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Table Of Contents
 
Introduction 4 Dead Waters 16
Section Descriptions 4 Adventure Hooks 16
Credits 4 Biome Effects 17
Ambient - Desecrated Waters 17
Alluvial Desert 5 Hazard - Deadsand 17
Adventure Hooks 5 Strange Weather - Dead Rain 17
6 Inhabitants 17
Biome Effects
Hazard - Desert Flood 6 Beasts and Monsters 17
Humanoids 18
Inhabitants 6 Resources 18
Beasts and Monsters 6 Fish Remains 18
Humanoids 6 Unholy Water 18
Resources 6
Aquinian 6 Everburn 19
Flora 6 Adventure Hooks 19
Subraces 7 20
Alluvial Dwarf 7 Biome Effects
Ambient - Fire Fatigue 20
Maritime Halfling 7 Hazard - Wild Fire 20
Bone Hollow 8 Strange Weather - Suppressing Rain 20
8 Inhabitants 20
Adventure Hooks Everburn Beast Template 20
Biome Effects 8 Humanoids 21
Strange Weather - Dream Winds 8 Resources 21
Inhabitants 9 Coal 21
Dreamer Template 9 Everburn Wood 21
Humanoids 9 Everfire 21
Resources 9 Fauna 21
Bone 9 Flora 21
Flora 9 Ignilocapra 22
Draconic Variant 9 Gas Bog 23
Chwidwin 10 Adventure Hooks 23
Crystal Forest 12 Biome Effects 24
Adventure Hooks 12 Ambient - Toxic Air 24
Biome Effects 13 Inhabitants 24
Ambient - Dreams of the Forest 13 Gas Bog Template 24
Hazard - Psionic Attack 13 Humanoids 24
Strange Weather - Brainstorm 13 Resources 24
Inhabitants 13 Flora 24
Crystal Forest Template 13 Natural Gasses 24
Humanoids 14 Preparing Food 24
Resources 14 Xhala 25
Flora 14  
Mind Stones 14
Krystalein 15

2
 
Hanging Island 26 Resources 41
27 Blacksteel 41
Adventure Hooks
Flora 41
Biome Effects 27 Preparing Food and Water 41
Hazard: Wind Channels 27 Dark One 42
Inhabitants 27
Flying Beast Template 27 Ooze Crags 44
Humanoids 27 Adventure Hooks 44
Resources 28 45
Flora 28 Biome Effects
Hazard - Oozing Mud 45
Irisium 28 Strange Weather - Acid Rain 45
Volantium 28
Raydiayn 29 Inhabitants 45
Monsters and Threats 45
Kaldbrann 31 Humanoids 46
31 Resources 46
Adventure Hooks
Fertile Land 46
Biome Effects 32 Uligan Steel 46
Hazard - Molten Earth 32 Sludgelings 47
Hazard - Thermal Shock 32
Strange Weather - Volcanic Eruption 32 Salt Wastes 49
Inhabitants 32 50
Monsters and Threats 32 Adventure Hooks
Humanoids 32 Biome Effects 50
Resources 32 Ambient - Draining Earth 50
Flora 32 Ambient - Unsatiable Thirst 50
Obsidian 32 Strange Weather - Rain 50
Ursan 33 Inhabitants 50
Monsters and Threats 50
Lume Cave 35 Humanoids 50
Salt Elementals 51
Adventure Hooks 35 Salt Elemental 51
Biome Effects 36 Actions 51
Ambient - Bioluminescent Diet 36 Resources 51
Hazard - Shroom Spores 36 Salt 51
Strange Weather Fungal Bloom 36 52
Inhabitants 36 Bracken
Lume Cave template 36 Verdant Flood 54
Humanoids 36
Resources 36 Adventure Hooks 54
Flora 36 Biome Effects 55
Preparing Food 36 Hazard - Tangle Drift 55
Myconid 37 Strange Weather - Algal Bloom 55
Inhabitants 55
Monochroterra 39 Monsters and Threats 55
Adventure Hooks 39 Humanoids 55
40 Resources 55
Biome Effects
Ambient: Color Drain 40 Flora 55
Hazard: Ink Well 40 Angler 56
Strange Weather: Color Storm 40  
Inhabitants 41
Monochrome Template 41
Humanoids 41

3
Introduction
agic Biomes of the Multiverse is a short  

M
Resources
collection of unique and magical The resources section mentions potential valuable
biomes. These work as ways to flesh out resources found within the biome as well as ideas for
high fantasy worlds where things alien the kinds of things craftsmen could use those resources
to the real world are commonplace. to create.
Each biome presented here provides a
short description of the landscape, the Races
hazards you’ll find, as well as the creatures within the If it makes sense for the biome to do so, it also contains
area. a section detailing a new player race to live in the
Feel free to customize these biomes however you like, biome. These are sometimes native to the biome in
changing the details to better fit your world, making question and sometimes they are just likely to be found
changes to how these came to be, how they function, in similar regions.
their rarity, or even more can be excellent tools to better
ground the biomes within your world building.
Some of these biomes also include new player races. Credits
Each of these races is designed to fit primarily within Magic Biomes of the Multiverse is written by
the given biome, but feel free to decide they also call u/SuperNerdNCL
other parts of your world home. All Homebrew is unofficial Fan Content permitted
under the Fan Content Policy. Not approved/endorsed
Section Descriptions by Wizards. Portions of the materials used are property
The following is a brief description that you will find in of Wizards of the Coast. ©Wizards of the Coast LLC
this book. All art is owned by WotC and can be found at
artofmtg.com
Adventuring Hooks
This section details some general types of adventures as Change Log (v 2.2)
well as provides some basic ideas for quests that utilize Added New Biomes
the features of the biome. Hanging Islands
Monochroterra
Biome Effects
Biome effects are mechanical representations of the  
biome and include ambient effects: constant effects that
apply to the entire biome, hazards: potentially
dangerous effects that can be found within the biome
but do not make up the entire biome, and strange
weather: weather phenomenon that can occur within
the biome.

Inhabitants
The inhabitants section provides a list of monsters from
the MM that fit in the biome or a template that can be
applied to existing creatures to create the wildlife in the
area. In addition, this section provides a list of
suggested humanoid player races that can live within
the biome.

4
Alluvial Desert
The alluvial desert, also known as the flooded desert or Adventure Hooks  
the night oceans, is a biome characterized by a desert Traveling through the alluvial deserts is difficult for the
that is close to the elemental plane of water. This unprepared. Adventurers within the alluvial desert must
manifests as a nightly flood that sweeps the entire find some way to avoid being swept away. Alternatively,
desert, turning the sand dunes into the bed of a large some choose to travel by night via boat and wait out the
sea. By day fall, the waters recede into the plane of daytime. Regardless, the following are a list of
water and the biome reverts back to its typical arid adventure hooks ideas that use the alluvial desert in
state. interesting ways.
The constant flooding makes settlement within the
alluvial deserts unconventional, but plenty manage. Missing Town. A town within the alluvial desert has
Settlements may be built on stilts or flotational devices gone missing after its stilts (or another method of
or built within air-tight bunkers. Nomadic tribes likely dealing with flooding) was sabotaged.

use small boats or similar to survive the night. Wandering Ruins. The ruins of an abandoned
civilization is rumored to float across the desert. It is
rumored that if one found these ruins, they could
retrieve its treasure.

5
Biome Effects  
Hazard - Desert Flood
Each evening when the sun first begins to set, the desert
begins to flood. The water level increases until the sun
has completely set, at which point in time the depth of
the water is 8 feet. When the sun begins to rise in the
morning, the waters continue to recede until
disappearing completely by the end of sunrise.
While the desert is flooding or receding, each
creature without a swimming speed must make a DC 14
Strength saving throw to avoid being swept away by the
flow.
Inhabitants
Beasts and Monsters
The following table includes monsters from the DMG,
MM, and PHB that could be found within the alluvial
desert.
Challenge Rating
Alluvial Desert Monsters (XP)
Crab, Eagle, Hyena, Scorpion, Vulture 0 (10 XP)
Flying Snake, Giant Crab, Poisonous 1/8 (25 XP)
Snake, Stirge
Giant Lizard, Giant Poisonous Snake, 1/4 (50 XP)
Pseudodragon
Dust Mephit 1/2 (100 XP)
Giant Eagle, Giant Hyena, Giant Toad, 1 (200 XP)
Giant Vulture
Ogre, Sea Hag 2 (450 XP) Resources
Giant Scorpion, Wight, Yuan-ti Malison 3 (700 XP) Aquinian
Banshee 4 ( 1,100 XP)
Aquinian is an ore found primarily within the alluvial
Fire Elemental, Water Elemental 5 (1,800 XP)
desert. The metal increases in strength when exposed
Cyclops, Young Brass Dragon 6 (2,300 XP)
to water. If a skilled blacksmith forges the metal into a
Yuan-ti Abomination 7 (2,900 XP)
weapon, the weapon is considered +1 while submerged
Young Blue Dragon 9 (5,000 XP)
in water and ignores disadvantage while attacking
Efreeti, Marid 11 (7,200 XP)
underwater. If forged into armor, the armor is
Adult Brass Dragon
Purple Worm
13 (10,000 XP)
15 (13,000 XP)
considered +1 armor while underwater.
Ancient Brass Dragon 20 (25,000 XP)
Flora
The creatures within the alluvial desert must be adept A skilled alchemist can use the flora in the biome to
at surviving in both extremely wet and dry scenarios. brew potions of water breathing.
Some animals normally found in deserts have adapted  
to breathe both air and water.
Humanoids
The following player races are likely to be found native
to the alluvial desert.
Dwarf (Alluvial)
Genasi (Earth or Fire)
Halfling (Maritime)
Tabaxi
Tiefling
Yuan-Ti

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Subraces Maritime Halfling  
The following two subraces are for the Dwarf and Maritime Halflings live in large aquatic fishing
Halfling (found in the PHB) and exist within the Alluvial communities. Maritime halflings are commonly found
Desert. within the alluvial deserts, nomadic fishing
communities built on large boats.
Alluvial Dwarf Ability Score Increase. Your Wisdom score  
As a desert dwarf, you are accustomed to living within increases by 1.
Fishing Adept. You are proficient with survival.
the harsh conditions of the alluvial desert. The alluvial Hold Breath. You can hold your breath for up to 15
dwarfs tend towards darker skin tones and live under minutes at a time.
the desert, their cities are built underneath the desert Swim. You have a swimming speed of 30 feet.
and use complex aquifers to protect their cities and  
provide water to the settlements.
Ability Score Increase. Your Intelligence score
increases by 1.
Desert Magic. You know the minor illusion cantrip.
Once you reach 3rd level, you can cast the create or
destroy Water spell; you must finish a long rest in order
to cast the spell again using this trait. Once you reach
5th level, you can also cast the heat metal spell; you
must finish a long rest in order to cast the spell again
using this trait. Intelligence is your spellcasting ability
for these spells.

7
Bone Hollow
The bone hollow is a biome that is created from the Marrow Mines. Some company has begun mining the  
remains of some long-dead creature. The creature may bone hollow to sell the bone on the black market as
be the remains of some large monster, titan, or even a the material is lucrative and rare. The natives view
dead god. Regardless, all that remains are the bones of this as disrespectful and are seeking adventurers to
said creature which influences the surrounding put an end to the operations.

landscape.
Depending on the surroundings and context of the Biome Effects
world, the Bone Hollow might be a dark macabre Strange Weather - Dream Winds
landscape or a somber but serene one. Regardless, the It is not uncommon for beings of great power to not
surroundings have been twisted slightly by the presence leave the physical world completely upon death.
and the landscape can prove unsettling for many who Instead, remnants of their dreams and personalities
travel the bone hollow for the first time. remain subtle and hidden. In the case of the dream
winds, these lost ambitions are whispered by the wind,
Adventure Hooks quite enough that none can hear. Creatures that sleep in
The bone hollow most commonly will function just like the Bone Hollow during the Dream Winds will find their
any other valley or plain save for the looming skeletal dreams replaced with that of the bones around them,
remains on the horizon. Regardless, the following are a catching glimpses of memories of the past.
list of adventure hooks ideas that use the bone hollow in During the dream winds, gateways to the plane of
interesting ways. dreams will often open. To enter a dream portal, a
Animated Skeleton. The skeletal remains of the bone
creature must often do something unrealistic that defies
hollow cannot be raised through necromancy under normal logic such as choosing to fall upwards, walking
normal conditions. However, a powerful through a solid object, or similar.
Necromancer has devised a ritual requiring immense  
power that would place the skeleton under its control.
The necromancer may be part of a cult attempting to
destroy the world, tied to a government hoping to end
a war or some other motivation.

8
Rega
biome
more li
 

Inhabitants
Dreamer Template
The monsters and creatures within the crystal forest are Humanoids
often the same as those found within hills or grasslands Almost any humanoid race can be found within the bone
(see the DMG for a detailed table). However, these hollow, but the following player races are especially
creatures (especially the beasts) are occasionally likely to be found native to the bone hollow.
influenced by the biome. Such beasts are known as Chwidwin
Dreamer Beasts. The following template represents Elf (Pallid)
such creatures. Halfling (Ghostwise)
Kalashtar
Resources
Bone
Bone is a useful material in dark magic and certain
occult rituals. A skilled fence can sell the bone for a high
price in high enough quantities. Additionally, skilled
enchanters can use the material to create cursed magic
items.
Flora
The bone flower is a rare flower found only within the
bone hollow and is a crucial ingredient for potions of
longevity.
Other flora in the biome can be used by skilled
alchemists to create potions of necrotic resistance.
Draconic Variant
If the bone hollows are created from the bones of a
greatwyrm, the bone hollow might gain additional
effects depending on the type of dragon. For example, a
red dragon bone hollow might also resemble an
everburn or desert, a white greatwyrm will have arctic
traits, and a gem greatwyrm might double as a crystal
forest.

9
Chwidwin Chwidwin Adventurers  
“EX VITA CARO. EX BONE SALUTIS. EX SANGUINE Chwidwin can adventure for any number of reasons.
vindictae. These were the words the shaman cried as They may be seeking to prove or explore themselves,
the war trumpets blew and his brothers and sisters they may have been exiled from their home, or they may
charged into battle. As he did so, a large web sprung be seeking to fulfill a prophecy given by their shaman.
forth around the invading army, ensnaring them within
a web of bone, flesh, and blood.” Chwidwin Names
Chwidwin are given a name at birth but generally are
— T. R. Haveneye, Occult Practices of the Bone Hollows given or choose a name for themselves after reaching
The Bone Hollows the Chwidwin call home is often maturity. Chwidwin rarely have family names or
serene if not a little somber. That is of course until you nicknames and their names are generally gender-
find a settlement of chwidwin. The chwidwin are neutral.
disturbing to most with odd dietary needs and Chidwin Names: Althania, Jalna, Ninthgrin, Nungath,
disturbing appearances. Rothgur, Urunthtar, Wuyonna

The origins of the chwidwin are unknown and


creation myths range from cursed humans to ascendant Chwidwin Features
spiders. Some scholars believe their existence might be Your Chwidwin character shares the following traits
tied to the creation of the bone hollows but others with all other varieties of Chwidwin.
believe the correlation is little more than coincidence. Ability Score Increase. Your Dexterity ability score is

Visceral Arachnids
increased by 2.
Age. Chwidwin reach maturity at around 40 years of
The appearance of a chwidwin varies depending on its age and then typically live into their second century.
subrace, however, at their core, they all share a few Alignment. Chwidwin alignments can be anything but
commonalities. The most obvious at first sight is are more often neutral than good or evil.
arguably the 4 long spider legs that protrude from the Size. Your size is medium.
chwidwin’s back. They each have heads like a spider Speed. Your base walking speed is 30 ft.
and eight eyes. Spider Climb. You have a climbing speed equal to
Beyond that, the appearance varies between three your walking speed. In addition, at 3rd level, you can
main types: Bone Chwidwin, Blood Chwidwin, and move up, down, and across vertical surfaces and upside
Flesh Chwidwin, each of which has features down along ceilings, while leaving your hands free.
reminiscent of their names. Spider Legs. You have 4 spider legs protruding from
your back, each of which are natural weapons, which
Monsterous Travelers you can use to make unarmed strikes. If you hit with
The Chwidwin are often mistrusted and scorned for them, you deal slashing damage equal to 1d4 + your
their appearances and odd culture. It is not uncommon Strength modifier, instead of the bludgeoning damage
for them to be mistaken for monsters or undead and normal for an unarmed strike.
treated with similar animosity. As such, the vast Web. You can cast the web spell once with this trait,
majority of chwidwin live together and very few have requiring no material components, and you regain the
settled beyond the bone hollows they call home. ability to cast it this way when you finish a long rest.
When dealing with species more accustomed to the Constitution is your spellcasting ability for this spell.
chwidwin (such as others within the bone hollow) they This web generally takes on some gruesome
are much more likely to be treated fairly but are rarely appearance depending on your subrace, such as
not feared. dripping red with blood or being made of long tendons.
This does not affect the spell beyond appearance.
Occult Practitioners Languages. You can speak, read, and write
Chwidwin societies often have at least one shaman, a Chwidwinan and Common.
mage that contacts the spirits. These shamans hold Subraces. Three major subraces of chwidwin are
large sway within settlements and perform many rituals found in the Bone Hollows: Bone, Blood, and Flesh
for the well-being of their tribes. These rituals are not Chwidwins. Choose one of these subraces.
inherently evil but are often macabre or disturbing to  
other cultures. Some of the less common rituals require
humanoid blood or similar but chwidiwn law often
forbids killing to gain these ritual components. Instead,
the society often uses the deceased in these rituals as a
form of honoring the dead.

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Bone Chwidwin    
Bone Chwidwin have a hard white exoskeleton made
out of bone. These chwidwin are much larger and
heavier than their kin as well as having much more
physical protection. Due to their exoskeleton, their head
looks like a spider’s skull.
Ability Score Increase. Your Strength ability score is
increased by 1.
Feast of Marrow. You do not need to eat or drink,
though you must instead consume bone marrow of a
similar frequency. The bone marrow can be from any
creature, not just humanoids.
Natural Armor. You have a tough exoskeleton. 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.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you
can push, drag, or lift.
Blood Chwidwin
Blood Chwidwin have thick black fur covering their
body and their eyes are usually red. Blood chwidwin do
not have traditional sweat or tears and instead, any
similar function is replaced with blood.
Ability Score Increase. Your Constitution ability score
is increased by 1.
Blood Rage. While you are missing half or more of
your hit points, you can choose to enter a blood rage at
the start of your turn. While in your blood rage. Doing
so gives you advantage on attack rolls during this turn,
but attack rolls against you have advantage until your
next turn. Once you use this feature twice, you must
finish a short or long rest to do so again.
Feast of Blood. You do not need to eat or drink,
though you must instead consume blood of a similar
frequency. The blood can be from any creature, not just
humanoids.
Draining Strikes. Your spider legs deal an additional
1d4 necrotic damage on a hit.
Flesh Chwidwin
Flesh Chwidwin have completely translucent skin as
their bright red internal components are displayed
outwards.
Ability Score Increase. Your Wisdom ability score is
increased by 1.
Feast of Flesh. You do not need to drink and you can
consume meat raw with no ill effect.
Keeper of Meat. You are proficient in Animal
Handling and you can communicate simple ideas with
Small or smaller beasts through sounds and gestures.
Rearrange Flesh. 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.

11
Crystal Forest
The crystal forest, also known as the mind forest, seems Adventure Hooks  
like a relatively normal forest from above, but once you The crystal forest can easily serve as a backdrop to
get a closer look, it becomes apparent that each of the many adventures, especially ones that deal with
trees and much of the other larger plant life grow out of aberrations, beasts, fey, or plants. The following is a list
large crystals known as mind stones. These crystals of adventure hooks ideas that use the crystal forest in
work as psionic batteries that can create unpredictable interesting ideas.
effects.
One of the consequences of these stones is that the Alien Meteor. A meteor made of a crystal, not unlike
trees that grow out of them can form a consciousness those that fill the forest, has fallen within. The mind
for as long as the crystals remained. Such trees are forest can’t communicate with it and has asked the
often called mind trees. These trees do not speak but party to determine its origins and whether it is a
can communicate through telepathy, creating quite a threat or friend. The crystal does have a mind and its
literal living forest. The animals within the forest are not disposition is up to you.

granted sentience by the crystals, though they often Invasive Operations. A company has moved in and has
express minor feats of psionics, such as limited begun to mine the mind stones in the forest, harming
telekinesis the trees. The forest reaches out to the party and asks
The crystals in the forest are heavily coveted, though them to stop the operation. Maybe the company
they are rarely found outside of black markets, as there doesn’t know the trees are sentient, maybe they don’t
are few open markets to buy what once were thinking care. If successful, the forest can offer a reward in the
minds. form of mind stones, its assistance with a task, or
even by providing a psionic companion.

Mind Cure. Someone has been affected by a madness,


and the cure exists only within the crystal forest. The
forest is more than happy to help, but only if the
adventurers can prove they are good people.

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Biome Effects Strange Weather - Brainstorm  
Ambient - Dreams of the Forest The brainstorm has the same effects as a thunderstorm,
Creatures that have gained the blessing of the crystal however, a creature with the blessing of the crystal
forest are blessed with the dreams of the forest, a forest will not be struck by lighting.
peaceful experience where they can more fully Additionally, when a creature within the storm takes
experience nature and life. Affected creatures gain psychic damage, they take an additional 1d4 lightning
inspiration each time they take a long rest within the damage.
crystal forest. Inhabitants
A creature may gain the blessing of the crystal forest
by protecting it in some way, and the blessing is often Crystal Forest Template
bestowed upon druids and other protectors of nature. The monsters and creatures within the crystal forest are
often the same as those found within normal forests
Hazard - Psionic Attack (see the DMG for a detailed table). However, these
The trees can focus their psionic power onto a creature creatures (especially the beasts) may have a trait from
within the crystal forest, overwhelming them, though the following template which represents a creature
the mind trees are generally friendly to those that do not blessed with the additional psionic ability of the forest.
threaten them.
A targetted creature must make a DC 10 Intelligence
saving throw. A creature that fails their save takes 5
(1d10) psychic damage and gains a level of exhaustion.
Pass or fail, the creature then becomes immune to the
effect for 1d4 hours.

13
Humanoids  
The following player races are likely to be found native
to the crystal forest.
Elf (Wood)
Firbolg
Gnome (Forest)
Krystalein
Resources
Flora
Skilled alchemists can use the various herbs in the
biome to create potions of psychic resistance and
potions of detect thoughts.
Mind Stones
The mind stones found within the crystal forests are
powerful psionic batteries and can be a useful
component in creating magical spell focuses and items
such as spell storing rings.
A skilled smith can craft armor of resistance (psychic)
with the mind stones as well as weapons that deal
additional psychic damage on a hit.
 

14
Krystalein Krystalein Traits  
“NALMENDI’S SMOOTH BLUE SKIN GLISTENED
Your Krystalein character shares the following traits
in the sunlight, causing beams of light to shoot in each with all other varieties of Krystaleins.
direction. Nalmendi normally stood a foot in height Ability Score Increase. Your Intelligence score is
taller than Saza, but she rested on the shoulders of increased by 2 and your Wisdom score is increased by
Faehana, causing her to tower over him. The three 1.
friends could not have looked more distinct, but they Age. Krystaleins mature at the same rate as humans,
grew up together, and now, they walk out of the forest but they’re considered young until they reach the age of
for the first time, setting off on adventures unknown. As 50. On average, they live about 750 years.
they walk, Nalmendi hears the forest whisper goodbye, Alignment. Krystalein society tends towards lawful
and he smiles. alignments
Size. A Krystaleins height ranges from 3 feet to just
— F. G. Foltiel, The Adventures of the Forest Three over 5 feet tall. Your size is Small or Medium. You
The Krystalein are a strange people. Their origins are choose the size when you select this race.
aberrant, born from the same psionics that gives the Speed. Your base walking speed is 30 ft.
forests they call home sentience. Despite this, their Psionic Body. You have resistance to psychic damage
culture is almost fey, as they developed alongside the and you do not need to eat or drink.
creatures of the forest such as elves and gnomes. They Sanctity of Mind. You have advantage on saving
exist as a stark contradiction of origins that baffles throws against being charmed or frightened.
many scholars, the mix between the primal and the Telepathy. You can speak telepathically to any
alien. creature within 30 feet of you. The creature
understands you only if the two of you share a language.
A People of Many Colors You can speak telepathically in this way to one creature
Krystaleins look like slender humanoid figures with skin at a time.
made out of vibrant crystals, not unlike the ones in their You may also use this telepathy to communicate
home forests. They can be almost any color but are simple ideas with Small or smaller beasts.
always bright and vibrant. Trance. Krystaleins don’t need to sleep. Instead, they
meditate deeply, remaining semiconscious, for 4 hours
Unique Society a day. (The Common word for such meditation is
The krystalein is a small society and has never migrated “trance.”) While meditating, you can dream after a
from their home forests in large numbers. As such, they fashion; such dreams are mental exercises that have
are rare creatures in far regions and few know of the become reflexive through years of practice. After resting
Krystalein beyond the natives of the crystal forests. As in this way, you gain the same benefit that a human
such, Krystalein outside their homes often draw stares does from 8 hours of sleep.
of amusement and curiosity, though these are not If you meditate during a long rest, you finish the rest
usually hostile, as the Krystalein’s relatively small form after only 4 hours. You otherwise obey all the rules for a
tends to put strangers at ease. long rest; only the duration is changed.
Languages. You can speak, read, and write Common
Communal Nature and Sylvan.
Krystalein society is very community-oriented and they  
often have great relations with their neighbors.
Additionally, Krystalein put a high value on protecting
the land and protecting their environment, often to the
extent of considering the trees around them as brothers
and sisters. As such, druids are as common in
Krystalein society as psions.
Krystalein Names
Krystalein have no language of their own and likewise,
they do not have their own name systems. Instead, they
often speak the language of their neighbors and take
names from their culture as well.

15
Dead Waters
When a large body of water such as a lake, river, sea, Adventure Hooks  
swamp, or similar is drained near completely, the large Using the dead waters in an adventure often falls into
amount of death involved from the animal and plant life one of two categories. The first is when an adventuring
can infuse the earth below with strong necrotic energy. party must travel through to the other side, either to
This may occur naturally, an unintended consequence reach an otherwise inaccessible island or other location
of diverting a water source, or the result of a or to quickly arrive at a location when going around
necromancer’s plot to create a powerful source for their would take too long. The second is when an adventuring
magic. Regardless, these biomes tend to become more party must journey into the dead waters specifically and
dangerous slowly over time, as those that perish in the retrieve something such as the remains of another
dead waters often get trapped as spirits to the dead party, a lost heirloom, or a group of survivors. The
water’s bed. following are some more specific adventure hooks that
The only way to release the spirits within the dead take place in the dead waters.
waters is to revitalize the landscape, filling it once more
with water. Once this occurs new life can begin to take Dam Interference. What once was a coastal town now
hold and the spirits may move on from this plane. sits on the border of the dead waters and the town
Aquatic animals that can breathe both air and water now suffers nightly attacks. The cause of the dead
can survive in these biomes, though the populations are waters was a dam built upstream and the town is
reduced heavily. Creatures such as crabs dot the hiring adventurers to destroy the dam. Once
landscape, making do in the world that has changed so upstream, the adventurers find that the town in
much for them. It is also not unlikely for certain carrion question is experiencing an economic boom as the
animals to take up residence in the land, scavenging the dam fixed many of the cities’ problems and has
long-dead fish and rotten aquatic life. caused them to become a relative utopia.

Tower in the Wastes. The dead waters were created


through natural means and a wizard built and took
residence in a tower in the middle of the waters, now
it seems likely that water will return to the dead
waters and the wizard hires adventurers to prevent
this from destroying their work.

16
Hazard - Deadsand  
A deadsand pit covers the ground in roughly a 10-foot
square area and is usually 10 feet deep. When a
creature enters the area, it sinks 1d4+1 feet into the
deadsand and becomes restrained. At the start of each
of the creature’s turns, it sinks another 1d4 feet and
takes 1d4 necrotic damage. As long as the creature isn’t
completely submerged in deadsand, it can escape by
using its action and succeeding on a Strength check.
The DC is 10 plus the number of feet the creature has
sunk into the deadsand. A creature that is completely
submerged in deadsand can’t breathe (see the
suffocation rules in the Player’s Handbook).
A creature can pull another creature within its reach
out of a deadsand pit by using its action and succeeding
on a Strength check. The DC is 5 plus the number of
feet the target creature has sunk into the deadsand.
Strange Weather - Dead Rain
The dead rains are a rare weather phenomenon in the
dead waters. During this storm, clouds form, and
thunder roar though no rain falls and lightning does not
strike. During this time, however, the following effects
occur:
Undead creatures with at least 1 hitpoint regain hit
points equal to their challenge rating at the start of
each of their turns unless they have taken radiant
damage since the end of their last turn.
Any radiant damage dealt within the storm is halved.
Biome Effects Any creature that dies within the dead rain
Ambient - Desecrated Waters automatically raises as per the desecrated waters
The dead waters are desecrated ground and undead effect.
within the dead waters have advantage on all saving Inhabitants
throws.
Additionally, when a creature dies within the dead Beasts and Monsters
waters, there is a 25% chance that they die and raise as The following table includes monsters from the DMG,
an undead 1d4 hours later. Use the following table to MM, and PHB that could be found within the dead
determine what kind of undead they raise as. waters.
d6 Undead Type Dead Water Monsters Challenge Rating (XP)
1 Shadow Bat, Crab, Vulture 0 (10 XP)
2-3 Specter Giant Crab 1/8 (25 XP)
4-6 Zombie Zombie 1/4 (50 XP)
Shaodw 1/2 (100 XP)
Ghoul, Specter 1 (200 XP)
Ghast, Sea Hag, Will-o’-Wisp 2 (450 XP)
Wight 3 (700 XP)
Ghost 4 (1,100 XP)
 

17
Humanoids  
No creatures are native to the dead waters as they are
almost always created as the consequence of some
great disaster or event. However, that does not mean
they are devoid of life. Those that lived in the biome
before its turn may still hold out hope of the waters one
day returning, and necromancers may build their homes
and keep within larger dead waters, hoping to harness
the necrotic powers in the area.
Resources
Fish Remains
The dead waters are littered in the remains of the fish
life that once swam in the waters, if a skilled alchemist
is able to find the bones or scales of said fish, they are
able to brew a potion that creates the effects of the feign
death spell once consumed or brew a potion of necrotic
resistance.
Unholy Water
A cleric or paladin may perform a ritual within the dead
waters to convert holy water into unholy water. The
process takes an hour and creates a single vial of unholy
water. Unholy water works the same as holy water, but
deals necrotic damage and affects celestials and fey
instead of fiends and undead.
 

18
Everburn
The everburn is a constantly burning forest that occurs Adventure Hooks  
when a forest on the material plane closely borders the There is plenty of life within the everburn but for many
elemental plane of fire. Instead of the fire burning down adventurers, the biome is a place to avoid unless their
the forest and leaving a wasteland it instead infuses the adventure explicitly requires it. Such adventures often
forest with the elemental energy, turning it into an purchase potions of fire immunity beforehand.
everburn. The following are some ideas for adventure hooks
Though the everburn is constantly burning, the native that rely on the everburn biome.
life is not harmed. Instead, the animals and plants in the
everburn rely on fire as much as they do food and water. Flame Drawn. A fire elemental has made its way from
To most, the everburn is a deadly nightmare to be the plane of fire into the everburn. The fire of the fire
avoided, but for many, it is their home in which they elemental is dangerous to the forest and burns as
could not live without. Many scholars liken this normal. A town hires adventurers to dispatch of the
distinction to that of the ocean, inhospitable to most, but elemental.

the source of life for species such as mere-folk and Monsoon. Someone (such as a powerful druid or water
triton. elemental) has caused it to rain within the everburn,
preventing the wildfire from burning. This is causing
great damage to the animals and plant life, and a
town has hired adventurers to fix the issue.

19
Biome Effects Strange Weather - Suppressing  
Ambient - Fire Fatigue Rain
For each hour a non-native creature spends within the It does not normally rain within the everburn, but it
everburn, they must make a DC 14 Constitution saving does happen once in a blue moon. When it does rain it
throw or gain a level of exhaustion. Creatures with generally only rains for a day at most, and the fires are
resistance to fire damage or who do not need to breathe extinguished. Instead, the forest smolders and smokes.
make the saving throw with advantage and creatures
with both are immune to the effects. Inhabitants
Everburn Beast Template
Hazard - Wild Fire The monsters and creatures within the everburn are
The forest is constantly on fire, and although not every often the same as those found within normal forests
tree is on fire at any given time, the vast majority are. (see the DMG for a detailed table). However, the beasts
Each turn when a creature starts their turn within the are often influenced by the elemental plane of fire. Use
fire, they take 2d4 fire damage. The fire can be the following template to represent such beasts.
extinguished like any normal fire, but extinguished trees
will catch on fire as per normal.
When traveling through the forest, a creature must
make a DC 14 Wisdom (survival check) for each hour
traveled. On a success, the creature takes no fire
damage, on a failure, the creature takes 2d4 fire
damage for each point the DC was failed by.
If a party is moving through the everburn, only one
creature makes the Survival check but each creature
takes the appropriate damage.

20
Humanoids  
The following player races are likely to be found native
to the everburn.
Dragonborn (Brass, Gold, Red)
Genasi (Fire)
Ignilocapra
Any humanoid with resistance to fire damage born
within the everburn is immune to the everburn’s fire.
Resources
Coal
The everburn region has an abundance of coal beneath
the surface, making it an excellent location for coal
mines. The caves and mines below the everburn are not
entirely safe from the fire plane’s influence, however, as
the rock below can get to extremely high temperatures,
making the mines just as dangerous if not more so than
above.
Everburn Wood
Everburn wood, sometimes shortened to ever wood, is
immune to non-magical fire damage and resistant to
magic fire damage. This wood can be used by an
enchanter to create wooden armor of fire resistance or
be used by a skilled carpenter to create fire-resistant
buildings and ships.
Everfire
The fire within the everburn can be kept alight for 10
times as long when using normal fuel. As such, if you
can transport the fire, it can be an excellent commodity
to have in a forge, bakery, or any other building where a
constant fire is required.
Fauna
The everburn beasts are coveted in the food world and
can be used to make incredible gourmet food. The meat
gained is difficult to use, as the natural spice and heat
are unlike anything in any other type of meat.
Flora
The flora within the region can be brewed by skilled
alchemists into potions of fire breath or fire resistance
and crops grown in the region are renowned for
brewing alcoholic drinks with a kick.
 

21
Ignilocapra Ignilocapra Features  
Thought to be from the elemental plane of fire Your Ignilocapra character shares the following traits
originally, the Ignilocapra are native almost exclusively with all other varieties of Ignilocapran.
to the everburn, functioning as a parallel to satyr for the Ability Score Increase. Your Charisma ability score is
plane. The Ignilocapra’s antlers can be lit on fire with increased by 2 and your Dexterity ability score is
no damage to the Ignilocapra and for many, they spend increased by 1.
almost of their life with them on fire, only extinguishing Age. Ignilocapra reach maturity in half the time as
to bathe or during rain. humans and generally live only up to 50 years.
Alignment. Ignilocapra culture tends towards chaotic
Fiery Antelope-kin alignments, reminiscent of their fiery origins.
Size. On average, Ignilocapra are shorter than
The ignilocapra are humanoids with the legs and horns humans from head to toe by a few inches but when
of an antelope. They often have reddish skin as well as counting their horns, they are usually 6 to 7 feet tall.
dark tails and their hair is some shade of red or black. Your size is medium.
Ignilocapra can light their horns at will and often do so. Speed. Your base walking speed is 30 ft.
This fire typically does not create much smoke if any at Cold Susceptibility. You rely on warmth to survive
all. and cannot go long in extremely cold conditions. You
Walking Hazard have disadvantage on checks to avoid the effects of
Outside the Everburn, the Ignilocapra are a walking fire extreme cold. Additionally, for each hour you spend
hazard and elicit panic and fear from those that have away from some source of fire, you must succeed in a
not seen Ignilocapra before. Combine this with a culture DC 12 Constitution saving throw or gain a level of
that does not value a strict adherence to rules and exhaustion.
Fire Born. You have resistance to fire damage and are
authority results in a species that is often met with immune to fire damage from non-magical sources. You
suspicion and distrust from commoners outside the are also immune to the effects of extreme heat.
everburn. Additionally, you can ignite or extinguish your antlers
as a bonus action. While ignited, they shed bright light
Fiery Passion for 20 feet and dim light for a further 20 feet. The fire
Ignilocapra often devote themselves wholely to their created is mundane and can ignite objects.
passions and have no problems dealing with Horns. You can use your antlers to make unarmed
improvising and dealing with danger. As such, the strikes. If you hit with them, you deal bludgeoning
Ignilocapra make excellent adventurers and make up a damage equal to your Strength modifier. If they are
disproportionate number of adventurers within guilds ignited, they deal an additional 1d4 fire damage.
and similar. Standing Leap. As a bonus action, you can jump up to
your movement speed.
Race Names Languages. You can speak, read, and write Common
Ignilocapra typically have three names. Their first name and Ignan.
is chosen by their parents, their second name is a  
nickname that represents their personality, and their
last name is a clan name and generally refers to a local
landmark.
Male Names: Agnan, Firman, Greager, Kimammin,
Tillan

Female Names: Arra, Frija, Flisha, Pyra, Treesha

Nicknames: Coal Smasher, Fallen Timber, Obsidian


Gut, Stick Breaker, Wet Fire, Whisper Smoke

Clan Names: Fire River, Great Tree, Mountain Tunnel,


Smolder Plain

22
Gas Bog
The gas bogs are large swaps with large outcroppings Adventure Hooks  
that release natural gasses into the atmosphere. These The gas bogs are dangerous to travel through for all
gasses make the air in these bogs almost always toxic those that need to breathe but not impossible and
and make prolonged exposure deadly to any other than Adventurers are much more likely to have the fortitude.
the native inhabitants of the bog. The beasts that live Plenty of quests that would take adventurers to or
within the gas bog have adapted to the toxic air and through swamps would apply similarly to gas bogs. The
would struggle to breathe outside of the gaseous following are some ideas for adventure hooks that rely
environment. on the gas bog biome specifically.
The gasses in the region are flammable, making fires
catch and spread quickly in the bog. Unseen Killer. An elemental from the plane of air is
terrorizing a town within the gas bogs. While within
the gas, it can remain completely invisible.

Poison Tracker. The adventurers are hired to


investigate the origin of a poison and can determine
that it came from the gas bogs and must find a
powerful merchant that sells potent poisons made out
of the gas bogs.

23
Biome Effects Resources  
Ambient - Toxic Air Flora
The air within the gas bogs is toxic to those not Alchemy
accustomed to it. For each hour a creature spends in A skilled alchemist can use the flora in the biome to
the bog, they must make a DC 12 Constitution saving brew potions of poison resistance or potions of gaseous
throw. A creature that fails their saving throw is form.
poisoned until they spend an hour in clean air.
Additionally, a creature that fails their saving throw by 5 Poison
or more or fails their saving throw while already Someone adept at creating poisons can easily find the
poisoned takes 1d4 poison damage. materials to make basic poisons within the gas bogs.
These poisons are especially potent, especially for those
Inhabitants that can be made with mundane components.
Gas Bog Template Natural Gasses
The monsters and creatures within the gas bogs are Societies in the gas bogs can use natural gas to power
often the same as those found within swamps (see the furnaces or other similar contraptions.
DMG for a detailed table). The following template can
be applied to represent creatures native to the gas bogs. Preparing Food
The animals and plants in the region have absorbed the
toxins present in them. If cooked, the cook must
succeed a DC 15 Wisdom (Cook’s Utensils) check,
otherwise, the food is poisoned and each creature that
eats it must succeed a DC 15 Consitution saving throw
or become poisoned for 1d4 hours.
 

Humanoids
The following player races are likely to be found native
to the gas bogs.
Genasi (Air)
Locathah
Xhala

24
Xhala Xhalan Names  
“WALKING DOWN THE STREETS FOR THE FIRST
In addition to their first names, Xhalan generally go by
time was a strange experience. Thin wisps of gas, their family name and their title. Their title is generally
smoke, or some failed concoction drifted through the their occupation though some great feats can warrant
streets. From one building came all manner of loud special titles. Xhalan children and xhalan who have not
noises and explosions and all in all the city did not seem chosen an occupation are generally referred to by the
welcoming in the slightest. In contrast to this, however, title wanderer. As opposed to many cultures, being
the xhala themselves were unsettlingly friendly. Their referred to as a wandered (and by extension be likened
children danced and played in the streets and the adults to a child) is generally considered to be a compliment.
all gave a greeting or wave. All in all the city was Male Names Fahshluhr, Triziz, Zishler

disorienting, to say the least.” Female Names Crysalysis, Glissa, Tishla


Family Names Caelestis, Inanna, Ventus, Vox, Zephyr
— Z. R. Proudfire, On the Cultures of the Realms Zeus

The Xhala (pronounced gala) is a species that draw Titles The Mead-Brewer, The Potion-Maker, The
their heritage to the elemental planes of ash, smoke, Spoken-One, The Sword-Bearer, The Wanderer

and dust. Centuries ago, many of the xhala migrated to


the material plane. The xhala can live in normal Xhala Traits
environments as well, but they thrive in areas where Your Xhalan character shares the following traits with
harmful gasses or other areas where breathing can all other varieties of Xhala.
become a challenge. Ability Score Increase. Your Constitution ability score
is increased by 2 and your Intelligence ability score is
Air Heads increased by 1.
Xhala resemble humanoids with skin and hair in shades Age. Xhala mature at about the same rate as humans
of blacks, browns reds, or yellows. Xhala also have an and reach adulthood in their late teens. They live
almost constant flow of gas or smoke from their nose, somewhat longer than humans do, up to 120 years.
mouth, ears, and other orifices. The effect is subtle and Alignment. Xhalan society tends towards chaos and
fades after a foot or so, but is unmistakable up close. individual expression.
Size. Your size is medium.
Alchemical Experts Speed. Your base walking speed is 30 ft.
If someone has heard of the xhala, they have almost Alchemical Society. You are proficient with your
certainly heard of their skills with chemicals and choice of Alchemist’s supplies, Brewer’s supplies, or
brewing as their societies have some of the best potion Cook’s utensils.
makers and alchemists in the realms. These societies Cover of Clouds. You can hide while lightly obscured
use potions and other alchemical creations to solve by clouds of ash, smoke, gas, or other cloud-like effects
many tasks that other societies use magic or smithing to and you have advantage on hiding within such effects
solve such as defending themselves with alchemist fire that create heavy obscurement.
and using healing potions as their primary medical care. Exhale. As a bonus action, you can open your mouth
and exhale a cloud of ash, smoke, or gas (selected when
Where the Wind Takes you create this character). Regardless, the cloud fills a
The xhalan have a tradition of exploring, with many 15-foot cube originating from you, and the area within
younger xhala setting out to explore the world and find the cloud is heavily obscured.
the mysteries that it holds. As such many xhala become The cloud lasts for an hour before dissipating or until
adventurers and the species has a reputation for finding a wind of moderate or greater speed (at least 10 miles
their way into the dangerous histories of many other per hour) disperses it. You may use this trait once
cultures. before you must finish a long rest to be able to do so
again.
Iron Lung. You do not suffer negative effects for
breathing in non-magical gasses or particles in the air
such as from inhaling ash, smoke, or other gasses.
Wind Born. You know the Gust cantrip. Constitution
is your spellcasting ability.
Languages. You can speak, read, and write Auran and
Common.
 

25
Hanging Island
The hanging islands, also sometimes referred to as the   The islands do not always stick in place and instead  
floating islands or the wandering islands, are a sort of get gently carried by the breeze. At the DMs option, they
archipelago of islands that hang from the sky instead of may roll or choose from the following table to determine
floating in the water. These islands float due to a how the island’s travel pattern
mineral known as volantium and they are the home to
plenty of aerial life. Each creature that lives within the d4 Travel Pattern
hanging islands has some method for getting between 1 The islands stay roughly in the same location, gently
each island, such as the Aarakocra’s wings, the Kenku’s swaying and bobbing.

gliders, or the Raydiayn’s light bridges. 2 The islands move, but the winds take them in a circular

The hanging islands are consistently breezy, with pattern, the islands revolve around each other but stay
still relative to the ground.
winds averaging at around 20 mph each day. As such, 3 The wind takes the islands in unpredictable directions
gliders and wind-powered machinery are much more and the hovering islands cannot rely on being in the
potent in the hanging islands and particularly same place twice.
technology-minded societies (such as Kenku) will make 4 The winds move the islands through a consistent
excellent use of these winds. These winds also mean channel, and the islands rotate around the world in a
that cloud-based spells (such as fog cloud) are rarely  
consistent, if not slow, pattern.
useful outside of shielded areas. These winds can be
much more potent in streams called wind channels
which are useful highways of aerial travel.

26
Biome Effects  
Hazard: Wind Channels
Wind channels are strong currents of wind that flow in
and around the hanging isles. These channels can be
dangerous or useful if used carefully. When a flying
creature enters a wind channel, they must succeed a DC
10 Dexterity check or fall prone. A creature flying within
the wind channel moves an additional 60 feet each turn
in the direction of the wind channel and cannot move
against the wind.
Inhabitants
Flying Beast Template
The monsters and creatures within the hanging islands
are often the same as those found within hills or
grasslands (see the DMG for a detailed table). However,
special flying variations of normal beasts do occur
occasionally. The following template represents such
creatures.

Adventure Hooks
The Hanging islands are difficult for non-natives to
travel without the proper tools, however, the islands are
plentiful in resources and people. Additionally, if the
hanging islands travel a set path, adventurers may
choose to stay within the hanging islands to travel the
distance and adventure at the same time. Regardless,
the following are some ideas for adventure hooks that
rely on the hanging islands specifically.
Colorful Crime. Someone has or is planning on stealing Humanoids
the plans needed to create rainbow bridges. The The following player races are likely to be found native
Raydiayn are aware of the plot and are willing to pay to the hanging islands. In parentheses is the race’s
adventurers to stop this. The thief may potentially be preferred method for traversing between islands.
willing to hire the adventurers as well and if the
adventurers take the plans for themselves, they may Aarakocra (Natural Flight)
be able to sell it for a large prize.
Harengon (Bridges and Jumping)
Crashed Island. One of the hanging islands no longer Kenku (Gliders and other Contraptions)
flies, either crashing due to mining of volantium or Raydiayn (Rainbow Bridges)
colliding with a large mountain. Regardless, the Tabaxi (Climbing)
inhabitants of the island need assistance in adapting  
to this new situation. Alternatively, they may have an
idea of how to get the island flying again.

Wind Swept. An air elemental has been trapped and is


being used to power a mill or some piece of
machinery. The town’s people may or may not be
aware that air elementals are sentient, but the thing it
powers is vital to the town’s success and/or survival.

27
Resources Volantium  
Flora Volantium is an incredibly light metal and is responsible
The flora within the hanging islands can be brewed by a for the flotation of the hanging islands. The metal
skilled alchemist into a potion of flying. functions by being lighter the more volume you have
together at one location. If a skilled enough smith can
get a hold of enough of this precious metal, they may
Irisium forge it into, particularly powerful armaments.
Irisium is a rare crystal found solely within the hanging Weapons forged from volantium lose the heavy
islands. Specifically, it is found mostly within the lands property if they have it and gain the thrown(20/60)
held by the Raydiayn. This crystal works just as well property otherwise. If the weapon already has the
with enchanting as any other but otherwise does not thrown property, its short and long-range is instead
lend itself to any sort of enchantment specifically. doubled. With enchantment, these weapons can be
Where it does shine is in the creation of rainbow converted into ones with even longer throw distances or
bridges (more technically referred to as an Irisium weapons that return once thrown.
Bridge). Its creation is a closely guarded Raydiayn Armor forged from volantium does not have a
secret, but irisium can focus light into a solid form, strength requirement and does not provide
allowing creatures to walk across it. This technology is disadvantage on stealth checks. With enchantment,
the main way in which the Raydiayn travel between armor made of this material can even allow its wearer
islands instead of flight. the ability to jump farther or even in some cases fly.
 

28
Raydiayn  
“THE RAYDIAN ARE PERHAPS THE MOST ALIEN
of species I have encountered in my travels. Though
plenty of other species have features much more
extreme and unique, it is the uncanny nature of the
Raydiayn that most stick out upon the first encounter.
Once met, however, the Raydiayn are some of the
more familiar exotic species. Though peculiarly, I
received more attention myself than any of the
diplomats in my company. They seemed more
interested in this book than any trade deal or
declaration of friendship.”

— Z. R. Proudfire, On the Cultures of the Realms


The raydiayn are a prideful people, their culture views
themselves as the pinnacle of beauty and they value art
and appearances far more than any other quantifiable
feature.
A Sight to Behold
Raydiayn appears almost similar to humans with a few
large differences. They have much longer limbs and
their hair and skin come in many vibrant colors. Their
faces are smooth and round and they have four eyes.
Above it All
Raydiayn often find themselves to be superior to most
other races. They almost exclusively live within the
hanging isles, far above physically most other species.
To top it off, Raydiayn can see much more of the color
spectrum than any other species. As such, they can see
the world in much more vibrant and vivid colors. They
often lord this fact over others who many believe are
insufficient barbarians who cannot appreciate the true
beauty of life.
To others, the Raydiayn seem weird and aloof. Their
appearance is often uncanny to humans especially.
Additionally, Raydiayn often insist that an art piece,
outfit, or similar looks good when to most others the
colors clash horribly as Raydiayn by nature see the
piece differently. Therefore, most Raydiayn are dressed
in gaudy clashing colors when viewed by others.
 

29
Artistic Communities Raydiayn Features  
Within their own societies, Raydiayn culture is no less Your Raydiayn character shares the following traits with
elitist. Their upper and lower classes are built on all other varieties of Raydiayn.
divides in artistic ability and artists and artisans are Ability Score Increase. Your Wisdom ability score is
valued much more than scholars and mages. increased by 2 and your Charisma score is increased by
Raydiayn live in small family clusters where the 1.
mother and father take care of the children until they Age. Raydiayn reach physical maturity at around 30
are of age to schooling. After which time, they are and generally live into their third century.
instead taken care of by a tutor, institution, or through Alignment. Raydiayn culture holds no specific
an apprenticeship until they are considered an adult. alignment trends, with plenty of Raydiayn living in every
Raydiayn without an education are considered one of extreme.
the lowest classes and are usually rare outside of Size. Your size is medium.
farmers or other manual laborers. Raydiayn that fail out Speed. Your base walking speed is 30 ft.
of such training are generally disowned by their families Beholding. You are proficient in perception and you
and often leave their home city or settlement afterward. have advantage on saving throws to avoid being blinded.
Light Vision. Raydiayn can see the entire spectrum of
Cutthroat Culture light. You have blindsight with a radius of 60 feet,
Raydiayn culture is incredibly cutthroat which drives though this blindsight is completely obscured by light or
many Raydiayn to desire to leave. Often Raydiayn heavy obscurement (including dim light and darkness).
adventurers are either those that wish to make a name Additionally, you cannot see in color unless the color
for themselves or those that failed and were disowned is in bright light. Otherwise, you can only see in shades
at home. Raydiayn are likely to fit in with adventurers of grey.
rather than normal citizens as their appearance makes Radiant Brilliance. When you take the Attack action,
them stick out and makes commoners weary. you can replace one of your attacks with a flash of
radiant colors and light. Each creature within 10 feet of
Raydiayn Names you must make a Constitution saving throw. A creature
Raydiayn generally have three names, their first name is that fails there save is blinded until the end of its next
the name of their greatest work. Raydiayn without turn and takes 2d6 radiant damage. A creature that
notable works do not have a first name and beyond succeeds their save takes half as much damage and is
children, it is a sign of failure. Raydiayn second names not blinded. The DC for this saving throw is 8 + your
are generally their family name taken from their Wisdom modifier + your Proficiency bonus
parents. A Raydiayn’s third name is the one that The damage of this trait increases by 1d6 when you
identifies them specifically, equivalent to a human’s first reach 5th level (3d6), 11th level (4d6), and 17th level
name. (5d6).
You can use this trait a number of times equal to your
Family Names: Auxientius, Bambalio, Commidius, proficiency bonus, and you regain all expended uses
Simplicius, Synistor
when you finish a long rest.
Male Names: Adeodatus, Callipho, Modestus, Languages. You can speak, read, and write Common
Stratophanes, Tranio
and Raydian.
Female Names: Accalia, Adamina, Bucculei Felicitas,  
Petelia, Vassenia

30
Kaldbrann
The Kaldbrann, or the cold fires, is a land of frozen Adventure Hooks  
volcanos. It contains both extremes of temperatures, The Kaldbrann is a large biome that can contain a very
making travel difficult for all but the most prepared and large number of settlements with diverse makeups,
hardy creatures. The defining feature of the Kaldbrann there is plenty for adventurers to do within the
is the volcanic rivers that snake their way through the kaldbrann, including any quests that could be fit within
landscape, carving a path through the icy terrain. an arctic or volcanic region. However, the following are
In addition to the molten streams, the Kaldbrann is some ideas for adventure hooks that rely on the
littered with dark black streaks of cool igneous rock kaldbrann specifically.
from old streams. Although usually safe earth, these
rocks are not always as cool as they seem. These Cold Heart. For some reason (evil scheme, natural
streams are usually cooled and covered by the frequent phenomenon, or unseen consequence) one of the
snow and animals native to the region have a natural volcanos has gone silent and is no longer active. The
intuition for which rocks are safe and which aren’t. adventurers must restart the volcano lest plenty of
settlements and animals suffer without the heat of the
magma rivers.

Supply Run. A settlement is paying adventurers to


retrieve some important supply (such as medicine)
only found in one of the extreme temperaments. The
town does not have anyone suited to go to such a
region. This could involve traveling to a volcano or
deep into a glacial cave.

31
Biome Effects  
Hazard - Molten Earth
Occasionally the igneous rock has not fully cooled and
stepping into it is difficult terrain. The first time a
creature enters this terrain on their turn or when they
start their turn within it, they take 7 (3d4) fire damage.
Hazard - Thermal Shock
When a creature moves from an area of extreme cold to
extreme heat or vice versa, they must immediately make
a DC 14 Constitution saving throw or gain a level of
exhaustion.
Strange Weather - Volcanic
Eruption
During the volcanic eruption, rocks and molten lava
begin to rain down from the sky. For each hour traveled
in the Kaldbrann or for each hour spent without cover,
each creature must roll a d10. On a roll of 1, the
creature must make a DC 15 Dexterity saving throw. On
a failed save the creature takes 7 (2d6) bludgeoning
damage. Pass or fail, the target also takes 10 (3d6) fire
damage.
Inhabitants
Monsters and Threats
The following table includes monsters from the DMG,
MM, and PHB that could be found within the
Kaldbrann. Humanoids
The following player races are likely to be found native
Monsters by CR to the Kaldbrann.
Kaldbrann Monsters Challenge Rating (XP)
Dragonborn (Gold)
Owl, Scorpion 0 (10 XP)
Dragonborn (White)
Blood Hawk 1/8 (25 XP)
Genasi (Fire)
Giant Lizard, Giant Owl,
Pseudodragon
1/4 (50 XP)
Goliath
Ice Mephit, Magma Mephit 1/2 (100 XP) Kobold
Brown Bear, Half-Ogre (Ogrillon) 1 (200 XP) Ursan
Ogre, Polar Bear, Saber-Toothed Tiger 2 (450 XP)
Winter Wolf 3 (700 XP) Resources
Air Elemental, Fire Elemental, Water 5 (1,800 XP)
Elemental, Young Remorhaz Flora
Cyclops, Mammoth, Young White 6 (2,300 XP) The flora in and around the volcanos can be used by
Dragon skilled alchemists to create potions of fire resistance
Frost Giant 8 (3,900 XP) and flora in the snowier regions can be used to create
Young Gold Dragon 10 (5,900 XP) potions of cold resistance.
Efreeti, Remorhaz, Roc 11 (7,200 XP)
Adult White Dragon 13 (10,000 XP) Obsidian
Adult Gold Dragon 17 (18,000 XP) The kaldbrann is an excellent source of obsidian which
Ancient White Dragon 20 (25,000 XP) can be used in creating durable weapons and armor as
Ancient Gold Dragon 24 (62,000 XP) an alternative to metal. Skilled enchanters can use
obsidian to create armor of fire resistance and flame
tongues.
 

32
Ursan Ursan Names  
“NINI SAILED DOWN THE RIVER MAGNUS THE
Ursan generally only have one name and make no
largest magma river in the kaldbrann. They had just distinction between Male and Female names. While
returned from Wakameny Mountain, the plants they had Ursan do have genders, they cannot be easily
been sent to gather in their pack. Nini was chosen as distinguished through appearance and generally play no
they were the only one red striped within their small roles in society other than mating. Ursan travelers
encampment, and the required herbs were found only occasionally choose a gender when dealing with other
on the peaks of volcanos, of which only Nini could stand races, but just as many do not.
the heat.” Names Akkituyok, Nini, Tuuq, Nerromiktok, Aumanil,

— Tuuq, The Tale of the Plague of the Kaldbrann Ulva, Ek Chua, Tiguaq, Massak, Yakone

The ursan are a race of bear-like humanoids that live Ursan Traits
primarily within the Kaldbrann. They are extremely Your Ursan character shares the following traits with all
adept at surviving within the harsh and volatile other varieties of Ursan.
conditions. The ursan have a strong connection with Ability Score Increase. Your Strength and Wisdom
nature and druids are not uncommon in their societies. ability scores are each increased by 1
Age. Ursan reach maturity at the same rate as
Polar Stripes humans and generally live well into their third century.
The ursan resemble polar bears that stand on two legs. Alignment. The Ursan are generally peaceful. They
Their form is otherwise humanoid. They generally have tend towards neutral or good alignments.
white fur, though it may grey with age. The ursan all Size. Your size is medium.
have stipes, the color of which is determined by their Speed. Your base walking speed is 30 ft.
subrace. The fur within the stripes of an obsidian ursan Bear Claws. Because of your claws, you have a
is a dark black or purple with a smooth glass-like climbing speed of 30 feet. In addition, your claws are
texture, the fire ursan sport bright red stripes that natural weapons, which you can use to make unarmed
contrast with their pale white fur and the stripes of ice strikes. If you hit with them, you deal slashing damage
ursan is by far the most understated, coming in shades equal to 1d4 + your Strength modifier, instead of the
of light blue. bludgeoning damage normal for an unarmed strike.
Cold Resistance. You have resistance to cold damage.
Rare People and Rarer Home Powerful Build. You count as one size larger when
The Ursan live almost exclusively within the Kaldbrann determining your carrying capacity and the weight you
and unlike the other potential inhabitants, have not can push, drag, or lift.
spread far outside of their homelands. This is partially Languages. You can speak, read, and write Common
due to the diverse needs of their species, with them and Ursan.
being best suited to cold climates as well as others that Subraces. Three major subraces of ursan are found in
require the intense heat of magma to be comfortable. the Caverns of Elementia: Brass, Fire, and Ice ursan.
As such, few outside of the Kaldbrann have heard of Choose one of these subraces.
the ursan and even fewer have seen them. Ursan  
beyond the kaldbrann are often met with nervous
glances, as their towering forms strike fear into many.
Those that know the ursan, however, know that they are
altogether peaceful people that usually tend to
themselves.
Unique Travelers
The Ursan rarely travel beyond their home. Those that
do generally have a great curiosity more than their kin
or have been exiled from their tribe for some crime.
Those ursan that do travel are welcomed by few others
than adventurers, as their skill sets make surviving the
dungeons easy compared to surviving their home.

33
Fire Ursan  
Fire ursan tie their heritage to the volcanic energy of the
kaldbrann and they more embody the inherent
contradiction between heat and cold.
Ability Score Increase. Your Constitution ability score
is increased by 1.
Buring Cold. As a bonus action, you can call upon
your elemental heritages and empower yourself with
either fire or cold. For the next minute or until you lose
concentration as if you were concentrating on a spell,
your weapon attacks deal an extra 1d4 fire or cold
damage on a hit (you choose for each attack). Once you
use this trait, you must finish a long rest to be able to do
so again.
Fire Resistance. You have resistance to fire damage.

Ice Ursan
Ice ursan have streaks of light blue fur and live within
the cold and wet domain of water.
Ability Score Increase. Your Wisdom ability score is
increased by 1.
Born of Cold Water. You are immune to non-magical
cold damage.
Ice Breath. You can cast the frost fingers spell once
with this trait and you regain the ability to cast it this
way when you finish a long rest. Constitution or
Wisdom is your spellcasting ability for this spell (you
choose when you gain this trait).
Obsidian Ursan
Brass ursan tie their heritage closer to the collision of
snow and fire and many of the miners and smiths of
ursan societies are of this heritage.
Ability Score Increase. Your Strength ability score is
increased by 1.
Natural Armor. You have strong, stone-like fur. 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.
Sharp Claws. The natural weapon from your bear
claws trait instead deals slashing damage equal to 2d4 +
your Strength modifier.
 

34
Lume Cave
The lume caves are a type of cave found primarily Adventure Hooks  
within the Underdark. They are forests of mushrooms The Underdark can hold many adventurers and the
that spread across any surface. Many of the plants, lume caves are common enough that underground
insects, and animals of the lume caves are travelers will likely stumble into one eventually. The
bioluminescent, casting the cave in dim blue light. lume caves do not pose a direct threat, though they tend
These fungal forests can take hold anywhere and to grow in parallel to some other threat at those that
although they most often cover the walls of natural perish spread the spores of the lume cave. However, the
caverns, they may also take hold along ruins such as following are some ideas for adventure hooks that rely
abandoned cities and temples if large enough. on the lume caves specifically.
Guiding Light. Will o Wisps try and take the
adventurers to a ruin of some kind within the lume
caves. The ruins are deadly but contain relics of an
ancient past barely held together by the lume cave.

Shared Pain. A myconid camp express that they can


sense the lume caves are in pain and pay the
adventurers to investigate the source. The source
could be a company harvesting the shrooms or some
monster damaging its environment.

35
Biome Effects Inhabitants  
Ambient - Bioluminescent Diet Lume Cave template
When a creature eats a bioluminescent animal or plant The monsters and creatures within the lume caves are
from the lume caves, there is a 25% chance that they often the same as those found within the Underdark
begin to glow blue, casting dim light with a radius of 15 (see the DMG for a detailed table). However, many of
feet. the beasts and plants within the lume caves may have a
All creatures have advantage on Wisdom (Perception) trait from the following template to represent their
checks made to spot creatures affected by this adaptation to the environment
luminescence.
Hazard - Shroom Spores
When a mushroom within the lume caves takes
damage, each creature within 5 feet of the mushroom
must make a DC 10 Constitution saving throw. On a
failed save, the creature gains a level of exhaustion and
becomes infected by the lume spores.
An infected creature is immune to additional
exhaustion from this hazard and can be cured through
any spell or effect that removes disease, otherwise, the
infected creature remains infected for 1 week. If a
creature dies before being cured, the spores grow into
full mushrooms that grow from the corpse so long as
they can survive in the environment.
Strange Weather Fungal Bloom
When a fungal bloom occurs, all of the mushrooms
within the lume caves release spores into the air. These
spores glow with the prevalent bioluminescence in the
cave and shed dim light throughout the lume cave.
These spores drift until they land and take root.
When a creature enters a fungal bloom and then for
each hour the creature spends in the lume cave, they
must make a Constitution saving throw as per the
shroom spore hazard. When the hazard is encountered Humanoids
in this way, the DC is 12 instead of 10. The following player races are likely to be found native
to the crystal forest.
Elves (Drow)
Myconids
Gnomes (Svirfneblin)
Resources
Flora
Skilled alchemists can use the flora of the region to
brew potions capable of giving those that drink it
darkvision or causing them to shed bright light, the
radius depending on the potency, failed concoctions
instead cause the effects of faerie fire.
Preparing Food
If a creature eats a beast or plant that was affected by
the shroom spores hazard, they must make a
Constitution saving throw as per the Shroom Spores
hazard. A cook may remove this effect by succeeding a
DC 14 Wisdom (Cook’s Utensils) check.

36
Myconid Myconid Names  
“The traveler entered the village, large fungus-folk Myconids do not have names that can be expressed with
watching as he walked to the centralized hut. As he language as they communicate exclusively with
walked into the dwelling carved from a large mushroom telepathy and visual cues. As such, their names are
the size of a tree, he took in the earthy scent and ideas and feelings. Myconids that deal with other
wondrous scenery. The traveler bowed before the humanoids on a regular basis often take up nicknames
myconid within the room and heard in his mind, based on the culture of the area or some characteristic
‘Welcome’” of the myconid.
 
— Z. R. Proudfire, On the Cultures of the Realms
Myconids are a race of fungal plant creatures that live
within the Underdark. They are largely peaceful folk
and rarely leave their tight-knit communities. The
myconids use spores to communicate and they can feel
the pain of their fellow myconid. As such, empathy is
almost entirely engrained within the culture and most
myconid societies avoid violence at all costs.
Fungal People
A myconid looks like an anthropomorphic mushroom
person, though different myconid societies have varying
appearances similar to different types of mushroom.
Myconids start their life at a height of only 2 feet but
continue to grow for their entire life until they are well
above any humanoids.
Rare Travelers
In all of history, it is not unlikely that a myconid has
never willing moved to the surface world as they cannot
survive in sunlight for very long at all. It is uncommon
for a myconid to leave their society at all, as the
myconids are extremely communal. Some believe that
myconids work as a hive mind, though in reality, they
are more complex. As such, in most areas of the world,
the myconid are only known by travelers. In such
circles, myconids are known for their hospitality.
Communal Spores
Myconid communities are incredibly interwoven due to
the nature in which they communicate. Myconids do not
believe in family units, instead, the sprouts are taken
care of by the elders and assist the elders in daily
chores.
Myconid Adventurers
Myconids are rarely seen as adventurers. When they
are, it is generally because they are on some mission to
support the colony, they have been exiled for some
reason, or their colony was destroyed and they must
support themselves.

37
 

Myconid Features
Your Myconid character shares the following traits with
all other varieties of Myconids.  
Ability Score Increase. Your Wisdom ability score is Distress Spores. When you take damage, all other
increased by 2 and your Constitution ability score is myconids within 240 feet of you can sense your pain.
increased by 1. Pacifying Spores. As an action, you can eject spores
Age. Myconids are considered adults at age 8, elders at one creature you can see within 5 feet of you. The
at age 12, serve as guards from age 16, and usually live target must succeed on a Constitution saving throw, the
to around age 20. DC of which is 8 + your Constitution modifier + your
Alignment. Most Myconids are peaceful meditative Proficiency bonus, or be stunned for 1 minute. The
folk that tends towards neutral alignments. (Subject to target can repeat the saving throw at the end of each of
change) its turns, ending the effect on itself on a success. You
Size. Myconids never stop growing and the age range must concentrate on this effect as if you were
spans from 2 to 12 feet. Adult Myconids are roughly concentrating on a spell.
similar in size to humans. Your size is medium. Once you use this feature, you must finish a long rest
Speed. Your base walking speed is 25 ft. before you may do so again.
Fungus Folk. Your creature type is plant. Rapport Spores. A 30-foot radius of spores extends
Superior Darkvision. Accustomed to life from you. These spores can go around corners (but not
underground, you have superior vision in dark and dim through solid surfaces) and affect only creatures with an
conditions. You can see in dim light within 120 feet of Intelligence of 2 or higher that aren’t undead,
you as if it were bright light, and in darkness as if it constructs, or elementals or can’t understand at least
were dim light. You can’t discern color in darkness, only one language. Affected creatures can communicate
shades of gray. telepathically with one another while within 30 feet of
Sun Sickness. While in sunlight, you have you.
disadvantage on ability checks, attack rolls, and saving Languages. You can read and write Common and
throws. For each hour you spend in direct sunlight, you Undercommon though you cannot speak.
must make a DC 10 Constitution saving throw or gain a  
level of exhaustion.

38
Monochroterra
The Monochroterra, also known as the black and Adventure Hooks  
whites, the ink lands, or the monolands, is a biome The Monochroterra can affect any biome and plenty of
devoid of all color with an appearance similar to that of life lives within. As such, plenty of adventurers in other
a painting. It is believed that the Monochroterra is biomes can be had within the monochroterra. However,
created when the material plane draws closer to the the following are some ideas for adventure hooks that
Shadowfell. This planar influence causes the color to rely on the monochroterra specifically.
drain from the landscape, creating a gloomy landscape.
When creatures from outside the Monochroterra Color from Afar. A colorful object has been found within
enter it, they retain their color, though it does appear the Monochroterra and it was not caused by a Color
muted due to the lighting. As such, materials and Storm. It seems to have fallen from the sky. The color
creatures new to the Monochroterra are easy to spot on may be aberrant in nature or the evidence of an
the landscape, especially those that make use of experimenting wizard.

normally colorful clothing. However, the inverse is not Shadows of the Night. Something has been attacking
true, creatures and resources originally from the travelers, leaving their corpses colorless and lifeless.
Monochroterra do not gain color when leaving the The natives have not noticed but are no longer able to
Monochroterra and are permanently black and white. trade. They are willing to pay adventures to find and
One influence from the shadowfell that is not stop the threat. At the DMs option, the culprit may be
immediately noticeable is the biome’s ability to dampen a Dhampir that feeds off of color.

your emotions. Creatures within the Monochroterra can  


experience extreme emotions, but they fall back to
neutral much quicker than outside of it.

39
Biome Effects  
Ambient: Color Drain
When a creature first enters the Monochroterra, they
appear faded, as their colors begin to dull. The colors
continue to dull for 48 hours, after which point each
creature is completely devoid of color. After the creature
leaves the Monochroterra, their color returns to them
after 2d20 days. Each month a creature spends within
the Monochroterra, they must make a Charisma saving
throw. On a failed save the effect becomes permanent.
The DC of this save is 10 + the number of months spent
within the Monochroterra.
Hazard: Ink Well
An ink well is a portion of the terrain that seems like
solid ground but is made of ink or tar-like mud. The pit
covers the ground in roughly a 10-foot square area and
is usually 10 feet deep. When a creature enters the area,
it sinks 1d4+1 feet into the ink well and becomes
restrained. At the start of each of the creature’s turns, it
sinks another 1d4 feet. As long as the creature isn’t
completely submerged in the ink well, it can escape by
using its action and succeeding on a Strength check.
The DC is 10 plus the number of feet the creature has
sunk into the quicksand. A creature that is completely
submerged in ink well can’t breathe (see the suffocation
rules in the Player’s Handbook).
A creature can pull another creature within its reach
out of an ink well by using its action and succeeding on
a Strength check. The DC is 5 plus the number of feet
the target creature has sunk into the ink well.
Noticing an ink well is incredibly difficult for
creatures not native to the Monochroterra. Spotting an
Ink Well requires a DC 10 Perception check for
creatures that can’t see color and DC 15 Perception
check for creatures that can see color.
Strange Weather: Color Storm
Rarely, a lightning storm will strike the Monochroterra
that bears color. The lightning that arcs the sky is a
vibrant yellow color. If lightning strikes a creature or
object, it is transformed into full color. Such creatures
are permanently in color and immune to the color drain
effect of the Monochroterra.
 

40
Inhabitants  
Monochrome Template
The Monochroterra can be a variant of nearly any biome
and have similar wildlife (see the DMG for a detailed
table). However, the wildlife in these areas differs
according to the following template.

Resources
Blacksteel
Blacksteel is a type of metal found almost exclusively
within the Monochroterra. When forged by a skilled
smith, the blacksteel grants its wielder or wearer
resistance to radiant damage.
Flora
Humanoids Skilled alchemists can use the flora of the region to
The following player races are likely to be found native brew potions of invisibility. Additionally, skilled
to the monolands. alchemists can use the flora in the region to craft inks.
Additionally, skilled poisoners can create poisons that
Dark Oness bestow temporary blindness on creatures. Especially
Dhampir potent versions of this poison can even make the
Dwarf (Duergar) creature permanently color blind or blind them
Elf (Shadar Kai completely.
Halfling (Ghostwise) Preparing Food and Water
If a creature consumes a plant or animal native to the
Monochroterra or drinks its water, they become affected
by the color drain biome effect unless they succeed a
DC 15 Constitution saving throw.
 

41
Dark One  
“ELDON LAY IN WAIT PERCHED ON A ROOFTOP.
He waited for his query to emerge from the building,
eager to strike. He steadied himself by reciting the
mantra on his blade, yet he need not read it. Lie for they
speak no truth. Steal for they give you none. Cheat for
the game is rigged. Kill or be killed first. He was sure
this would be his big break, his time to shine. Eldon
knew that after this job he could retire. Just one more.”

— M. J. Crane, Plight of the Shadowfell


The Dark Ones are a race of humanoids native to the
shadowfell. They come in two main varieties, Dark
Creepers and Dark Stalkers which resemble gnomes
and humans respectively. It is believed that the race
may have once originated as members of those species,
but the race has diverged so much that they share little
beyond physical resemblance.

Shadow People
Hailing from the shadowfell, the dark ones have been
influenced by its dark magic for centuries. Dark
Creepers resemble gnomes with goat-like legs and soft System of Laws
hooves. They often have a hunched posture and pale Dark One societies have a large focus on legal
skin. Dark Stalkers stand upright and have human-like structures. Even the thieves and criminals generally
legs. Their skin is darker than dark creepers and they follow some kind of legal structure set by a thieves guild
have smoother skin. The eyes and hair of both subraces or similar. This does not mean that Dark Ones value the
are almost exclusively some shade of white, gray, or law as something to honor, in fact, many see it more as
black. a tool, something that can be twisted to suit your will. As
such, it is not uncommon for legal loopholes to be
Mercenaries and Thieves integral to a dark one society.
Dark Ones make excellent mercenaries and thieves as Dark One societies outside of the shadowfell
they can blend into darkness especially well. Dark one generally do not have as much focus on loopholes but
societies often face external threats within the do generally still have a rigid legal and government
shadowfell and as such, they often must resort to smart system.
tactics to make up for weaknesses in numbers and raw
force. Dark ones that are able to create societies outside Dark One Adventurers
of the shadowfell, such as those within the Dark Ones have a reputation as thieves and rogues. As
Monochroterra are able to make much more stable such, it is not uncommon for them to be barred from
homes. Although they are still associated with liars and establishments or given specific attention in other
thieves, these dark ones are able to make much more societies. Dark ones that seek to travel without this
lawful societies. prejudice often gravitate to adventurers who often value
dark ones’ abilities in their adventures.
 

42
  Dark One Names  
Dark Ones generally only have a single name. The name
is given at birth though plenty of dark ones will choose a
new name to distance themselves from their family or
past.
Male Names: Bruhkah, Duraun, Eldrar, Jegdrin,
Minobros, Trelgath

Female Names: Akorwyss, Cazna, Miz’zira, Phyrra,


Saratha, Yasymma

Dark One Traits


As a dark one, you share the following traits with all
other dark ones.
Ability Score Increase. Your Dexterity ability score is
increased by 2 and your Constitution ability score is
increased by 1.
Age. Dark Ones have a lifespan similar to that of
humans.
Alignment. Forced to live in the shadows and twisted
by the shadowfell, dark one cultures tend towards evil,
though they are just as capable of good as any other
race.
Size. You are Medium or Small. You choose the size
when you select this race. Small Dark Ones are referred
to as Dark Creepers, and medium Dark Ones are
referred to as Dark Stalkers.
Shadow Sight. Accustomed to life in near-complete
darkness, you have superior vision in dark and dim
conditions. You can see in dim light and darkness
within 60 feet of you as if it were bright light.
Sunlight Sensitivity. 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.
Dark Deceipt. When you hit a creature with an attack
that you can see that cannot see you, you may choose to
deal an additional 2d6 damage. Once you use this trait,
you must finish a short rest to be able to do so again.
Fade to Black. As an action, you can turn into a
moving shadow. While a shadow, you are invisible
within dim light or darkness. The effect lasts for 1
minute and ends early if you attack or cast a spell. You
can use this feature a number of times equal to your
proficiency bonus, and you regain the ability to do so
when you finish a long rest.
Languages. You can speak, read, and write Common
and Undercommon.
 

43
Ooze Crags
Ooze crags are a biome categorized by large Adventure Hooks  
mountainous cliffs overhanging thick swamps. The The ooze crags can be difficult to travel through and
rocks come in multiple colors, especially purples and most journeys will find that going around is faster.
greens. The plants that grow in the biome are odd Despite this, the ooze crags are plentiful in themselves
colors such as orange grass and white bushes. The and can be the home to a wide variety of adventures.
swamps are covered in thick mud that often has strange The following are some ideas for adventures that fit
colors in them. This mud is why the biome is called the within the ooze crags specifically.
ooze crags as they resemble oozes as well as being
excellent homes for them. Merchant Trappings. A merchant has gotten their cart
The ooze crags are very difficult to travel through, stuck in one of the many swamps and is willing to pay
travelling through the upper levels requires climbing for adventures to bring back the merchandise. The
cliffs and crossing large ravines, and traveling along the adventurers must fight off oozes that are actively
floor of the ooze crags requires moving through thick dissolving the cart and its contents.

swamps and diverting around cliffs. Ooze Farm. An entrepreneuring humanoid has created
an ooze farm to raise gelatinous cubes and run a
cleaning business with them. Unfortunately, the
training process has gone awry and the oozes have
escaped. A town will pay adventurers to kill the cubes,
but the farmer will pay more to capture the cubes and
bring them back to his cave farm. The farmer might
even gift the adventurers with a small gelatinous cube
as a pet.

44
 

Inhabitants
Monsters and Threats
Biome Effects The following table includes monsters from the DMG,
Hazard - Oozing Mud MM, and PHB that could be found within the ooze
The mud within the ooze crags is difficult terrain. The crags.
first time a creature enters the oozing mud, they must Monsters by CR
make a DC 10 Strength saving throw or become
restrained in the mud. A creature may remove itself Ooze Crag Monsters Challenge Rating (XP)
from the oozing mud as an action with a successful DC Eagle, Goat, Raven 0 (10 XP)
12 athletics check. Poisonous Snake, Stirge
Giant Frog, Giant Lizard, Giant
1/8 (25 XP)
1/4 (50 XP)
Strange Weather - Acid Rain Poisonous Snake, Mud Mephit,

Occasionally within the ooze crags, the acidic nature of Pteradon

the oozes accumulates enough to make it into the Giant Goat, Gray Ooze 1/2 (100 XP)

weather. Acid rain has the normal effects of rain, but Ghoul, Giant Eagle, Giant Toad,
Harpy
1 (200 XP)

creatures and objects take 1d4 acid damage each hour Ghast, Ochre Jelly, Peryton 2 (450 XP)
while exposed to the rain. Wight 3 (700 XP)
Black Pudding 4 (1,100 XP)
Air Elemental, Bulette, Water 5 (1,800 XP)
Elemental
Wyvern 6 (2,300 XP)
Young Black Dragon 7 (2,900 XP)
Hydra 8 (3,900 XP)
Roc 11 (7,200 XP)
Adult Black Dragon 14 (11,500 XP)
Ancient Black Dragon 21 (33,000 XP)
 

45
Humanoids  
The following player races are likely to be found native
to the ooze crags.
Dragonborn (Black)
Lizardfolk
Sludglings
Resources
Fertile Land
The land within the ooze crags is incredibly fertile if
enough flat space can be found. Settlements within the
crags are often within the valleys as they are closest to
the fertile land and water.
Uligan Steel
Uligan steel is a type of metal found within the ooze
crags. In its natural state, it seems slightly melted and
has a consistency comparable to mud. It is incredibly
difficult to forge into armor or weapons but a skilled
smith can forge it through a process that allows it to
hold its shape.
Weapons forged with uligan steel take a -1 penalty to
damage rolls but deal an additional 1d4 acid damage on
a hit. Armor forged with uligan steel have a -1 penalty to
the base armor class but each time the creature is hit by
a melee weapon attack, the attacker takes 1d4 acid
damage.
 

46
 

Sludgelings Isolated Watchers


“Drip the gelatinous, the only one of his
kind in this city, Sludgelings are an exclusive people, keeping to their
sat watching, unnoticed. Drip was used to
being unseen, own and locking out all others. However, many
it was a welcome change to the usual stares he
got in sludgelings have a strong curiosity for other creatures
the spotlight. But Drip didn’t mind, he knew he was the and choose to watch their ways to learn and better their
first of his tribe to leave their ancestral home in tribe.
centuries.
Drip hated the quiet uneventful life known all
too well by most
Sludgelings, he sought adventure, For The Good Of All
excitement.” Sludgeling society is largely tribe-based. Parentage is
rarely kept track of with the entire villages or tribes
— Drip the Gelatinous, Sludge in the City working together to provide for everyone and care for
Sludgelings are an ancient people, descendants from the young. Likewise, property rights and wealth are
the same ancestors as the more uncivilized oozes. foreign concepts to these tribes. A sludging uses what it
Sludgelings live on the outskirts of societies that shun needs and nothing more, kindly sharing all with its tribe.
them wary of their monstrous appearances. But the
sludgelings have long forgotten their violent beginnings,
now being passive observers in an unkind world.
Physical Description
Sludgeling are made of slime, held together by a tough
permeable membrane. They are moist to the touch,  
sometimes dripping or leaving behind a residue, other
times cleaning any surface they touch. The two most
common varieties of Sludgelings are gelatinous and
black. Gelatinous sludgelings are nearly invisible to the
unsuspecting eye when they aren’t clothed. Black
sludgelings are completely opaque, blending into the
shadows.
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Unsatiable Curiosity Black Sludeling  
Sludgelings are very curious, and a sludgeling that Ability Score Increase. Your Strength or Wisdom ability
leaves its tribe for adventure is usually in seek of greater score increases by 1.
knowledge of the world outside the village bounds. Spider Climb. You can climb difficult surfaces,
Sludgeling adventurers often return to their village to including upside down on ceilings, without needing to
retire after a life of adventuring, sharing stories and make an ability check. You have a climbing speed of 20
knowledge with the generations to come. feet.
Corrosive Body. Your fists are natural weapons,
Sludgeling Names which you can use to make unarmed strikes. If you hit
A sludgeling’s name is usually derived from the ooze with them, you deal acid damage equal to 1d4 + your
language, usually only speakable by the Sludgelings due Strength modifier, instead of the bludgeoning damage
to
their unique anatomy. Usually when speaking in normal for an unarmed strike.
common
Sludgelings adopt a name from another
culture or based on
the description of the sounds they Gelatinous Sludeling
make. Ability Score Increase. Your Dexterity or Wisdom
Names: Schlunch, Smuch, Glop, Blip, Drip, Drop, ability score increases by 1.
Flmup Transparent. You can attempt to hide even when you
are only lightly obscured as long as you do not have any
Sludgeling Traits visible equipment or the equipment is positioned in
Ability Score Increase. Your Constitution ability score such a way as to not look out of place.
increases by 2 Absorb Equipment. You can adorn equipment quickly
Age. A Sludgeling generally matures by age 4 and can by absorbing the armor and repositioning it. You can
live to be 1000 years old don or doff any set of armor as an action.
Alignment. Sludelings are ancient slow races that
tend not to take a side on matters, and generally tend Psychic Sludeling
towards neutral alignments. Ability Score Increase. Your Intelligence ability score
Size. Sludelings are about the same size as humans, increases by 1.
ranging from 5 to 6 feet tall. Your size is medium. Psychic Speech. You can speak telepathically to any
Speed. Your base walking speed is 25ft. creature within 30 feet of you. The creature
Darkvision. Accustomed to life underground, you understands you only if the two of you share a language.
have superior vision in dark and dim conditions. You You can speak telepathically in this way to one creature
can see in dim light within 60 feet of you as if it were at a time.
bright light, and in darkness as if it were dim light. You  
can’t discern color in darkness, only shades of gray.
Amorphous Build. While unarmored, you can fit in a
space large enough for a small creature without
squeezing and you can squeeze into a space that a small
creature could squeeze into.
Acidic Skin Your skin is mildly acidic, not enough to
damage things you touch, but enough to make you
better at handling acidic substances. You have
resistance to acid damage.
Languages. You can speak, read, and write Common,
and Ooze. Only sludgelings and intelligent oozes speak
ooze, but speaking ooze allows you to communicate
simple ideas with unintelligent oozes.
Subraces. There are three main varieties of
sludglings: Black, Gelatinous, and Psychic Sludgelings.
Choose one of these subraces.

48
Salt Wastes
The salt waste is a biome that takes the form of a large Appeased Thirst. It was discovered that feeding the  
spreading salt-like substance. The salt wastes are a thirst stopped the salt wastes from spreading. As
created biome and form when the elemental plane of such, a local community feeds the biome water in
salt can gain traction within the material plane. The some fashion and for as long as they do so the salt
plane of salt borders the elemental plane of water and wastes do not spread.

the negative energy plane and it is characterized by Floating Wastes. The entire biome has been lifted
intense thirst. As such, the salt wastes are almost above ground through some great feat of magic or
completely devoid of moisture, as the spreading salt artifice. The salt waste cannot grow and the limited
drains the water from all life within. ecosystem within the wastes can develop. If the island
The salt wastes can be the focus of a campaign or arc is to ever drop, it would begin to spread as it once did.

entirely in and of themselves. They spread and leave Ignorance. No one is powerful enough and cares
behind a wasteland for all but a few species, though enough to do anything about it. As such, those that
their spread is slow and predictable. As the salt wastes can afford to have moved away and those that can’t
spread, it becomes harder and harder to contain. It is up adapt or abandon their homes for streets elsewhere.
to the DM whether the salt wastes can be removed, No society has a large term plan and without some
though it is almost certainly difficult if possible. change, the material plane will one day far in the
If the salt wastes are new, then determining how to future become completely overcome by the salt
deal with this new biome can be an interesting thing for wastes.

your adventurers to affect in some way, but if the biome Quarantine. Someone or some group has constructed a
has existed for a long time, consider the following ideas large barrier wall that completely encompasses the
for how the biome is being dealt with. biome. The wall is made of metal (or some other
material that salt cannot spread through) and blocks
the spread of the biome.

49
Adventure Hooks  
Each of the methods of containment can easily lend
themselves to adventure hooks.
Appeased Thirst. The town providing the water is
suffering a drought and the citizens are revolting
against the “wasted” water. The adventurers have
been asked to either solve what’s causing the drought
or come up with some other solution.

Floating Wastes. Someone or something is plotting to


level the wastes. Optionally, you may decide that the
salt wastes spread is quickened by a long time
without satiating its thirst.

Ignorance. A community is already partially absorbed


by the salt wastes and requires assistance in either
moving or adapting to the salt wastes.

Quarantine. The salt wastes begin to spread through


caves into the Underdark, moving the problem as
opposed to fixing it.

Additionally, you may use the following ideas


adventures with lower stakes within the salt wastes.
Lost Home. A traveler returned to their home to find it
deep within the wastes and is willing to pay an
adventuring party to retrieve some possession from
the wastes.

Scientific Exploits. A scholar or sage is willing to pay


adventurers to obtain a variety of samples from the
salt wastes, hoping to better understand its nature.

Biome Effects
Ambient - Draining Earth
When a creature first touches the spreading salt and Inhabitants
once every hour they spend within the salt wastes in Monsters and Threats
contact with the spreading salt, the creature must make The only life within the salt wastes other than bracken
a DC 15 Constitution saving throw. A creature takes 5 and salt elementals are those that were there before the
(1d10) necrotic damage and gains a level of exhaustion land was salt and have found some way to survive
on a failed save and takes half as much damage and without constant water. This includes all creatures that
gains no exhaustion on a successful save. do not need water such as many elementals and
Ambient - Unsatiable Thirst undead.
Creatures traveling through the salt wastes become Humanoids
thirsty twice as fast, requiring twice as much water to The Bracken are the only humanoids naturally adapted
survive. to inhabiting the salt wastes as the landscape is
Strange Weather - Rain relatively tame to their home on the elemental plane of
It does not normally rain within the salt wastes. When it salt.
does, the water does not pool or create puddles and is They are not the only humanoids to be found within
instead immediately absorbed by the salt wastes. It the salt wastes, however. The land was always once
generally only rains for a few hours at a time and when another biome and it is not impossible for some
it does, all ambient biome effects are suppressed for the humanoids to have remained in the vain hope that their
duration of the rainfall. land will one day be cured.
 

50
Salt Elementals Resources  
The following stat block is for a salt elemental. They are Salt
not nearly as friendly and are characterized by the same The salt wastes are practically useless in terms of
level of thirst as the land itself. In a cruelly ironic twist, resources except for the obvious abundance of salt. The
the salt elementals are not capable of traveling beyond salt gathered from the salt wastes is incredibly potent
the salt wastes, as doing so is analogous to being and when cooking with this salt, only a tenth as much is
crushed by a waterfall and is easy enough to quickly needed to achieve the same effect in the dish.
overwhelm and kill them.  

51
Bracken Bracken Adventurers  
“CRKTK THE BRACKEN CROSSED THE RIDGE,
Bracken makes good adventurers as their society is
taking in the cavern that contained his homeland. already inclined to wandering and survival. Many
Hundreds of other Bracken filled the cavern, making Bracken stay within the elemental plane of salt due to
their way to the ancestral pool. Crukutuk began looking familiarity and a desire to stay close to the annual
for a partner, mingling through the faces he hasn’t seen meeting, however, those Bracken with an extreme
since last year.” individuality or a desire for closer companionship might
make their way to the material plane.
— Z. R. Proudfire, Life in the Elemental Planes Many bracken take to a life of adventure in defiance of
Bracken are an individualist people. They are mostly their individualist culture. These bracken are not able to
hunters and gatherers, used to traveling the hostile find much companionship from their kin and most
landscape of the salt plane. Bracken are seldom found societies are not willing to welcome them. As such,
in groups, traveling at most with one or two partners at adventurers are one of the few groups willing to take a
a time and even so often for only short durations. bracken into their midst.
Crystalline Form Bracken Names
Bracken vaguely resemble humans partially covered in Male Bracken names are short two-syllable names
salt formations that resemble white scales. Their skin is formed of some form of “-ck” sound. Their names do not
usually a blue, green, or teal color and their hair is have vowels. These names rarely include vowels. These
usually a dark blue or green or a stark white. Their names are usually given at birth. Bracken do not
features are considerably more angular than similar generally have second names of any form.
humanoids and their limbs are much longer with a Male Names: BrckCk, CrkTk, FrkVk PrkTk, TrkBk

stockier torso. Female Names: BkBk, LkDk, NkDk, TkTk, VkVk

Huner and Gather


 
Bracken spend much of their time tracking prey and
searching for food. They are adept at surviving in harsh
conditions which is to be expected as their homeland is
one of the most inhospitable planes that can still
support life. Those that migrate to the material plane
can devote much more time to hobbies and other
activities due to the relative abundance of resources.
Lone Wanderer’s
Bracken society is largely individualist. This is primarily
because resources within the domain are sparse,
making it difficult for groups to support themselves.
Additionally, larger groups are larger targets for many
of the beasts and monsters that inhabit the plane of salt.
Finally, Bracken are vulnerable to each other’s touch,
making physical contact incredibly rare within Bracken
society.
Once a year, the Bracken travel back to their
homeland, one of few seasonal pools within the plane of
salt. During such time, Bracken can reproduce and
socialize with their kin.

52
Bracken Traits  
Your Bracken character shares the following traits with
all other varieties of Brackens.
Ability Score Increase. Your Constitution ability score
is increased by 2 and your Wisdom ability score is
increased by 1.
Age. A bracken reaches adulthood at the age of 20
and generally lives into the middle of his or her second
century.
Alignment. The homeland of bracken is rough and
unforgiving which makes altruism difficult and
dangerous. As such, on average their alignments tend
towards neutral or evil alignments.
Size. Bracken are on average 4 to 5 feet tall. Your size
is medium.
Speed. Your base walking speed is 30 ft.
Draining Touch. Any creature that grapples you or
otherwise comes into direct contact with your skin must
succeed on a Constitution saving throw or take 1d6
necrotic damage as your drain the moisture from them.
The DC of this trait is 8 + your proficiency bonus + your
Constitution modifier.
Alternatively, you may use this as a natural weapon,
dealing the damage automatically on a hit.
Constructs, Undead, and creatures without natural
moisture are immune to this trait. Each time you use
this trait, you gain enough water to survive for one
month. This trait is suppressed while you are within
water.
Natural Armor. Your skin is covered with hard scale-
like salt formations. 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.
Wasteland of Salt. Due to your homeland, you have
learned how to handle tough environments. You are
proficient in Survival and you can go a month without
drinking before suffering negative effects.
Water Affinity For each minute you spend submerged
in water, you can spend one Hit Die to heal yourself.
Roll the die, add your Constitution modifier, and regain
a number of hit points equal to the total (minimum of 1).
Languages. You can speak, read, and write Common
and Saline.
 

53
Verdant Flood
The verdant floods, also known as flood forests, forest Adventure Hooks  
reefs, or sea forests, are a type of freshwater ecosystem The verdant floods are near impossible to travel through
with verdant flora. The reef is primarly made up without some kind of boat or flight for thost that
cascade trees, large ancient trees that flood water into generally walk to get around.. Despite this, the verdant
the surrondings. Though the specifics of why are not floods are filled with life and activity. The following are
known, scholars believe this is due to a closesness to some ideas for adventures that fit within the verdant
the elemental plane of water or gift bestowed by a fey floods specifically.
many centuries ago. Regardless of it’s creation, these
flooded forests make for thriving ecosystems with Fall of Civilization. A settlement built within the trees is
abundant plant and animal life. being threatened by some monster or otherwise. The
Fey passings are common in the verdant floods, settlement requires assistance or will otherwise be
especially those leading to the various fey rivers and plunged into the water.

lakes. As such, the verdant floods are common hosts to Fey Deep. The adventurers must need to go to the
aquatic fey belonging to the river court. feywilds for whatever reason, but the closest or only
Other than the coasts, the water can range from 10 to known crossing is miles below water.

2,000 feet deep but on average, the water is about 200 Run Aground. A vessel within the verdant flood has hit
feet deep. a tree or otherwise crashed their vessel. They cannot
make it through the verdant forest without their ship
and is willing to pay adventurers who are able to
assist them.

54
Biome Effects Inhabitants  
Hazard - Tangle Drift Monsters and Threats
Tangle Drift is the name given to drifting vines and The following table includes monsters from the DMG,
other plants under the verdant floods. These plant MM, and PHB that could be found within the verdant
masses seem safe but creatures that attempt to move floods.
through them can get tangled quickly. Tangle Drifts are
difficult terrain and the first time on each creatures turn Monsters by CR
that they move within the tangle drifts, they must make Verdant Flood Monsters Challenge Rating (XP)
a DC 10 Strength saving throw or become restrained by Baboon, Crab, Owl, Rat, Raven 0 (10 XP)
the tangle drifts. A restrained creature may attempt to Flying Snake, Giant Crab, Poisonous 1/8 (25 XP)
save themselves by suceeding a DC 15 athletics check. Snake, Stirge
Blink Dog, Constrictor Snake, Giant 1/4 (50 XP)
Strange Weather - Algal Bloom Bat, Giant Frog, Giant Lizard, Giant
Occasionally the verdant forests will have an algal Poisonous Snake, Mud Mephit,
bloom where the water becomes almost opaque due to Needle Blight, Pixie, Sprite

an abundance of algae. During the algal bloom, Ape, Crocodile, Giant Wasp, Vine 1/2 (100 XP)

everything underwater is lightly obscured and you Blight

cannot see through the surface of the water. Dryad, Faerie Dragon (Orange, Red,
Yellow), Giant Toad
1 (200 XP)

Creatures that breathe the water during an algal Faerie Dragon (Blue, Green, Indigo, 2 (450 XP)
bloom must make a DC 10 constitution saving throw Violet), Giant Constrictor Snake,
every 4 hours spent underwater. On a failed save, the Merrow, Plesiosaurus, Sea Hag
creature gains a level of exhaustion. Displacer Beast, Green Hag 3 (700 XP)
Couatl 4 (1,100 XP)
Giant Crocodile, Shambling Mound, 5 (1,800 XP)
Water Elemental
Giant Ape 7 (2,900 XP)
Hydra, Young Bronze Dragon, Young 8 (3,900 XP)
Green Dragon
Treant 9 (5,000 XP)
Marid 11 (7,200 XP)
Adult Bronze Dragon, Adult Green 15 (13,000 XP)
Dragon
Ancient Bronze Dragon, Ancient 22 (41,000 XP)
Green Dragon

Humanoids
The following player races are likely to be found native
to the verdant floods.
Aaracokra
Angler
Elf (Sea)
Elf (Wood)
Lizardfolk
Triton
Water Genasi
Resources
Flora
The flora within the verdant floods is especially varied
and abbundant. Checks made to gather herbs and other
flora within this biome are made at advantage.
 

55
Angler Angler Features  
Despite being associated with a fish from the deep Your Angler character shares the following traits with
ocean, the anglers are most often found within all other varieties of Angler.
freshwater ecosystems. Possibly the largest society of Ability Score Increase. Your Charisma ability score is
Anglers is within the verdant flood with a city built increased by 2 and your Dexterity ability score is
within the deepest trench. increased by 1.
The creation myth for the Angler varies from telling to Age. Anglers reach maturity around age 15 and can
telling, but the most common myth is that a dashing elf live up to 300 years.
with a terrible personality was cursed by a hag to be as Alignment. Anglers hunt and survive through deceit
hideous as their soul. The elf-turned-angler did keep one and espionage as such, they tend towards chaotic or
semblance of their old appearance, a single light that neutral alignments.
could draw others in and enchant them, before Size. Your size is medium.
betraying their trust, just as the eld did before. Speed. Your base walking speed is 30 ft.
Amphibious. You can breathe air and water.
Glimmer in the Dark Angler Deceit. You are proficient in Deception and
Anglers are fish-like humanoids with a light on a long Stealth.
Dwellers of the Deep. Adapted to survive well below
protrusion from their forehead. The angler can use the the surface, you have resistance to cold damage and can
light to enthrall all who stare into it. They are handle the immense pressure without ill effects.
reminiscent of the angler fish of the ocean but hold no Enthralling Light. You can cast the enthrall spell once
relation otherwise. Anglers have gills, fins, and scales with this trait, requiring no verbal components, and you
and they cannot stay out of the water very long. regain the ability to cast it this way when you finish a
Liars, Thieves, and Politicians long rest. When you cast this spell in this way, the
Angler society features cutthroat politics and business creature does not need to hear you and you do not need
deals with it being common practice to lie and deceive to speak, but the creature must be able to see your light.
your way to success. That does not mean their society is Charisma is your spellcasting ability for this spell.
Superior Darkvision. You can see in dim light within
without law, in fact, angler legal systems are more 120 feet of you as if it were bright light and in darkness
advanced than similar systems throughout history. as if it were dim light. You can’t discern color in
Many anglers reject this philosophy and are capable darkness, only shades of gray.
of being just as if not more honest than those of other Sunlight Sensitivity. You have disadvantage on attack
races, but it is generally the most manipulative that rolls and on Wisdom (Perception) checks that rely on
winds up in charge and give the anglers their reputation. sight when you, the target of your attack, or whatever
you are trying to perceive is in direct sunlight.
Angler Adventurers Swim Speed. You have a swimming speed of 30 feet.
Plenty of Angler societies places a heavy value on Water Dependency. If you fail to immerse yourself in
material wealth. As such, anglers often become water for at least 1 hour during a day, you suffer one
adventurers, hoping to achieve great wealth and fame. level of exhaustion at the end of that day. You can only
Anglers are often welcomed into adventuring parties as recover from this exhaustion through magic or by
the species has a reputation that proves useful on the immersing yourself in water for at least 1 hour.
open road. Languages. You can speak, read, and write Common
and one other language (usually aquan, elvish, or sylvan
Angler Names depending on their home).
Anglers are a relatively new race to the world and their  
culture is filled with bits taken from others. As such,
anglers generally have a naming convention taken from
the culture of a neighboring society

56

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