[ [], [], [], [], [], [ { "id": 1784, "name": "Minotaur (UA CaM)", "full_text": "

Minotaurs

In the world of Krynn, the setting of the Dragonlance saga, minotaurs live in an honor‐based society where strength determines power in both the gladiatorial arenas and in daily life. At home on both land and sea, the minotaurs of Krynn are ferocious sea raiders who rank as the ablest and most dangerous sailors in the world.

Minotaur Traits

The following traits are shared by player characters who are minotaurs.

Ability Score Increase
Your Strength score increases by 2, and your Constitution score increases by 1.

Alignment
Most minotaurs lean toward lawful alignments.

Size
Minotaurs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.

Speed
Your base walking speed is 30 feet.

Horns
Your horns are natural melee weapons, with which you’re proficient. When you hit with them, the target takes piercing damage equal to 1d6 + your Strength modifier.

Goring Rush
Immediately after you use the Dash action on your turn and move at least as far as your speed, you can make one melee attack with your horns as a bonus action.

Hammering Horns
Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can attempt to shove that creature with your horns using your reaction. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 5 feet away from you. 

Menacing
You have proficiency in the Intimidation skill.

Hybrid Nature
You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

Languages
You can speak, read, and write Common and Minotaur.

Minotaur Bonds

When creating a minotaur character rooted in Krynn (or in any campaign that draws on the backstory presented here), you can use the following table of bonds to help flesh out your character. Use this table in addition to or in place of your background’s bond or a bond of your creation.

d6Bond
1My opponent in the Circus for my trial of adulthood was chosen years ago. Though we sparred only once, I fell deeply in love. Rather than fight my beloved to the death, I fled from home and have been branded a coward.
2I’m the last of my clan. If I die without achieving great deeds, the hero who is my clan’s patron will be forgotten.
3I was part of a raiding party that was defeated and enslaved. I’ve escaped and sworn revenge.
4I never shared my people’s love of violence. I’m part of a conspiracy to topple the emperor’s violent regime.
5I claim that I am an exile from my people, but in truth I have been sent to serve as a spy. I’m expected to leave secret messages telling my folk of villages and towns that are ripe targets for conquest.
6I’m the last survivor of a ship wrecked in a storm. Occasionally, the spirits of my shipmates appear in my dreams and ask me to complete tasks they left unfinished in life.

Arrogant Conquerors

Minotaurs embrace the notion that the weak should perish and that the strong must rule—and that they themselves are the strongest and most powerful race on Krynn. They believe their destiny is to rule the world, and that their dominion will be one of conquest and military might. To that end, all minotaurs are trained in weapons, armor, and tactics from a young age. The minotaurs’ arrogance stems from a combination of strength, cunning, and intellect—three virtues they hold dear, and which they deem the foundation of their greatness. They believe that this combination of traits is what sets them apart from their rivals.

Trial by Combat

Minotaur society is built on the principle that might makes right, and that considerations of justice are unnecessary. The minotaurs are led by an emperor served by a council of eight minotaurs called the Supreme Circle. All posts within the government, including the emperor’s, are won by the strongest and cleverest minotaurs, as proved by combat in the Circus. The Circus is the only means by which a minotaur can rise in society. It is a grand, annual display of single combat in which minotaurs battle each other for supremacy. Minotaur youths must prove themselves in the Circus to earn their passage to adulthood. Participation in the Circus is yet another reason why minotaurs look down on other folk. To the minotaurs, death and glory in battle are a natural process. Combat is the key to ensuring that the strong survive, and that the weak are set aside before they can undermine their superiors’ grand schemes of conquest.

Honor above All

For all their cruelty, minotaurs are bound by a powerful sense of honor. Each victory brings greater honor to both individual minotaurs and their families. Defeat invokes a stain that only death can fully wash away. Honor demands that minotaurs keep their word once it is offered, and each minotaur remains faithful to friends and clan above all else. Minotaurs rarely befriend folk of other races, as they all too often encounter them only in battle. If a minotaur does strike up a friendship, it is typically with other creatures that display the minotaurs’ virtues and love of battle. To such friends, a minotaur becomes an ally whose support will never waver.

Sea Reavers

In the world of Krynn, the minotaurs rule a chain of islands dominated by the isles of Mithas and Kothas. Bound by the sea on all sides, the minotaurs focused their tenacity, strength, and cunning to become some of the most skilled and ferocious mariners in the world. They range across the water in their ships, raiding and pillaging as they wish. Minotaurs sometimes engage in trade, but they much prefer to take what they want by force. After all, as the strongest of all folk, they deserve the treasures and goods that lesser creatures have gathered.

Minotaur Names

Minotaur clan names originate with a great hero whose descendants take on that name as their own, doing their best to live up to the ideals of their ancestor. On Krynn, clan names are always preceded by the prefix “es‐” for minotaurs from lands controlled by the island of Mithas, or “de‐” for minotaurs from areas under the sway of Kothas.

Male Names: Beliminorgath, Cinmac, Dastrun, Edder, Galdar, Ganthirogani, Hecariverani, Kyris, Tosher, Zurgas
Female Names: Ayasha, Calina, Fliara, Helati, Keeli, Kyri, Mogara, Sekra, Tariki, Telia
Clan Names: Athak, Bregan, Entragath, Kaziganthi, Lagrangli, Mascun, Orilg, Sumarr, Teskos, Zhakan

Minotaurs in Your Campaign

We chose the minotaurs of Krynn as the model for our depiction of this race for a very specific reason. Tying them to the sea and a distinct culture helps give minotaurs more flavor than serving as just another big, brutish monster race. After all, we already have half‐orcs in the Player’s Handbook and the goliath in our Elemental Evil Player’s Companion. As an added bonus, these minotaurs are Medium (as opposed to Large for the monstrous version) and are thus much easier to balance against the Player’s Handbook races. Casting minotaurs as conquest‐minded, honorable pirates gives them a distinct flavor while providing many roleplaying hooks for players. When adding a new race to your own campaign, it’s always a good idea to think about its culture, its relationship to other folk, and how the two can combine to give it a unique place in your world. Creating a table of bonds such as the one provided for minotaurs can be a good place to start. Casting minotaurs as mariners has some interesting implications for a setting. The Labyrinthine Recall ability makes minotaurs perfect sailors, as they can travel the eas with little fear of becoming lost or losing their way. A minotaur navigator is an unmatched master of the sea. When adapting races to your campaign, look for similar hooks that might be buried in special abilities or elements of a creature’s story that you might otherwise overlook. Remember that the story we provide is only a starting point. Modifying this minotaur to move it away from its roots in Krynn is as easy as swapping the proficiencies provided by Sea Reaver for some other option that better reflects your setting. As a guideline, consider swapping the tool proficiencies for proficiency in any one skill, for proficiency with thieves’ tools, or for proficiency with two tools other than thieves’ tools.

", "reference": "Usergen" }, { "id": 1803, "name": "Centaur (UA CaM)", "full_text": "

Centaurs

Roamers at heart, centaurs love open spaces and the freedom to travel. As much as they can, centaurs run. They race the wind, hooves thundering and tails streaming behind them.

Centaur Traits

Part horse and part humanoid, the centaur walks the line between beast and man. They share these racial traits.

Ability Score Increase
Your Strength score increases by 2, and your Wisdom score increases by 1.

Age
Centaurs mature and age at about the same rate as humans, becoming adults in their late teens and having a lifespan of less than a century.

Alignment
Centaurs are inclined toward neutrality.

Size
Your size is Medium, yet you tower over most other humanoids.

Speed
Your base walking speed is 40 feet.

Charge
If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon’s damage dice twice and add them together. Once you use this ability, you can’t use it again until you finish a short or long rest.

Hooves
Your hooves are natural melee weapons, with which you’re proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d6 + your Strength modifier.

Equine Build
You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.

Survivor
You have proficiency in the Survival skill.

Hybrid Nature
You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

Languages
You can speak, read, and write Common and Sylvan.

Nature's Cavalry

Centaurs have humanoid upper bodies, displaying all the human variety of skin tones and features. In size, they are comparable to a human rider mounted on a horse, and they fill similar roles — as cavalry, messengers, outriders, and scouts.

Centaurs’ ears are slightly pointed, but their faces are more wide and square than those of elves. Below the waist, they have the bodies of horses, with coats tending toward brown shades (chestnut or bay) and darker tails.

Nature and Community

Centaurs have a strong sense of the interconnectedness of the natural world, and they celebrate family and community as microcosms of that greater connection.

The birth of a foal is always cause for festivities. At the same time, centaurs revere the traditions of the past, preserving old ways and keeping alive the legends of ancestral heroes. They feel a close kinship with wild animals, perhaps because of their own hybrid nature, and delight in the feeling of running alongside herds and packs of beasts.

Centaur Names

Centaurs’ given names are passed down through family lines. The name given to a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the memory — and, the centaurs believe, some shard of the spirit — of the departed.

Centaurs rarely use family names, but wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals, printed mottos, braids and beads worn in the hair and tail, or even specific patterns of woven fabric.

", "reference": "Usergen" }, { "id": 2052, "name": "Loxodon (UA RoR)", "full_text": "

Loxodons

Humanoid elephants, loxodons are often oases of calm in the busy streets of Ravnica. They hum or chant in their sonorous tones and move slowly or sit in perfect stillness. Provoked to action, loxodons are holy terrors — bellowing with rage, trumpeting and flapping their ears. Their still wisdom and their furious strength — as well as their fierce loyalty and unwavering conviction — are tremendous assets to their guilds.

Loxodon Traits

The following traits are shared by player characters who are Loxodons.

Ability Score Increase
Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age
Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.

Alignment
Most loxodons are lawful, believing in the value of a peaceful, ordered life. They also tend toward good.

Size
Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.

Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Speed
Your base walking speed is 30 feet.

Loxodon Bravery
You have advantage on saving throws against being frightened.

Natural Armor
You have thick, leathery skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Mason's Proficiency
You gain proficiency with mason’s tools. 

Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your normal proficiency bonus to the check, instead of your normal proficiency bonus.

Keen Smell
Thanks to your sensitive trunk, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on smell.

Languages
You can speak, read, and write Common.

Lumbering Giants

Loxodons tower above most other humanoids, standing over seven feet tall. They have the heads — trunks, tusks, ears, and faces — of elephants, and hulking humanoid bodies covered by thick, leathery skin. Their hands have four thick digits, and their feet are the flat, oval-shaped feet of elephants.

Like that of an elephant, a loxodon’s trunk is a useful appendage that supplements the hands. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects, and the two finger-like protrusions at the tip are capable of delicate manipulation. The trunk can be used to carry both food and liquid to the mouth and can even act as a snorkel.

Gifted Stoneworkers

Loxodons are tireless, patient artisans, with an unrivaled intuition about their craft. While they make nurturing spiritual leaders, their gift at stonework is so natural that they are often at a loss when it comes to imparting their knowledge to others. Among the Selesnya, it primarily falls to them to build the guild’s magnificent cathedral-like arboretum structures.

Relentlessly Loyal

Loxodons believe in the value of community and life, and thus are most often found in the Selesnya Conclave. Some who stress the benefits of order have been known to join the Orzhov Syndicate or the Azorius Senate.

Loxodons believe that the members of a group have a responsibility to look out for each other. Once they have joined a guild or bonded with other individuals in any capacity, they devote themselves to maintaining that bond. They coordinate their efforts and are often willing to sacrifice themselves for the sake of the group. They expect the same loyalty and commitment from the other members of their communities and can be severe in their disappointment when their trust is betrayed.

The primary difference among loxodons who join different guilds is their sense of the size of the communities they belong to. For loxodons in the Selesnya Conclave, the community is the world and all living beings in it, all valuable, all meant to live in harmony, and all interdependent. For Azorius loxodons, community primarily means the society of sentient races, who need law and order in order to function together. For those in the Orzhov Syndicate, community means the syndicate, with its interests taking priority over those of any other group.

Loxodon Names

A loxodon’s name includes overtones of sound, produced in a loxodon’s resonant nasal chambers, that indicate status, family connection, and community role. Since most members of other races can’t hear or distinguish these tones, let alone produce them, loxodons often translate them into titles, such as Hierarch, Revered, Grandmother, Healer, or Saint.

Male Names: Bayul, Berov, Brooj, Chedumov, Dobrun, Droozh, Golomov, Heruj, Ilromov, Kel, Nikoom, Ondros, Radomov, Svetel, Tamuj, Throom, Vasool

Female Names: Ajj, Boja, Dancu, Dooja, Elyuja, Fanoor, Irij, Jasoo, Katrun, Lyooda, Mayja, Radu, Shuja, Soofya, Totoor, Verij, Vesmova, Yoolna, Zarij, Zoorja

", "reference": "Usergen" }, { "id": 2053, "name": "Simic Hybrid (UA RoR)", "full_text": "

Simic Hybrids

The Simic Combine uses magic to fuse different life forms together. In recent years, they have extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the so-called Guardian Project is to build a Simic army of superior soldiers, perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes call themselves guardians.

Simic Hybrid Traits

The following traits are shared by player characters who are Simic Hybrids.

Ability Score Increase
Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

Age
Hybrids begin their lives as adult humans, elves, or vedalken. They exhibit signs of slightly accelerated aging, so their maximum lifespans are probably reduced somewhat, but the Guardian Project has not been operating long enough to observe the full effect of this phenomenon.

Alignment
Most hybrids share the generally neutral outlook of the Simic Combine as a whole. They are more interested in scientific research and the standing of their guild than in moral or ethical questions. However, those who leave the Combine often do so because their philosophical outlook and alignment are more in line with a different guild’s.

Size
Your size is Medium, within the normal range of your humanoid base race.

Speed
Your base walking speed is 30 feet.

Darkvision
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.

Animal Enhancement
Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.

At 1st level, choose one of the following options:

At 5th level, choose one of the following options, or choose one of the options you didn’t take at 1st level:

Languages
You can speak, read, and write Common and Elvish.

Extensive Adaptation

Simic hybrids share many of the characteristics of their original race, including their basic physical form. Human hybrids are the most versatile, filling a variety of roles. Agile elf hybrids retain the ability to see in darkness, making them ideal as spies, scouts, and infiltrators. And vedalken hybrids possess the same calculating intellect as other vedalken, making them superior tacticians, strategists, and spellcasters.

Hybrids’ biological enhancements can change their appearance drastically. All hybrids possess some physical characteristics of animals, mostly aquatic and reptilian creatures. These include crab claws, squid tentacles, wings that look like mays or fins, translucent or camouflaged skin, or sharklike maws filled with sharp teeth.

Hybrids are the product of Simic magic. It’s not impossible for a hybrid to leave the Simic Combine and join another guild, but the Simic would consider the hybrid a deserter and the new guild might never fully welcome a hybrid who could easily be a Simic spy.

Hybrid Names

A hybrid usually bears the name given by their human, elf, or vedalken parents. But some hybrids assume a new name after their transformation, a name chosen by themselves or by those who transformed them.

", "reference": "Usergen" }, { "id": 2055, "name": "Viashino (UA RoR)", "full_text": "

Viashino

Many reptiles derive their body warmth and energy from the sun, but the humanoid viashino are fueled by an inner fire of zeal. Open with their emotions, viashino can be hot-tempered, but they are also quick to their hissing laughter. And they easily form close bonds of friendship. They are fierce warriors and passionate advocates for their guilds and causes.

Viasino Traits

Your viashino character has the following traits.

Ability Score Increase
Your Dexterity score increases by 2, and your Strength score increases by 1.

Speed
Your base walking speed is 30 feet.Ability Score Increase

Age
Viashino mature quickly, reaching adulthood in their early teens. They live violent lives and rarely die of old age, but they would rarely live past 60 anyway.

Alignment
Viashino strongly tend toward chaotic alignments. They have no particular inclination toward good or evil.

Size
Viashino are about as tall as humans, but they have lithe, wiry frames. Your size is Medium.

Bite
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 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Lashing Tail
Your semi-prehensile tail is tipped with a bony blade. Immediately after a creature within 5 feet of you deals damage to you with a melee attack, you can use your reaction to make an unarmed strike against that creature with your tail. If you hit, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Wiry Frame
You gain proficiency in the Acrobatics or the Stealth skill (your choice).

Languages
You can speak, read, and write Common and Draconic.

Scaled Skin and Tail Blades

Viashino resemble humanoid lizards covered in green, scaled skin and spiky protrusions. Their heads jut forward from their slender necks and bear huge mouths full of sharp teeth. Long, whiplike tails extend from their spines, lashing behind them — faster and faster as they grow more agitated. Their tails are tipped with bony blades they can use as weapons.

Fervent and Fiery

Viashino are fiercely emotional and often violent, and their wizards and sorcerers favor fire spells that reflect their inner fire. They are most common among the Gruul Clans, especially the Slizt clan. Occasionally they put their zealous fire to use in the service of higher ideals, joining the Boros Legion. Other viashino instead pursue careers in the Izzet League, where they find a special role wielding Izzet-designed flamespewing scorchbringers. Like fire itself, viashino are quick to leap from one situation to another, and they are frequently destructive in the process. They enjoy brawling and often cause more injury than intended, thanks to their teeth and bladed tails. They’re also easily distracted, jumping from one idea to another in an instant. Likewise, they’re easily bored, and if nothing captures their attention, they’ll do something interesting.

Viashino Names

Viashino accept, collect, and discard names freely, choosing names that fit their current sense of self or whim. Sometimes they’ll string two or more names together, because they like the sound or because all the names feel meaningful and relevant at the time. As a result, members of other races often have a hard time keeping track of a viashino’s name.

Viashino Names: Aun, Bay, Bassisk, Cresh, Din, Essek, Fiksh, Gyan, Hsiska, Illati, Izka, Kyri, Liszik, Maush, Nyoser, Ossanash, Shekess, Skellek, Szil, Tenk, Tzia, Villi, Wyoryn, Yom, Ztash

", "reference": "Usergen" } ], [], [], [], [] ]