[[],[],[],[],[],[{"id":174,"name":"Dwarf (Hill\/Gold)","full_text":"
Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.<\/p>
Ability Score Increase. <\/em><\/strong>Your Constitution score increases by 2.<\/p> Age. <\/em><\/strong>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> Alignment. <\/em><\/strong>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> Size. <\/em><\/strong>Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.<\/p> Speed. <\/em><\/strong>Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.<\/p> Darkvision. <\/em><\/strong>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> Dwarven Resilience. <\/em><\/strong>You have advantage on saving throws against poison, and you have resistance against poison damage.<\/p> Dwarven Combat Training. <\/em><\/strong>You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.<\/p> Tool Proficiency. <\/em><\/strong>You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.<\/p> Stonecunning. <\/em><\/strong>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 proficiency bonus to the check, instead of your normal proficiency bonus.<\/p> Languages. <\/em><\/strong>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> Ability Score Increase. <\/em><\/strong>Your Wisdom score increases by 1.<\/p> Dwarven Toughness. <\/em><\/strong>Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.<\/p> Hill Dwarf<\/strong><\/p> As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Faerun in their mighty southern kingdom are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting.<\/p> Gold Dwarf (SCAG)<\/strong><\/p> Gold dwarves are common in the lands to the south and east. They are formidable warriors, proud of their long traditions, with strong ties to clan. They are gruff and haughty and have a love of fin e craftsmanship and an eagerness to trade.<\/p> Significant settlements of gold dwarves exist in the Great Rift, the area surrounding the Dragon Coast, as well as in the Old Empires of eastern Faerun. Smaller communities are found in the Smoking Mountains, in the Giant's Run Mountains, and the Western Heartlands.<\/p> Because they have not endured the same cycle of invasion and displacement, gold dwarves tend to be more optimistic than their shield dwarf cousins, but they're s till 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> Gold dwarves have the racial traits of hill dwarves in the Player's <\/em>H<\/em>a<\/em>ndbook. <\/em>They are stocky and muscular, averaging about 4 feet tall, with brown s kin, 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> Gold dwarves are best known for crafting beautiful objects. According to them, a ll 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 everything; 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.<\/p> 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 aspect of a gold dwarf's life, from one's place in society, to prospects for marriage, to what careers are acceptable. 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>","reference":"Usergen"},{"id":175,"name":"Dwarf (Mountain\/Shield)","full_text":" Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.<\/p> Ability Score Increase. <\/em><\/strong>Your Constitution score increases by 2.<\/p> Age. <\/em><\/strong>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> Alignment. <\/em><\/strong>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> Size. <\/em><\/strong>Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.<\/p> Speed. <\/em><\/strong>Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.<\/p> Darkvision. <\/em><\/strong>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> Dwarven Resilience. <\/em><\/strong>You have advantage on saving throws against poison, and you have resistance against poison damage.<\/p> Dwarven Combat Training. <\/em><\/strong>You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.<\/p> Tool Proficiency. <\/em><\/strong>You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.<\/p> Stonecunning. <\/em><\/strong>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 proficiency bonus to the check, instead of your normal proficiency bonus.<\/p> Languages. <\/em><\/strong>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> Ability Score Increase. <\/em><\/strong>Your Strength score increases by 2.<\/p> Dwarven Armor Training. <\/em><\/strong>You have proficiency with light and medium armor.<\/p> Mountain Dwarf<\/strong><\/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 Faerun, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves.<\/p> Shield Dwarf (SCAG)<\/strong><\/p> The ancestral home of the shield dwarves is in northern Faerun, where ancient dwarfholds exist in the North, Damara, lmpiltur, 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 the centuries in a cycle of invasion by enemies, followed by reconquest by the dwarves.<\/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 grievances against their ancient enemies. The more conservative among them want to maintain the traditions and remaining holdings of their people, isolated from the influence of outsiders and safe from invaders behind thick walls 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 dwarfholds.<\/p> Shield dwarves have the racial traits of mountain dwarves in the Player's Handbook. Their skin is usually fair, eyes green, hazel, or silver-blue, and they have brown, blond, or red hair. Full beards and mustaches are commonly seen on male shield dwarves. Shield dwarves are renowned artisans, particularly in metal and stone. They tend to focus more on sturdiness in their craft than on the artistic flourishes and gilding favored by their gold dwarf cousins. Shield dwarf crafters build to last, and each one's signature mark placed upon an enduring masterpiece serves as a way of gaining immortality.<\/p>","reference":"Usergen"},{"id":176,"name":"Dwarf (Grey\/Duergar)","full_text":" Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.<\/p> Ability Score Increase. <\/em><\/strong>Your Constitution score increases by 2.<\/p> Age. <\/em><\/strong>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> Alignment. <\/em><\/strong>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> Size. <\/em><\/strong>Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.<\/p> Speed. <\/em><\/strong>Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.<\/p> Darkvision. <\/em><\/strong>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> Dwarven Resilience. <\/em><\/strong>You have advantage on saving throws against poison, and you have resistance against poison damage.<\/p> Dwarven Combat Training. <\/em><\/strong>You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.<\/p> Tool Proficiency. <\/em><\/strong>You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.<\/p> Stonecunning. <\/em><\/strong>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 proficiency bonus to the check, instead of your normal proficiency bonus.<\/p> Languages. <\/em><\/strong>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> Ability <\/em><\/strong>Score Increase.<\/em><\/strong> Your Strength score increases by 1.<\/p> Superior Darkvision.<\/em><\/strong> Your darkvision has a radius of 120 feet.<\/p> Extra Language.<\/em><\/strong> You can speak, read, and write Undercommon.<\/p> Duergar Resilience.<\/em><\/strong> You have advantage on saving throws against illusions and against being charmed or paralyzed.<\/p> Duergar Magic.<\/em><\/strong> When you reach 3rd level, you can cast the e<\/em>nlar<\/em>ge<\/em>\/<\/em>r<\/em>e<\/em>du<\/em>ce <\/em>spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the invisibility <\/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> Sunlight Sensitivity.<\/em><\/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> Gray\/Duergar Dwarf (SCAG)<\/strong><\/p> The gray dwarves, or duergar, live deep in the Underdark. After delving deeper than any other dwarves, they were enslaved by mind flayers for eons. Although they eventually won their freedom, these grim, ashen- skinned dwarves now take slaves of their own and are as tyrannical as their former masters.<\/p> Physically similar to other dwarves in some ways, duergar are wiry and lean, with black eyes and bald heads, with the males growing long, unkempt, gray beards.<\/p> Duergar value toil above all else. Showing emotions other than grim determination or wrath is frowned on in their culture, but they can sometimes seem joyful when at work. They have the typical dwarven appreciation for order, tradition, and impeccable craftsmanship, but their goods are purely utilitarian, disdaining aesthetic or artistic value.<\/p> Few duergar become adventurers, fewer still on the surface world, because they are a hidebound and suspicious race. Those who leave their subterranean cities are usually exiles. Check with your Dungeon Master to see if you can play a gray dwarf character.<\/p>","reference":"Usergen"},{"id":177,"name":"Elf (High\/Moon\/Sun)","full_text":" Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.<\/p> Ability Score Increase. <\/em><\/strong>Your Dexterity score increases by 2.<\/p> Age. <\/em><\/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> Alignment. <\/em><\/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> Size. <\/em><\/strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.<\/p> Speed. <\/em><\/strong>Your base walking speed is 30 feet.<\/p> Darkvision. <\/em><\/strong>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can’t discern color in darkness, only shades of gray.<\/p> Keen Senses. <\/em><\/strong>You have proficiency in the Perception skill.<\/p> Fey Ancestry. <\/em><\/strong>You have advantage on saving throws against being charmed, and magic can’t put you to sleep.<\/p> Trance. <\/em><\/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 “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.<\/p> Languages. <\/em><\/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 repertoires.<\/p> Ability Score Increase. <\/em><\/strong>Your Intelligence score increases by 1.<\/p> Elf Weapon Training. <\/em><\/strong>You have proficiency with the longsword, shortsword, shortbow, and longbow.<\/p> Cantrip. <\/em><\/strong>You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.<\/p> Extra Language. <\/em><\/strong>You can speak, read, and write one extra language of your choice.<\/p> High Elf<\/strong><\/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&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> 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> Moon Elves (SCAG)<\/strong><\/p> Also called silver elves, or Teu'Tel'Quessir, <\/em>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> Moon elves are sometimes seen as frivolous, especially 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 after tragic 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> 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> Moon elves have the racial traits of high elves in the 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. 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 measures.<\/p> Sun Elves (SCAG)<\/strong><\/p> Sun elves, also known as gold elves, or Ar'Tel'Quessir, <\/em>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, significance, and sophistication. They claim the title of \"high elves\" with pride, and indeed their race is responsible for great, and sometimes terrible, achievements.<\/p> Recalling and emphasizing the glorious aspects of their history, sun elves subscribe to the principle of \"elven excellence\"- no matter how interesting, exceptional, heroic, or noteworthy other races' accomplishments 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 diminished representatives of elven culture. Some sun elves reject this way of thinking, but it is common enough that when most folk of Faerun see a sun elf, they see arrogance personified. Their haughty attitude can overshadow the fact that most sun elves are also tirelessly compassionate and thoughtful champions of good.<\/p> Sun elves have the racial traits of high elves in the 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> Sun elf culture and civilization is highly magical in nature, thanks to the race's many accomplished wizards, 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 bladesingers as well as the enchanting music of their bards and the meticulous craftwork of their artisans. 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>","reference":"Usergen"},{"id":178,"name":"Elf (Eladrin)","full_text":" Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.<\/p> Ability Score Increase. <\/em><\/strong>Your Dexterity score increases by 2.<\/p> Age. <\/em><\/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> Alignment. <\/em><\/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> Size. <\/em><\/strong>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.<\/p> Speed. <\/em><\/strong>Your base walking speed is 30 feet.<\/p> Darkvision. <\/em><\/strong>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it w ere dim light. You can’t discern color in darkness, only shades of gray.<\/p> Keen Senses. <\/em><\/strong>You have proficiency in the Perception skill.<\/p> Fey Ancestry. <\/em><\/strong>You have advantage on saving throws against being charmed, and magic can’t put you to sleep.<\/p> Trance. <\/em><\/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 “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.<\/p> Languages. <\/em><\/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 repertoires.<\/p> Ability <\/em><\/strong>Score Increase. <\/strong>Your Intelligence score increases by 1.<\/strong><\/p> Elf Weapon Training. <\/em><\/strong>You have proficiency with the longsword, shortsword, shortbow, and longbow.<\/p>Hill\/Gold Dwarf<\/h1>
History<\/h1>
Dwarf Base Traits<\/h1>
Mountain\/Shield Dwarf<\/h1>
History<\/h1>
Dwarf Base Traits<\/h1>
Gray\/Duergar Traits<\/strong><\/h1>
History<\/h1>
Elf Base Traits<\/h1>
High\/Moon\/Sun Traits<\/span><\/h1>
History<\/h1>
Elf Base Traits<\/h1>
Eladring Traits<\/h1>