em>, the remains of an artifact fashioned by the Wind Dukes long ago to defeat the Queen of Chaos's monstrous champion, Miska the Wolf -Spider. When plunged into Miska's body, the chaos in his blood sundered the rod and scattered its pieces across the multiverse. Recovering the pieces means gaining honor and esteem in the eyes of the vaati who forged it and could possibly restore a powerful weapon for defense against the agents of elemental evil.</p><p>Second, aarakocra are sworn foes of elemental earth, in particular the gargoyles that serve Ogr &eacute;moch, the Prince of Earth. The Aarakocra word for gargoyle is loosely translated as &ldquo;flying rock,&rdquo; and battles between aarakocra and gargoyles have raged across the Elemental Planes of Earth and Air, occasionally spilling into a world on the Material Plane. Aarakocra on that plane might leave their colonies to lend aid to other humanoids committed to fighting earth cults and thwarting their efforts.</p><h2>Aarakocra Names</h2><p>As with much of their speech, aarakocra names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names.</p><p>An aarakocra of either gender may have one of these short names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed.</p>",
      "reference": "Usergen"
    },
    {
      "id": 156,
      "name": "Gnome - Deep (EEPC)",
      "full_text": "<h1>Deep Gnomes</h1><p>Forest gnomes and rock gnomes are the gnomes most commonly encountered in the lands of the surface world. There is another subrace of gnomes rarely seen by any surface-dweller: deep gnomes, also known as svirfneblin. Guarded, and suspicious of outsiders, svirfneblin are cunning and taciturn, but can be just as kind- hearted, loyal, and compassionate as their surface cousins.</p><h1>Gnome Traits</h1><p>Your gnome character has certain characteristics in common with all other gnomes.</p><p><strong>Ability Score Increase</strong><br />Your Intelligence score increases by 2.</p><p><strong>Age</strong><br />Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.</p><p><strong>Alignment</strong><br />Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.</p><p><strong>Size</strong><br />Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.</p><p><strong>Speed</strong><br />Your base walking speed is 25 feet.</p><p><strong>Darkvision</strong><br />Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Gnome Cunning</strong><br />You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.</p><h1>Deep Gnome Traits</h1><p>Deep gnomes (or svirfneblin), live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework.</p><p><strong>Ability Score Increase</strong><br />Your Dexterity score increases by 1.</p><p><strong>Age</strong><br />Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time.</p><p><strong>Alignment</strong><br />Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others.</p><p><strong>Size</strong><br />A typical svirfneblin stands about 3 to 3-&frac12; feet tall and weighs 80 to 120 pounds. Your size is Small.</p><p><strong>Superior Darkvision</strong><br />Your darkvision has a radius of 120 feet.</p><p><strong>Stone Camouflage</strong><br />You have advantage on Dexterity (<a title=\"Stealth\" href=\"http://skill.com/Stealth\">Stealth</a>) checks to hide in rocky terrain.</p><p><strong>Languages</strong><br />You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that includes you as an adventurer) pick up enough Common to get by in other land.</p><h2>Born of Deep Earth</h2><p>Svirfneblin seem more like creatures of stone than flesh. Their leathery skin is usually a gray, brown, or dun hue that acts as a natural camouflage with the rock around them. Their bodies are gnarled with hard muscle or fat, and they are heavier than their small stature suggests; svirfneblin often weigh 100 pounds or more but rarely stand much more than 3 feet tall.</p><p>Male svirfneblin are bald from early childhood, although adults can grow stiff beards or mustaches.</p><p>Females have full heads of hair, and they usually tie their hair back in braids or cut it short to keep it from getting in their way as they work.</p><p>Svirfneblin are well adapted for their subterranean existence. They have excellent darkvision, and many of them have magical talents that rival the innate spellcasting of the drow and duergar. They are surprisingly strong for their size, enduring toil and danger that would overwhelm most other people</p><h2>Master Miners</h2><p>Despite their guarded natures, svirfneblin aren't joyless. They admire skillful work and delicate craftsmanship, just like any other gnome. Svirfneblin love gemstones of all kinds, and they boldly seek out precious stones in the deepest and darkest tunnels. They are also expert gemcutters and miners, and they prize rubies above all other gemstones.</p><h2>Deep Dwellers</h2><p>Svirfneblin are known as deep gnomes because they choose to live far below the earth's surface. Most svirfneblin never see the light of day. Their homes are well-hidden strongholds concealed by mazelike passages and clever illusions. Vast networks of mine tunnels ring most svirfneblin settlements, guarded by deadly traps and concealed sentries. Once a traveler passes through the outer defenses, the tunnels open up into marvelous cavern-towns carved from the surrounding rock with exquisite care. The svirfneblin are austere in their comforts compared to their surface cousins, but they take great pride in their stonework.</p><p>Deep gnomes do their best to remain hidden. Even if surface travelers succeed in locating a svirfneblin community, winning their trust can be even more difficult. Those rare travelers who do succeed in befriending deep gnomes find that they are loyal and courageous allies against any foe.</p><h2>Scouts and Spies</h2><p>Surface-dwelling gnomes often take up the adventurer's life out of sheer curiosity about the world around them, eager to see new things and meet new people. By comparison, most svirfneblin possess very little wanderlust and rarely travel far from home. They see the surface world as a bewildering place without boundaries and filled with unknown dangers.</p><p>Nevertheless, a few svirfneblin understand that it is necessary to know something about what is happening on the surface near their hidden refuges. As a result, some svirfneblin become scouts, spies, or messengers who venture abroad, doing their best to avoid attention. These travelers are notoriously close-mouthed about where they come from and what they are up to, but a few eventually learn to trust good-hearted people of the surface world.</p><p>A few svirfneblin become merchants who deal with other races both above and below ground. Drow, duergar, and other peoples know that svirfneblin are usually neutral in outlook and typically honest in their dealings. Serving as middlemen between races too hostile to deal with each other directly can be lucrative, and it serves an important defensive function; svirfneblin middlemen tend to know more about rumors and threats between rival merchants than anybody else.</p><h2>Deep Gnome Names</h2><p>Svirfneblin prefer less flamboyant names than their rock gnome or forest gnome cousins. Clan names reflect skills or occupations that a particular family is associated with, and sometimes change if a noteworthy individual strikes out in a new direction.</p><p><strong>Male Names:</strong>Belwar, Brickers, Durthmeck, Firble, Kreiger, Kronthud, Schneltheck, Schnicktick, Thulwar, Walschud</p><p><strong>Female Names:</strong>Beliss, Durthee, Fricknarti, Ivridda, Krivi, Lulthiss, Nalvarti, Schnella, Thulmarra, Wirsidda</p><p><strong>Clan Names:</strong>Crystalfist, Gemcutter, Ironfoot, Rockhewer, Seamfinder, Stonecutter</p>",
      "reference": "Usergen"
    },
    {
      "id": 157,
      "name": "Genasi - Air (EEPC)",
      "full_text": "<h1>Air Genasi</h1><p>Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.</p><p>The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don't face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit&mdash;whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.</p><p>During these visits, a mortal might catch a genie's eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal&ndash;genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that's lain dormant for generations.</p><p>Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.</p><h1>Genasi Traits</h1><p>Your genasi character has certain characteristics in common with all other genasi.</p><p><strong>Ability Score Increase<br /></strong>Your Constitution score increases by 2.</p><p><strong>Age<br /></strong>Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.</p><p><strong>Alignment<br /></strong>Independent and self-reliant, genasi tend toward a neutral alignment.</p><p><strong>Size<br /></strong>Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.</p><h1>Air Genasi Traits</h1><p>As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.</p><p>Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.</p><p><strong>Ability Score Increase<br /></strong>Your Dexterity score increases by 1.</p><p><strong>Unending Breath<br /></strong>You can hold your breath indefinitely while you're not incapacitated.</p><p><strong>Mingle with the Wind<br /></strong>You can cast the <em><a title=\"Levitate\" href=\"http://spell.com/Levitate\">levitate</a></em> spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.</p><h2>Heirs to Elemental Power</h2><p>Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.</p><p>Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).</p><p>Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.</p><p>Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents.</p><h2>Wild and Confident</h2><p>Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self-confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.</p><p>Too much failure can chip away at even a genasi's sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.</p><h2>Genasi Lands</h2><p>As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.</p><p>Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends.</p><p>Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.</p><p>Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faer&ucirc;n, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland. In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of Fallen Stars.</p><p>The distant land of Zakhara is known only in legends to most inhabitants of Faer&ucirc;n. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land.</p><h2>Genasi on Athas</h2><p>Although any world that includes one or more elemental planes can feature genasi, on Athas, the world of the Dark Sun campaign setting, elemental forces hold greater sway than they do on other worlds. As a people touched by elemental power, genasi are viewed as seers, prophets, and chosen ones. The birth of a genasi, whether a slave, a noble, or a member of a desert tribe, is an auspicious event. Most Athasians believe a given genasi is destined for greatness&mdash;or infamy.</p><h2>Genasi Historys</h2><p>Each genasi subrace has its own temperament, which might make some Historys more suitable than others.</p><p>Air genasi are proud of their heritage, sometimes to the point of haughtiness. They can be flamboyant, and are keen to have an audience. They rarely stay in one place for long, always looking for a new sky to see and breathe. Air genasi who don't live in cities favor open lands such as plains, deserts, and high mountains.</p><p>Fitting Historys include charlatan, entertainer, and noble.</p><h2>Genasi Names</h2><p>Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx.</p>",
      "reference": "Usergen"
    },
    {
      "id": 158,
      "name": "Goliath (EEPC, VGtM)",
      "full_text": "<h1>Goliaths</h1><p>At the highest mountain peaks&mdash;far above the slopes where trees grow and where the air is thin and the frigid winds howl&mdash;dwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying.</p><h1>Goliath Traits</h1><p>Goliaths share a number of traits in common with each other.</p><p><strong>Ability Score Increase<br /></strong>Your Strength score increases by 2, and your Constitution score increases by 1.</p><p><strong>Age<br /></strong>Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.</p><p><strong>Alignment<br /></strong>Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality.</p><p><strong>Size<br /></strong>Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Natural Athlete<br /></strong>You have proficiency in the <a title=\"Athletics\" href=\"http://skill.com/Athletics\">Athletics</a> skill.</p><p><strong>Stone's Endurance<br /></strong>You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.</p><p><strong>Powerful Build<br /></strong>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</p><p><strong>Mountain Born<br /></strong>You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the <em>Dungeon Master's Guide</em>.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Giant.</p><h2>Driven Competitors<strong><br /></strong></h2><p>Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to an entire tribe, while an individual's heroic effort can ensure the entire group's survival.</p><p>Goliaths thus place a premium on self- sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills. This dedication to competition has a dark side. Goliaths are ferocious competitors, but above all else they are driven to outdo their past efforts. If a goliath slays a dragon, he or she might seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments.</p><h2>Fair Play</h2><p>For goliaths, competition exists only when it is supported by a level playing field.competition measures talent, dedication, and effort. Those factors determine survival in their home territory, not reliance on magic items, money, or other elements that can tip the balance one way or the other. Goliaths happily rely on such benefits, but they are careful to remember that such an advantage can always be lost. A goliath who relies too much on them can grow complacent, a recipe for disaster in the mountains.</p><p>This trait manifests most strongly when goliaths interact with other folk. The relationship between peasants and nobles puzzles goliaths. If a king lacks the intelligence or leadership to lead, then clearly the most talented person in the kingdom should take his place. Goliaths rarely keep such opinions to themselves, and mock folk who rely on society's structures or rules to maintain power.</p><h2>Survival of the Fittest</h2><p>Among goliaths, any adult who can't contribute to the tribe is expelled. A lone goliath has little chance of survival, especially an older or weaker one. Goliaths have little pity for adults who can't take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play.</p><p>A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips away in the night to seek the cold will of fate.</p><p>In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in battle, at the peak of strength and skill, than endure the slow decay of old age. Few folk have ever meet an elderly goliath, and even those goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay. Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by long-term leaders. They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age.</p><h2>Goliath Names</h2><p>Every goliath has three names: a birth name assigned by the newborn's mother and father, a nickname assigned by the tribal chief, and a family or clan name. A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel.</p><p>Birth names are rarely linked to gender. Goliaths see females and males as equal in all things, and they find societies with roles divided by gender to be puzzling or worthy of mockery. To a goliath, the person who is best at a job should be the one tasked with doing it.</p><p>A goliath's nickname is a description that can change on the whim of a chieftain or tribal elder. It refers to a notable deed, either a success or failure, committed by the goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to an individual's notable deeds.</p><p>Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name. In casual conversation, they use their nickname.</p><p><strong>Birth Names:</strong>Aukan, Eglath, Gae-Al, Gauthak, Ilikan, Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla, Orilo, Paavu, Pethani, Thalai, Thotham, Uthal, Vaunea, Vimak</p><p><strong>Nicknames:</strong>Bearkiller, Dawncaller, Fearless, Flintfinder, Horncarver, Keeneye, Lonehunter, Longleaper, Rootsmasher, Skywatcher, Steadyhand, Threadtwister, Twice-Orphaned, Twistedlimb, Wordpainter</p><p><strong>Clan Names:</strong>Anakalathai, Elanithino, Gathakanathi, Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu, Thuliaga, Thunukalathi, Vaimei-Laga</p>",
      "reference": "Usergen"
    },
    {
      "id": 165,
      "name": "Dwarf - Gray Dwarf (SCAG)",
      "full_text": "<h1>Gray Dwarves (Duergar)</h1><p>The duergar, or gray dwarves, are dark reflections of their surface bound cousins. After generations spent within the maddening and seemingly endless layers of the Underdark, gray dwarves are twisted versions of their former selves. Often at war with their Underdark rivals (in particular the illithid), duergar cloister themselves into walled-off cities, or large fortresses. Although they are intensely paranoid, duergar will trade with other races if they think they'll end up profiteering from such an arrangement; with some duergar even trading with their surface faring, dwarven cousins. A major player within the Underdark, duergar are known for their expansive mining monopolies, dangerous monarchies, and their innate magical talents.</p><h1>Dwarf Traits</h1><p>Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.</p><p><strong>Ability Score Increase</strong><br />Your Constitution score increases by 2.</p><p><strong>Age</strong><br />Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.</p><p><strong>Alignment</strong><br />Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.</p><p><strong>Size</strong><br />Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.</p><p><strong>Darkvision</strong><br />Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Dwarven Resilience</strong><br />You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p><strong>Dwarven Combat Training</strong><br />You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.</p><p><strong>Tool Proficiency</strong><br />You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.</p><p><strong>Stonecunning</strong><br />Whenever you make an Intelligence (<a title=\"History\" href=\"http://spell.com/History\">History</a>) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.</p><h1>Duergar Traits</h1><p>In cities deep in the Underdark live the duergar, or gray dwarves. These vicious, stealthy slave traders raid the surface world for captives, then sell their prey to the other races of the Underdark. They have innate magical abilities to become invisible and to temporarily grow to giant size.</p><p><strong>Ability Score Increase<br /></strong>Your Strength score in&shy;creases by 1.</p><p><strong>Superior Darkvision</strong><br />Your darkvision has a radius of 120 feet.</p><p><strong>Extra Language</strong><br />You can speak, read, and write Undercommon</p><p><strong>Duergar Resilience</strong><br />You have advantage on saving throws against illusions and against being charmed or paralyzed.</p><p><strong>Duerger Magic</strong><br />When you reach 3rd level, you can cast the <em><a title=\"Enlarge/Reduce\" href=\"http://spell.com/Enlarge/Reduce\">enlarge/reduce</a></em> spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the <em><a title=\"Invisibility\" href=\"http://spell.com/Invisibility\">invisibility</a></em> spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest.<br />Intelligence is your spellcasting ability for these spells.<br /><br /><strong>Sunlight Sensitivity</strong><br />You have disadvantage on attack rolls and on Wisdom (<a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a>) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.</p><h2>Former Illithid Thralls</h2><p>The duergar were originally ordinary dwarves who lived and operated out of caves and worked diligently on mining operations. But, multiple lifetimes of thriving quickly ceased after these dwarves were attacked and enslaved by mind flayers, who dragged them down to their lairs within the Underdark. What followed was generations of enslavement and cruel experimentation on the dwarves, who as a result changed drastically both physically and especially mentally. These changes left the captives altered, and no longer entirely dwarven. Emerging as their own race, the duergar eventually rose up and overthrew their oppressors, and rid themselves of the mind flayers. Now free, the duergar carved out a new home for themselves in their former prison, minds set on regaining their former glory.</p><h2>Duergar Relations</h2><p>The duergar are a naturally mistrusting and paranoid people. That being said they will sometimes trade with surface races such as humans or gnomes, as well as with their Underdark neighbors like the svirfneblin or drow; with trading only operating so long as the duergar make a profit. They are resentful towards surface dwarves however, and Duergar do still hold a deep rooted hatred for their former captors, the mind flayers, and are always eager for the opportunity to eliminate them. They will occasionally squabble with the other denizens of the Underdark such as the quaggoths or orogs, but rarely ever declare war on them.</p><h2>Playing a Duergar</h2><p>The duergar have spent generations underground and as such are a naturally paranoid, and aggressive people. Those located within the deepest parts of a cave fortress would almost certainly be hostile towards any other non-duergar creatures; unless of course they were assigned together in mutually beneficial arrangement, in which case they wouldn't attack said creatures, albeit begrudgingly. A duergar that works and trades with humans or gnomes isn't uncommon, and they're stance on said peoples is much more tranquil, if only slightly.</p><h2>Duergar Names</h2><p>The naming conventions of the duergar are for the most part similar to those of their cousins, the dwarves. But, because of their years spent living within the Underdark, and their close proximity to the drow, many of the duergar's words and in turn their names now carry bits of undercommon as well.</p>",
      "reference": "Usergen"
    },
    {
      "id": 166,
      "name": "Elf - Moon (SCAG)",
      "full_text": "<h1>Moon Elves</h1><p>Also called silver elves, or Teu'TeJ'Quessir, moon elves are more tolerant and adventurous than elves of other sorts. In ancient times, the dissolution of their empires dispersed moon elves among other races, and since then they have traditionally gotten along well with their non-elf neighbors. They mingle with other people while their kin remain in hidden settlements and secluded strongholds.</p><p>Moon elves are sometimes seen as frivolous, espe&shy;cially by other elves. But it is the easygoing, fluid nature of their culture, philosophy, and personality that has enabled them to survive and flourish during and aftertragic times in elven history. While communities of moon elves can be found in mainland Faerun, many moon elves live in the settlements of other races, staying for a few seasons or several decades before moving on.</p><p>To a moon elf, home can be among the members of one's family, clan, or other friends and loved ones. Moon elves who temporarily take up residence in or near sun elf communities aren't shy about expressing the opinion that their kin need to be less serious. In turn, the sun elves pretend to be more annoyed by their moon elf neighbors than they truly are, provided that the moon elves' whims and adventuresome urges don't cause serious disruption. Given that the moon elves usually move on before wearing out their welcome, such unrest rarely occurs.</p><h1>Elf Traits</h1><p>Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.</p><p><strong>Ability Score Increase<br /></strong>Your Dexterity score increases by 2.</p><p><strong>Age<br /></strong>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment<br /></strong>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.</p><p><strong>Size<br /></strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>Accustomed to twilit forests and the nights, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Keen Senses<br /></strong>You have proficiency in the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry<br /></strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Trance<br /></strong>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance&rdquo;.) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoir.</p><h1>Moon Elf Traits</h1><p>Moon elves have the racial traits of high elves in the <em>Player's Handbook.</em> They have pale skin with a bluish tint. Their hair runs the gamut of human colors, and some moon elves have hair of silvery white or various shades of blue. Their eyes are blue or green and have gold flecks.</p><p>Given the race's love of travel, exploration, and new experiences, many moon elves become adventurers, utilizing their talents for warfare, woodcraft, and wizardry in different measure.</p><p><strong>Ability Score Increase</strong><br />Your Intelligence score increases by 1.</p><p><strong>Elf Weapon Training</strong><br />You have proficiency with the longsword, shortsword, shortbow, and longbow.</p><p><strong>Cantrip</strong><br />You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.</p><p><strong>Extra Language</strong><br />You can speak, read, and write one extra language of your choice.</p><h2>Slender and Graceful</h2><p>With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.</p><p>Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.</p><h2>A Timeless Perspective</h2><p>Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.</p><p>Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.</p><h2>Hidden Woodland Realms</h2><p>Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).</p><p>Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.</p><h2>Exploration and Adventure</h2><p>Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.</p><h2>Haughty but Gracious</h2><p>Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations&mdash;which is most non-elves. Still, they can find good in just about anyone.</p><p><em><strong>Dwarves.</strong></em>&ldquo;Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.&rdquo;</p><p><em><strong>Halflings.</strong></em>&ldquo;Halflings are people of simple pleasures, and that is not a quality to scorn. They're good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;All that haste, their ambition and drive to accomplish something before their brief lives pass away&mdash;human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.&rdquo;</p><h2>Elf Names</h2><p>Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.</p><p>On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.</p><p><strong>Child Names:</strong>Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall</p><p><strong>Male Adult Names:</strong>Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis</p><p><strong>Female Adult Names:</strong>Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia</p><p><strong>Family Names (Common Translations):</strong>Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Na&iuml;lo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)</p>",
      "reference": "Usergen"
    },
    {
      "id": 167,
      "name": "Dwarf - Shield (SCAG)",
      "full_text": "<h1>Shield Dwarves</h1><p>The ancestral home of the shield dwarves is in northern Faer&ucirc;n, where ancient dwarfholds exist in the North, Damara, Impiltur, Vaasa, the Vast, and the Western Heartlands. The most famous of the old shield dwarf cities is Citadel Adbar, north and east of Silverymoon. Many of these dwarfholds have changed hands over thecenturies in a cycle of invasion by enemies, followed byreconquest by the dwarves.</p><p>Living in a near-constant state of war for generations, shield dwarves are a hardy people, slow to trust, with long memories and often an equally long list of griev&shy;ances against their ancient enemies. The more conser&shy;vative among them want to maintain the traditions andremaining holdings of their people, isolated from the influence of outsiders and safe from invaders behind thickwalls of stone. Shield dwarves of a more adventurous bent are interested in exploring the world and seeing what lies beyond the bounds of their ancient dwarf holds.</p><h1>Dwarf Traits</h1><p>Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.</p><p><strong>Ability Score Increase</strong><br />Your Constitution score increases by 2.</p><p><strong>Age</strong><br />Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.</p><p><strong>Alignment</strong><br />Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.</p><p><strong>Size</strong><br />Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.</p><p><strong>Darkvision</strong><br />Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Dwarven Resilience</strong><br />You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p><strong>Dwarven Combat Training</strong><br />You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.</p><p><strong>Tool Proficiency</strong><br />You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.</p><p><strong>Stonecunning</strong><br />Whenever you make an Intelligence (<a title=\"History\" href=\"http://skill.com/History\">History</a>) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.</p><h1>Shield Dwarf Traits</h1><p>Shield dwarves have the racial traits of mountain dwarves in the <em>Player's Handbook.</em> Their skin is usu&shy;ally fair, eyes green, hazel, or silver-blue, and they havebrown, blond, or red hair. Full beards and mustachesare commonly seen on male shield dwarves.</p><p>Shield dwarves are renowned artisans, particularly inmetal and stone. They tend to focus more on sturdiness in their craft than on the artistic flourishes and gildingfavored by their gold dwarf cousins. Shield dwarf craft&shy;ers build to last, and each one's signature mark placed upon an enduring masterpiece serves as a way of gain&shy;ing immortality.</p><p><strong>Ability Score Increase</strong><br />Your Strength score increases by 2.</p><p><strong>Dwarven Armor Training</strong><br />You have proficiency with light and medium armor.</p><h2>Short and Stout</h2><p>Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.</p><p>Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.</p><h2>Long Memory, Long Grudges</h2><p>Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.</p><p>Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.</p><p>Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud.</p><h2>Clans and Kingdoms</h2><p>Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.</p><p>The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.</p><p>Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.</p><h2>Gods, Gold, and Clan</h2><p>Dwarves who take up the adventuring life might be motivated by a desire for treasure&mdash;for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.</p><h2>Slow to Trust</h2><p>Dwarves get along passably well with most other races. &ldquo;The difference between an acquaintance and a friend is about a hundred years,&rdquo; is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf's trust.</p><p><em><strong>Elves.</strong></em>&ldquo;It's not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc's head, they're as apt to start singing as to pull out a sword. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf's good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.&rdquo;</p><p><em><strong>Halflings.</strong></em>&ldquo;Sure, they're pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin&mdash;a daughter or granddaughter, maybe&mdash;who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go! They set their hearts on something, they'll get it, whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.&rdquo;</p><h2>Dwarf Names</h2><p>A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.</p><p><strong>Male Names:</strong>Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal</p><p><strong>Female Names:</strong>Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra</p><p><strong>Clan Names:</strong>Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart</p>",
      "reference": "Usergen"
    },
    {
      "id": 168,
      "name": "Dwarf - Gold (SCAG)",
      "full_text": "<h1>Gold Dwarves</h1><p>Gold dwarves are common in the lands to the south and east of Faer&ucirc;n. They are formidable warriors, proud of their long traditions, with strong ties to clan. They are gruff and haughty and have a love of fine craftsmanship and an eagerness to trade.</p><p>Significant settlements of gold dwarves exist in theGreat Rift, the area surrounding the Dragon Coast, as well as in the Old Empires of eastern Faer&ucirc;n. Smaller communities are found in the Smoking Moun&shy;tains, in the Giant's Run Mountains, and the Western Heartlands.</p><p>Because they have not endured the same cycle of invasion and displacement, gold dwarves tend to bemore optimistic than their shield dwarf cousins, but they're still standoffish and prideful as only a dwarf can be. They believe their race's stable history is the result of their attentiveness to tradition, and have little doubt that the future of the gold dwarves will be just as peaceful, if they remain true to their customs and principles.</p><h1>Dwarf Traits</h1><p>Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.</p><p><strong>Ability Score Increase</strong><br />Your Constitution score increases by 2.</p><p><strong>Age</strong><br />Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.</p><p><strong>Alignment</strong><br />Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.</p><p><strong>Size</strong><br />Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.</p><p><strong>Darkvision</strong><br />Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Dwarven Resilience</strong><br />You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p><strong>Dwarven Combat Training</strong><br />You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.</p><p><strong>Tool Proficiency</strong><br />You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.</p><p><strong>Stonecunning</strong><br />Whenever you make an Intelligence (<a title=\"History\" href=\"http://skill.com/History\">History</a>) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.</p><h1>Gold Dwarf Traits</h1><p>Gold dwarves have the racial traits of hill dwarves in the <em>Player's Handbook.</em> They are stocky and muscular, averaging about 4 feet tall, with brown skin, black or brown hair, and brown or hazel eyes, with green eyes rare (and considered lucky). Males grow full beards that they keep oiled and well groomed, and both genders wear their hair long and often elaborately braided.</p><p>Gold dwarves are best known for crafting beautiful objects. According to them, all the natural resources of the world exist for mortals to turn them into objects of great beauty. Gold dwarves don't want the most of every&shy; thing; they want the best. Their artisans toil over items for years, getting their etchings and fine details just right before being satisfied with their efforts. That deliberate, perfectionist approach is a reflection of gold dwarf culture, in which there is a right and proper way to do everything. Tradition dictates every as&shy; pect of a gold dwarf's life, from one's'Place in society, to prospects for marriage, to what careers are acceptable.</p><p>Gold dwarves who take up a life of adventuring, away from the clan, rarely forsake their traditions when doing so. Even though they might have to live as outsiders for a time, they hope to ultimately improve their standing in their society.</p><p><strong>Ability Score Increase<br /></strong>Your Wisdom score increases by 1.</p><p><strong>Dwarven Toughness<br /></strong>Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.</p><h2>Short and Stout</h2><p>Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.</p><p>Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.</p><h2>Long Memory, Long Grudges</h2><p>Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.</p><p>Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.</p><p>Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud.</p><h2>Clans and Kingdoms</h2><p>Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.</p><p>The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.</p><p>Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.</p><h2>Gods, Gold, and Clan</h2><p>Dwarves who take up the adventuring life might be motivated by a desire for treasure&mdash;for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.</p><h2>Slow to Trust</h2><p>Dwarves get along passably well with most other races. &ldquo;The difference between an acquaintance and a friend is about a hundred years,&rdquo; is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf's trust.</p><p><em><strong>Elves.</strong></em>&ldquo;It's not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc's head, they're as apt to start singing as to pull out a sword. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf's good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.&rdquo;</p><p><em><strong>Halflings.</strong></em>&ldquo;Sure, they're pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin&mdash;a daughter or granddaughter, maybe&mdash;who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go! They set their hearts on something, they'll get it, whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.&rdquo;</p><h2>Dwarf Names</h2><p>A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.</p><p><strong>Male Names:</strong>Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal</p><p><strong>Female Names:</strong>Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra</p><p><strong>Clan Names:</strong>Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart</p>",
      "reference": "Usergen"
    },
    {
      "id": 170,
      "name": "Elf - Wood (SCAG)",
      "full_text": "<h1>Wood Elves</h1><p>Also called copper elves, or Sy'Tel'Quessir, wood elves are the most common elves remaining in Faer&ucirc;n. Their ancestors left behind the strife of the Crown Wars mil&shy;lennia ago to found strongholds and settlements deep in the forests. Today, most wood elves stand guard over the ruins of the past, believing it their duty to preserve their fallen glory as an object lesson of the dangers of hubris.</p><p>Wood elves tend to be hardier than other elves, more solid and grounded than their cousins. This attitude is reflected in their culture and traditions; wood elves tend more toward physical pursuits than do other elves, and they view ancient elven history with a more critical eye. To the wood elves, the \"great\" elven kingdoms were responsible for many equally great mistakes. They look upon the Sundering, the Crown Wars, the descent of the drow, and other calamities as the result of acts of arrogance on the part of their an&shy; cestors. Living around and amid the reminders of this arrogance, and standing witness to the rise and fall of many elven empires, wood elves see the place of elves in the world differently than moon or sun elves do. Wood elves seek a quiet harmony, not domination, with the wider world.</p><p>Sylvan counterparts of the sun elves and moon elves, wood elves eschew the cities and strongholds of their kin in favor of living close to nature. Wood elves have not claimed a large realm of their own since the kingdom of Eaerlann was destroyed millennia ago. Instead they maintain a number of smaller settlements, the better to keep those communities hidden or pro&shy; tected. Wood elves claim territory in the High Forest, the Great Dale, the Western Heartlands, and beyond. Some wood elves live in other elven communities and territories, where they serve as scouts, rangers, and hunters.</p><p>Despite seeing themselves as part of the world, wood elves don't commonly emerge from their homes to encounter non-elves. Likewise, in the deep woods and forests of the world, most wood elves don't come across members of other races. Adventurers, diplomats, couri&shy; ers, and those who pursue similar professions are the exceptions, traveling far outside their sylvan domains and meeting a wide variety of folk.</p><h1>Elf Traits</h1><p>Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.</p><p><strong>Ability Score Increase<br /></strong>Your Dexterity score increases by 2.</p><p><strong>Age<br /></strong>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment<br /></strong>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.</p><p><strong>Size<br /></strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>Accustomed to twilit forests and the nights, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Keen Senses<br /></strong>You have proficiency in the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry<br /></strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Trance<br /></strong>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance.&rdquo;) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoir.</p><h1>Wood Elf Traits</h1><p>Wood elves in Faerun have the racial traits of wood elves in the <em>Player's Handbook.</em> They have tan or coppery skin, with hair of wood brown, golden blond, black, or a shining metallic copper, and eyes of green, brown, or hazel.</p><p>Skilled naturalists, wood elves often take up profes&shy; sions that allow them to remain close to the wild or to make use of their knowledge of woodcraft, wildlife, and forestry. Wood elves are more than capable in warfare, particularly archery. They are less magically inclined than their cousins, but have their fair share of practi&shy; tioners of the Art, as well as clerics and many druids.</p><p><strong>Ability Score Increase</strong><br />Your Wisdom score increases by 1.</p><p><strong>Elf Weapon Training</strong><br />You have proficiency with the longsword, shortsword, shortbow, and longbow.</p><p><strong>Fleet of Foot</strong><br />Your base walking speed increases to 35 feet.</p><p><strong>Mask of the Wild</strong><br />You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.</p><h2>Slender and Graceful</h2><p>With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.</p><p>Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.</p><h2>A Timeless Perspective</h2><p>Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.</p><p>Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.</p><h2>Hidden Woodland Realms</h2><p>Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).</p><p>Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.</p><h2>Exploration and Adventure</h2><p>Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.</p><h2>Haughty but Gracious</h2><p>Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations&mdash;which is most non-elves. Still, they can find good in just about anyone.</p><p><em><strong>Dwarves.</strong></em>&ldquo;Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.&rdquo;</p><p><em><strong>Halflings.</strong></em>&ldquo;Halflings are people of simple pleasures, and that is not a quality to scorn. They're good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;All that haste, their ambition and drive to accomplish something before their brief lives pass away&mdash;human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.&rdquo;</p><h2>Elf Names</h2><p>Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.</p><p>On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.</p><p><strong>Child Names:</strong>Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall</p><p><strong>Male Adult Names:</strong>Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis</p><p><strong>Female Adult Names:</strong>Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia</p><p><strong>Family Names (Common Translations):</strong>Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Na&iuml;lo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)</p>",
      "reference": "Usergen"
    },
    {
      "id": 169,
      "name": "Elf - Sun (SCAG)",
      "full_text": "<h1>Sun Elves</h1><p>Sun elves, also known as gold elves, or Ar'Tel'Ques&shy;-sir, have a reputation for being arrogant and self-important. Many of them believe they are Corellon's chosen people and that other races-even other elves-are subordinate to them in skill, signifi&shy; cance, and sophistication. They claim the title of \"highelves\" with pride, and indeed their race is responsible, for great, and sometimes terrible, achievements.</p><p>Recalling and emphasizing the glorious aspects of their history, sun elves subscribe to the principle of \"elven excellence\" - no matter how interesting, excep&shy; tional, heroic, or noteworthy other races' accomplish&shy;ments might be, there is an inherent superiority to all things elven. This attitude colors sun elves' relations with other elves, whom they see as diluted or dimin&shy; ished representatives of elven culture. Some sun elves reject this way of thinking, but it is common enough that when most folk of Faer&ucirc;n see a sun elf, they see arrogance personified. Their haughty attitude can over&shy; shadow the fact that most sun elves are also tirelessly compassionate and thoughtful champions of good.</p><h1>Elf Traits</h1><p>Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.</p><p><strong>Ability Score Increase<br /></strong>Your Dexterity score increases by 2.</p><p><strong>Age<br /></strong>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment<br /></strong>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.</p><p><strong>Size<br /></strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>Accustomed to twilit forests and the nights, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Keen Senses<br /></strong>You have proficiency in the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry<br /></strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Trance<br /></strong>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance.&rdquo;) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoir.</p><h1>Sun Elf Traits</h1><p>Sun elves have the racial traits of high elves in the <em>Player's Handbook.</em> Sun Elves have bronze skin. Their eyes are black, metallic gold, or metallic silver, and their hair is black, metallic copper, or golden blond.</p><p>Sun elf culture and civilization is highly magical in nature, thanks to the race's many accomplished wiz&shy; ards, sages, and crafters. Not every sun elf is a skilled practitioner of the Art, but each one has at least a bit of inherent magic. Many sun elves mix magic with other art forms, which produces the complex dance of the blade singers as well as the enchanting music of their bards and the meticulous craftwork of their artisans.</p><p>Sun elf adventurers often bring a feeling of noblesse oblige to their profession: they venture out into the world to challenge its dangers because someone must, and who could be better suited?</p><p><strong>Ability Score Increase</strong><br />Your Intelligence score increases by 1.</p><p><strong>Elf Weapon Training</strong><br />You have proficiency with the longsword, shortsword, shortbow, and longbow.</p><p><strong>Cantrip</strong><br />You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.</p><p><strong>Extra Language</strong><br />You can speak, read, and write one extra language of your choice.</p><h2>Slender and Graceful</h2><p>With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.</p><p>Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.</p><h2>A Timeless Perspective</h2><p>Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.</p><p>Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.</p><h2>Hidden Woodland Realms</h2><p>Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).</p><p>Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.</p><h2>Exploration and Adventure</h2><p>Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.</p><h2>Haughty but Gracious</h2><p>Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations&mdash;which is most non-elves. Still, they can find good in just about anyone.</p><p><em><strong>Dwarves.</strong></em>&ldquo;Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.&rdquo;</p><p><em><strong>Halflings.</strong></em>&ldquo;Halflings are people of simple pleasures, and that is not a quality to scorn. They're good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;All that haste, their ambition and drive to accomplish something before their brief lives pass away&mdash;human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.&rdquo;</p><h2>Elf Names</h2><p>Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.</p><p>On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.</p><p><strong>Child Names:</strong>Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall</p><p><strong>Male Adult Names:</strong>Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis</p><p><strong>Female Adult Names:</strong>Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia</p><p><strong>Family Names (Common Translations):</strong>Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Na&iuml;lo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)</p>",
      "reference": "Usergen"
    },
    {
      "id": 171,
      "name": "Elf - Drow (SCAG)",
      "full_text": "<h1>Drow</h1><p>The drow are descended from the dark elves who retreated into the Underdark after the Crown Wars. They are infamous for their cruelty, evilness, and drive to dominate.</p><p>For much of history, many believed that all drow were beings of inherent and irredeemable evil. In truth, most drow do align with evil, engaging in torture, slavery, murder, and other nefarious activities in the name of their demon-goddess. Almost always, dark elves who reject the ways of their people are exiled, or executed for being rebels, heretics, and insurrectionists who have turned against drow culture and the will of Lolth. But the existence of noble and self-sacrificing drow such as Liriel Baenre and Drizzt Do'Urden suggests that the evil of the drow isn't innate and can be overcome. The ac&shy; tions of these few heroic drow have tempered some peo&shy; ple's opinions toward the race, although the appearance of a dark elf on the surface remains a rare event and a cause for alarm.</p><p>Many drow in Faerun hail from Menzoberranzan, the infamous City of Spiders, or one of the other drow city&shy; states in the Underdark, such as jhachalkhyn or Ched Nasad. Dark elves encountered on the surface are usu&shy; ally found near entrances to the Underdark, because they are harmed by the light of day, which weakens them and their magic. Drow who become adventurers often do so after fleeing the oppressive, cruel theoc&shy; racy of the city-states. Most of these individuals live as outcasts and wanderers, though a rare few find new homes with another race or culture.</p><h1>Elf Traits</h1><p>Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.</p><p><strong>Ability Score Increase<br /></strong>Your Dexterity score increases by 2.</p><p><strong>Age<br /></strong>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment<br /></strong>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.</p><p><strong>Size<br /></strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>Accustomed to twilit forests and the night s, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Keen Senses<br /></strong>You have proficiency in the <a title=\"Perception\" href=\"http://spell.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry<br /></strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Trance<br /></strong>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance.&rdquo;) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoir.</p><h1>Drow Traits</h1><p>Drow have the racial traits of dark elves in the <em>Player's Handbook.</em> Drow characters can come from any back&shy; ground, though most have a history that links to one of the drow city-states of the Underdark.</p><p>Inherent magical abilities and a preference for dark places make drow naturally adept as assassins, thieves, and spies. Traditionally, male drow are warriors and wizards, and female drow occupy leadership roles as warriors or priestesses of Lolth. Drow exiles tend to fol&shy; low their own path regardless of gender.</p><p><strong>Ability Score Increase<br /></strong>Your Charisma score increases by 1.</p><p><strong>Superior Darkvision.<br /></strong>Your darkvision has a radius of 120 feet.</p><p><strong>Sunlight Sensitivity.<br /></strong>You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.</p><p><strong>Drow Magic<br /></strong>You know the <em><a title=\"Dancing Lights\" href=\"http://spell.com/Dancing Lights\">dancing lights</a></em> cantrip. When you reach 3rd level, you can cast the <em><a title=\"Faerie Fire\" href=\"http://spell.com/Faerie Fire\">faerie fire</a></em> spell once per day. When you reach 5th level, you can also cast the <em><a title=\"Darkness\" href=\"http://spell.com/Darkness\">darkness</a></em> spell once per day. Charisma is your spellcasting ability for these spells.</p><p><strong>Drow Weapon Training<br /></strong>You have proficiency with rapiers, shortswords, and hand crossbows.</p><h2>Elf Names</h2><p>Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.</p><p>On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.</p><p><strong>Child Names:</strong>Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall</p><p><strong>Male Adult Names:</strong>Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis</p><p><strong>Female Adult Names:</strong>Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia</p><p><strong>Family Names (Common Translations):</strong>Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Na&iuml;lo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)</p>",
      "reference": "Usergen"
    },
    {
      "id": 172,
      "name": "Halfling - Strongheart (SCAG)",
      "full_text": "<h1>Strongheart Halflings</h1><p>Creatures of the earth who love a warm hearth and pleasant company, strongheart halflings are folks of few enemies and many friends. Stronghearts are sometimes referred to fondly by members of other races as \"thegoodfolk,\" for little upsets stronghearts or corrupts their spirit. To many of them, the greatest fear is to live in a world of poor company and mean intent, where one lacks freedom and the comfort of friendship.</p><p>When strongheart halflings settle into a place, they intend to stay. It's not unusual for a dynasty of strong&shy; hearts to live in the same place for a few centuries. Strongheart halflings don't develop these homes in seclusion. On the contrary, they do their best to fit into the local community and become an essential part of it. Their viewpoint stresses cooperation above all other traits, and the ability to work well with others is the most valued behavior in their lands.</p><p>Pushed from their nests, strongheart haflings typically try to have as many comforts of home with them as possible. Non-stronghearts with a more practical bent can find strongheart travel habits maddening, but their lightfoot cousins typically enjoy the novelty of it-so long as the lightfoots don't have to carry any of the baggage.</p><p>While often stereotyped as fat and lazy due to their homebound mindset and obsession with fine food, strongheart halfings are typically quite industrious. Nimble hands, their patient mindset, and their emphasis on quality makes them excellent weavers, potters, wood carvers, basket makers, painters, and farmers.</p><h1>Halfling Traits</h1><p>Your halfling character has a number of traits in common with all other halflings.</p><p><strong>Ability Score Increase<br /></strong>Your Dexterity score increases by 2.</p><p><strong>Age<br /></strong>A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.</p><p><strong>Alignment</strong><br />Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.</p><p><strong>Size<br /></strong>Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.</p><p><strong>Speed</strong><br />Your base walking speed is 25 feet.</p><p><strong>Lucky<br /></strong>When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.</p><p><strong>Brave</strong><br />You have advantage on saving throws against being frightened.</p><p><strong>Halfling Nimbleness</strong><br />You can move through the space of any creature that is of a size larger than yours.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.</p><h1>Stout Halfling Traits</h1><p>Strongheart halflings have all the racial traits of stouts in the <em>Player's Handbook.</em> Strongheart halflings are shorter on average than their lightfoot kin, and tend to have rounder faces. They have the skin tones and hair colors of humans, with most having brown hair. Unlike their lightfoot cousins, strongheart halflings often have blond or black hair and blue or green eyes. Males don't grow beards or mustaches, but both males and females can grow sideburns down to mid-cheek, and both gen&shy; ders plait them into long braids.</p><p><strong>Ability Score Increase</strong>.<br />Your Constitution score increases by 1.</p><p><strong>Stout Resilience.</strong><br />You have advantage on saving throws against poison, and you have resistance against poison damage.</p><h2>Small and Practical</h2><p>The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.</p><p>Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.</p><p>Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.</p><h2>Kind and Curious</h2><p>Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.</p><p>Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.</p><h2>Blend into the Crowd</h2><p>Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.</p><p>Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.</p><h2>Pastoral Pleasantries</h2><p>Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.</p><p>Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.</p><h2>Affable and Positive</h2><p>Halflings try to get along with everyone else and are loath to make sweeping generalizations&mdash;especially negative ones.</p><p><em><strong>Dwarves.</strong></em>&ldquo;Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?&rdquo;</p><p><em><strong>Elves.</strong></em>&ldquo;They're so beautiful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces&mdash;surely more than they ever let on.&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers&mdash;you have to admire their conviction. And by protecting their own lands, they protect us as well.&rdquo;</p><h2>Exploring Opportunities</h2><p>Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity.</p><h2>Halfling Names</h2><p>A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.</p><p><strong>Male Names:</strong>Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby</p><p><strong>Female Names:</strong>Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna</p><p><strong>Family Names:</strong>Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough</p>",
      "reference": "Usergen"
    },
    {
      "id": 184,
      "name": "Dragonborn (PHb)",
      "full_text": "<h1>Dragonborn</h1><p>Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.</p><h1>Dragonborn Traits</h1><p>Your draconic heritage manifests in a variety of traits you share with other dragonborn.</p><p><strong>Ability Score Increase<br /></strong>Your Strength score increases by 2, and your Charisma score increases by 1.</p><p><strong>Age<br /></strong>Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.</p><p><strong>Alignment<br /></strong>Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.</p><p><strong>Size<br /></strong>Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Draconic Ancestry<br /></strong>You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.</p><p><strong>Breath Weapon<br /></strong>You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.</p><p>After you use your breath weapon, you can't use it again until you complete a short or long rest.</p><table><tbody><tr><td style=\"text-align: center;\"><strong>Dragon</strong></td><td style=\"text-align: center;\"><strong>Damage Type</strong></td><td style=\"text-align: center;\"><strong>Breath Weapon</strong></td></tr><tr style=\"text-align: center;\"><td>Black</td><td>Acid</td><td>5 by 30 ft. line (Dex. save)</td></tr><tr style=\"text-align: center;\"><td>Blue</td><td>Lightning</td><td>5 by 30 ft. line (Dex. save)</td></tr><tr style=\"text-align: center;\"><td>Brass</td><td>Fire</td><td>5 by 30 ft. line (Dex. save)</td></tr><tr style=\"text-align: center;\"><td>Bronze</td><td>Lightning</td><td>5 by 30 ft. line (Dex. save)</td></tr><tr style=\"text-align: center;\"><td>Copper</td><td>Acid</td><td>5 by 30 ft. line (Dex. save)</td></tr><tr style=\"text-align: center;\"><td>Gold</td><td>Fire</td><td>15 ft. cone (Dex. save)</td></tr><tr style=\"text-align: center;\"><td>Green</td><td>Poison</td><td>15 ft. cone (Dex. save)</td></tr><tr style=\"text-align: center;\"><td>Red</td><td>Fire</td><td>15 ft. cone (Dex. save)</td></tr><tr style=\"text-align: center;\"><td>Silver</td><td>Cold</td><td>15 ft. cone (Dex. save)</td></tr><tr><td style=\"text-align: center;\">White</td><td style=\"text-align: center;\">Cold</td><td style=\"text-align: center;\">15 ft. cone (Dex. save)</td></tr></tbody></table><p><strong>Damage Resistance<br /></strong>You have resistance to the damage type associated with your draconic ancestry.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.</p><h2>Proud Dragon Kin</h2><p>Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6&frac12; feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand.</p><p>The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor&mdash;bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.</p><h2>Self-Sufficient Clans</h2><p>To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn's conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.</p><p>A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.</p><p>Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a clan needs help, it turns to another dragonborn clan before seeking aid from other races&mdash;or even from the gods.</p><h2>Dragonborn Names</h2><p>Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.</p><p><strong>Male Names:</strong>Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn</p><p><strong>Female Names:</strong>Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit</p><p><strong>Childhood Names:</strong>Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous</p><p><strong>Clan Names:</strong>Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit</p><h2>Draconians</h2><p>In the Dragonlance setting, the followers of the evil goddess Takhisis learned a dark ritual that let them corrupt the eggs of metallic dragons, producing evil dragonborn called draconians. Five types of draconians, corresponding to the five types of metallic dragons, fought for Takhisis in the War of the Lance: auraks (gold), baaz (brass), bozak (bronze), kapak (copper), and sivak (silver). In place of their draconic breath weapons, they have unique magical abilities.</p>",
      "reference": "Usergen"
    },
    {
      "id": 188,
      "name": "Half-Elf (PHb)",
      "full_text": "<h1>Half-Elves</h1><p>Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.</p><h1>Half-Elf Traits</h1><p>Your half-elf character has some qualities in common with elves and some that are unique to half-elves.</p><p><strong>Ability Score Increase<br /></strong>Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.</p><p><strong>Age<br /></strong>Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.</p><p><strong>Alignment<br /></strong>Half-elves share the chaotic bent of their 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.</p><p><strong>Size<br /></strong>Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it w ere bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Fey Ancestry<br /></strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Skill Versatility<br /></strong>You gain proficiency in two skills of your choice.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common, Elvish, and one extra language of your choice.</p><h2>Of Two Worlds</h2><p>To humans, half-elves look like elves, and to elves, they look human. In height, they're on par with both parents, though they're neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.</p><h2>Diplomats or Wanderers</h2><p>Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.</p><p>In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers</p><h2>Excellent Ambassadors</h2><p>Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other).</p><h2>Half-Elf Names</h2><p>Half-elves use either human or elven naming conventions. As if to emphasize that they don't really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names.</p>",
      "reference": "Usergen"
    },
    {
      "id": 189,
      "name": "Half-Orc (PHb)",
      "full_text": "<h1>Half-Orcs</h1><p>Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.</p><h1>Half-Orc Traits</h1><p>Your half-orc character has certain traits deriving from your orc ancestry.</p><p><strong>Ability Score Increase<em><br /></em></strong>Your Strength score increases by 2, and your Constitution score increases by 1.</p><p><strong>Age<em><br /></em></strong>Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.</p><p><strong>Alignment<em><br /></em></strong>Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among ores and willing to live out their lives among them are usually evil.</p><p><strong><em>Size<br /></em></strong>Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.</p><p><strong>Speed<em><br /></em></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<em><br /></em></strong>Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Menacing<em><br /></em></strong>You gain proficiency in the <a title=\"Perception\" href=\"http://skill.com/Intimidation\">Intimidation</a> skill.</p><p><strong>Relentless Endurance<em><br /></em></strong>When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.</p><p><strong>Savage Attacks<em><br /></em></strong>When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.</p><h2>Scarred and Strong</h2><p>Half-orcs' grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Half-orcs stand between 5 and 7 feet tall and usually weigh between 180 and 250 pounds.</p><p>Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an orc or half-orc as a former slave or a disgraced exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living among humans might display these scars proudly or hide them in shame.</p><h2>The Mark of Gruumsh</h2><p>The one-eyed god Gruumsh created the orcs, and even those orcs who turn away from his worship can't fully escape his influence. The same is true of half-orcs, though their human blood moderates the impact of their orcish heritage. Some half-orcs hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh's exultation when they join in melee combat&mdash;and either exult along with him or shiver with fear and loathing. Half-orcs are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it.</p><p>Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn't just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures&mdash;feasting, drinking, wrestling, drumming, and wild dancing&mdash;fill their hearts with joy. They tend to be short-tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished half-orcs are those with enough self-control to get by in a civilized land.</p><h2>Tribes and Slums</h2><p>Half-orcs most often live among orcs. Of the other races, humans are most likely to accept half-orcs, and half-orcs almost always live in human lands when not living among orc tribes. Whether proving themselves among rough barbarian tribes or scrabbling to survive in the slums of larger cities, half-orcs get by on their physical might, their endurance, and the sheer determination they inherit from their human ancestry.</p><h2>Grudging Acceptance</h2><p>Each half-orc finds a way to gain acceptance from those who hate orcs. Some are reserved, trying not to draw attention to themselves. A few demonstrate piety and good-heartedness as publicly as they can (whether or not such demonstrations are genuine). And some simply try to be so tough that others just avoid them.</p><h2>Half-Orc Names</h2><p>Half-orcs usually have names appropriate to the culture in which they were raised. A half-orc who wants to fit in among humans might trade an orc name for a human name. Some half-orcs with human names decide to adopt a guttural orc name because they think it makes them more intimidating.</p><p><strong>Male Orc Names:</strong>Dench, Feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Mhurren, Ront, Shump, Thokk</p><p><strong>Female Orc Names:</strong>Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shautha, Sutha, Vola, Volen, Yevelda</p>",
      "reference": "Usergen"
    },
    {
      "id": 190,
      "name": "Tiefling - Asmodeus (PHb)",
      "full_text": "<h1>Tieflings</h1><p>To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is becasue a pact struck generations ago infused the essence of Asmodeus - overlord of the Nine Hells - into their bloodline. Their appearance and their nature are not their fault but the results of an ancient sin, for which they and their children's children will always be held accountable.</p><h1>Tiefling Traits</h1><p>Tieflings share certain racial traits as a result of their infernal descent.</p><p><strong>Ability Score Increase<em><br /></em></strong>Your Intelligence score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age<em><br /></em></strong>Tieflings mature at the same rate as humans but live a few years longer.</p><p><strong>Alignment<em><br /></em></strong>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p><strong>Size<em><br /></em></strong>Tieflings are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed<em><br /></em></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<em><br /></em></strong>Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Hellish Resistance<em><br /></em></strong>You have resistance to fire damage.</p><p><strong>Infernal Legacy<em><br /></em></strong>You know the <em><a title=\"Thaumaturgy\" href=\"http://spell.com/Thaumaturgy\">thaumaturgy</a></em> cantrip. Once you reach 3rd level, you can cast the <em><a title=\"Hellish Rebuke\" href=\"http://spell.com/Hellish Rebuke\">hellish rebuke</a></em> spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the <em><a title=\"Darkness\" href=\"http://spell.com/Darkness\">darkness</a></em> spell once per day. Charisma is your spellcasting ability for these spells.</p><p><strong>Languages<em><br /></em></strong>You can speak, read, and write Common and Infernal.</p><h2>Infernal Bloodline</h2><p>Tieflings are derived from human bloodlines, and in the broadest possible sense, they look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings hvae large horns that take nay of a variety of shapes: some have curling horns like a ram, others have straight horns lika a gazelles's, and some spiral upward like an antelope's horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get nervous. Their canine teeth are sharply pointed, and their eyes are solid colors - black, red, white, silver, or gold - with no visible sclera or pupil. Thier skin tones cover the full range of human color variatin, but also include various shades of red. Their hair, cascading down from the back of their horns, is usually dark, from brown or black to dark red, blue, or purple.</p><h2>Mutual Mistrust</h2><p>People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.</p><h2>Self-Reliant and Suspicious</h2><p>Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.</p><p>Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, they learn to extend that same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.</p><h2>Tiefling Names</h2><p>Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down thriugh the generations, that reflect their feindish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.</p><p><strong>Male Infernal Names:</strong>Akmenos, Ammon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai</p><p><strong>Female Infernal Names:</strong>Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta</p><p><strong>\"Virtue\" Names:</strong>Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary</p>",
      "reference": "Usergen"
    },
    {
      "id": 1981,
      "name": "Tiefling - Abyssal (UA TBOM)",
      "full_text": "<div><h1>Abyssal Tieflings</h1></div><p>To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is becasue a pact struck generations ago infused the essence of Asmodeus - overlord of the Nine Hells - into their bloodline. Their appearance and their nature are not their fault but the results of an ancient sin, for which they and their children's children will always be held accountable.</p><h1>Abyssal Tiefling Traits</h1><p>All abyssal tieflings trace their bloodline to the demons of the Abyss. These tieflings have the following racial traits.</p><p><strong> Ability Score Increase <br /> </strong>Your Constitution score increases by 1 and your Charisma score increases by 2.</p><p><strong> Age <em> <br /> </em></strong> Tieflings mature at the same rate as humans but live a few years longer.</p><p><strong> Alignment <em> <br /> </em></strong> Tieflings might not have an innate tendency toward evil,but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p><strong> Size </strong><em><strong><br /> </strong></em> Tieflings are about the same size and build as humans. Your size is Medium.</p><p><strong> Speed <em> <br /> </em></strong> Your base walking speed is 30 feet.</p><p><strong> Darkvision <em> <br /> </em></strong> Thanks to your infernal heritage,you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you asif it were bright light,and in darkness asif it w ere dim light. You can&amp;squo;t discern color in darkness,only shades of gray.</p><p><strong> Abyssal Arcana <br /> </strong>Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level,you can cast a cantrip. When you reach 3rd level, you can also cast a 1st level spell. At 5th level, you can cast a 2nd level spell.</p><p>You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher,you cast the spell asif using a 2nd-level slot. Spells of 2nd level are cast asif using a 2nd-level slot.</p><p>At the end of each long rest,you lose the cantrips and spells previously granted by this feature,evenif you did not cast them. You replace those cantrips and spells by rollingfor new ones on the Abyssal Arcana Spells table. Roll separatelyfor each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest,roll again until you get a different result.</p><h2>Abyssal Arcana Table</h2><table><tbody><tr><td style=\"text-align: center;\"><strong> D6 </strong></td><td style=\"text-align: center;\"><strong> 1st Level </strong></td><td style=\"text-align: center;\"><strong> 3rd Level </strong></td><td style=\"text-align: center;\"><strong> 5th Level </strong></td></tr><tr><td style=\"text-align: center;\"><strong> 1 </strong></td><td style=\"text-align: center;\"><em><a title=\"Dancing Lights\" href=\"http://spell.com/Dancing Lights\">Dancing Lights</a></em></td><td style=\"text-align: center;\"><em><a title=\"Burning Hands\" href=\"http://spell.com/Burning Hands\">Burning Hands</a></em></td><td style=\"text-align: center;\"><em><a title=\"Alter Self\" href=\"http://spell.com/Alter Self\">Alter Self</a></em></td></tr><tr><td style=\"text-align: center;\"><strong> 2 </strong></td><td style=\"text-align: center;\"><em><a title=\"True Strike\" href=\"http://spell.com/True Strike\">True Strike</a></em></td><td style=\"text-align: center;\"><em><a title=\"Charm Person\" href=\"http://spell.com/Charm Person\">Charm Person</a></em></td><td style=\"text-align: center;\"><em><a title=\"Darkness\" href=\"http://spell.com/Darkness\">Darkness</a></em></td></tr><tr><td style=\"text-align: center;\"><strong> 3 </strong></td><td style=\"text-align: center;\"><em><a title=\"Light\" href=\"http://spell.com/Light\">Light</a></em></td><td style=\"text-align: center;\"><em><a title=\"Magic Missile\" href=\"htpp://spell.com/Magic Missile\">Magic Missile</a></em></td><td style=\"text-align: center;\"><em><a title=\"Invisibility\" href=\"http://spell.com/Invisibility\">Invisibility</a></em></td></tr><tr><td style=\"text-align: center;\"><strong> 4 </strong></td><td style=\"text-align: center;\"><em><a title=\"Message\" href=\"http://spell.com/Message\">Message</a></em></td><td style=\"text-align: center;\"><em><a title=\"Cure Wounds\" href=\"http://spell.com/Cure Wounds\">Cure Wounds</a></em></td><td style=\"text-align: center;\"><em><a title=\"Levitate\" href=\"http://spell.com/Levitate\">Levitate</a></em></td></tr><tr><td style=\"text-align: center;\"><strong> 5 </strong></td><td style=\"text-align: center;\"><em><a title=\"Spare the Dying\" href=\"http://spell.com/Spare the Dying\">Spare the Dying</a></em></td><td style=\"text-align: center;\"><em><a title=\"Tasha's Hideous Laughter\" href=\"http://spell.com/Tasha's Hideous Laughter\">Tasha's Hideous Laughter</a></em></td><td style=\"text-align: center;\"><em><a title=\"Mirror Image\" href=\"http://spell.com/Mirror Image\">Mirror Image</a></em></td></tr><tr><td style=\"text-align: center;\"><strong> 6 </strong></td><td style=\"text-align: center;\"><em><a title=\"Prestidigitation\" href=\"http://spell.com/Prestidigitation\">Prestidigitation</a></em></td><td style=\"text-align: center;\"><em><a title=\"Thunderwave\" href=\"http://spell.com/Thunderwave\">Thunderwave</a></em></td><td style=\"text-align: center;\"><em><a title=\"Spider Climb\" href=\"http://spell.com/Spider Climb\">Spider Climb</a></em></td></tr></tbody></table><p><strong>Abyssal Fortitude <br /> </strong>Your hit point maximum increases by half your level (minimum 1).</p><p><strong>Languages <br /> </strong>You can speak, read, and write Common and Abyssal.</p><h2>Infernal Bloodline</h2><p>Tieflings are derived from human bloodlines, and in the broadest possible sense, they look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings hvae large horns that take nay of a variety of shapes: some have curling horns like a ram, others have straight horns lika a gazelles 's, and some spiral upward like an antelope's horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get nervous. Their canine teeth are sharply pointed, and their eyes are solid colors - black, red, white,silver, or gold - with no visible sclera or pupil. Thier skin tones cover the full range of human color variatin, but also include various shades of red. Their hair, cascading down from the back of their horns, is usually dark, from brown or black to dark red, blue, or purple.</p><h2>Mutual Mistrust</h2><p>People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling 's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.</p><h2>Self-Reliant and Suspicious</h2><p>Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.</p><p>Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, they learn to extend that same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.</p><h2>Tiefling Names</h2><p>Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down thriugh the generations, that reflect their feindish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.</p><p><strong> Male Infernal Names: </strong>Akmenos, Ammon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai</p><p><strong> Female Infernal Names: </strong>Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta</p><p><strong>\"Virtue\" Names: </strong>Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary</p>",
      "reference": "Usergen"
    },
    {
      "id": 192,
      "name": "Tiefling - Variant (SCAG)",
      "full_text": "<h1>Tiefling Variants Traits</h1><p>Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the <em>Player's Handbook.</em>The Dungeon Master may permit the following variants for your tiefling character, although Devil's Tongue, Hellfire, and Winged are mutually exclusive.</p><p><strong><em>Appearance<br /></em></strong>Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the <em>Player's Handbook,</em>choose 1d4 + 1 of the following features:<br />small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat like legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.</p><p><strong><em>Feral</em></strong><strong><em><br /></em></strong>Your Intelligence score increases by 1, and your Dexterity score increases by 2. This trait replaces the Ability Score Increase trait.</p><p><strong><em>Devil's Tongue<br /></em></strong>You know the <a title=\"Vicious Mockery\" href=\"http:/spell.com/vicious Mockery\"><em>vicious mockery</em></a> cantrip. When you reach 3rd level, you can cast the <a title=\"Charm Person\" href=\"http:/spell.com/Charm Person\"><em>charm </em><em>person</em></a> spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the <em><a title=\"Enthrall\" href=\"http:/spell.com/Enthrall\">enthrall</a></em> spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.</p><p><strong><em>Hellfire<br /></em></strong>Once you reach 3rd level, you can cast the <em><a title=\"Burning Hands\" href=\"http://spell.com/Burning Hands\">Burning Hands</a> </em>spell once per day as a 2nd-level spell. This trait replaces the <em><a title=\"Hellijsh Rebuke\" href=\"http:/spell.com/Hellish Rebuke\">hellish rebuke</a></em> spell of the Infernal Legacy trait.</p><p><strong><em>Winged<br /></em></strong>You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet. This trait replaces the Infernal Legacy trait.</p>",
      "reference": "Usergen"
    },
    {
      "id": 978,
      "name": "Tortle (TTP)",
      "full_text": "<h1>Tortles</h1><p>What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new aquaintences.</p><h1>Tortle Traits</h1><p>Your tortle character gains traits that enable it to cope with the perils of a savage world.</p><p><strong>Ability Score Increase</strong><br />Your Strength score increases by 2, and your Wisdom score increases by 1.</p><p><strong>Age</strong><br />Young Tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adult-hood by the age of 15 and live an average of 50 years.</p><p><strong>Alignment</strong><br />Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.</p><p><strong>Size</strong><br />Tortle Adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Claws</strong><br />Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.</p><p><strong>Hold Breath</strong><br />You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.</p><p><strong>Natural Armor</strong><br />Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.</p><p><strong>Shell Defense</strong><br />You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.</p><p><strong>Survival Instinct</strong><br />You gain proficiency in the <a title=\"Survival\" href=\"http:/skill.com/Survival\"> Survival </a> skill. Tortles have finely honed survival instincts.</p><p><strong> Language </strong><br /> You can speak, read, and write Common and Aquan.</p><h2>Life of a Tortle</h2><p>A tortle hatches from a thick-shelled egg and spends the first few weeks of its life crawling on all fours. Its parents, old and near death, spend what little time they have left telling stories to their offspring. Within a year, the young tortle becomes an orphan, though not before it learns to speak and to survive on its own.</p><p>A young tortle and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the wilderness in which to hunt, catch fish, and get by. With each passing year, a tortle hones its survival skills. It forms friendships with its neighbors while also respecting their privacy. At some point, a tortle feels an almost overwhelming urge to venture far away from home and see more of the world. It gathers up its possessions and heads into the wilderness, returning months or years later with stories of its exploits and new skills.</p><p>When a tortle nears the end of its natural lifespan, it seeks out a mate and procreates. Tortles lay their eggs (numbering as few as on or as many as a dozen) in a fortified compund enclosed by stone walls that are easily defensible. If no such compund exists, they build one. The parents spend the remainder of their lives guarding the compund, defending their offspring, and sharing a lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and set out on their own.</p><h2>Beliefs</h2><p>Tortles don't have their own pantheon of gods, but they often worship the gods of other races. It's not unusual for a tortle to hear stories or legends related to a god and choose to worship that deity. In the Forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Sel&ucirc;ne, and Tymora. In the Greyhawk setting, they gravitate toward Celestian, Fharlanghn, Pelor, Pholtus, and St. Cuthbert. Tortles are often drawn to the gods of Good in Dragonlance and the Sovereign Host in Eberron. Among the nonhuman deities, Moradin and Yondalla relate to tortles most of all.</p><p>Tortles believe that night and day watch over them and other creatures. The moon is the eye of night that watches over them in darkness, and the sun is the equally vigilant eye of the day. Tortles feel most at peace when one or both of these \"eyes\" are loking down on them. They become more nervous and uneasy when neither the sun nor the moon is visible to them.</p><p>Blessed are the days when both the sun and moon are visible in the sky at the same time. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task to be dangerous.</p><h2>Adventurers at Heart</h2><p>Tortles have a saying: \"We wear our homes on our backs.\" The shells they carry around provide all the shelter they require. Consequently, tortles don't feel the need to root themselves in one place for too long. A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another, share useful information, and trade with strangers in the safety of greater numbers. Tortles don't regard these settlements as places worth defending with their lives, and they will abandon a settlement when it no longer serves their needs.</p><p>Most tortles like to see how other creatures live and discover new customs and new ways to doing things. The urge to procreate doesn't kick in until the end of a tortle's life, and a tortle can spend decades away from its native life, and a tortle can spend decades away from its native land without feeling homesick.</p><p>Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinarty. They live for the chance to hear a soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded human marketplace.</p><p>Tortles like to learn new skills. They craft their own tools and weapons, and they are good at building structures and fortifications. They marvel at the works of other civilized creatures, humans in particular, and can lose themselves for years in a city, studying its architectural wonders and learning skills they can put to use when building forts to contain their offspring.</p><p>Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to form meaningful friendships. They have no inbred animus toword people of other races. In fact, a tortle will often seek out friendships with non-tortles to learn new customs and new points of view.</p><h2>Tortle Names</h2><p>Tortles prefer simple, non - gender - specific names that are usually no more than two syllables. If a tortle doesn't like its name for whatever reason, it can change it. A tortle might change its name a dozen times in its life. Tortles don't have surnames or family names.</p><p><strong>Names:</strong> Baku, Damu, Gar, Ura, Ini, Jappa, Kinlek, Krull, Lim, Lop, Nortle, Nulka, Olo, Ploqwat, Quee, Queg, Quott, Sunny, Tibor, Ubo, Uhok, Wabu, Xelbuk, Xopa, Yog</p>",
      "reference": "Usergen"
    },
    {
      "id": 437,
      "name": "Firbolg (VGtM)",
      "full_text": "<h1>Firbolgs</h1><p>Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.</p><h2>Firbolg Traits</h2><p>Your firbolg character has the following racial traits.</p><p><strong>Ability Score Increase<br /></strong>Your Wisdom score increases by 2, and your Strength score increases by 1.</p><p><strong>Age<br /></strong>As humanoids related to the fey, Firbolg have long lifespans. A Firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.</p><p><strong>Alignment<br /></strong>As people who follow the rhythm of nature and see themselves as its caretakers, Firbolg are typically neutral good. Evil Firbolg are rare and are usually the sworn enemies of the rest of their kind.</p><p><strong>Size.<br /></strong>Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Firbolg Magic<br /></strong>You can cast <em><a title=\"Detect Magic\" href=\"http://spell.com/Detect Magic\">detect magic</a></em> and <em><a title=\"Disguise Self\" href=\"http://spell.com/Disguise Self\">disguise self</a> </em>with this trait, using Wisdom as your spell casting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of <em>disguise self</em>, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.</p><p><strong>Hidden Step<br /></strong>As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.</p><p><strong>Powerful Build<br /></strong>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</p><p><strong>Speech of Beast and Leaf<br /></strong>You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common, Elvish, and Giant.</p><h2>Humble Guardians</h2><p>Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the heart of the world and monuments to the durability of life. In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common sense and remarkable resourcefulness. During a bountiful summer, they store away excess nuts, fruit, and berries. When winter arrives, they scatter everything they can spare to ensure the animals of the wood survive until springtime.</p><p>In a firbolg's eyes, there is no greater fault than greed. The firbolgs believe that the world remains healthiest when each creature takes only what it needs. Material goods, especially precious gems and gold, have little appeal to them. What use are such things when winter lingers and food runs short?</p><h2>Natural Druids</h2><p>Firbolgs have a talent for druidic magic. Their cultural reverence for nature, combined with their strong and insightful minds, makes learning such magic an instinctive part of their development. Almost every firbolg learns a few spells, typically those used to mask their presence, and many go on to master nature magic. Firbolgs who become druids serve as stronghold leaders. With every action the tribe takes, the druids weigh not only the group's needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine.</p><h2>Hidden Shepherds</h2><p>As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don't try to dominate nature, but rather seek to ensure that it prospers and survives according to its own laws. Firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of elves, humans, and ores. Such events concern the firbolgs only when the events affect the forest.</p><p>Even in the face of an intrusion, firbolgs prefer a subtle, gentle approach to prevent damage to their territory. They employ their magic to make the forest an unappealing place to explore by temporarily diverting springs, driving away game, stealing critical tools, and altering trails to leave hunting or lumber parties hopelessly lost. The firbolgs' presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travelers decide to move on, the better.</p><p>If these tactics fail, the firbolgs take more direct action. Their observations of a settlement determine what happens next. If the outsiders seem peaceful, the firbolgs approach and gently ask them to leave, even offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they need, and live in harmony with the wood, firbolgs explore the possibility of friendship with them, as long as the outsiders vow to safeguard the forest. If the settlers clearly display evil intentions, however, the firbolgs martial their strength and magic for a single overwhelming attack.</p><h2>Outcast Adventurers</h2><p>As guardians of the wood, few firbolgs would dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been destroyed, might not have a choice in the matter. Most adventuring firbolgs fall into this latter category. Outcast firbolgs can never return home. They committed some unforgivable deed, usually something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to call home.</p><p>Orphaned firbolgs are those whose clans or homelands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural world. A few rare firbolgs are entrusted by their clan with an important mission that takes them beyond their homes. These firbolgs feel like pilgrims in a strange land, and usually they wish only to complete their quests and return home as quickly as possible. The Firbolg Adventurers table can serve as inspiration for determining why a firbolg character leaves home.</p><h2>Firbolg Adventurers</h2><table><tbody><tr><td><strong>d6</strong></td><td><strong>Reason for Adventuring</strong></td></tr><tr><td>1</td><td>Outcast for murder</td></tr><tr><td>2</td><td>Outcast for severely damaging home territory</td></tr><tr><td>3</td><td>Clan slain by invading humanoids</td></tr><tr><td>4</td><td>Clan slain by a dragon or demon</td></tr><tr><td>5</td><td>Separated from the tribe and lost</td></tr><tr><td>6</td><td>Homeland destroyed by natural disaster</td></tr><tr><td>7</td><td>Personal quest ordain by omens</td></tr><tr><td>8</td><td>Dispatched on a quest by tribe leaders</td></tr></tbody></table><h1>Firbolg Names</h1><p>Firbolg adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the forest's children by their deeds, habits, and other actions. By the same token, their tribe names merely refer to their homes.</p><p>When dealing with other races, firbolgs refer to their lands by whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it \"home.\" Sometimes firbolgs adopt the nicknames or titles outsiders give them under the assumption that those who need names can call them whatever they wish.</p>",
      "reference": "Usergen"
    },
    {
      "id": 438,
      "name": "Kenku (VGtM)",
      "full_text": "<h1>Kenku</h1><p>Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.</p><h1>Kenku Traits</h1><p><strong>Ability Scare Increase<br /></strong>Your Dexterity score increases by 2, and your Wisdom score increases by 1.</p><p><strong>Age<br /></strong>Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.</p><p><strong>Alignment<br /></strong>Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.</p><p><strong>Size<br /></strong>Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Expert Forgery<br /></strong>You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.</p><p><strong>Kenku Training<br /></strong>You are proficient in your choice of two of the following skills: <a title=\"Acrobatics\" href=\"http://skill.com/Acrobatics\">Acrobatics</a>, <a title=\"Deception\" href=\"http://skill.com/Deception\">Deception</a>, <a title=\"Stealth\" href=\"http://skill.com/Stealth\">Stealth</a>, and <a title=\"Sleight of Hand\" href=\"http://skill.com/Sleight of Hand\">Sleight of Hand</a>.</p><p><strong>Mimicry<br /></strong>You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (<a title=\"Insight\" href=\"http://skill.com/Insight\">Insight</a>) check opposed by your Charisma (<a title=\"Deception\" href=\"http://skill.com/Deception\">Deception</a>) check.</p><p><strong>Languages<br /></strong>You can read and write Common and Auran, but you can speak only by using your Mimicry trait.</p><h2>An Ancient Curse</h2><p>The kenku once served a mysterious, powerful entity on another plane of existence. Some believe they were minions of Grazz't, while others say that they were scouts and explorers for the Wind Dukes of Aaqa. Whatever the truth, according to legend, the kenku betrayed their master. Unable to resist the lure of a beautiful sparkling treasure, the kenku plotted to steal the item and escape to the Material Plane.</p><p>Unfortunately for the kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them. First, the kenku's beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls. Finally, to ensure that the kenku could never divulge any secrets, their master took away their voices. Once the entity was satisfied that they had been sufficiently punished, the kenku were set loose on the Material Plane.</p><p>Since then, the kenku have wandered the world. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.</p><h2>Dreams of Flight</h2><p>Above all else, kenku wish to regain their ability to fly. Every kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly. Rumors of magic items such as flying carpets, brooms capable of flight, and similar objects provoke a great desire for the kenku to acquire the items for themselves.</p><p>Despite their lack of wings, kenku love dwelling in towers and other tall structures. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety structures that would collapse beneath a human or an ore. Some thieves' guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls, allowing them to lurk in the highest levels and to keep watch on the city below.</p><h2>Hopeless Plagiarists</h2><p>As,a result of their lack of creativity, kenku function comfortably as minions of a powerful master. Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting longterm schemes. Although unable to speak in,their own voices, kenku can perfectly mimic any sound they hear, from a halfling's voice to the noise of rocks clattering down a hillside. However, kenku cannot create new sounds and can communicate only by using sounds they have heard. Most kenku use a combination of overheard phrases and sound effects to convey their ideas and thoughts.</p><p>By the same token, kenku have no ability to invent new ideas or create new things. Kenku can copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can produce large numbers of identical items. Few kenku find this work satisfying, since their quest for the freedom of flight makes them ill-suited to settle into a routine.</p><h2>Ideal Minions</h2><p>Kenku gather in groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master. Although kenku can't create new things, they have a talent for learning and memorizing details. Thus, ambitious kenku can excel as superb spies and scouts. A kenku who learns of clever schemes and plans devised by other creatures can put them to use. The kenku lack the talent to improvise or alter a plan, but a wise Master sets multiple plans in motion at once, confident that underlings can follow orders to the letter.</p><p>For this reason, many kenku make an easy living serving as messengers, spies, and lookouts for thieves' guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar noise across the city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery. Since kenku can precisely reproduce any sound, the messages they carry rarely suffer degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear.</p><h2>Kenku Adventurers</h2><p>Kenku adventurers are usually the survivors of a flock that has sustained heavy losses, or a rare kenku who has grown weary of a life of crime. These kenku are more ambitious and daring than their fellows. Others strike out on their own in search of the secrets of flight, to master magic, or to uncover the secret of their curse and find a method to break it. Kenku adventurers, despite their relative independence, still have a tendency to seek out a companion to emulate and follow. A kenku loves to mimic the voice and words of its chosen companion.</p><h2>Kenku Names</h2><p>Given that kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names.</p><p>Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher.</p><p>Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler.</p><p>Some kenku turn their back on crime to pursue legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.</p>",
      "reference": "Usergen"
    },
    {
      "id": 439,
      "name": "Lizardfolk (VGtM)",
      "full_text": "<h1>Lizardfolk</h1><p>Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.</p><p>Despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and skilled allies</p><h1>Lizardfolk Traits</h1><p><strong> Ability Score Increase <br /> </strong>Your Constitution score increases by 2, and your Wisdom score increases by 1.</p><p><strong> Age <br /> </strong>Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.</p><p><strong> Alignment <br /> </strong>Most Lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.</p><p><strong> Size <br /> </strong>Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.</p><p><strong> Speed <br /> </strong>Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.</p><p><strong> Bite <br /> </strong>Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.</p><p><strong> Cunning Artisan <br /> </strong>As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.</p><p><strong> Hold Breath <br /> </strong>You can hold your breath for up to 15 minutes at a time.</p><p><strong> Hunter 's Lore<br /></strong>You gain proficiency with two of the following skills of your choice: <a title=\"Animal Handling\" href=\"http://skill.com/Animal Handling\">Animal Handling</a>, <a title=\"Nature\" href=\"http://skill.com/Nature\">Nature</a>, <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a>, <a title=\"Stealth\" href=\"http://skill.com/Stealth\">Stealth</a>, and <a title=\"Survival\" href=\"http://skill.com/Survival\">Survival</a>.</p><p><strong>Natural Armor<br /></strong>You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your ACif the armor you wear would leave you with a lower AC. A shield 's benefits apply as normal while you use your natural armor.</p><p><strong>Hungry Jaws<br /></strong>In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can' t use this trait again until you finish a short or long rest.</p><p><strong>Languages<br /> </strong>You can speak, read, and write Common and Draconic.</p><h2>Alien Minds</h2><p>The lizardfolk 's reptilian nature comes through not only in their appearance, but also in how they think and act. Lizardfolk experience a more limited emotional life than other humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure. Lizardfolk experience most feelings as detached descriptions of creatures and situations. For example, humans confronted by an angry troll experience fear on a basic level. Their limbs shake, their thinking becomes panicked and jumbled, and they react by instinct. The emotion of fear takes hold and controls their actions.</p><p>In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations. A lizardfolk doesn't think,\"I'm scared.\"Instead,aggressive,stronger creatures register to the lizardfolk as fearsome beings to be avoidedif possible. If such creatures attack,lizardfolk flee,fighting only if cornered. Lizardfolk aren't scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly.</p><p>Lizardfolk never become angry in the way others do, but they act with aggression toward creatures that they could defeat in a fight and that can't be dealt with in some other manner. They are aggressive toward prey they want to eat,creatures that want to harm them,and so on. Pleasurable people and things make life easierfor lizardfolk. Pleasurable things should be preserved and protected,sometimes at the cost of the lizardfolk's own safety. The most pleasurable creatures and things are ones that allow lizardfolk to assess more situations as benign rather than fearsome.</p><h2>Lizardfolk Speech</h2><p>Lizardfolk can master Common, but their mindset results in a speech pattern distintt from other humanoids. Lizardfolk rarely use metaphors. Their speech is almost alway literal. They might pick up idioms, but only with some difficulty. Names confuse them, unless they are descriptive. They tend to apply their own naming conventions to other creatures using Common words. Lizardfolk use active verbs to describe the world. A lizardfolk in cold weather might say, \"This wind brings cold\" rather than \"I feel cold.\" Lizardfolk tend to define things In terms of actions, rather than effects</p><h2>Cold and Calculating</h2><p>Most humanoids describe cold-blooded people as lacking in emotion and empathy. The same label serves as<br /> an apt depiction of lizardfolk. Lacking any internal emotional reactions, lizardfolk behave in a distant manner. They don 't mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants. Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead.</p><p>To a lizardfolk, a comrade who dies becomes a potential source of food. That companion might have once been a warrior or hunter, but now the body is just freshly killed meat. A lizardfolk who lives among other humanoids can, over time, learn to respect other creatures' emotions. The lizardfolk doesn 't share those feelings, but instead assesses them in the same clinical manner. Yes, the fallen dwarf might be most useful as a meal, but hacking the body into steaks provokes aggression in the other humanoids and makes them less helpful in battle.</p><h2>Utility and Survival</h2><p>The lizardfolk mindset might seem unnecessarily cruel, but it helps them survive in a hostile environment. The swamps they inhabit are filled with a staggering variety of threats. Lizardfolk focus on survival above all, without sentiment. Lizardfolk assess everyone and everything in terms of utility. Art and beauty have little meaning for them. A sharp sword serves a useful and good purpose, while a dull sword is a dead weight without a whetstone. Lizardfolk see little need to plan more than a season or so into the future. This approach allows them to maintain their current level of influence in the world, but it limits their growth. Lizardfolk have no interest in developing writing, making long-term plans, or cultivating other methods to progress beyond their simpie existence as hunters and gatherers.</p><h2>Hapless Soft Ones</h2><p>At their core, lizardfolk view other humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, it's a wonder they have managed to survive for so long. The typical human would barely make it through a day in the swamps. Still, if other creatures prove useful to lizardfolk, those creatures can trigger a protective response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings, young ones incapable of protecting themselves but who might prove useful in the future if they receive care.</p><h2>Lizardfolk Personality</h2><p>You can use the Lizardfolk Quirks table to determine a personality quirk for a lizardfolk character or to inspire a unique mannerism.</p><h2>Lizardfolk Quirks</h2><table><tbody><tr><td><strong> d8 </strong></td><td><strong> Quirk </strong></td></tr><tr><td>1</td><td>You hate waste and see no reason not to scavenge <br /> fallen enemies. Fingers are tasty and portable!</td></tr><tr><td>2</td><td>You sleep best while mostly submerged in water.</td></tr><tr><td>3</td><td>Money is meaningless to you.</td></tr><tr><td>4</td><td>You think there are only two species of humanoid:<br /> lizardfolk and meat.</td></tr><tr><td>5</td><td>You have learned to laugh. You use this talent in<br /> response to all emotional situations, to better fit in <br /> with your comrades.</td></tr><tr><td>6</td><td>You still don't understand how metaphors work.<br /> That doesn 't stop you from using them at every op&middot;<br />portunity.</td></tr><tr><td>7</td><td>You appreciate the soft humanoids who realize they<br />need chain mail and swords to match the gifts you<br />were born with.</td></tr><tr><td>8</td><td>You enjoy eating your food while it's still wriggling.</td></tr></tbody></table><h2>Lizardfolk Names</h2><p>Lizardfolk take their names from the Draconic language. They use simple descriptives granted by the tribe based on an individual's notable deeds or actions. For example, Garurt translates as \"axe,\" a name given to a lizardfolk warrior who defeated an ore and claimed his foe's weapon. A lizardfolk who likes to hide in a stand of reeds before ambushing an animal might be called Achuak, which means \"green\" to describe how she blends into the foliage.</p><p>Lizardfolk make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis.</p><p><strong>Lizardfolk Names: </strong> Achuak (green), Aryte (war), Baeshra (animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha <br /> (black), Vyth (steel).</p>",
      "reference": "Usergen"
    },
    {
      "id": 440,
      "name": "Tabaxi (VGtM)",
      "full_text": "<h1>Tabaxi</h1><p>Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.</p><h1>Tabaxi Traits</h1><p><strong>Ability Score Increase</strong><br />Your Dexterity score increases by 2, and your Charisma score increases by 1.</p><p><strong>Age</strong><br />Tabaxi have lifespans equivalent to humans.</p><p><strong>Alignment</strong><br />Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.</p><p><strong>Size</strong><br />Tabaxi are taller on average than humans and relatively slender. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Darkvision</strong><br />You have a cat's keen senses,especially in the dark. You can see in dim light within 60 feet of you asif it were bright light,and in darkness asif it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Feline Agility</strong><br />Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.</p><p><strong>Cat's Claws</strong><br />Because of your claws,you have a climbing speed of 20 feet. In addition,your claws are natural weapons,which you can use to make unarmed strikes. If you hit with them,you deal slashing damage equal to 1 d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.</p><p><strong>Cat's Talent </strong><br />You have proficiency in the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> and <a title=\"Stealth\" href=\"http://skill.com/Stealth\">Stealth</a> skills.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and one other language of your choice.</p><h2>Wandering Outcasts</h2><p>Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves. However, not all tabaxi are satisfied with such a life.</p><p>The Cat Lord, the divine figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.</p><h2>The Cat Lord</h2><p>The deity ofthe tabaxi is a fickle e. Ntity. as befits the patron ofcats. The tabaxi believe that the Cat Lord wanders the world, watching over them and interveningin their affairs as needed. Clerics ofthe Cat Lord are rare and typicallyaccess the Trickery domain.</p><h2>Barterers of Lore</h2><p>Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it's not intrinsically interesting. In the tabaxi's eyes, gathering wealth is like packing rations for a long trip. It's important to survive in the world, but not worth fussing over. Instead, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins. Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use.</p><h2>Fleeting Fancies</h2><p>Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi's desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets. A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.</p><h2>Tinkers and Mistrels</h2><p>Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer path to satisfy their obsessions become wandering tinkers and minstrels. These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment.</p><p>These wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren't above a little discreet theft to get their claws on a particularly in teresting item when an owner refuses to sell or trade it.</p><h2>Tabaxi Personality</h2><p>A tabaxi might have motivations and quirks much dif ferent from a dwarf or an elf with a similar History. You can use the following tables to customize your char acter in addition to the trait, ideal, bond, and flaw from your History. The Tabaxi Obsession table can help hone your character's goals.</p><p>For extra fun, roll a new result every few days that pass in the campaign to reflect your ever-changing curiosity.</p><h2>Tabaxi Obsessions</h2><table><tbody><tr><td><strong>d8</strong></td><td><strong>My curiosity is currently fixed on...</strong></td></tr><tr><td>1</td><td>A god or planar entity</td></tr><tr><td>2</td><td>A monster</td></tr><tr><td>3</td><td>A lost civilization</td></tr><tr><td>4</td><td>A wizard's secrets</td></tr><tr><td>5</td><td>A mundane Item</td></tr><tr><td>6</td><td>A magic Item</td></tr><tr><td>7</td><td>A location</td></tr><tr><td>8</td><td>A legend or tale</td></tr></tbody></table><h2>Tabaxi Quirks</h2><table><tbody><tr><td><strong>d10</strong></td><td><strong>Quirk</strong></td></tr><tr><td>1</td><td>You miss your tropical home and complain endlessly about the freezing weather, even in summer.</td></tr><tr><td>2</td><td>You never wear the same outfit twice, unless you absolutely must.</td></tr><tr><td>3</td><td>You have a minor phobia of water and hate getting wet.</td></tr><tr><td>4</td><td>Your tail always betrays you inner thoughts.</td></tr><tr><td>5</td><td>You purr loudly when you are happy.</td></tr><tr><td>6</td><td>You keep a small ball of yarn in your hand, which you constantly fidget with.</td></tr><tr><td>7</td><td>You are always in debt, since you spend you gold on lavish parties and gifts for friends.</td></tr><tr><td>8</td><td>When talking about something you're obsessed with, you speak quickly and never pause and others can't understand you.</td></tr><tr><td>9</td><td>You are a font of random trivia from the lore and stories you have discovered.</td></tr><tr><td>10</td><td>You can't help but pocket interesting things you come across.</td></tr></tbody></table><h2>Tabaxi Names</h2><p>Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names. Clan names are usually based on a geographical fea ture located in or near the clan's territory. The following list of sample tabaxi names includes nicknames in parenthesis.</p><p><strong>Tabaxi Names:</strong>Cloud on the Mountaintop (Cloud), Five Timber (Timber), Jade Shoe Qade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke) Tabaxi Clans: Bright Cliffs, Distant Rain, Mountain Tree, Rumbling River, Snoring Mountain.</p>",
      "reference": "Usergen"
    },
    {
      "id": 441,
      "name": "Triton (VGtM)",
      "full_text": "<h1>Tritons</h1><p>Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor,in recent years the noble tritons have become increasingly active in the world above.</p><h1>Triton Traits</h1><p><strong>Ability Score Increase<br /></strong>Your Strength, Constitution, and Charisma scores each increase by 1.</p><p><strong>Age<br /></strong>Tritons reach maturity around age 15 and can live up to 200 years.</p><p><strong>Alignment<br /></strong>Tritons tend toward lawful good. As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence.</p><p><strong>Size<br /></strong>Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.</p><p><strong>Amphibious<br /></strong>You can breathe air and water.</p><p><strong>Control Air and Water<br /></strong>A child of the sea, you can call on the magic of elemental air and water. You can cast <em><a title=\"Fog Cloud\" href=\"http://spell.com/Fog Cloud\">fog cloud</a></em> with this trait. Starting at 3rd level, you can cast <em><a title=\"Gust of Wind\" href=\"http://skill.com/Gust of Wind\">gust of wind</a></em> with it, and starting at 5th level, you can also cast <em><a title=\"Wall of Water\" href=\"http://skill.com/Wall of Water\">wall of water</a></em> with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p><strong>Emissary of the Sea<br /></strong>Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.</p><p><strong>Guardians of the Depths<br /></strong>Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Primordial.</p><h2>Aquatic Crusaders</h2><p>Centuries ago, tritons entered the world in response to the growing threat of evil elementals. Tritons waged many wars against their enemies on the Plane of Water, driving them into the Darkened Depths where they escaped into the crushing pressure and utter darkness. In time, the tritons noticed that their ancient elemental foes had grown quiet. Expeditions to the depths revealed that krakens, sahuagin, and far worse foes had fled the Plane of Water for the Material Plane. The tritons, driven by a sense of duty and responsibility, would not allow their foes to escape so easily. A great conclave of tritons chose volunteers skilled in weapons and magic as part of an expeditionary force to enter the Material Plane and seek out their enemies. Those tritons spread across the world's oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their foes when they found them and drove the rest into hiding.<br /><br />With their foes banished to the deepest reaches of the sea, tritons settled in to watch for any sign of their return. Over time, the tritons extended their stewardship over the sea floor from their initial settlements and built outposts to create trade with other races. Despite this expansion, few folk know of them. Their settlements are so remote even merfolk and sea elves rarely encounter them.</p><h2>Haughty Nobles</h2><p>As a result of their isolation and limited understanding of the Material Plane, tritons can come across as haughty and arrogant. They see themselves as caretakers of the sea, and they expect other creatures to pay them deep respect, if not complete deference. This attitude might grate on others, but it arises from a seed of truth. Few know of the tritons' great victories over dreadful undersea threats. The tritons make little allowance for such ignorance and are delighted to expound upon the great debt others owe them. Tritons also have a tendency to emerge from their isolation under the assumption that other folk will welcome them as respected allies and mentors. Again, distance drives much of this attitude. The tritons' limited view of the world leaves them ignorant of the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to the tritons' role as the world's true protectors.</p><h2>Staunch Champions</h2><p>Despite their off-putting manners, tritons are benevolent creatures at heart, convinced that other civilized races deserve their protection. Their attitude might grate, but when pirate fleets prowl the waves or a kraken awakens from its slumber, they are among the first to take up arms to protect others. Tritons readily sacrifice themselves for the common good. They will fight and die for humans, merfolk, and other creatures without question. Their self-absorbed nature makes them overlook the history of other creatures, but they also endure a sense of guilt over allowing the evils of the Plane of Water to enter the Material Plane and threaten its inhabitants. The tritons believe they owe a debt of honor to the world, and they will fight and die to pay it.</p><p>At times their fervor and ignorance of the world can lead them astray. Tritons encountering other creatures for the first time can underestimate them, leaving the tritons vulnerable to deception. With their strong martial tradition, tritons can sometimes be too eager to leap into a fight.</p><h2>Strangers to the Surface</h2><p>Given their isolation, most tritons have never been to the surface world. They struggle with the idea that they can't easily move up and down out of water, and the changing of the seasons mystifies them.</p><p>Tritons also find the variety of social institutions, kingdoms, and other customs bewildering. For all their proud culture, they remain innocent of the surface world. The typical triton protectorate is tightly regimented, organized, and unified around a common cause. A triton on the surface becomes easily confused by the bewildering array of alliances, rivalries, and petty grievances that prevent the surface folk from truly unifying. At its worst, a triton's arrogance compounds the tendency for the triton. Not to understand the ways of the surface world. It's easy for a triton to blame baffling social practices on what the triton perceives as the barbarism, weakness, or cowardice of surface folk.</p><h2>Triton Personality</h2><p>Far from flawless, these champions of good mean well, but they are easily frustrated by others. You can select, roll, or adapt a triton-specific quirk from the Triton Quirks table. Use the quirk to inform how you portray your character.</p><h2>Triton Quirks</h2><table><tbody><tr><td><strong>d6</strong></td><td><strong>Quirk</strong></td></tr><tr><td>1</td><td>You phrase requests as orders that you expect to be obeyed.</td></tr><tr><td>2</td><td>You are quick to boast ofthe greatness of your civilization.</td></tr><tr><td>3</td><td>You learned an antiquated version of Common and drop \"thee&amp;aquot; and \"thou\" into yourspeech.</td></tr><tr><td>4</td><td>You assume that people are telling you the truth about local customs and expectations.</td></tr><tr><td>5</td><td>The surface world is a wondrous place, and you catalog all its details in a journal.</td></tr><tr><td>6</td><td>You mistakenly assume that surface folk know about and are impressed by your people's history.</td></tr></tbody></table><h2>Triton Names</h2><p>Most triton names have two or three syllables. Male names typically end with a vowel and the letter s, and female names traditionally end with an n. Tritons use their home protectorate as a surname, with the name formed by adding a vowel followed by a \"th\" to the end of the protectorate's name.</p><p><strong>Female Triton Names: </strong>Aryn, Belthyn, Duthyn, Feloren, Otanyn, Shalryn, Vlaryn, Wolyn</p><p><strong>Male Triton Names: </strong>Corus, Delnis, Jhimas, Keros, Molos, Nalos, Vodos, Zunis</p><p><strong>Triton Surnames: </strong>Ahlorsath, Pumanath, Vuuvaxath</p>",
      "reference": "Usergen"
    },
    {
      "id": 442,
      "name": "Bugbear (VGtM)",
      "full_text": "<h1>Bugbears</h1><p>Bugbears feature in the nightmare tales of many races great, hairy beasts that creep through the shadows as quiet as cats. If you walk alone in the woods, a bugbear will reach out of the bushes and strangle you. If you stray too far from the house at night, bugbears will scoop you up to devour you in their den. If a bugbear cuts off your head, your soul stays trapped inside, and the bugbears use your head to magically command all whom you once knew. Lurid tales such as these have flowered from the seeds of truth. Bugbears do rely on stealth and strength to attack, preferring to operate at night. They do take the heads of enemy leaders, but they are no more likely to eat people indiscriminately than humans are. Bugbears aren't likely to attack lone travelers or wandering children unless they clearly have something to gain by doing so. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy.</p><h1>Bugbear Traits</h1><p><strong>Ability Score Increase<br /></strong>Your Strength score increases by 2, and your Dexterity score increases by 1.</p><p><strong>Age<br /></strong>Bugbears reach adulthood at age 16 and live up to 80 years.</p><p><strong>Alignment<br /></strong>Bugbears endure a harsh existence that demands each of them to remain self-sufficient, even at the expense of their fellows. They tend to be chaotic evil.</p><p><strong>Size<br /></strong>Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Long-Limbed<br /></strong>When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.</p><p><strong>Powerful Build<br /></strong>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</p><p><strong>Sneaky<br /></strong>You are proficient in the <a title=\"Stealth\" href=\"http://skill.com/Stealth\">Stealth</a> skill.</p><p><strong>Surprise Attack<br /></strong>If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Goblin.</p>",
      "reference": "Usergen"
    },
    {
      "id": 443,
      "name": "Goblin (VGtM)",
      "full_text": "<h1>Goblins</h1><p>Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and cruel in victory, goblins are fawning and servile in defeat, just as in their own society lower castes must scrape before those of greater status and as goblin tribes bow before other goblinoids.</p><h1>Goblin Traits</h1><p>Your Bugbear character has the following racial traits.</p><p><strong>Ability Score Increase<br /></strong>Your Dexterity score increases by 2, and your Constitution score increases by 1.</p><p><strong>Age<br /></strong>Goblins reach adulthood at age 8 and live up to 60 years.</p><p><strong>Alignment<br /></strong>Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.</p><p><strong>Size<br /></strong>Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Fury of the Small<br /></strong>When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.</p><p><strong>Nimble Escape<br /></strong>You can take the Disengage or Hide action as a bonus action on each of your turns.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Goblin.</p>",
      "reference": "Usergen"
    },
    {
      "id": 444,
      "name": "Hobgoblin (VGtM)",
      "full_text": "<h1>Hobgoblins</h1><p>War is the lifeblood of hobgoblins. Its glories are the dreams that inspire them. Its horrors don't feature in their nightmares. Cowardice is more terrible to hobgoblins than dying, for they carry their living acts into the afterlife. A hero in death becomes a hero eternal. Young hobgoblins start soldiering when they can walk and heed the mustering call as soon as they can wield their weapons capably. Every legion in the hobgoblins' entire society forever stands prepared for war.</p><h1>Hobgoblin Traits</h1><p>Your Hobgoblin character has the following Racial traits.</p><p><strong>Ability Score Increase<br /></strong>Your Constitution score increases by 2, and your Intelligence score increases by 1.</p><p><strong>Age<br /></strong>Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.</p><p><strong>Alignment<br /></strong>Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.</p><p><strong>Size<br /></strong>Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Martial Training<br /></strong>You are proficient with two martial weapons of your choice and with light armor.</p><p><strong>Saving Face<br /></strong>Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Goblin.</p>",
      "reference": "Usergen"
    },
    {
      "id": 445,
      "name": "Kobold (VGtM)",
      "full_text": "<h1>Kobolds</h1><p>Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations. In the kobolds' version of a perfect world, the creatures would be left alone to dig their tunnels and raise the next generation of kobolds, all the while seeking the magic that will free their imprisoned god. In the world they occupy, kobolds are often bullied and enslaved by larger creatures-or, when they live on their own, they are constantly fearful of invasion and oppression. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous improvised traps they use to protect their warrens.</p><h1>Kobold Traits</h1><p>Your Kobold character has the following racial traits.</p><p><strong>Ability Score Increase<br /></strong>Your Dexterity score increases by 2, and your Strength score is reduced by 2.</p><p><strong>Age<br /></strong>Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.</p><p><strong>Alignment<br /></strong>Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.</p><p><strong>Size<br /></strong>Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Grovel, Cower, and Beg<br /></strong>As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.</p><p><strong>Pack Tactics<br /></strong>You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.</p><p><strong>Sunlight Sensitivity<br /></strong>You have disadvantage on attack rolls and on Wisdom (<a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a>) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Draconic.</p>",
      "reference": "Usergen"
    },
    {
      "id": 446,
      "name": "Orc (VGtM)",
      "full_text": "<h1>Orcs</h1><p>Orcs live a life that has no place for weakness, and every warrior must be strong enough to take what is needed by force. To feel the thunder of orcish war drums outside the gate and to hear a chorus of voices growling, \"Gruumsh!\" is the nightmare of every civilized place in the world. For no matter how thick its walls, skilled its archers, or brave its knights, few settlements have ever withstood a full-scale onslaught of orcs.</p><h1>Orc Traits</h1><p>Your Orc character has the following racial traits</p><p><strong>Ability Score Increase<br /></strong>Your Strength score increases by 2, your Constitution score increases by 1, and your Intelligence score is reduced by 2.</p><p><strong>Age<br /></strong>Ores reach adulthood at age 12 and live up to 50 years.</p><p><strong>Alignment<br /></strong>Orcs are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually chaotic evil.</p><p><strong>Size<br /></strong>Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Aggressive<br /></strong>As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.</p><p><strong>Menacing<br /></strong>You are trained in the <a title=\"Intimidation\" href=\"http://skill.com/Intimidation\">Intimidation</a> skill.</p><p><strong>Powerful Build<br /></strong>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Orc.</p>",
      "reference": "Usergen"
    },
    {
      "id": 447,
      "name": "Yuan-ti (VGtM)",
      "full_text": "<h1>Yuan-ti</h1><p>The serpent creatures known as yuan-ti are all that remains of an ancient, decadent human empire. Ages ago their dark gods taught them profane, cannibalistic rituals to mix their flesh with that of snakes, producing a caste-based society of hybrids in which the most snakelike are the leaders and the most humanlike are spies and agents in foreign lands.</p><h1>Yuan-ti Traits</h1><p>Your Yuan-ti character- called a Pureblood for short - has the following racial traits.</p><p><strong>Ability Score Increase<br /></strong>Your Charisma score increases by 2, and your Intelligence score increases by 1.</p><p><strong>Age<br /></strong>Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.</p><p><strong>Alignment<br /></strong>Purebloods are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil.</p><p><strong>Size<br /></strong>Purebloods match humans in average size and weight. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Innate Spellcasting<br /></strong>You know the <em><a title=\"Poison Spray\" href=\"http://spell.com/Poison Spray\">poison spray</a></em> cantrip. You can cast <em><a title=\"Animal Friendship\" href=\"http://spell.com/Animal Friendship\">animal friendship</a></em> an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast <em><a title=\"Suggestion\" href=\"http://spell.com/Suggestion\">suggestion</a></em> with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p><strong>Magic Resistance<br /></strong>You have advantage on saving throws against spells and other magical effects.</p><p><strong>Poison Immunity<br /></strong>You are immune to poison damage and the poisoned condition.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common, Abyssal, and Draconic.</p>",
      "reference": "Usergen"
    },
    {
      "id": 929,
      "name": "Elf - Dark (PHb, MToF)",
      "full_text": "<h1>Dark Elves (Drow)</h1><p>When the primal elves chose to take the forms of mortals, they were one people split by conflicting loyalty to gods who reviled each other. The schism led to a conflict that ended with Lolth retreating to the Abyss and her adherents exiled to the Underdark. This banishment enabled the victors to once again live in peace on Arvandor but did nothing to heal the rift.</p><p>The vanquished elves weren't seen or hear from again for centuries. Throughout that age of residing in the darkness, absorbing the unhealthy emanations of the Underdark, subsisting on its tainted water and food, and always beseeching their god for guidance and following her poisonous dictates, Lolths's worshipers gradually transformed into the drow: the cruel, predatory, and wicked offshoot of the elf race.</p><h1>Elf Traits</h1><p>Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.</p><p><strong>Ability Score Increase<br /></strong>Your Dexterity score increases by 2.</p><p><strong>Age<br /></strong>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment<br /></strong>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.</p><p><strong>Size<br /></strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>Accustomed to twilit forests and the night s, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Keen Senses<br /></strong>You have proficiency in the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry<br /></strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Trance<br /></strong>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance.&rdquo;) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoir.</p><h1>Dark Elf Traits</h1><p>Descended from an earlier subrace of dark-skinned elves, the drow were banished from the surface world for following the goddess Lolth down the path to evil and corruption. Now they have built their own civilization in the depths of the Underdark, patterned after the Way of Lolth. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac. silver, pink. red, and blue. They tend to be smaller and thinner than most elves.</p><p>Drow adventurers are rare, and the race does not exist in all worlds. Check with your Dungeon Master to see if you can play a drow character.</p><p><strong>Ability Score Increase<br /></strong>Your Charisma score increases by 1.</p><p><strong>Superior Darkvision<br /></strong>Your darkvision has a radius of 120 feet.</p><p><strong>Sunlight Sensitivity<br /></strong>You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.</p><p><strong>Drow Magic<br /></strong>You know the <em><a title=\"Dancing Lights\" href=\"http://spell.com/Dancing Lights\">dancing lights</a></em> cantrip. When you reach 3rd level, you can cast the <em><a title=\"Faerie Fire\" href=\"http://spell.com/Faerie Fire\">faerie fire</a></em> spell once per day. When you reach 5th level, you can also cast the <em><a title=\"Darkness\" href=\"http://spell.com/Darkness\">darkness</a></em> spell once per day. Charisma is your spellcasting ability for these spells.</p><p><strong>Drow Weapon Training<br /></strong>You have proficiency with rapiers, shortswords, and hand crossbows.</p><h2>The Darkness of the Drow</h2><p>Were it not for one renowned exception, the race of drow would be universally reviled. To most, they are a race of demon-worshiping marauders dwelling in the subterranean depths of the Underdark, emerging only on the blackest nights to pillage and slaughter the surface dwellers the despise. THeir society is depraved and preoccupied with the favor of Lolth, their spider-goddess, who sanctions murder and the extermination of entire families as noble houses vie for position.</p><p>Yet one drow, at least, broke the mold. In the world of the Forgotten realms, Drizzt Do'Urden, Ranger of the North, has proven his quality as a good-hearted defender of the weak and innocent. Rejecting his heritage and adrift in a world that looks upon him with terror and loathing, Drizzt is a model for those few drow who follow in his footsteps, trying to fins a life appart from the evil society of their underdark homes.</p><p>Drow grow up believing that surface-dwelling races are inferior, worthless except as slaves. Drow who develope a conscience or find it necessary to cooperate with members of other races find it hard to overcome that prejudice, especially when they are so often on the recieving end of hatred.</p><h2>Elf Names</h2><p>Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.</p><p>On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.</p><p><strong>Child Names:</strong>Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall</p><p><strong>Male Adult Names:</strong>Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis</p><p><strong>Female Adult Names:</strong>Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia</p><p><strong>Family Names (Common Translations):</strong>Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Na&iuml;lo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)</p>",
      "reference": "Usergen"
    },
    {
      "id": 936,
      "name": "Human (PHb)",
      "full_text": "<h1><strong>Humans</strong></h1><p>In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.</p><h1><strong>Human Traits</strong></h1><p>It's hard to make generalizations about humans, but your human character has these traits.</p><p><strong>Ability Score Increase<em><br /></em></strong>Your ability scores each increase by 1.</p><p><strong>Age<em><br /></em></strong>Humans reach adulthood in their late teens and live less than a century.</p><p><strong>Alignment<em><br /></em></strong>Humans tend toward no particular alignment. The best and the worst are found among them.</p><p><strong>Size<em><br /></em></strong>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.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Languages<em><br /></em></strong>You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects.</p><p>They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.</p><h1>Variant Human</h1><p>If your campaign uses the optional feat rules from the <em>Player's Handbook</em>, your Dungeon Master might allow these variant traits, all of which replace the human's Ability Score Increase trait.</p><p><strong>Ability Score Increase</strong><br />Two different ability scores of your choice increase by 1.</p><p><strong>Skills</strong><br />You gain proficiency in one skill of your choice.</p><p><strong>Feat</strong><br />You gain one feat of your choice.</p><h2>A Broad Spectrum</h2><p>With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.</p><h2>Variety in All Things</h2><p>Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present&mdash;making them well suited to the adventuring life&mdash;but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.</p><h2>Everyone's Second Best Friend</h2><p>Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.</p><p><em><strong>Dwarves.</strong></em>&ldquo;They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though.&rdquo;</p><p><strong><em>Elves.</em></strong>&ldquo;It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them.&rdquo;</p><p><em><strong>Halflings.</strong></em>&ldquo;It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling&mdash;good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.&rdquo;</p><h2>Lasting Institutions</h2><p>Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone.</p><p>Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.</p><h2>Exemplars of Ambition</h2><p>Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.</p><h2>Human Names and Ethnicities</h2><p>Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region's culture or to the naming traditions of their ancestors.</p><p>The material culture and physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture, cuisine, music, and literature are different in the northwestern lands of the Silver Marches than in distant Turmish or Impiltur to the east&mdash;and even more distinctive in far-off Kara-Tur. Human physical characteristics, though, vary according to the ancient migrations of the earliest humans, so that the humans of the Silver Marches have every possible variation of coloration and features.</p><p>In the Forgotten Realms, nine human ethnic groups are widely recognized, though over a dozen others are found in more localized areas of Faer&ucirc;n. These groups, and the typical names of their members, can be used as inspiration no matter which world your human is in.</p><h3>Calishite</h3><p>Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They're found primarily in southwest Faer&ucirc;n.</p><p><strong>Calishite Names:</strong>(Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, Jasmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, Jassan, Khalid, Mostana, Pashar, Rein</p><h3>Chondathan</h3><p>Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faer&ucirc;n, around the Inner Sea.</p><p><strong>Chondathan Names:</strong>(Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Jhessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag</p><h3>Damaran</h3><p>Found primarily in the northwest of Faer&ucirc;n, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common.</p><p><strong>Damaran Names:</strong>(Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag</p><h3>Illuskan</h3><p>Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair.</p><p><strong>Illuskan Names:</strong>(Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver</p><h3>Mulan</h3><p>Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair.</p><p><strong>Mulan Names:</strong>(Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt</p><h3>Rashemi</h3><p>Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair.</p><p><strong>Rashemi Names:</strong>(Male) Borivik, Faurgar, Jandar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina</p><h3>Shou</h3><p>The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faer&ucirc;n. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name.</p><p><strong>Shou Names:</strong>(Male) An, Chen, Chi, Fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan</p><h3>Tethyrian</h3><p>Widespread along the entire Sword Coast at the western edge of Faer&ucirc;n, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names.</p><h3>Turami</h3><p>Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes.</p><p><strong>Turami Names:</strong>(Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, Jalana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo</p>",
      "reference": "Usergen"
    },
    {
      "id": 938,
      "name": "Dwarf - Hill (PHb)",
      "full_text": "<h1>Hill Dwarves</h1><p>Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs&mdash;these common threads unite all dwarves.</p><h2>Dwarf Traits</h2><p>Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.</p><p><strong>Ability Score Increase</strong><br />Your Constitution score increases by 2.</p><p><strong>Age</strong><br />Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.</p><p><strong>Alignment</strong><br />Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.</p><p><strong>Size</strong><br />Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.</p><p><strong>Darkvision</strong><br />Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Dwarven Resilience</strong><br />You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p><strong>Dwarven Combat Training</strong><br />You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.</p><p><strong>Tool Proficiency</strong><br />You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.</p><p><strong>Stonecunning</strong><br />Whenever you make an Intelligence (<a title=\"History\" href=\"http://skill.com/History\">History</a>) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.</p><h2>Hill Dwarf Traits</h2><p>As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Faer&ucirc;n in their mighty southern kingdom are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting.</p><p><strong>Ability Score Increase<br /></strong>Your Wisdom score increases by 1.</p><p><strong>Dwarven Toughness<br /></strong>Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.</p><h2>Short and Stout</h2><p>Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.</p><p>Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.</p><h2>Long Memory, Long Grudges</h2><p>Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.</p><p>Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.</p><p>Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud.</p><h2>Clans and Kingdoms</h2><p>Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.</p><p>The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.</p><p>Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.</p><h2>Gods, Gold, and Clan</h2><p>Dwarves who take up the adventuring life might be motivated by a desire for treasure&mdash;for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.</p><h2><strong>Slow To Trust<br /></strong></h2><p>Dwarves get along passably well with most other races. &ldquo;The difference between an acquaintance and a friend is about a hundred years,&rdquo; is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf's trust.</p><p><em><strong>Elves.</strong></em>&ldquo;It's not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc's head, they're as apt to start singing as to pull out a sword. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf's good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.&rdquo;</p><p><em><strong>Halflings.</strong></em>&ldquo;Sure, they're pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin&mdash;a daughter or granddaughter, maybe&mdash;who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go! They set their hearts on something, they'll get it, whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.&rdquo;</p><h2>Dwarf Names</h2><p>A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.</p><p><strong>Male Names:</strong>Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal</p><p><strong>Female Names:</strong>Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra</p><p><strong>Clan Names:</strong>Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart</p>",
      "reference": "Usergen"
    },
    {
      "id": 1675,
      "name": "Tiefling - Baalzebub (MToF)",
      "full_text": "<h1>Baalzebub Tieflings</h1><p>To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is becasue a pact struck generations ago infused the essence of Asmodeus - overlord of the Nine Hells - into their bloodline. Their appearance and their nature are not their fault but the results of an ancient sin, for which they and their children's children will always be held accountable.</p><h1>Baalzebub Tiefling Traits</h1><p>The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically.</p><p><strong>Ability Score Increase<em><br /></em></strong>Your Intelligence score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age<em><br /></em></strong>Tieflings mature at the same rate as humans but live a few years longer.</p><p><strong>Alignment<em><br /></em></strong>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p><strong>Size<em><br /></em></strong>Tieflings are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed<em><br /></em></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<em><br /></em></strong>Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Hellish Resistance<em><br /></em></strong>You have resistance to fire damage.</p><p><strong>Legacy of Maladomini<br /></strong>You know the <em><a title=\"Thaumaturgy\" href=\"http://spell.com/Thaumaturgy\">thaumaturgy</a></em> cantrip. When you reach 3rd level, you can cast the <em><a title=\"Ray of Sickness\" href=\"http://spell.com/Ray of Sickness\">ray of sickness</a></em> spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the <a title=\"Crown of Madness\" href=\"http://spell.com/Crown of Madness\">crown of madness</a> spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p><strong>Languages<em><br /></em></strong>You can speak, read, and write Common and Infernal.</p><h2>Infernal Bloodline</h2><p>Tieflings are derived from human bloodlines, and in the broadest possible sense, they look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings hvae large horns that take nay of a variety of shapes: some have curling horns like a ram, others have straight horns lika a gazelles's, and some spiral upward like an antelope's horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get nervous. Their canine teeth are sharply pointed, and their eyes are solid colors - black, red, white, silver, or gold - with no visible sclera or pupil. Thier skin tones cover the full range of human color variatin, but also include various shades of red. Their hair, cascading down from the back of their horns, is usually dark, from brown or black to dark red, blue, or purple.</p><h2>Mutual Mistrust</h2><p>People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.</p><h2>Self-Reliant and Suspicious</h2><p>Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.</p><p>Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, they learn to extend that same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.</p><h2>Tiefling Names</h2><p>Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down thriugh the generations, that reflect their feindish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.</p><p><strong>Male Infernal Names:</strong>Akmenos, Ammon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai</p><p><strong>Female Infernal Names:</strong>Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta</p><p><strong>\"Virtue\" Names:</strong>Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary</p>",
      "reference": "Usergen"
    },
    {
      "id": 1676,
      "name": "Tiefling - Dispater (MToF)",
      "full_text": "<h1>Dispater Tieflings</h1><p>To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is becasue a pact struck generations ago infused the essence of Asmodeus - overlord of the Nine Hells - into their bloodline. Their appearance and their nature are not their fault but the results of an ancient sin, for which they and their children's children will always be held accountable.</p><h1>Dispater Tiefling Traits</h1><p>The great city of Dis occupies most of Hell's second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators.</p><p><strong>Ability Score Increase<em><br /></em></strong>Your Dexterity score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age<em><br /></em></strong>Tieflings mature at the same rate as humans but live a few years longer.</p><p><strong>Alignment<em><br /></em></strong>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p><strong>Size<em><br /></em></strong>Tieflings are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed<em><br /></em></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<em><br /></em></strong>Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Hellish Resistance<em><br /></em></strong>You have resistance to fire damage.</p><p><strong>Legacy of Dis<br /></strong>You know the <em><a title=\"Thaumaturgy\" href=\"http://spell.com/Thaumaturgy\">thaumaturgy</a></em> cantrip. When you reach 3rd level, you can cast the <em><a title=\"Disguise Self\" href=\"http://spell.com/Disguise Self\">disguise self</a></em> spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the <em><a title=\"Detect Thoughts\" href=\"http://spell.com/Detect Thoughts\">detect thoughts</a></em> spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p><strong>Languages<em><br /></em></strong>You can speak, read, and write Common and Infernal.</p><h2>Infernal Bloodline</h2><p>Tieflings are derived from human bloodlines, and in the broadest possible sense, they look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings hvae large horns that take nay of a variety of shapes: some have curling horns like a ram, others have straight horns lika a gazelles's, and some spiral upward like an antelope's horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get nervous. Their canine teeth are sharply pointed, and their eyes are solid colors - black, red, white, silver, or gold - with no visible sclera or pupil. Thier skin tones cover the full range of human color variatin, but also include various shades of red. Their hair, cascading down from the back of their horns, is usually dark, from brown or black to dark red, blue, or purple.</p><h2>Mutual Mistrust</h2><p>People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.</p><h2>Self-Reliant and Suspicious</h2><p>Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.</p><p>Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, they learn to extend that same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.</p><h2>Tiefling Names</h2><p>Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down thriugh the generations, that reflect their feindish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.</p><p><strong>Male Infernal Names:</strong>Akmenos, Ammon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai</p><p><strong>Female Infernal Names:</strong>Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta</p><p><strong>\"Virtue\" Names:</strong>Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary</p>",
      "reference": "Usergen"
    },
    {
      "id": 1677,
      "name": "Tiefling - Fierna (MToF)",
      "full_text": "<h1>Fierna Tieflings</h1><p>To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is becasue a pact struck generations ago infused the essence of Asmodeus - overlord of the Nine Hells - into their bloodline. Their appearance and their nature are not their fault but the results of an ancient sin, for which they and their children's children will always be held accountable.</p><h1>Fierna Tiefling Traits</h1><p>A master manipulator, Fierna grants tieftings tied to her forceful personalities.</p><p><strong>Ability Score Increase<em><br /></em></strong>Your Wisdom score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age<em><br /></em></strong>Tieflings mature at the same rate as humans but live a few years longer.</p><p><strong>Alignment<em><br /></em></strong>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p><strong>Size<em><br /></em></strong>Tieflings are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed<em><br /></em></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<em><br /></em></strong>Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Hellish Resistance<em><br /></em></strong>You have resistance to fire damage.</p><p><strong>Legacy of Phlegethos<br /></strong>You know the <em><a title=\"Friends\" href=\"http://spell.com/Friends\">friends</a></em> cantrip. When you reach 3rd level, you c an cast the <em><a title=\"Charm Person\" href=\"http://spell.com/Charm Person\">charm person</a></em> spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the <em><a title=\"Suggestion\" href=\"http://skill.com/Suggestion\">suggestion</a></em> spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p><strong>Languages<em><br /></em></strong>You can speak, read, and write Common and Infernal.</p><h2>Infernal Bloodline</h2><p>Tieflings are derived from human bloodlines, and in the broadest possible sense, they look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings hvae large horns that take nay of a variety of shapes: some have curling horns like a ram, others have straight horns lika a gazelles's, and some spiral upward like an antelope's horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get nervous. Their canine teeth are sharply pointed, and their eyes are solid colors - black, red, white, silver, or gold - with no visible sclera or pupil. Thier skin tones cover the full range of human color variatin, but also include various shades of red. Their hair, cascading down from the back of their horns, is usually dark, from brown or black to dark red, blue, or purple.</p><h2>Mutual Mistrust</h2><p>People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.</p><h2>Self-Reliant and Suspicious</h2><p>Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.</p><p>Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, they learn to extend that same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.</p><h2>Tiefling Names</h2><p>Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down thriugh the generations, that reflect their feindish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.</p><p><strong>Male Infernal Names:</strong>Akmenos, Ammon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai</p><p><strong>Female Infernal Names:</strong>Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta</p><p><strong>\"Virtue\" Names:</strong>Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary</p>",
      "reference": "Usergen"
    },
    {
      "id": 1678,
      "name": "Tiefling - Glasya (MToF)",
      "full_text": "<h1>Glasya Tieflings</h1><p>To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is becasue a pact struck generations ago infused the essence of Asmodeus &ndash; overlord of the Nine Hells &ndash; into their bloodline. Their appearance and their nature are not their fault but the results of an ancient sin, for which they and their children's children will always be held accountable.</p><h1>Glasya Tiefling Traits</h1><p>Glasya, Hell's criminal master mind, grants her tiefiings magic that is useful for committing heists.</p><p><strong>Ability Score Increase<em><br /></em></strong>Your Dexterity score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age<em><br /></em></strong>Tieflings mature at the same rate as humans but live a few years longer.</p><p><strong>Alignment<em><br /></em></strong>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p><strong>Size<em><br /></em></strong>Tieflings are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed<em><br /></em></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<em><br /></em></strong>Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Hellish Resistance<em><br /></em></strong>You have resistance to fire damage.</p><p><strong>Legacy of Malbolge<br /></strong>You know the <em><a title=\"Minor Illusion\" href=\"http://spell.com/Minor Illusion\">minor illusion</a></em> cantrip. When you reach 3rd level, you can cast the <em><a title=\"Disguise Self\" href=\"http://spell.com/Disguise Self\">disguise self</a></em> spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the <em><a title=\"Invisibility\" href=\"http://spell.com/Invisibility\">invisibility</a></em> spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p><strong>Languages<em><br /></em></strong>You can speak, read, and write Common and Infernal.</p><h2>Infernal Bloodline</h2><p>Tieflings are derived from human bloodlines, and in the broadest possible sense, they look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings hvae large horns that take nay of a variety of shapes: some have curling horns like a ram, others have straight horns lika a gazelles's, and some spiral upward like an antelope's horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get nervous. Their canine teeth are sharply pointed, and their eyes are solid colors - black, red, white, silver, or gold - with no visible sclera or pupil. Thier skin tones cover the full range of human color variatin, but also include various shades of red. Their hair, cascading down from the back of their horns, is usually dark, from brown or black to dark red, blue, or purple.</p><h2>Mutual Mistrust</h2><p>People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.</p><h2>Self-Reliant and Suspicious</h2><p>Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.</p><p>Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, they learn to extend that same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.</p><h2>Tiefling Names</h2><p>Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down thriugh the generations, that reflect their feindish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.</p><p><strong>Male Infernal Names:</strong>Akmenos, Ammon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai</p><p><strong>Female Infernal Names:</strong>Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta</p><p><strong>\"Virtue\" Names:</strong>Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary</p>",
      "reference": "Usergen"
    },
    {
      "id": 1679,
      "name": "Tiefling - Levistus (MToF)",
      "full_text": "<h1>Levistus Tieflings</h1><p>To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is becasue a pact struck generations ago infused the essence of Asmodeus - overlord of the Nine Hells - into their bloodline. Their appearance and their nature are not their fault but the results of an ancient sin, for which they and their children's children will always be held accountable.</p><h1>Levistus Tiefling Traits</h1><p>Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.</p><p><strong>Ability Score Increase<em><br /></em></strong>Your Constitution score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age<em><br /></em></strong>Tieflings mature at the same rate as humans but live a few years longer.</p><p><strong>Alignment<em><br /></em></strong>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p><strong>Size<em><br /></em></strong>Tieflings are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed<em><br /></em></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<em><br /></em></strong>Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Hellish Resistance<em><br /></em></strong>You have resistance to fire damage.</p><p><strong>Legacy of Stygia<br /></strong>You know the <em><a title=\"Ray of Frost\" href=\"http://spell.com/Ray of Frost\">ray of frost</a></em> cantrip. When you reach 3rd level, you can cast the <em><a title=\"Armor of Agythis\" href=\"http://spell.com/Armor of Agythis\">Armor of Agythis</a></em> spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the <em><a title=\"Darkness\" href=\"http://spell.com/Darkness\">darkness</a></em> spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p><strong>Languages<em><br /></em></strong>You can speak, read, and write Common and Infernal.</p><h2>Infernal Bloodline</h2><p>Tieflings are derived from human bloodlines, and in the broadest possible sense, they look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings hvae large horns that take nay of a variety of shapes: some have curling horns like a ram, others have straight horns lika a gazelles's, and some spiral upward like an antelope's horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get nervous. Their canine teeth are sharply pointed, and their eyes are solid colors - black, red, white, silver, or gold - with no visible sclera or pupil. Thier skin tones cover the full range of human color variatin, but also include various shades of red. Their hair, cascading down from the back of their horns, is usually dark, from brown or black to dark red, blue, or purple.</p><h2>Mutual Mistrust</h2><p>People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.</p><h2>Self-Reliant and Suspicious</h2><p>Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.</p><p>Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, they learn to extend that same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.</p><h2>Tiefling Names</h2><p>Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down thriugh the generations, that reflect their feindish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.</p><p><strong>Male Infernal Names:</strong>Akmenos, Ammon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai</p><p><strong>Female Infernal Names:</strong>Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta</p><p><strong>\"Virtue\" Names:</strong>Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary</p>",
      "reference": "Usergen"
    },
    {
      "id": 1680,
      "name": "Tiefling - Mammon (MToF)",
      "full_text": "<h1>Mammon Tieflings</h1><p>To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is becasue a pact struck generations ago infused the essence of Asmodeus - overlord of the Nine Hells - into their bloodline. Their appearance and their nature are not their fault but the results of an ancient sin, for which they and their children's children will always be held accountable.</p><h1>Mammon Tiefling Traits</h1><p>The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.</p><p><strong>Ability Score Increase<em><br /></em></strong>Your Intelligence score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age<em><br /></em></strong>Tieflings mature at the same rate as humans but live a few years longer.</p><p><strong>Alignment<em><br /></em></strong>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p><strong>Size<em><br /></em></strong>Tieflings are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed<em><br /></em></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<em><br /></em></strong>Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Hellish Resistance<em><br /></em></strong>You have resistance to fire damage.</p><p><strong>Legacy of Minauros<br /></strong>You know the <em><a title=\"Mage Hand\" href=\"http://spell.com/Mage Hand\">mage hand</a></em> cantrip. When you reach 3rd level, you can cast the <em><a title=\"Tenser's Floating Disk\" href=\"http://spell.com/Tenser's Floating Disk\">Tenser's Floating Disk</a></em> spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the <em><a title=\"Arcane Lock\" href=\"http://spell.com/Arcane Lock\">arcane lock</a></em> spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p><strong>Languages<em><br /></em></strong>You can speak, read, and write Common and Infernal.</p><h2>Infernal Bloodline</h2><p>Tieflings are derived from human bloodlines, and in the broadest possible sense, they look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings hvae large horns that take nay of a variety of shapes: some have curling horns like a ram, others have straight horns lika a gazelles's, and some spiral upward like an antelope's horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get nervous. Their canine teeth are sharply pointed, and their eyes are solid colors - black, red, white, silver, or gold - with no visible sclera or pupil. Thier skin tones cover the full range of human color variatin, but also include various shades of red. Their hair, cascading down from the back of their horns, is usually dark, from brown or black to dark red, blue, or purple.</p><h2>Mutual Mistrust</h2><p>People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.</p><h2>Self-Reliant and Suspicious</h2><p>Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.</p><p>Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, they learn to extend that same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.</p><h2>Tiefling Names</h2><p>Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down thriugh the generations, that reflect their feindish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.</p><p><strong>Male Infernal Names:</strong>Akmenos, Ammon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai</p><p><strong>Female Infernal Names:</strong>Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta</p><p><strong>\"Virtue\" Names:</strong>Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary</p>",
      "reference": "Usergen"
    },
    {
      "id": 1681,
      "name": "Tiefling - Mephistopheles (MToF)",
      "full_text": "<h1>Mephistopheles Tieflings</h1><p>To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is becasue a pact struck generations ago infused the essence of Asmodeus - overlord of the Nine Hells - into their bloodline. Their appearance and their nature are not their fault but the results of an ancient sin, for which they and their children's children will always be held accountable.</p><h1>Mephistopheles Tiefling Traits</h1><p>In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.</p><p><strong>Ability Score Increase<em><br /></em></strong>Your Intelligence score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age<em><br /></em></strong>Tieflings mature at the same rate as humans but live a few years longer.</p><p><strong>Alignment<em><br /></em></strong>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p><strong>Size<em><br /></em></strong>Tieflings are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed<em><br /></em></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<em><br /></em></strong>Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Hellish Resistance<em><br /></em></strong>You have resistance to fire damage.</p><p><strong>Legacy of Cania<br /></strong>You know the <em><a title=\"Mage Hand\" href=\"http://spell.com/Mage Hand\">mage hand</a></em> cantrip. When you reach 3rd level, you can cast the <a title=\"Burning Hands\" href=\"http://spell.com/Burning Hands\">burning hands</a> spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the <em><a title=\"Flame Blade\" href=\"http://spell.com/Flame Blade\">flame blade</a></em> spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p><strong>Languages<em><br /></em></strong>You can speak, read, and write Common and Infernal.</p><h2>Infernal Bloodline</h2><p>Tieflings are derived from human bloodlines, and in the broadest possible sense, they look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings hvae large horns that take nay of a variety of shapes: some have curling horns like a ram, others have straight horns lika a gazelles's, and some spiral upward like an antelope's horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get nervous. Their canine teeth are sharply pointed, and their eyes are solid colors - black, red, white, silver, or gold - with no visible sclera or pupil. Thier skin tones cover the full range of human color variatin, but also include various shades of red. Their hair, cascading down from the back of their horns, is usually dark, from brown or black to dark red, blue, or purple.</p><h2>Mutual Mistrust</h2><p>People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.</p><h2>Self-Reliant and Suspicious</h2><p>Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.</p><p>Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, they learn to extend that same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.</p><h2>Tiefling Names</h2><p>Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down thriugh the generations, that reflect their feindish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.</p><p><strong>Male Infernal Names:</strong>Akmenos, Ammon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai</p><p><strong>Female Infernal Names:</strong>Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta</p><p><strong>\"Virtue\" Names:</strong>Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary</p>",
      "reference": "Usergen"
    },
    {
      "id": 1682,
      "name": "Tiefling - Zariel (MToF)",
      "full_text": "<h1>Zariel Tieflings</h1><p>To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is becasue a pact struck generations ago infused the essence of Asmodeus - overlord of the Nine Hells - into their bloodline. Their appearance and their nature are not their fault but the results of an ancient sin, for which they and their children's children will always be held accountable.</p><h1>Zariel Tiefling Traits</h1><p>Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.</p><p><strong>Ability Score Increase<em><br /></em></strong>Your Strength score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age<em><br /></em></strong>Tieflings mature at the same rate as humans but live a few years longer.</p><p><strong>Alignment<em><br /></em></strong>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p><strong>Size<em><br /></em></strong>Tieflings are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed<em><br /></em></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<em><br /></em></strong>Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Hellish Resistance<em><br /></em></strong>You have resistance to fire damage.</p><p><strong>Legacy of Avernus<br /></strong>You know the <em><a title=\"Thaumaturgy\" href=\"http://spell.com/Thaumaturgy\">thaumaturgy</a></em> cantrip. When you reach 3rd level, you can cast the <em><a title=\"Searing Smite\" href=\"http://spell.com/Searing Smite\">searing smite</a></em> spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the <em><a title=\"Branding Smite\" href=\"http://spell.com/Branding Smite\">branding smite</a></em> spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p><strong>Languages<em><br /></em></strong>You can speak, read, and write Common and Infernal.</p><h2>Infernal Bloodline</h2><p>Tieflings are derived from human bloodlines, and in the broadest possible sense, they look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings hvae large horns that take nay of a variety of shapes: some have curling horns like a ram, others have straight horns lika a gazelles's, and some spiral upward like an antelope's horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get nervous. Their canine teeth are sharply pointed, and their eyes are solid colors - black, red, white, silver, or gold - with no visible sclera or pupil. Thier skin tones cover the full range of human color variatin, but also include various shades of red. Their hair, cascading down from the back of their horns, is usually dark, from brown or black to dark red, blue, or purple.</p><h2>Mutual Mistrust</h2><p>People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.</p><h2>Self-Reliant and Suspicious</h2><p>Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.</p><p>Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, they learn to extend that same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.</p><h2>Tiefling Names</h2><p>Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down thriugh the generations, that reflect their feindish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.</p><p><strong>Male Infernal Names:</strong>Akmenos, Ammon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai</p><p><strong>Female Infernal Names:</strong>Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta</p><p><strong>\"Virtue\" Names:</strong>Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary</p>",
      "reference": "Usergen"
    },
    {
      "id": 1683,
      "name": "Elf - Eladrin (MToF)",
      "full_text": "<h1>Eladrin</h1><p>The Feywild exists separate from but parallel to the Material Plane. It's a realm of nature run amok, and most of its inhabitants are sylvan or fey creatures. In these respects, the Feywild has certain similarities to Arvandor. First-time visitors might be excused for not being sure which of the two planes they're on for a time after arriving. Unlike Arvandor, however, which is a plane of good, the Feywild leans toword neither good nor evil; both are equally prevalent and powerful there. For that reason, pars of the Feywild where evil holds sway are substantially more dangerous than any place in Arvandor.</p><p>All kinds of elves live in the Feywild, but one subrace &ndash; the eladrin &ndash; has adopted it as their home. Of all the elves, eladrin are closest in form and ability to the first generation of elves. Some could pass for high elves, but most are distinctly eladrin in appearance: very slender, with hair and skin color determined by the season with which they feel the closest affinity, and their eyes often glimmer with magic.</p><p>Becasue of their link to the primal elves, eladrin tend to be haughty around other elves. Theyr're proud of their heritage and equally proud of their ability to thrive in the Feywild, a land full of threats that would overwhelm adn destroy wealer creatures. Some eladrin trade haughtiness for a tender kindness toward their elf cousins, knowing that many elves have never felt the ecstacies of a life amid the fey and years spent near their ancient shrines and other glories created by yhte primal elves who first arrived in Faerie. These kinder eladrin take a special pleasure in introducing their realm to others.</p><h1>Elf Traits</h1><p>Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.</p><p><strong>Ability Score Increase<br /></strong>Your Dexterity score increases by 2.</p><p><strong>Age<br /></strong>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment<br /></strong>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.</p><p><strong>Size<br /></strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>Accustomed to twilit forests and the night s, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Keen Senses<br /></strong>You have proficiency in the <a title=\"Perception\" href=\"http://spell.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry<br /></strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Trance<br /></strong>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance.&rdquo;) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoir.</p><h1>Eldarin Traits</h1><p>Creatures of magic with strong ties to nature, eladrin live in the twilight realm of the Feywild. Their cities sometimes cross over to the Material Plane, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild.</p><p>Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin's mood:</p><p><strong>Autumn</strong> is the season of peace and goodwill, when summer's harvest is shared with all.<br /><strong>Winter</strong> is the season of contemplation and dolor, when the vibrant energy of the world slumbers.<br /><strong>Spring</strong> is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes.<br /><strong>Summer</strong> is the season of boldness and aggression. a time of unfettered energy.</p><p>Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin's current emotional state.<br />For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer.</p><p>Eladrin have the following traits in common, in addition to the traits they share with other elves. Choose your eladrin's season: autumn, winter, spring, or summer.</p><p><strong>Ability Score Increase</strong><em><strong><br /></strong></em>Your Charisma score increases by 1.<br /><br /><strong>Fey Step</strong><em><strong><br /></strong></em>As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 +your proficiency bonus+ your Charisma modifier:</p><p><strong>Autumn<br /></strong>Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.</p><p><strong>Winter<br /></strong>When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.</p><p><strong>Spring<br /></strong>When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.</p><p><strong>Summer<br /></strong>Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).</p><h2>Eladrin Personality</h2><p>The following tables offer personality suggestions for eladrin of each season. You can roll on the tables or use them as inspiration for characteristics of your own.</p><h3>Autum</h3><table><tbody><tr><td><strong>1d4</strong></td><td><strong>Autumn Personality Trait</strong></td></tr><tr><td><strong>1</strong></td><td>If someone is in need, you never withhold aid</td></tr><tr><td><strong>2</strong></td><td>You share what you have, with little regard for your own needs.</td></tr><tr><td><strong>3</strong></td><td>There are no simple meals, only lavish feasts.</td></tr><tr><td><strong>4</strong></td><td>You stock up on fine food and drink. You hate going without such comforts.</td></tr></tbody></table><table><tbody><tr><td><strong>1d4</strong></td><td><strong>Autumn Flaw</strong></td></tr><tr><td><strong>1</strong></td><td>You trust others without a second thought.</td></tr><tr><td><strong>2</strong></td><td>You give to others, to the point that you leave yourself without necessary supplies</td></tr><tr><td><strong>3</strong></td><td>Everyone is your friend, or a potential friend.</td></tr><tr><td><strong>4</strong></td><td>You spend excessively on creature comforts.</td></tr></tbody></table><h3>Winter</h3><table><tbody><tr><td><strong>1d4</strong></td><td><strong>Winter Personality Trait<br /></strong></td></tr><tr><td><strong>1</strong></td><td>The worst case is the most likely to occur.</td></tr><tr><td><strong>2</strong></td><td>You preserve what you have. Better to be hungry today and have food for tomorrow.</td></tr><tr><td><strong>3</strong></td><td>Life is full of dangers, but you are ready for them.</td></tr><tr><td><strong>4</strong></td><td>A penny spent is a penny lost forever.</td></tr></tbody></table><table><tbody><tr><td><strong>1d4</strong></td><td><strong>Winter Flaw</strong></td></tr><tr><td><strong>1</strong></td><td>Everything dies eventually. Why bother building anything that is supposedly meant to last?</td></tr><tr><td><strong>2</strong></td><td>Nothing matters to you, and you allow others to<br />guide your actions.</td></tr><tr><td><strong>3</strong></td><td>Your needs come first. In winter, all must watch out for themselves.</td></tr><tr><td><strong>4</strong></td><td>You speak only to point out the flaws in others' plans.</td></tr></tbody></table><h3>Spring</h3><table><tbody><tr><td><strong>1d4</strong></td><td><strong>Spring Personality Trait</strong></td></tr><tr><td><strong>1</strong></td><td>Every day is the greatest day of your life.</td></tr><tr><td><strong>2</strong></td><td>You approach everything with enthusiasm, even the most mundane chores</td></tr><tr><td><strong>3</strong></td><td>You love music and song. You supply a tune yourself if no one else can.</td></tr><tr><td><strong>4</strong></td><td>You can't stay still.</td></tr></tbody></table><table><tbody><tr><td><strong>1d4</strong></td><td><strong>Spring Flaw</strong></td></tr><tr><td><strong>1</strong></td><td>You overdrink.</td></tr><tr><td><strong>2</strong></td><td>Toil is for drudges. You rs should be a life of leisure.</td></tr><tr><td><strong>3</strong></td><td>A pretty face infatuates you in an instant, but your<br />fancy passes with equal speed.</td></tr><tr><td><strong>4</strong></td><td>Anything worth doing is worth doing again and again.</td></tr></tbody></table><h3>Summer</h3><table><tbody><tr><td><strong>1d4</strong></td><td><strong>Summer Personality Trait</strong></td></tr><tr><td><strong>1</strong></td><td>You believe that direct confrontation is the best way<br />to solve problems.</td></tr><tr><td><strong>2</strong></td><td>Overwhelming force can accomplish almost anything. The tougher the problem, the more force you apply</td></tr><tr><td><strong>3</strong></td><td>You stand tall and strong so that others can lean on<br />you.</td></tr><tr><td><strong>4</strong></td><td>You maintain an intimidating front. It's better to prevent fights with a show of force than to harm others</td></tr></tbody></table><table><tbody><tr><td><strong>1d4</strong></td><td><strong>Summer Flaw</strong></td></tr><tr><td><strong>1</strong></td><td>You are stubborn. Let others change</td></tr><tr><td><strong>2</strong></td><td>The best o pt ion is one that is swift, unexpected, and overwhelming.</td></tr><tr><td><strong>3</strong></td><td>Punch first. Talk later</td></tr><tr><td><strong>4</strong></td><td>Your fury can carry you through anything.</td></tr></tbody></table><h2>Random Height and Weight</h2><table><tbody><tr><td><strong>Subrace</strong></td><td><strong>Base Height</strong></td><td><strong>Base Weight</strong></td><td><strong>Height Modifier</strong></td><td><strong>Weight Modifier</strong></td></tr><tr><td>Eladrin</td><td>4' 6\"</td><td>90 lb</td><td>+2 d12</td><td>&times; (1d4) lb</td></tr></tbody></table><h2>Slender and Graceful</h2><p>With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.</p><p>Elves&rsquo; coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.</p><h2>A Timeless Perspective</h2><p>Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.</p><p>Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.</p><h2>Hidden Woodland Realms</h2><p>Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food,and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals(which they have no interest in mining).</p><p>Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.</p><h2>Exploration and Adventure</h2><p>Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.</p><h2>Haughty but Gracious</h2><p>Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations&mdash;which is most non-elves. Still, they can find good in just about anyone.</p><p><em> <strong> Dwarves. </strong></em> &amp; ldquo;Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality. &amp; rdquo;</p><p><em><strong>Halflings.</strong> </em> &ldquo;Halflings are people of simple pleasures, and that is not a quality to scorn. They&rsquo;re good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.&rdquo;</p><p><em> <strong> Humans. </strong></em> &amp; ldquo;All that haste, their ambition and drive to accomplish something before their brief lives pass away &amp; mdash;human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement. &amp; rdquo;</p><h2>Elf Names</h2><p>Elves are considered children until they declare themselves adults some time after the hundredth birthday, and before this period they are called by child names.</p><p>On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf&rsquo;s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.</p><p><strong> Child Names: </strong>Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall</p><p><strong> Male Adult Names: </strong> Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis</p><p><strong> Female Adult Names: </strong> Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia</p><p><strong> Family Names(Common Translations): </strong> Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Na&iuml;lo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)</p>",
      "reference": "Usergen"
    },
    {
      "id": 1684,
      "name": "Elf - Sea (MToF)",
      "full_text": "<h1>Sea Elves</h1><p>Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.</p><h1>Elf Traits</h1><p>Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.</p><p><strong>Ability Score Increase<br /></strong>Your Dexterity score increases by 2.</p><p><strong>Age<br /></strong>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment<br /></strong>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.</p><p><strong>Size<br /></strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>Accustomed to twilit forests and the night s, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Keen Senses<br /></strong>You have proficiency in the <a title=\"Perception\" href=\"http://spell.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry<br /></strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Trance<br /></strong>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance.&rdquo;) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoir.</p><h1>Sea Elf Traits</h1><p>Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water.</p><p>Sea elves have the following traits in common, in addition to the traits they share with other elves.</p><p><strong>Ability Score Increase</strong><em><br /></em>Your Constitution score increases by 1.</p><p><strong>Sea Elf Training</strong><em><strong><br /></strong></em>You have proficiency with the spear, trident, light crossbow, and net.</p><p><strong>Child of the Sea</strong><em><br /></em>You have a swimming speed of 30 feet, and you can breathe air and water.</p><p><strong>Friend of the Sea<br /></strong>Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.</p><p><strong>Languages</strong><em><strong><br /></strong></em>You can speak, read, and write Aquan.</p><h2>Random Height and Weight</h2><table><tbody><tr><td><strong>Subrace</strong></td><td><strong>Base Height</strong></td><td><strong>Base Weight</strong></td><td><strong>Height Modifier</strong></td><td><strong>Weight Modifier</strong></td></tr><tr><td>Sea Elf</td><td>4' 6\"</td><td>90 lb</td><td>+2 d8</td><td>&times; (1d4) lb</td></tr></tbody></table><h2>Slender and Graceful</h2><p>With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.</p><p>Elves&rsquo; coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.</p><h2>A Timeless Perspective</h2><p>Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.</p><p>Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.</p><h2>Hidden Woodland Realms</h2><p>Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food,and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals(which they have no interest in mining).</p><p>Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.</p><h2>Exploration and Adventure</h2><p>Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.</p><h2>Haughty but Gracious</h2><p>Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations&mdash;which is most non-elves. Still, they can find good in just about anyone.</p><p><em> <strong> Dwarves. </strong></em> &amp; ldquo;Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality. &amp; rdquo;</p><p><em><strong>Halflings.</strong> </em> &ldquo;Halflings are people of simple pleasures, and that is not a quality to scorn. They&rsquo;re good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.&rdquo;</p><p><em> <strong> Humans. </strong></em> &amp; ldquo;All that haste, their ambition and drive to accomplish something before their brief lives pass away &amp; mdash;human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement. &amp; rdquo;</p><h2>Elf Names</h2><p>Elves are considered children until they declare themselves adults some time after the hundredth birthday, and before this period they are called by child names.</p><p>On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf&rsquo;s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.</p><p><strong> Child Names: </strong>Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall</p><p><strong> Male Adult Names: </strong> Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis</p><p><strong> Female Adult Names: </strong> Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia</p><p><strong> Family Names(Common Translations): </strong> Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Na&iuml;lo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)</p>",
      "reference": "Usergen"
    },
    {
      "id": 1685,
      "name": "Elf - Shadar-kai (MtoF)",
      "full_text": "<h1>Shadar-Kai</h1><p>Sworn to the Raven Queen's service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin, and now they exist in a strange state between life and death. Eladrin and sha&middot; dar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it.</p><h1>Elf Traits</h1><p>Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.</p><p><strong>Ability Score Increase<br /></strong>Your Dexterity score increases by 2.</p><p><strong>Age<br /></strong>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment<br /></strong>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.</p><p><strong>Size<br /></strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>Accustomed to twilit forests and the night s, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Keen Senses<br /></strong>You have proficiency in the <a title=\"Perception\" href=\"http://spell.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry<br /></strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Trance<br /></strong>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance.&rdquo;) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoir.</p><h1>Shadar-kai Traits</h1><p>Shadar-kai have the following traits in common, in addition to the traits they share with other elves.</p><p><strong>Ability Score Increase</strong><br />Your Constitution score increases by 1.</p><p><strong>Necrotic Resistance.</strong><br />You have resistance to necrotic damage.</p><p><strong>Blessing of the Raven Queen.</strong><br />As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.</p><h2>Servants of the Queen</h2><p>The shadar-kai are bound to the Raven Queen, cursed to forever serve her in the shadofell. THey dwell in places outside the Fortress of Memories, usually too terrified of the place to enter it willingly. In their communities they reenact their old rituals and ceremonies, in a pale imnitation of the days when they dwelled in the life and light of their now-lost kingdom.</p><p>When shadar-kai are in the Shadowfell, their bodies and faces are old and withered, displaying the full effects of the terrible magic that stripped them of their former elven beauty. To hide their visages, they often wear masks made of wood or metal, but even these coverings are melancholic in appearance. When shadar-kai are sent away from the Shadowfell to do the Raven Queen's bidding, they take on youthful features similar to those of other elves, though their skin remains deathly pale.</p><h2>Immortal Servants</h2><p>The shadar-kai know that when they die, the Raven Queen captures their souls and returns them to the Shadowfell, where they are resurrected to serve her yet again. Thus, they consider death to be a temporary condition, and many shadar-kai care little for the physical they currently inhabit.</p><p>Shadar-kai know that those who come willingly to the Raven Queens tower are there to beseech her for something, and thus they try to prepare such visitors for what they will face. The queen's servants talk to any inquiring adventurer about the gravity of emotion, how sorrow weighs on the soul as it travels through the Shadowfell, and how best to persever in the Raven Queen's test.</p><h2>Follow the Ravens</h2><p>When the Raven Quen sees a soul or a piece of information she wants, she sends her ravens to alert the shadar-kai. Her minions then put their trust in these cryptic, cawing guides to lead them to to where the barriers are weakest so they can slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen wishes to collect. Sometimes they are small; a spurned lover, a lost item, a betrayal. But sometimes tragedies are much greater; a murder, a war, a diabolical bargain. To bring back a trinket for their queen, the shadar-kai use their shadow magic. If a target is living, they magically infiltrate the person's mind and excise the desired bits of emotion, or if the target is close to death, the shadar-kai capture the whole soul to bring back to the Raven Queen.</p><h2>Sediment of Memory</h2><p>Shadar-kai are very interested in the magical silt at the bottom of the River Styx that holds the memories and identities of lost souls. Any adventurers who travel to the Nine Hells to procure a vial of this powder will likely draw the attention of the shadar-kai., who will atempt to steal or barter for it. Adventurers might also bring a bit of the sediment as a gift to the Raven Queen. What she would give in return is never known ahead of time, but her boons come in many forms: the restoration of a lost soul, the rediscovery of missing memories, or a glimpse into the forgotten knowledge of the ancients.</p>",
      "reference": "Usergen"
    },
    {
      "id": 1686,
      "name": "Dwarf - Duergar (MToF)",
      "full_text": "<h1>Duergar</h1><p>Duergar see themsleves as the true manifestaion of dwarven ideals, clever enough not to be taken in by the treacherous deceptions of Moradin and his false promises. Their period of enslavement and the revolt against the mind flayers led by their god, Laduguer, purged the influence of the other dwarf gods from their souls and thus made them into the superior race.</p><p>Duergar have no appreciation for beauty, that ability having been erased from their minds by the mind flayers long ago and any though of recapturing it is obliterated by Moradin's betraya;. The duergar lead bleak, grim lives devoid of happines or satisfaction, but they see that as their defining strength - the root of duergar pride as it were - rather than a drawback to be corrected.</p><h1>Dwarf Traits</h1><p>Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.</p><p><strong>Ability Score Increase</strong><br />Your Constitution score increases by 2.</p><p><strong>Age</strong><br />Dwarves mature at the same rate as humans, but they&rsquo;re considered young until they reach the age of 50. On average, they live about 350 years.</p><p><strong>Alignment</strong><br />Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.</p><p><strong>Size</strong><br />Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.</p><p><strong>Darkvision</strong><br />Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can&rsquo;t discern color in darkness, only shades of gray.</p><p><strong>Dwarven Resilience</strong><br />You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p><strong>Dwarven Combat Training</strong><br />You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.</p><p><strong>Tool Proficiency</strong><br />You gain proficiency with the artisan&rsquo;s tools of your choice: smith&rsquo;s tools, brewer&rsquo;s supplies, or mason&rsquo;s tools.</p><p><strong>Stonecunning</strong><br />Whenever you make an Intelligence (<a title=\"History\" href=\"http://spell.com/History\">History</a>) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.</p><p><strong> Languages </strong><br /> You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.</p><h1>Duergar Traits</h1><p>At the DM's discretion, you can play a duergar character. When you choose the subrace of your dwarf, you can choose duergar, using the following rules to create your character.</p><p><strong>Ability Score Increase</strong><em><strong><br /></strong></em>Your Strength score increases by 1.</p><p><strong>Superior Darkvision<em><br /></em></strong>Your darkvision has a radius of 120 feet.</p><p><strong>Extra Language<em><br /></em></strong>You can speak, read, and write Undercommon.</p><p><strong>Duergar Resilience</strong><em><strong><br /></strong></em>You have advantage on saving throws against illusions and against being charmed or paralyzed.</p><p><strong>Duergar Magic</strong><em><strong><br /></strong></em>When you reach 3rd level, you can cast the <em><a title=\"Enlarge/Reduce\" href=\"http://spell.com/Enlarge/Reduce\">enlarge/reduce</a></em>spell on yourself once with this trait, using only the spell 's enlarge option. When you reach 5th level, you can cast the <em><a title=\"Invisibility\" href=\"http://spell.com/Invisibility\">invisibility</a> </em> spell on yourself once with this trait. You don't need material components for either spell, and you can 't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.</p><p><strong> Sunlight Sensitivity </strong> <em> <strong> <br /> </strong></em> You have disadvantage on attack rolls and on Wisdom(<a title=\"Perception\" href=\"http://spell.com/Perception\">Perception</a>) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.</p><h2>Duergar Characters</h2><p>Those duergar who become adventurers are almost invariably exiles from their society. The duergar have no patience for those who fail to conduct themselves with an appropriate amount of ambitiona and cruelty.</p><p>Any gray dwarves who leave the Underdark and take up adventuring, after having been raised among their own kind, are paranoid about possible treachery from within the party. One might insist on sleeping separately from the rest of the group, never displaying or sharing treasure, and trying to hoard treasures that can help survival, such as potions and items or spells that can allow the user to teleport to safety.</p><h2>A Dark Reflection</h2><p>Duergar society is a dark mirror of the dwarven clan. Where dwarves toil for love of industry, duergar do so out of a drive to create and own as much goods and treasure as possible. Their priests assign vocations and arrange marriages, but only to ensure that a clan continues to exist, not out of any sense of creating a legacy.</p><p>In many ways, the culture of the duergar is fundamentally hollow. For all their wars, and all the treasures they have accumulated, duergar feel no happines or satisfaction. They simply continue to exist, ever-turning cogs in an engine of destruction that is the antithesis of the dwarves' joyful cycle of creation.</p><h2>Three Rules of Conduct</h2><p>Duergar psychology, culture, and society are predicated on three principles set down by their god Laduguer. Adherence to these precepts is now enforced by Laduguers's chief lieutenant, Deep Duerra.</p><p><strong> Our Pockets Are Never Full <br /> </strong>The duergar are fueled in all their actins by two pervasive feelings: ambition that never flags and greed that can never be satisfied. Thought hey might sceme and plot at great lengths to gain treasure or prestige, success is never a casue for celebratiom. Each aquisition, once in hand, is liek a meal that quickly loses its appeal, leaving the duergar hungry for more. No matter how much wealth or power they gain, it's never enough.</p><p><strong> Our Fight is Never Done <br /> </strong>As duergar aquire treasure and prestige, they need to become even mightier to hold on to what they have. When the duergar wage war on other races, they demonstrate that the weak aren't fit to possess that which is meant for the strong. And to the duergar, no creatures are more unworthy of holding wealth than dwarves. When duergar have an opportunity to strike at dwarves, especially in their strongholds, they fight with the utmost viciousness and cunning, matching the value of the spoils to be gained with the intensity of their onslaught</p><p><strong> Our Resolve Is Never Shaken <br /> </strong>Any show of weakness is a mortal sin among the duergar, and that stricture extends to personal conduct as well as to the workings of a duergar clan. Displays of happines, contentedness, and trust are forbidden. The duergar are bound together in a rigid society, bt it is a marriage of necessity rather rhan choice. In the Underdark, they must cooperate to survive. Within their society, each individual fills a role assigned to them and must perform it to the best of their abilities</p><p>Duergar Warriors epitomize the race 's abandonment of emotion and individuality. In battle they wear heavy armor and hateful, scowling masks that hide their identities. When assembled in ranks, the duergar move forward like army ants. They are an implacable, relentless foe, marching over the corpses of their fallen comrades to press the attack.</p><h2>Duergar Names</h2><p>The naming conventions of the duergar are for the most part similar to those of their cousins, the dwarves. But, because of their years spent living within the Underdark, and their close proximity to the drow, many of the duergar's words and in turn their names now carry bits of undercommon as well.</p>",
      "reference": "Usergen"
    },
    {
      "id": 1687,
      "name": "Gith - Githyanki (MToF)",
      "full_text": "<h1>Githyanki</h1><p>Since winning their freedom from the mind flayers, the githyanki have become corrupt raiders and destroyers under the rulership of their dread lich-queen, Vlaakith. They dwell on the Astral Plane in the city of Tu'narath, a metropolis built on and in the corpse of a deity.</p><p>Vlaakith commands the loyalty of the githyanki from her personal stronghold, Susurrus, also called the Palace of Whispers, which is located deep inside the floating city. She sits on her Throne of Bones, a mighty artifact fueled by the intellects of mind flayers and elder brains that were defeated by her minons.</p><h1>Gith Traits</h1><p>Your character shares the following traits with other gith.</p><p><strong>Ability Score Increase</strong><em><strong><br /></strong></em>Your Intelligence score increases by 1.</p><p><strong>Age</strong><em><strong><br /></strong></em>Gith reach adulthood in their late teens and live for about a century.</p><p><strong>Size</strong><em><strong><br /></strong></em>Gith are taller and leaner than humans, with most a slender 6 feet in height.</p><p><strong>Speed</strong><em><strong><br /></strong></em>Your base walking speed is 30 feet.</p><p><strong>Languages</strong><em><strong><br /></strong></em>You can speak, read, and write Common and Gith.</p><h1>Githyanki Traits</h1><p>From birth, githyanki are conditioned to fight and die for their queen. Children endure a brutal upbringing that constantly preaches devotion to Vlaakith. Each of the fortified settlments where young githyanki are trained is a combination of military accademy and cult headquarters.</p><p><strong>Ability Score Increase<em><br /></em></strong>Your Strength score increases by 2.</p><p><strong>Alignment</strong><em><strong><br /></strong></em>Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful githyanki tend toward chaos.</p><p><strong>Decadent Mastery<em><br /></em></strong>You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city ofTu'narath, githyanki have bountiful time to master odd bits of knowledge.</p><p><strong>Martial Prodigy</strong><em><strong><br /></strong></em>You are proficient with light and medium armor and with shortswords, longswords, and greatswords.</p><p><strong>Githyanki Psionics</strong><br />You know the <em><a title=\"Mage Hand\" href=\"http://spell.com/Mage Hand\">mage hand</a></em> cantrip, and the hand is invisible when you cast the cantrip with this trait.<br />When you reach 3rd level, you can cast the <em><a title=\"Jump\" href=\"http://spell.com/Jump\">jump</a></em> spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the <em><a title=\"Misty Step\" href=\"http://spell.com/Misty Step\">misty step</a></em> spell once with this trait, and you regain the ability to do so when you finish a long rest.</p><p>Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.</p><h2>Gith and Their Endless War</h2><p>The story of the Gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in servitude . But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge . That disagreement quickly flared into open hostility, and the two groups distanced themselves from one another to pursue their sepa rate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths.</p><p>The githyanki were motivated by revenge and convinced that they deserved to take whatever they wanted from the worlds they trave led. Ranging out from the titanic city ofTu'narath on the Astral Plane, they send raiders out to p lunder the Mate rial Plane and other worlds, bringing t reasures and slaves back to the ir ageless realm. At the same tim e, they hunt down and kill mind flayers whenever possible, as recompense for what the illithids did to them.</p><p>The githzerai believed that the path to an enlightened civilization lay in seclusion, not conflict. Their dedication to the principles of o r der is so strong th at they can manipulate the stuff of chaos and use it to their benefit; thus, they have carved o ut a s tronghold for themselves on the plane of Limbo that is virtually impe rvious. Though the githzerai are pacifists by nature, they share the githyanki's racial hatred for mind flayers, and from time to time they send out squads to destroy<br />illithid outposts.</p><p>If the two races were ever to team up against the illithids, a combined force of gith could conceivably tip the balance in their favor. But as long as the githyanki and githzerai stay at each other's throats, their goal of ultimate victory over their original common enemy will<br />likely remain unachieved.</p><h2>Gith Tables</h2><h3>Githyanki Names, Male</h3><table><tbody><tr><td><strong>d10</strong></td><td><strong>Name</strong></td></tr><tr><td>1</td><td>Elirdain</td></tr><tr><td>2</td><td>Gaath</td></tr><tr><td>3</td><td>Ja'adoc</td></tr><tr><td>4</td><td>Kar'i'nas</td></tr><tr><td>5</td><td>Lykus</td></tr><tr><td>6</td><td>Quith</td></tr><tr><td>7</td><td>Ris'a'an</td></tr><tr><td>8</td><td>Tropos</td></tr><tr><td>9</td><td>Virian</td></tr><tr><td>10</td><td>Xamodas</td></tr></tbody></table><h3>Githyanki Names, Female</h3><table><tbody><tr><td><strong>d10</strong></td><td><strong>Name</strong></td></tr><tr><td>1</td><td>Aaryl</td></tr><tr><td>2</td><td>B'noor</td></tr><tr><td>3</td><td>Fenelzi'ir</td></tr><tr><td>4</td><td>Jen'lig</td></tr><tr><td>5</td><td>Pah'zel</td></tr><tr><td>6</td><td>Quorstyl</td></tr><tr><td>7</td><td>Sirruth</td></tr><tr><td>8</td><td>Vaira</td></tr><tr><td>9</td><td>Yessune</td></tr><tr><td>10</td><td>Zar'ryth</td></tr></tbody></table><h3>Githyanki Personality Traits</h3><table><tbody><tr><td><strong>d4</strong></td><td><strong>Trait</strong></td></tr><tr><td>1</td><td>When I'm bored I make my own excitement, and I'm<br />always bored.</td></tr><tr><td>2</td><td>I treat others as if they were animals that simply don't know any better</td></tr><tr><td>3</td><td>Violence is a spice that makes life worth living</td></tr><tr><td>4</td><td>Old age is a concept that I find fascinating. Maybe<br />someday I too will be aged.</td></tr></tbody></table><h3>Ideals</h3><table><tbody><tr><td><strong>d4</strong></td><td><strong>Trait</strong></td></tr><tr><td>1</td><td>Fidelity. Warriors are only as good as the vows they<br />keep.</td></tr><tr><td>2</td><td>Power. The weak ru le the strong.</td></tr><tr><td>3</td><td>Duty. It is by Vlaakith's will alone that I act.</td></tr><tr><td>4</td><td>Freedom. No strong soul should be enslaved. Better<br />to die first than live as another's puppet.</td></tr></tbody></table><h3>Bonds</h3><table><tbody><tr><td><strong>d4</strong></td><td><strong>Bond</strong></td></tr><tr><td>1</td><td>There is no greater duty than to serve the Revered<br />Queen.</td></tr><tr><td>2</td><td>Humanity thrives only because we conquered the <br />illithids. Therefore, what is theirs is ours</td></tr><tr><td>3</td><td>Without battle, life has no purpose</td></tr><tr><td>4</td><td>Life is but a spark in the dark. We all go dark, but<br />those who dare can burn bright.</td></tr></tbody></table><h3>Flaws</h3><table><tbody><tr><td><strong>d4</strong></td><td><strong>Flaw</strong></td></tr><tr><td>1</td><td>Hunger and thirst are unbearable pains to me</td></tr><tr><td>2</td><td>I can't see a non-githyanki as a real threat.</td></tr><tr><td>3</td><td>I follow orders, regardless of their implications</td></tr><tr><td>4</td><td>I start projects but never finish them</td></tr></tbody></table><h3>Random Height and Weight</h3><table><tbody><tr><td><strong>Base Height</strong></td><td><strong>Base Weight</strong></td><td><strong>Hieght Modifer</strong></td><td><strong>Weight Modifier</strong></td></tr><tr><td>5' 0\"</td><td>100 lb.</td><td>+2d12\"</td><td>x(2d4) lbs</td></tr></tbody></table>",
      "reference": "Usergen"
    },
    {
      "id": 1688,
      "name": "Gith - Githzerai (MToF)",
      "full_text": "<h1>Githzerai</h1><p>The githzerai were born as a race at the end of the gith's bloody, genocidal uprising against the mind flayers. A gith named Zerthimon, who had gained a significant following during the conflict, challenged Gith 's plans and her leadership. Gith was evil, the newcomers proclaimed, and she would lead the people into darkness and tyranny not unlike the one imposed by the illithids.</p><p>Thus, no sooner had the gith defeated their sworn enemies than they were plunged into a bitter civil war. In the ensuing conflict, Zerthimon was killed and his followers relocated their civilizatino to the plane of limbo.</p><p>Today, under the leadership of the Great Githzerai, Zaerith Menyar-Ag-Gith, the githzerai continue to stand fast against the mind flayers. Through forays into the Material Plane and other relams, they provide stiff oppositino to their enemies' plansfor world domination.</p><h1>Gith Traits</h1><p>Your character shares the following traits with other gith.</p><p><strong>Ability Score Increase</strong><em><strong><br /></strong></em>Your Intelligence score increases by 1.</p><p><strong>Age</strong><em><strong><br /></strong></em>Gith reach adulthood in their late teens and live for about a century.</p><p><strong>Size</strong><em><strong><br /></strong></em>Gith are taller and leaner than humans, with most a slender 6 feet in height.</p><p><strong>Speed</strong><em><strong><br /></strong></em>Your base walking speed is 30 feet.</p><p><strong>Languages</strong><em><strong><br /></strong></em>You can speak, read, and write Common and Gith.</p><h1>Githzerai Traits</h1><p>Strong - minded philosophers and austere ascetics, the githzerai pursue lives of rigid order. Their society focuses on enhancing the potential of the mind through meditation, education, and physical tests. The most accomplished among them stand as exemplars of the githzerais 's monastic principles, but even those who perform mundane duties have a significant measure of the same mental fortitude.</p><p>In their fortresses within Limbo, the githzerai hone their minds to a razor's edge.</p><p><strong>Ability Score Increase</strong><em><strong><br /></strong></em>Your Wisdom score increases by 2.</p><p><strong>Alignment<em><br /></em></strong>Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an<br />implacable mental discipline.</p><p><strong>Mental Discipline<em><br /></em></strong>You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.</p><p><strong>Githzerai Psionics<em><br /></em></strong>You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.<br />When you reach 3 rd level, you can cast the <em><a title=\"Shield\" href=\"http://spell.com/Shield\">shield</a></em> spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the <em><a title=\"Detect Thoughts\" href=\"http://spell.com/Detect Thoughts\">detect thoughts</a></em> spell once with this trait, and you regain the ability to do so when you finish a long rest.</p><p>Wisdom is your spellcasting abilityforthese spells. When you cast them with this trait, they don 't require components.</p><h2>Gith and Their Endless War</h2><p>The story of the Gith is rooted in a cruel twist of cosmic fate. Inspired by the great leaderfor whom the race is named, the gith rose up to overthrow the mind flayers that held them in servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open hostility, and the two groups distanced themselves from one another to pursue their sepa rate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths.</p><p>The githyanki were motivated by revenge and convinced that they deserved to take whatever they wanted from the worlds they trave led. Ranging out from the titanic city ofTu'narath on the Astral Plane, they send raiders out to p lunder the Mate rial Plane and other worlds, bringing t reasures and slaves back to the ir ageless realm. At the same tim e, they hunt down and kill mind flayers whenever possible, as recompense for what the illithids did to them.</p><p>The githzerai believed that the path to an enlightened civilization lay in seclusion, not conflict. Their dedication to the principles of o r der is so strong th at they can manipulate the stuff of chaos and use it to their benefit;thus, they have carved o ut a s trongholdfor themselves on the plane of Limbo that is virtually impe rvious. Though the githzerai are pacifists by nature, they share the githyanki 's racial hatred for mind flayers, and from time to time they send out squads to destroy<br />illithid outposts.</p><p>If the two races were ever to team up against the illithids, a combined force of gith could conceivably tip the balance in their favor. But as long as the githyanki and githzerai stay at each other' s throats, their goal of ultimate victory over their original common enemy will<br />likely remain unachieved.</p><h2>Gith Tables</h2><h3>Githzerai Names, Male</h3><table><tbody><tr><td><strong>d10</strong></td><td><strong>Name</strong></td></tr><tr><td>1</td><td>Dak</td></tr><tr><td>2</td><td>Duurth</td></tr><tr><td>3</td><td>Ferzth</td></tr><tr><td>4</td><td>Greth</td></tr><tr><td>5</td><td>Hurm</td></tr><tr><td>6</td><td>Kalla</td></tr><tr><td>7</td><td>Muurg</td></tr><tr><td>8</td><td>Nurm</td></tr><tr><td>9</td><td>Shrakk</td></tr><tr><td>10</td><td>Xorm</td></tr></tbody></table><h3>Githzerai Names, Female</h3><table><tbody><tr><td><strong>d10</strong></td><td><strong>Name</strong></td></tr><tr><td>1</td><td>Adaka</td></tr><tr><td>2</td><td>Adeya</td></tr><tr><td>3</td><td>Ella</td></tr><tr><td>4</td><td>Ezhelya</td></tr><tr><td>5</td><td>Immilzin</td></tr><tr><td>6</td><td>Izera</td></tr><tr><td>7</td><td>Janara</td></tr><tr><td>8</td><td>Loraya</td></tr><tr><td>9</td><td>Uweya</td></tr><tr><td>10</td><td>Vithka</td></tr></tbody></table><h3>Githzerai Personality Traits</h3><table><tbody><tr><td><strong>d4</strong></td><td><strong>Trait</strong></td></tr><tr><td>1</td><td>All energy must be expended to a useful end. Frivolity<br />is the first step to defeat.</td></tr><tr><td>2</td><td>Patience in all things. The first step in any venture is<br />the most treacherous.</td></tr><tr><td>3</td><td>Emotions are a trap, meant to weaken the intellect<br />and disturb the nerves. Pay them no heed.</td></tr><tr><td>4</td><td>Begin only those tasks you wi ll finish. Strike only that which you will kill.</td></tr></tbody></table><h3>Ideals</h3><table><tbody><tr><td><strong>d4</strong></td><td><strong>Ideal</strong></td></tr><tr><td>1</td><td>Faith. Zerthimon shallreturn, and I will be worthy to<br />walk beside him.</td></tr><tr><td>2</td><td>Courage. The mind can master anything ifit is unfet&middot;<br />tered by fear.</td></tr><tr><td>3</td><td>Duty. My people survive only because those like me<br />place their needs above our own.</td></tr><tr><td>4</td><td>Freedom. No strong soul should be enslaved. Better<br />to die first than live as another 's puppet.</td></tr></tbody></table><h3>Bonds</h3><table><tbody><tr><td><strong>d4</strong></td><td><strong>Bond</strong></td></tr><tr><td>1</td><td>Zerthimon provides an example of conduct that I<br />strive to duplicate</td></tr><tr><td>2</td><td>Menyar-Ag hand-picked me for my duties, and I will<br />never betray the trust he showed in me.</td></tr><tr><td>3</td><td>Vlaakith and her toadies will be defeated, if not by me then by those who fol low in my footsteps.</td></tr><tr><td>4</td><td>I will not rest until the last elder brain is destroyed.</td></tr></tbody></table><h3>Flaws</h3><table><tbody><tr><td><strong>d4</strong></td><td><strong>Flaw</strong></td></tr><tr><td>1</td><td>I see githyanki machinations behind every threat.</td></tr><tr><td>2</td><td>I believe in the supremacy of the gith and that githzerai and githyanki will align to rule the multiverse.</td></tr><tr><td>3</td><td>I respond to even minor threats with overwhelming<br />displays of force.</td></tr><tr><td>4</td><td>The next time I laugh will be the first. The sound of merriment takes me to the edge of violence.</td></tr></tbody></table><h3>Random Height and Weight</h3><table><tbody><tr><td><strong>Base Height</strong></td><td><strong>Base Weight</strong></td><td><strong>Height Modifier</strong></td><td><strong>Weight Modifier</strong></td></tr><tr><td>4' 11\"</td><td>90 lb.</td><td>+2 d12</td><td>x (1d4) lb.</td></tr></tbody></table>",
      "reference": "Usergen"
    },
    {
      "id": 1706,
      "name": "Halfling - Lightfoot (PHb)",
      "full_text": "<h1>Lightfoot Halflings</h1><p>The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.</p><h1>Halfling Traits</h1><p>Your halfling character has a number of traits in common with all other halflings.</p><p><strong>Ability Score Increase<em><br /></em></strong>Your Dexterity score increases by 2.</p><p><strong>Age<em><br /></em></strong>A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.</p><p><strong>Alignment<em><br /></em></strong>Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.</p><p><strong>Size<em><br /></em></strong>Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.</p><p><strong>Speed<em><br /></em></strong>Your base walking speed is 25 feet.</p><p><strong>Lucky<em><br /></em></strong>When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.</p><p><strong>Brave<em><br /></em></strong>You have advantage on saving throws against being frightened.</p><p><strong>Halfling Nimbleness<em><br /></em></strong>You can move through the space of any creature that is of a size larger than yours.</p><p><strong>Languages<em><br /></em></strong>You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.</p><h1>Lightfoot Halfling Traits</h1><p>As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You're inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot halflings have spread the farthest and thus are the most common variety.</p><p>Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. In the world of Greyhawk, these halflings are called hairfeet or tallfellows.</p><p><strong>Ability</strong><strong>Score Increase<em><br /></em></strong>Your Charisma score increases by 1.</p><p><strong>Naturally Stealthy<em><br /></em></strong>You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.</p><h2>Small and Practical</h2><p>The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.</p><p>Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.</p><p>Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.</p><h2>Kind and Curious</h2><p>Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.</p><p>Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.</p><h2>Blend into the Crowd</h2><p>Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.</p><p>Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.</p><h2>Pastoral Pleasantries</h2><p>Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.</p><p>Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.</p><h2>Affable and Positive</h2><p>Halflings try to get along with everyone else and are loath to make sweeping generalizations&mdash;especially negative ones.</p><p><em><strong>Dwarves.</strong></em>&ldquo;Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?&rdquo;</p><p><em><strong>Elves.</strong></em>&ldquo;They're so beautiful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces&mdash;surely more than they ever let on.&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers&mdash;you have to admire their conviction. And by protecting their own lands, they protect us as well.&rdquo;</p><h2>Exploring Opportunities</h2><p>Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity.</p><h2>Halfling Names</h2><p>A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.</p><p><strong>Male Names:</strong>Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby</p><p><strong>Female Names:</strong>Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna</p><p><strong>Family Names:</strong>Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough</p>",
      "reference": "Usergen"
    },
    {
      "id": 1704,
      "name": "Gnome - Rock (PHb)",
      "full_text": "<h1>Rock Gnomes</h1><p>A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.</p><h1>Gnome Traits</h1><p>Your gnome character has certain characteristics in common with all other gnomes.</p><p><strong>Ability Score Increase</strong><br />Your Intelligence score increases by 2.</p><p><strong>Age</strong><br />Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.</p><p><strong>Alignment</strong><br />Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.</p><p><strong>Size</strong><br />Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.</p><p><strong>Speed</strong><br />Your base walking speed is 25 feet.</p><p><strong>Darkvision</strong><br />Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Gnome Cunning</strong><br />You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.</p><h1>Rock Gnome Traits</h1><p>As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&amp;D are rock gnomes, including the tinker gnomes of the Dragonlance setting.</p><p><strong>Ability Score Increase<br /></strong>Your Constitution score increases by 1.</p><p><strong>Artificer's Lore</strong><br />Whenever you make an Intelligence (<a title=\"History\" href=\"http://spell.com/History\">History</a>) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.</p><p><strong>Tinker<br /></strong>You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.</p><p>When you create a device, choose one of the following options:</p><p><strong><em>Clockwork Toy. </em></strong>This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.</p><p><strong><em>Fire Starter. </em></strong>The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.</p><p><strong><em>Music Box. </em></strong>When opened, this music box plays a single song at a moderate volume.<br />The box stops playing when it reaches the song's end or when it is closed.</p><h2>Vibrant Expression</h2><p>A gnome's energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around.</p><p>A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.</p><h2>Delighted Dedication</h2><p>As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can't get in enough of the things they want to do and see.</p><p>Gnomes speak as if they can't get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.</p><p>Though gnomes love jokes of all kinds, particularly puns and pranks, they're just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkers, and inventors. They're willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.</p><h2>Bright Burrows</h2><p>Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.</p><p>Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkers. Some human families retain gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life.</p><h2><strong>Always Appreciative<br /></strong></h2><p>It's rare for a gnome to be hostile or malicious unless he or she has suffered a grievous injury. Gnomes know that most races don't share their sense of humor, but they enjoy anyone's company just as they enjoy everything else they set out to do.</p><h2>Seeing the World</h2><p>Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as a quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions.</p><h2>Gnome Names</h2><p>Gnomes love names, and most have half a dozen or so. A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are &ldquo;stuffy&rdquo; about names, a gnome learns to use no more than three names: a personal name, a clan name, and a nickname, choosing the one in each category that's the most fun to say.</p><p><strong>Male Names:</strong>Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Orryn, Roondar, Seebo, Sindri, Warryn, Wrenn, Zook</p><p><strong>Female Names:</strong>Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna</p><p><strong>Clan Names:</strong>Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen</p><p><strong>Nicknames:</strong>Aleslosh, Ashhearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck</p>",
      "reference": "Usergen"
    },
    {
      "id": 2015,
      "name": "Elf - High (PHb)",
      "full_text": "<h1>High Elves</h1><p>Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.</p><h1>Elf Traits</h1><p>Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.</p><p><strong>Ability Score Increase<br /></strong>Your Dexterity score increases by 2.</p><p><strong>Age<br /></strong>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.</p><p><strong>Alignment<br /></strong>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.</p><p><strong>Size<br /></strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>Accustomed to twilit forests and the night s, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can't discern color in darkness, only shades of gray.</p><p><strong>Keen Senses<br /></strong>You have proficiency in the <a title=\"Perception\" href=\"http://spell.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry<br /></strong>You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p><strong>Trance<br /></strong>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance.&rdquo;) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoir.</p><h1>High Elf Traits</h1><p>As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&amp;D, there are two kinds of high elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk. The Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans and other races.</p><p>The sun elves of Faerun (also called gold elves or sunrise elves) have bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black. Moon elves (also called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold.</p><p><strong>Ability Score Increase</strong><br />Your Intelligence score increases by 1.</p><p><strong>Elf Weapon Training</strong><br />You have proficiency with the longsword, shortsword, shortbow, and longbow.</p><p><strong>Cantrip</strong><br />You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.</p><p><strong>Extra Language</strong><br />You can speak, read, and write one extra language of your choice.</p><h2>Slender and Graceful</h2><p>With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.</p><p>Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.</p><h2>A Timeless Perspective</h2><p>Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.</p><p>Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.</p><h2>Hidden Woodland Realms</h2><p>Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).</p><p>Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.</p><h2>Exploration and Adventure</h2><p>Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.</p><h2>Haughty but Gracious</h2><p>Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations&mdash;which is most non-elves. Still, they can find good in just about anyone.</p><p><em><strong>Dwarves.</strong></em>&ldquo;Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.&rdquo;</p><p><em><strong>Halflings.</strong></em>&ldquo;Halflings are people of simple pleasures, and that is not a quality to scorn. They're good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.&rdquo;</p><p><em><strong>Humans.</strong></em>&ldquo;All that haste, their ambition and drive to accomplish something before their brief lives pass away&mdash;human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.&rdquo;</p><h2>Elf Names</h2><p>Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.</p><p>On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.</p><p><strong>Child Names:</strong>Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall</p><p><strong>Male Adult Names:</strong>Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis</p><p><strong>Female Adult Names:</strong>Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia</p><p><strong>Family Names (Common Translations):</strong>Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Na&iuml;lo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)</p>",
      "reference": "Usergen"
    }
  ],
  [],
  [],
  [],
  [],
  []
]