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Shadowheart Apocrypha Lineages

The document presents a comprehensive guide to new character creation options for Dungeons & Dragons 5th Edition, introducing various homebrew species, backgrounds, and feats. It includes unique species such as Angelings, Dracohors, and Dragonettes, each with distinct traits and abilities. The content is designed to be modular, allowing players to integrate it into their games while maintaining compatibility with existing D&D frameworks.

Uploaded by

Chris Haines
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
769 views42 pages

Shadowheart Apocrypha Lineages

The document presents a comprehensive guide to new character creation options for Dungeons & Dragons 5th Edition, introducing various homebrew species, backgrounds, and feats. It includes unique species such as Angelings, Dracohors, and Dragonettes, each with distinct traits and abilities. The content is designed to be modular, allowing players to integrate it into their games while maintaining compatibility with existing D&D frameworks.

Uploaded by

Chris Haines
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

royz

LINEAGES
A PLETHORA OF NEW CHARACTER CREATION OPTIONS FOR D&D
5TH EDITION!
Contents
The Apocrypha 3
Fifth Edition Reforged 3
Brand New Species 5
Angelings 5
Dracohors 6
Dragonettes 8
Fin 10
Lupines 13
Ophidians 14
Pangali 17
Rediscovered Species 18
Beeforged 18
Dohwar 19
Kuo-Toa 20
Medusa 21
Pixie 22
Reigar 23
Backgrounds 25
Creating a Background 25
Cultist 26
Gladiator 26
Journeyman 27
Knight 27
Feats 29
Species Feats 30
Origin Feats 34
General Feats 35
Backwards Compatibility 37
Advanced Classes 37
Classic Classes Reforged 37
Class Level & Spell Nomenclature 37
Feats 37
Fighting Styles 37
Species 37
Spells 38
Weapon Stances vs Weapon Mastery 38
Glossary 39
Patch Notes 40
ollie boldador

2
The Apocrypha
T Fifth Edition
his handful of tomes catalogs all of my
various homebrew content into a series of
documents for ease of use. Each book in the
series separates everything into an easily digestible
Reforged
format for everyone to enjoy. Single document content The content I create is unique in that is uses a mix of
will still be made, however their content will be added to designs from 5e14, 5e24, and my own design
the proper Apocrypha once finalized. Each Apocrypha is philosophies. As such, some of this content might play
designed to work in tandem with the others- for well with one version of the game while another does
instance spells in the Shadowheart Apocrypha: Spells not. For example, the Shadowheart Apocrypha: Armory
document will have spell lists for the homebrew classes has a new Weapon Stance system that is designed to
found in Shadowheart Apocrypha: Advanced Classes. replace Weapon Masteries. Thus the system works
While all of my homebrew is designed to work together better for 5e14 classes and my Classic Classes
and thus best used as an all-in-one package, it is still Reforged rather than the 5e24 classes.
modular so that you can pick and choose what you want Because of the nature of these documents, you will
to use versus what you don’t care for. see some overlap in formatting and syntax with the way
things are worded or presented. For the most part I
follow the 5e24 way of writing, however with the broad
amount of unique content I make, there will be
The Apocrypha Archives instances where the old 5e14 wording is used, and in
You can find all the current tomes within the some cases my own wording for things that are not
Shadowheart Apocrypha in the link below. present in either edition of the game. There is also the
fact that 5e24 is new and the 5e14 way of writing is
Enter the library etched into brain after a decade of making content for it,
so sometimes I might forget to write things the 5e24
way.
Content made that is a new version of an already
existing piece of official content– such as classes, feats,
or spells– will be marked as Reforged. Reforged content
will either have a special section in a given Apocrypha
dedicated to it, a [Reforged] tag next to its name, or in
some cases an entire book unto itself.
Each Apocrypha is designed with this mix of
philosophies in mind and link together to form a sort of
‘custom version’ of 5th edition. You can always pick and
choose what parts you want to play with in accordance
with what works for your game and your players, just
remember that using them all together will get you the
best results.
royz

3
royz

Species
New fantastical creatures to play!

4
Brand New Species
A
ll the species found in this section of
the book are my own homebrew creations.

Angelings
It is said that roughly one out of every hundred
thousand dead children are found alive and well, with
Angeling Traits
great wings and powers unnatural. These children are Creature Type: Celestial
known as angelings, eternally young beings who have Size: Medium (about 4-5 feet tall)
been granted a strange gift from an unknown source. Speed: 30 feet
Angelings are created when a child pure of soul and
with inner calm dies in a horrific event. When As an Angeling, you have these special traits.
reincarnated they are only guaranteed to be sent back to Angelic Wings You have a Fly Speed equal to your
the plane of their origin, however their “rebirth” location Speed. You can’t use this Fly Speed if you’re wearing
is entirely random and very rarely do they appear where Heavy Armor.
they died. Eternal Light. You know the Dancing Lights and
Light cantrips.
Angelings have supernatural powers based on their
wishes of the future. If a child wanted to grow up to be a Parent Species. Every Angeling hails from a living
worldly scholar he may return with an open mind species. This species defines several of your abilities.
capable of learning vast amounts of information, giving When you choose to play an Angeling, choose an
him the ability to cast spells. If a child wanted to grow existing species as your parent species, the people from
up to be a mighty warrior, she may return with which you hail.
enhanced strength and a mind fit to absorb tactical Any natural born traits of your parent species are
bestowed to you, such as a Dragonborn’s breath
knowledge for battle.
One of the most unknown things about angelings is weapon or a Tabaxi’s claws. Proficiencies in skills,
how they occur. Some believe it is the favor of the gods, tools, weapons, and or armor are not natural born traits
giving an innocent a second chance at life. Others and as such you do not acquire them. Speak with your
believe it is some ancient spell lost to time that affects DM about what traits of your parent species are deemed
acceptable as natural traits.
only the young. Few even believe that a parent’s love for
the child is so great that it brings them back to life.
Most angelings never see their families again. Many
were too young upon death to understand where their
home was or even what continent or country they are
from. Some even elect to never return, fearing their new
powers might cause their family fear or strife.

sandara tang

5
Dracohors
Dracohors are large bipedal reptilian folk that resemble
different species of dinosaurs. There are two types of
dracohors, theropods and Orniths. Theropods resemble
bipedal carnivorous dinosaurs, while Orniths resemble Dilophosaurus
the armored quadropedal dinosaurs. Venom Glands. When you hit a creature with your bite
attack, the target must make a Constitution saving
throw equal to 8 + you Constitution Modifier + your
Theropod Traits proficiency bonus. On a failed save, the target takes an
additional 2d6 poison damage.
Creature Type: Humanoid
Acidic Spit. You spit an acidic poison at your enemies.
Size: Medium (about 4-7 feet tall) or Small (about 2-4
The acidic spit is a ranged weapon attack that has a
feet tall), chosen when you select this species
range of 15/30. On a hit, a creature takes 1d8 + your
Speed: 30 feet
Constitution modifier Acid damage.
As a Theropod, you have these special traits. Tyrannosaurus
Keen Senses. You have proficiency in the Perception
Tyrant’s Bite. Your massive jaws give you a powerful
skill.
bite. Your Bite attack deals 1d8 + your Strength
Bite. Your fanged maw is a natural weapon, which
modifier Piercing damage instead of 1d6.
you can use to make unarmed strikes. If you hit with it,
Imposing Visage. Creatures have disadvantage on
you deal piercing damage equal to 1d6 + your Strength
Charisma skill checks made against you.
modifier, instead of the bludgeoning damage normal for
an unarmed strike.
Subspecies. Several subspecies of theropods exist,
each with its own features. Choose one from the options
below.
Allosaurus
Precise Maneuvering. You can take the Disengage
action as a bonus action.
Serrated Teeth. Once per turn, when you hit a
creature with your Bite attack, that creature must make
a DC 13 Constitution saving throw. On a failed save, it
takes an additional 1d4 necrotic damage.
Baryonyx
Aquatic Nature. You suffer no disadvantage on weapon
attack rolls or saving throws for being under water.
Hold Breath. You can hold your breath for 1 hour.
Swim Speed. You have a Swim Speed equal to your
Speed.
Carnotaurus
Hardened Scales. Your scales give you protection from
attackers, you gain a +1 bonus to your AC.
Charge Down. If you move at least 15 feet in a
straight towards a creature, and hit it with a melee
attack in the same turn, you can use your bonus action
to shove the creature.
Deinonychus
Nimble Reflexes. You have advantage on Dexterity
(Acrobatics) checks.
Swift Movement. You can take the Dash action as a
bonus action.
naira

6
Ornith Traits Pachycephalosaurus
Hard Head. You have a hard bony head that can be used
Creature Type: Humanoid
as a natural weapon, which you can use to make
Size: Medium (about 4-7 feet tall) or Small (about 2-4
unarmed strikes. If you hit with it, you deal Bludgeoning
feet tall), chosen when you select this species
damage equal to 1d6 + your Strength modifier.
Speed: 30 feet
Sprinter. Your speed increases by 10 feet.
As an Ornith, you have these special traits. Stegosaurus
Thick Hide. You get a +1 bonus to your AC.
Thagomizer. You have a powerful tail that ends in four
Subspecies. Several subspecies of Orinths exist, each
large spikes that can be used as a natural weapon,
with its own features. Choose one from the options
which you can use to make unarmed strikes. Your tail
below.
has a reach of 10 feet, if you hit with it, you deal
Ankylosaurus Piercing damage equal to 1d6 + your Strength modifier.
Clubbed Tail. You have a powerful tail that ends in a Thermoregulatory Plates. You have a series of plates
large bony club that can be used as a natural weapon, running down your back that regulates heat and body
which you can use to make unarmed strikes. If you hit temperature. You gain resistance to Cold and Fire
with it, you deal Bludgeoning damage equal to 1d6 + damage.
your Strength modifier. Triceratops
Armor Plating. You have resistance to nonmagical
Horns. You have a pair of massive horns that can be
Slashing damage.
used as a natural weapons, which you can use to make
Brachiosaurus unarmed strikes. If you hit with it, you deal Piercing
Powerful Build You count as one size larger when damage equal to 1d6 + your Strength modifier.
determining your carrying capacity and the weight you Charge Down. If you move at least 15 feet in a
can push, drag, or lift. straight towards a creature, and hit it with a melee
Long Neck. Due to your long neck, you have a better attack in the same turn, you can use your bonus action
view of the world than others. You have advantage on to shove the creature.
Wisdom (Perception) checks that rely on sight.

cindy avelino

7
rodrigo martins
Dragonettes
Dragonettes are a bipedal race of sentient dragonfolk. A dragonette’s personality largely their own, but is
Unlike half dragons and dragonborn, these draconic influenced by the ascendant that gave them life. For
people are not inherently linked to a specific lineage of instance if the dragonette and the ascendant go through
dragons and are more akin to a ‘draconic lizardfolk.’ something traumatic, the two will take away the same
What they lack in the elemental resistances and breath lessons and their personality changes from the event
weapons of the other dragon lineages, they make up for will mirror each other. A dragonette that has entirely
in the raw physical prowess of dragons- sporting wings different life experiences from the ascendant might only
tails, and often appendages such as sharper teeth, share a few things in common, if anything at all.
claws, and horns. They do however lack the powerful Dragonette’s also share the same kind of magic that
scales of dragons and generally sport full heads of hair their ascendant is skilled in, though they may never
in lieu of scales or tendrils. realize this. This is because dragonettes can’t use magic
Dragonette’s were the dragon god Ezrohir’s final on their home plane.
experiment before entering his great slumber. It was an An ascendant coming into contact with their
attempt to make a race of natural born ascendants that dragonette can be considered a wonderful thing or a
were a mix of human and dragon DNA. The experiment catastrophe depending on the point of view. Because
was both a success and a failure. He succeeded in the soul of Dragonette’s and their ascendant are on the
creating a race of “half dragons,” but there were exact same magical wave length, the two are
however several issues with the attempts to make them inexplicably drawn to one another in various ways. They
natural born ascendants. might see each other as romantic partners, siblings, or
A dragonette is born when someone else in the even as a parent-child relationship. A dragonette who
multiverse ascends. When this occurs, the dragonette is hangs around their ascendant for extended periods of
genetically a 98% match of the one who ascended, with time will start to adopt more of their personalities and
the differences being they are always the opposite mannerisms until the two seem almost like the same
gender and they are a dragonette regardless of the race person outside of the dragonette’s own unique quirks.
the one who ascended.

8
Dragonette Traits
Creature Type: Dragon.
Size: Medium (about 5-7 feet tall).
Speed: 30 feet.

As a Dragonette, you have these special traits.


Draconic Wings. You have a Fly Speed equal to your
Speed. When you fall, you can use your reaction to
make a Dexterity saving throw (DC 10) to stop falling
and fly in place until the start of your next turn. You
can’t use this Fly Speed if you’re wearing Heavy Armor.
Dragon’s Tail. As a bonus action, you can force a
creature within 5 feet of you to make a Dexterity saving
throw equal to 8 + your proficiency bonus + your
Strength modifier. On a failed save, the creature is
pushed 5 feet.
Natural Weapons. Your body has several natural
weapons that you can use in combat. Each one has a
reach of 5 feet and uses your choice of Strength or
Dexterity for its attack and damage rolls. Choose two of
the following:

Bite. You have a fanged maw, on a hit it deals 1d8 +


your choice of Strength or Dexterity modifier piercing
damage.
Claws. Your fingers end in razor sharp claws, on a hit
you deal 1d6 + your choice of Strength or Dexterity
modifier slashing damage. If one of your hands is free,
you can use your bonus action to make another attack
with your claws.
Horns. Your head is adorned with thick horns, on a hit
you deal 1d6 + your choice of Strength or Dexterity
modifier bludgeoning damage and the target must make
a saving throw equal to 8 + your proficiency bonus +
your Strength modifier. On a failed save, the creature is
knocked prone.
Tail. When a creature is pushed back by your Dragon’s
Tail feature, it also takes 1d6 + your choice of Strength
or Dexterity modifier bludgeoning damage.

Not Super Lore Friendly


Of my original Species, the Dragonettes are by far the race
that is the least ‘system agnostic.’ With lore tied directly to
my own settings and systems makes it a bit hard for people
to just throw them into any given game. My best advice
would be just treat them as unique dragonfolk that aren’t
dragonborn, like a kind of half dragon.
matias trabold
rehren

9
Fin
Fin are a bipedal race of amphibious humanoids that Anatomy
resemble a cross between human and shark. Due to the
Adult fin stand anywhere between five and seven feet
species rapid evolutionary mutations, there are three
tall with tails that range between four and six feet long.
different types of fin. Fin incapable of absorbing mana
Fin heads are long and angular with forward facing eyes
and therefore cannot use magic are known are
and lean necks. Their long jaws are filled with two rows
manaless and are often referred to as “pure-bloods.” Fin
of razor sharp teeth on both the upper and lower jaw.
with the ability to use mana and access magical abilities
With complex vocal chords and full lip control, fin are
are known as mystical and are called “the cursed” by
capable of speaking a variety of languages with practice
the manaless. Lastly, there are magical fin with extreme
as well as mimicking various noises. Their ears are
physical and magical mutations, these fin are called
small holes near the back of the head with short horn
Aruscanti which in the fin language roughly translates
like protrusions covering them. Fin nostrils are two
to “Titans of Calamity.”
small slits at the end of their muzzle. Fin have
As a species, fins are either in tune with the magic of
extremely sensitive olfactory organs making their sense
the world, or cannot access this magic at all. Manaless
of smell “superhuman” compared to most other
fins make up for this complete inability to use magic
Species. Manaless fin have no hair of any kind and are
with intense physical training.
bald headed.
Manaless fin have no hair to speak of, however fin
As the name suggests, fins have a dorsal fin situated
with magical capability have long manes of special
roughly in the center of their back, and some have a
tendrils that siphon off magical energy from the world
second dorsal fin roughly midway down the tail. The tail
around them. This clump of fiber resembles the hair of
itself ends in a caudal fin that is generally symmetrical.
the Species enough to be indistinguishable to those
Fin have four gills slits on the sides of their torso
unaware of fin anatomy.
situated roughly under the breast.
Fin have a very strict societal structure. Children are
These gills allow the fin to breath underwater and
raised by the community as a whole and when they
also filter chemicals through them internally, venting
come of age their role is determined for them by the
harmful substances out through the external slits. This
community through a series of tests and rituals. Fin
grants fins a unique immunity to a variety of poisons.
communities do not discriminate based on gender,
Gills are also a fin’s only real weak spot. While the
societal roles are determined entirely by their coming of
external folds of the gills provide minor cover, any entry
age rituals.
into the internals can cause serious damage. Fins also
Fin are extremely xenophobic of magic in all its
have a set of lungs that can be used to breathe air when
forms. Fins that are born with the tendrils signifying
they are out of the water.
magical capability are sequestered into slavery, their
magic is used rarely. These enslaved mages are taught a
handful of simple spells by their handler to better the
tribe. Enslaved fin are treated terribly with whole
groups shoved in small buildings for housing. If a slave
is seen as too disobedient they are exiled and never to
return. Because of this, most of the fin that choose to
live on land and in cities are magical in nature with very
few non magical fin choosing to stray from their society.

saltamor

10
Fin generally have gray skin tones with the occasional power their magical talents. This “hair” usually comes
sets of brown. Most fin are a dull bluish gray with light in shades of black, gray, or brown, however more
gray markings, or a lighter shade of brown with white extreme colors can occur. The tendrils grow with age
markings. The eyes are generally always white sclera and cease once a fin reaches full maturity. If a fin loses
with dull gray or brown irises and black pupils. These this hair after it has stopped growing, it does not grow
eyes have excellent vision in both light and darkness, back. Removing the tendrils only has a minimal effect of
making the fin as a species excellent hunters at night. magical prowess, so removing them does not usually
Despite their aquatic nature, fin do not have webbed “cut off” a mystical fin from their magic power. A
hands or feet, instead their skin allows them to cut mystical fin’s skin color is generally the same shades of
through the water with ease and as a side effect of this grays and browns as non-magical fin, but some have
fin make very little noise when entering or exiting the more black or white splotches of color on the tips of
water provided they’re not splashing about. This skin their fins and appendages. Roughly 30% of fin born
also extremely thick making fin extremely durable, able from two manaless parents are born as mystical,, while
to shrug off weak blows, ignore shallow cuts and in rare a magical parent produces a magical child roughly 60%
cases, deflect projectiles. of the time. The mystical fin as a species are roughly
Fin have four fingers and a thumb on each hand, with 70% female to 30% male.
their fingers ending in short retractable claws. When
retracted they resemble small pointed fingernails and Aruscanti
when extended they can be used as powerful slashing Among the fin there are unique magic individuals who
weapons. The same style of claws can be found on fin are wildly different from the rest of their race in
feet, which are all five digit appendages. Fin body builds appearance and have near god-like level of power while
are lean and muscular with long limbs and broad remaining mortal. Unlike the rest of fin society, an
shoulders. Male fins have more visible muscle and tend Aruscanti’s skin, hair, and eye color can come in
to be larger and broader while female fins are more lean practically any color in the visible spectrum, creating an
and slim. Manaless fin as a species are roughly 65% instantly recognizable individual. Each Aruscanti has a
male to 35% female. powerful magical trait that is unique to the individual
Fin live roughly three hundred years, reaching full and is not passed down through genetics, though there
maturity in their late teens. Puberty for a fin is marked is a chance that Aruscanti offspring will inherit their
by an instinctual overwhelming urge to become parents trait. Aruscanti always produce magical fin, and
irrationally violent for periods of time ranging between a only about one in 10,000 fin are born as Aruscanti,
few minutes to a few hours, this phenomenon is known among those, less than 1% are male.
as the “fury.” Fin will experience this fury throughout
their life, the frequency of which ranges from fin to fin.
Some may never experience again after they hit puberty,
while others may have daily outbursts.
The species give live birth and generally have
between one and three children a pregnancy, which
take roughly 8-10 months of gestation before birth. Fins
are incapable of reproducing with other Species,
making interspecies relationships incapable of
producing half-breeds. Fin go through a mating season
roughly once a year where in non-pregnant females who
want to bear children pair up with a male of the same
mindset. Most fin are sexually non-monogamous and
don’t form family units, fin that enter monogamous
relationships are purely out of love or extreme sexual
compatibility.
The Mystical
Fin who are born with magical abilities come in two
types and have some physical distinctions from their
manaless “pure-blood” counterparts. The first type of
mystical fin are often referred to as “the cursed.” These
fin have an evolutionary mutation that allows them to
absorb mana and cast spells or use other unique
magical abilities.
All mystical fin with magical prowess are born with
clumps of fine tendrils on their head that resemble the
hair of other Species. These tendrils are capable of
siphoning off mana from the world around them to help
ulario

11
Fin Traits Manaless
As a Manaless Fin, you gave no access to magic, but
Creature Type: Humanoid
your physical prowess is and ferocity in the thick of
Size. Medium (about 5-7 feet tall)
combat are second to none.
Speed: 30 feet
Thick Skin. You have extremely thick skin that acts a
As a Fin, you have these special traits. natural protective layer. You gaina +1 bonus to your AC.
Amphibious Nature. You have a Swim Speed equal to Savage Fury. Once per turn when you roll damage for
your Speed and you can breathe both air and water. a melee weapon attack, you can reroll the weapon’s
Natural Filter. You are immune to the Poisoned damage dice and use either total.
condition. Mana Deprived. As a nonmagical Fin, you are
Bite. You have a fanged maw that can be used as a incapable of using magic of any kind. You cannot take a
natural weapon, which you can use to make unarmed class, archetype, or multiclass into a class that uses
strikes. If you hit with it, you deal Piercing damage magic described within its class features. You cannot
equal to 1d6 + your Strength modifier, instead of the take feats or other abilities that allow you to cast spells
bludgeoning damage normal for an unarmed strike. or use magic. Since the abilities of magic items are
Master of the Deep. Adapted to even the most contained within the items themselves, Fin can use
extreme ocean depths, you have resistance to Cold magic items.
damage, and you ignore any drawbacks for being in an Work with your DM to determine which classes and
underwater environment. Additionally, while archetypes best fit your character with these
underwater you have darkvision out to a range of 60 restrictions.
feet. Mystical
Subspecies. As a species, Fin have divided into two
As a Mystical Fin, your connection to magic is incredibly
groups, Manaless and Mystical. Choose one of these
strong and the magic tendrils that make up your “hair”
subspecies.
help you channel that magic.
Magic Tendrils. While you are concentrating on a
spell, you get +1 to your spell attack rolls, and your spell
save DC increases by 1.
Fast Learner. You learn an additional language of
your choice and gain proficiency in a skill or tool of your
choice.

lady black cobra

12
Lupines
Lupines are bipedal canine humanoids that sport long Pack Leader Mindset
faces, pointed ears, and are covered in fur. While they
Those with a pack leader mindset are natural born
share the same features, lupines vary just as much as
leaders and excellent tacticians.
any other race sporting looks similar to wolves, foxes,
Burden of Leadership. You gain a bonus to your
hyenas and a host of similar canines. Lupines average
initiative rolls equal to your Charisma modifier.
roughly five and a half feet tall, with anything over six
Pack Tactics. You have advantage on an attack rolls
feet or under four feet being considered an outlier. They
against a creature if at least one of your allies is within 5
have five fingered hand and toes and generally the same
feet of the creature and the ally isn’t incapacitated.
body shape as a human in good physical condition. Eye
color can range from any color on the spectrum with Worldly Mindset
enough randomness that no one color is considered Lupines with this mindset love to adventure and learn
more common than another. new skills as they travel the world.
Lupines are very community driven and as such, Cultured. You learn two languages of your choice.
loners are a rarity, even among the homeless. Most Book Worm. You learn two skill or tool proficiencies
businesses are run by groups of close knit friends and of your choice.
family because of this, creating welcoming
environments for shoppers. Lupines interact with other
Species with cautious optimism, trying their best to
make friends rather than enemies. However when
confronted with hostility, the same instinct that forms
loving communities can a make for a deadly encounter
when a whole group wishes to protect one of their own

Lupine Traits
Creature Type: Humanoid
Size: Medium (about 4-7 feet tall) or Small (about 2-4
feet tall), chosen when you select this species
Speed: 30 feet

As a Lupine, you have these special traits.


Keen Senses. You have proficiency in the Perception
skill.
Subspecies. As a species, Lupines can be separated
into three distinct mindsets. Choose one of these
subspecies.
Mystic Arts Mindset
These Lupines are borderline obsessed with magic and
seek out the mysticisms of the world like no other.
Magical Aptitude. You know one cantrip of your
choice from the Wizard spell list. When you reach
character level 3, you can cast the Mage Armor spell
with this trait. When you reach character level 5, you
can also cast the Blur spell with this trait. Once you cast
Mage Armor or Blur with this trait, you can’t cast that
spell with it again until you finish a long rest. You can
also cast either of those spells using any spell slots you
have of the appropriate level.
Intelligence, Wisdom, or Charisma is your
spellcasting ability for these spells when you cast them
with this trait (choose when you select this race).
Rhystic Studies. You gain proficiency in the Arcana
skill.
royzilya

13
spectrumshift
Ophidians
The Goddesses
Ophidians, also called Serpentfolk, are bipedal snake-
like humanoids that walk on two legs and have long The Ophidian goddesses are twelve entities that govern
tails. They are not to be confused with other serpentine over different aspects of reality. They were born from a
species whose lower bodies have legless serpentine single entity known as Avadra, who split herself into
tails. twelve other beings in order to create the goddesses
There are multiple species of Ophidians. The needed to facilitate the universe. With her remaining
Colubrids, who are slender and fast, with larger than life energy, she created the celestial cosmos and instilled
attitudes. The Constrictors, which are large and each of her goddesses with a purpose.
muscular with long powerful tails. Vipers are small and Avadra is seen as now being the literal make up of the
lithe, with sharp venomous fangs. Finally, there are the cosmos, every star and planet, every nebula and black
rare and powerful Advadra, Ophidians with lithe bodies hole. With this belief, astronomy is incredibly important
like a Colubrid, long and powerful tails like a to the Ophidians and to outsiders it can be perceived
Constrictor and venomous fangs like a Viper. that the people literally worship outer space itself.
Anatomically, Avadra are immediately recognizable by The twelve created goddesses that govern the
the cobra-like hood that adorns the back of their head different aspects are as follows:
and neck. While they do not get quite as small as Vipers, Apophis
Avadra’s hight can range from rather short all the way
to much larger than a Constrictor. Patron of the stars and largely considered the “leader”
Ophidian society is an odd mix of religious worship of the goddesses. She governs over the cosmos that
and scientific advancements, believe their goddesses Avadra created. She is seen as the one for overseeing
created the different aspects of the world and govern physics and abstract sciences.
over them. Aasiri
Patron of flora, she governs over plantlife and the
growth of worlds.

14
Abhaka
Patron of fauna, she governs over all living things.
Acosophise
Patron of Strength and resilience.
Ahkesh
Patron of medicines and health.
Alacusa
Patron of sickness and death.
Alashul
Patron of technology and advancement.
Anirasha
Patron of violence and war.
Aphyxis
Patron of poisons and venom.
Ariaasiph
Patron of minerals and metals.
Arsziet
Patron of agriculture and hunting.
Artheca
Patron of culture and the arts.
Asoyala
Patron of knowledge and learning.
Avidus
Patron of magic and the arcane.
The Avadra
Named from the origin goddess of the Ophidian
religion, Avadra are unique and rare. They possess
traits from all Ophidians, and are considered holy
entities. From birth Avadra are taken from their parents
and raised in special temples devoted to the goddesses
ovchinnikov

and their teachings.


alexander

Male and female Avadra are separated in their


learning, females learn to hone their skills and emulate
the goddesses where as males are taught the deepest
histories and cultures of the Ophidians in order to
become teachers to future generations of Avadra.
Once female Avadra discover which goddess their
powers align with the most, they are given their name.
This name is the same as the goddess who’s skills they
align with. They are also given the title of Avadra. So an Given their unique traits and special training, all Avadra
Avadra Ophidian who is a master of poisons and has an are considered to have be the pinnacle of Ophidian
especially potent venom would be known as Avadra society. They are often treated like royalty no matter
Aphyxis. Male Avadra are often simply referred to by the where they go or how they act. While most Avadra take
type of knowledge they specialize in, as it will be what to their calling, there are those that do not want the life.
they teach. For instance, a male Avadra who specializes In those cases, they learn what they can before escaping
in history would be referred to simply as an Avadran their culture and exploring the rest of the world.
Historian.

15
Constrictor
Ophidian Traits As a Constrictor, you boast a thick body and muscular
Creature Type: Humanoid tail. You can use your tail in combat to take enemies out
Size: Medium (about 4-7 feet tall) or Small (about 2-4 of the fight.
feet tall), chosen when you select this species Elongated Tail. You have a powerful tail that is a
Speed: 30 feet natural weapon, which you can use to make unarmed
strikes. Your tail has a reach of 10 feet, if you hit with it,
As an Ophidian, you have these special traits. you deal bludgeoning damage equal to 1d6 + your
Climb Speed. You have a Climb Speed equal to your Strength modifier. When you hit a creature with your
Speed. tail, as part of the same attack you can attempt to
Darkvision. You have Darkvision with a range of 60 grapple the target. On a successful grapple, the creature
feet. is restrained until the grapple ends, and you can’t make
Keen Senses. You have proficiency in the Perception tail attacks against another creature.
skill. All Muscle. You have proficiency in the Althetics skill.
Bite. Your fanged maw is a natural weapon, which Viper
you can use to make unarmed strikes. If you hit with it,
you deal piercing damage equal to 1d6 + your Strength As a Viper, your small stature belies your dangerous
modifier. nature. Equipped with venomous fangs and specialized
Serpent Traits. When you choose this race, choose vision, you’re a nightmare for anyone trying to flee.
between one of the subspecies listed below. Venomous Bite. When you hit a creature with your
bite attack, you can force it to make a Constitution
Colubrid saving throw equal to 8 + your Proficiency bonus + your
As a Colubrid, your slender body allows you to move Constitution modifier. On a failed save, the target is
faster and you’re an expert in threatening your foes. poisoned for 1 minute. A creature that failed the save
Smooth Scales. Your walking speed increases by 10 can repeat it at the end of their turn, ending the effect on
feet. a success.
Threat Display. You can use your bonus action to You can poison a creature this way a number of times
attempt to scare your enemies. Each creature within 15 equal to your proficiency bonus, and regain all uses
feet of you that can see you must make a Wisdom saving when you finish a long rest.
throw, the DC is equal to 8 + your Charisma modifier + Thermal Vision. You can adjust your vision to seek
your proficiency bonus. On a failed save, the creature is out pockets of body heat. As a bonus action, you can
frightened of you for 1 minute. activate this thermal vision allowing you to see sources
You can use this feature a number of times per long of heat such as campfires and warm bodies. This vision
rest equal to your proficiency bonus. can penetrate most barriers, but it is blocked by 1 foot
of stone, 1 inch of common metal, a thin sheet of lead,
or 3 feet of wood or dirt.
Avadra
As an Avadra, you are the pinnacle of your people,
possessing both a powerful tail and venomous fangs.
Your words and actions carry the weight of your
species.
Hybrid Lineage. You gain the Elongated Tail trait, the
Smooth Scales trait, and the Venomous Bite trait.
Born Purpose. You gain proficiency in the History
and Religion skills.

Mix & Match


Most of the Subspecies traits presented here are found in
many different types of snakes, not just their Subspecies
specifically. For instance, many constrictors have heat pits
and thus you could argue they should get Thermal Vision.
There is a whole host of venomous colubrids that qualify for
Venomous Bite. Adding these traits to a serpentfolk you are
trying to model after a real world snake won’t suddenly over
power or break them. Just make sure to get your DM’s
permission before you start playing around with the idea.
hyb1rd
1982

16
Pangali
Pangali are proud and selfless, believing that their role
in the world is to defend and protect those who are in
need. They are most often found as mercenaries looking
for a cause to champion, or as guards in towns that
often get caught in the path of violence.
Pangali are a rarity as their people were nearly wiped
out in the race’s infancy. It is believed that this
genocidal cruelty is what cemented their people’s
staunch belief in helping others.

Pangali Traits
Creature Type: Humanoid
Size: Medium (about 4-5 feet tall) or Small (about 3-4
feet tall), chosen when you select this species
Speed: 30 feet

As a Pangali, you have these special traits.


Burrower. You have a Burrow Speed equal to your
Speed.
Darkvision. You have Darkvision with a range of 60
feet.
Claws. You have sharp claws generally used for
digging, but can be used as a natural weapon, which you
can use to make unarmed strikes. If you hit with it, you
deal slashing damage equal to 1d6 + your Strength
modifier, instead of the Bludgeoning damage normal for
an unarmed strike.
Natural Armor. Your scaly plates provide you a
measure of protection from the enemy. While not
wearing armor, your AC equals 13 + your Dexterity
modifier. You can use a shield and still gain this benefit.
Armored Curl. While you are not wearing armor, as
an action you can curl into a ball surrounding yourself
with your armor plates. Until you emerge, you gain a +4
bonus to your Armor Class, and you have advantage on
Strength and Constitution saving throws. While curled
up this way, you have the Prone condition, your Speed
is 0 and can’t increase, you have disadvantage on
Dexterity saving throws, you can’t take Reactions, and
the only action you can take is a Bonus Action to
emerge from your shell.
When a creature hits you with an unarmed strike or
natural weapon while you are curled up, it takes
damage equal to half your proficiency bonus (rounded
up).
You can use this feature a number of times equal to
your proficiency bonus and regain all uses when you
finish a Long Rest.
goat-kid

17
Rediscovered Species
A
ll of the species found in this section of
the book are official D&D creatures that I have
made into playable species, or exisitng D&D
species that I have made my own version of.

Beeforged
Beeforged are specialized type of warforged that have
psychically connected to a magic insect hive, creating a
symbiotic relationship between the two. However due to
your reliance on the hive for survival, you lose some
functions that a normal warforged would benefit from.

Beeforged Traits
Creature Type: Construct.
Size: Medium (about 4-7 feet tall) or Small (about 2-4
feet tall), chosen when you select this species
Speed: 30 feet.

As a Beeforged, you have these special traits.


Hive Flight. You have a Fly Speed equal to your
Speed. You can’t use this Fly Speed if you’re wearing
Heavy Armor.
Sentry’s Rest. When you take a long rest, you must
spend at least six hours in an inactive, motionless state,
gabriel
angelo

rather than sleeping. In this state, you appear inert, but


it doesn’t render you unconscious, and you can see and
hear as normal.
Reinforced Carapace. The hive has used their next
building techniques to reinforce your armor. While you
are not wearing armor, your AC is 13 + your Dexterity
modifier. You can use a shield and still gain this benefit. Hornets
Angered Swarm. You can send your hive out to The largest and most well built of the hives.
assault your foes. You know the infestation cantrip.
Full Body. Due to the size of the hive witin you, your
Stingers Out. Due to your hive’s fierce protection of
body is physically larger than most beeforged. You
you, you have advantages on checks made to escape a
count as one size larger when determining your
grapple.
carrying capacity and the weight you can push, drag, or
Hive Life. Because of the living hive inside you, you lift.
benefit from healing spells such as cure wounds or
Large Stingers The stingers of your hornets tend to
healing word.
be much larger and more dangerous. Your infestation
Subspecies. As a beeforged, you picks a Subspecies
cantrip ignores resistances.
based on the hive within you.
Wasp
Honeybee
Wasps are quick to anger and hold grudges easily.
Honeybees tend to be very laid back and friendly.
Wasp Nest. You have proficiency in Intimidation skill.
Honey Maker. You can use the honey made by your
Relentless Stingers. You can add your proficiency
hive to create potions. Once per long rest, you can bonus to the damage of your infestation cantrip.
produce an amount of Potions of Healing equal to your
Constitution modifier.
Deceptive Smell. Due to the hive inside you, the
sweet smell of honey and pollen obscures your location.
Creatures have disadvantage on Wisdom (Perception)
checks that rely on smell, and Wisdom (Survival) checks
to locate you.

18
Dohwar
Dohwars are short, pudgy, flightless avians that look
and move like penguins. They are inveterate merchants, Dohwar Traits
always looking for an opportunity to turn a profit. Creature Type: Fey.
Dohwars conduct their dealings in secrecy, preferring to Size: Small (about 3-4 feet tall).
do business in dark alleys and out-of-the-way places Speed: 30 feet.
even when the items being bought or sold aren’t illegal
or dangerous. They tend to dress in a garish mishmash As a Dohwar, you have these special traits.
of clothing, but many of them also shroud themselves in Swimmer. You have a Swim Speed equal to your
hooded cloaks. A group of dohwars is called a cartel. Speed.
The average dohwar stands 3 feet tall and has bright Inveterate Merchant. You gain proficiency in either
plumage. Instead of wings, it has arms and tiny hands. the Deception or Persuasion skill. When you make a
Dohwars prefer to communicate through a form of skill check with the chosen skill when haggling, such as
telepathy they call merging, in which two dohwars stay buying, selling, or trading with someone, you double
in mental contact while both are telepathically linked your proficiency for the check.
with a third creature. Merging. You have telepathy out to a range of 30 feet,
Dohwars have their own pantheon of deities, made up and can mentally link up with up to two other creatures
entirely of gods of commerce and wealth. These deities at once with this trait. As long as the linked creatures
include Waukeen, Abbathor, and Zilchus. By focusing are all within 30 feet of you, the three of you can
on the worship of such deities, the dohwars hope to telepathically communicate freely to one another.
become the best merchants in the multiverse without Dohwar Psionics. You know the Mending cantrip.
alienating or offending any god in particular. When you reach character level 3, you can cast the
Identify spell with this trait. When you cast it this way it
doesn’t require material components. When you reach
character level 5, you can also cast the Detect Thoughts
spell with this trait. Once you cast Identify or Detect
thoughts with this trait, you can’t cast that spell with it
again until you finish a long rest. You can also cast
either of those spells using any spell slots you have of
the appropriate level.
Intelligence, Wisdom, or Charisma is your
spellcasting ability for these spells when you cast them
with this trait (choose when you select this race).

wotc

19
andrea piparo
Kuo-Toa
Kuo-toa are degenerate fishlike humanoids that once Kuo-Toa Traits
inhabited the shores and islands of the surface world.
Creature Type: Humanoid
Long ago humans and their ilk drove the kuo-toa
Size: Medium (about 4-5 feet tall) or Small (about 2-4
underground, where they dwell in madness and
feet tall)
everlasting night. Kuo-toa can no longer abide daylight.
Speed: Your base walking speed is 30 feet
Their minds shattered beyond repair, the kuo-toa
adopted a religious fervor, inventing gods to protect As a Kuo-Toa, you have these special traits.
them against threats. Most notable of these threats are Amphibious Nature. You have a Swim Speed equal to
the drow, which have slain the kuo-toa on sight since your Speed and you can breathe both air and water.
the days when the two Species first met. Darkvision. You have Darkvision with a range of 120
Kuo-toa worship gods of their own insane creation, feet.
but if enough kuo-toa believe that a god is real, the Otherworldly Perception. You can sense the
energy of their collective subconscious can cause that presence of any creature within 30 feet of it that is
god to manifest as a physical entity. The form a kuo-toa invisible or on the Ethereal Plane. It can pinpoint such a
god takes depends on the inspiration for its divine creature that is moving.
image, and is usually random or nonsensical. Slippery Skin. A fine layer of mucus covers your skin,
giving you advantage on ability checks and saving
throws made to escape a grapple.

20
Medusa
Men and women who desire eternal youth, beauty, and
adoration might pray to malicious gods, beg dragons for
ancient magic, or seek out powerful archmages to fulfill
their wishes. Others make sacrifices to demon lords or
archdevils, offering all in exchange for this gift, oblivious
to the curse that accompanies it.
Those who strike such bargains gain physical beauty,
restored youth, immortality, and the adoration of all
who behold them, granting them the influence and
power they so desire. However, after years of the living
like a demigod among mortals, the price for their vanity
and hubris is exacted, and they are forever transformed
into medusas. A medusa’s hair turns into a nest of
venomous serpents, and all who gaze upon the medusa
are petrified, becoming stone monuments to its
corruption.

Medusa Traits
Creature Type: Monstrosity
Size: Medium (about 4-7 feet tall) or Small (about 2-4
feet tall), chosen when you select this species
Speed: 30 feet.

As a Medusa, you have these special traits.


Darkvision. You have Darkvision with a range of 60
feet.
Serpentine Hair. The snakes that adorn your head
can be used as a natural weapon, which you can use to
make unarmed strikes. If you hit with them, you deal
Piercing damage equal to 1d6 + your Dexterity modifier,
instead of the Bludgeoning damage normal for an
unarmed strike.
Petrifying Gaze. You can use your innate magic to
glare at a creature, causing them to turn to stone. As an
action, you focus your gaze on one creature within 30
feet of you. If the creature can see you, it must make a
Constitution saving throw. The DC for this saving throw
is 8 + your Constitution modifier + your Proficiency
Bonus. On a failed save the creature has the Petrified
until the end of its next turn. Once you use this feature,
you can’t use it again until you finish a Long Rest.
feyspeaker
lilly

21
Pixie
Standing barely a foot tall, pixies resemble diminutive
elves with gossamer wings like those of dragonflies or
butterflies, bright as the clear dawn and as luminous as
the full moonrise. Curious as cats and shy as deer,
pixies go where they please. They like to spy on other
creatures and can barely contain their excitement
around them.
The urge to introduce themselves and strike up a
friendship is almost overwhelming; only a pixie’s fear of
being captured or attacked stays its hand. Those who
wander through a pixie’s glade might never see the
creatures, yet hear the occasional giggle, gasp, or sigh.

Pixie Traits
Creature Type: Fey
Size: Tiny (about 6-12 inches tall)
Speed: 30 feet

As a Fairy, you have these special traits.


Flight. You have a Fly Speed equal to your Speed.
You can’t use this Fly Speed if you’re wearing Heavy
Armor.
Miniaturization. As a Bonus Action you can touch an
object of Medium or Small size and make it Tiny. The
item cannot be inside a container, it cannot contain any
other objects, and you can’t shrink objects being held,
worn, or carried by other creatures.
While shrunk, gear and weapons can be used
normally by you. You can use a Bonus Action to return
the item to its original size.
Innate Spellcasting. You know the Druidcraft and
Dancing Lights cantrips. When you reach character
level 3, you can cast the Faerie Fire spell with this trait.
When you reach character level 5, you can also cast the
Invisibility spell with this trait. Once you cast Faerie
Fire or Invisibility with this trait, you can’t cast that spell
with it again until you finish a long rest. You can also
cast either of those spells using any spell slots you have
of the appropriate level.
Intelligence, Wisdom, or Charisma is your
spellcasting ability for these spells when you cast them
with this trait (choose when you select this race).
Magic Resistance. You have advantage on saving
throws against spells.
stone
john

22
Reigar
Reigar are androgynous folk who evolved into a
humanoid shape from a species of cephalopods similar
to octopi. They have bioluminescent freckles and the
ability to change the coloration of their skin. A glory (or
halo) surrounds each of them. This magical display is a
cloud of twinkling, glittering motes that changes color
randomly and repels attacks.
Reigar don’t trust one another, which has been the
case ever since they destroyed their home world in a
war that ended with a cataclysmic event called the
Master Stroke. The planet’s destruction was the
culmination of a plot to create the most beautiful display
of carnage the multiverse had ever seen. Reigar exist
solely to make art and wage war. They consider warfare
to be the highest form of artistic endeavor, and every act
of violence they commit is done with the intent of
creating something beautiful.
Reigar wander Wildspace and the Astral Sea in
search of artistic inspiration, traveling in symbiotic
organic ships that they create. Each reigar possesses a
magic item called a talarith, which it created and to
which it alone can attune.

Reigar Traits
Creature Type: Celestial
Size: Medium (about 4-7 feet tall) or Small (about 2-4
feet tall), chosen when you select this species
Speed: 30 feet.

As a Reigar, you have these special traits.


Swimmer. You have a Swim Speed equal to your
Speed.
Glory. Your Aromor Class is calculated using your
Charisma modifier instead of your Dexterity modifier.
Hold Breath. You can hold your breath for 1 hour.
Undersea Weaponry. You have proficiency with
Tridents.
Talarith. You have created a Talarith, a magical
trinket that grants you special magical prowess. If your
Talarith is ever lost or destroyed, it takes 1d20 + 20
days for you to craft another one.

Talarith
Wonderous item, legendary (requires attunement by the reigar
who created it)

The reigar who creates this piece of jewelry chooses its form:
bracelet, brooch, diadem, or necklace. While the reigar wears
the talarith, any weapon wielded by the reigar deals an extra
1d6 force damage when it hits. Tables and lists** both work
within a descriptive box.
wotc

23
oliver beck

Backgrounds
From where do you hail?

24
Backgrounds
E
ach background includes a brief narrative
of what your character’s past might have been
like. Alter the details of this narrative however
you like.
Creating a Background
Instead of choosing an existing background, you can use
these rules to create your own.

Ability Scores Skill Proficiencies


Pick three Ability Scores of your choice. Increase one by You gain proficiency in two skills of your choice.
2 and another by 1, or increase all three by 1. None of
these increases can raise a score above 20. Tool Proficiency
You gain proficiency in a specific tool or one chosen
Feat from the Artisan’s Tools category.
You get an Origin Feat of your choice, or a Racial Feat
of your choice that you meet the prerequisites for. Equipment
You can choose to take a package of equipment from an
existing background or 50 GP.
oliver beck

25
Cultist
Ability Scores: Dexterity, Intelligence, Charisma You devoted yourself to servitude under a dark entity,
Feat: Magic Initiate (Wizard) whether it be a fiend, eldritch entity, or long forgotten

max kostin
Skill Proficiencies: Deception and Religion god. In service to this master you have comitted heinous
Tool Proficiency: Alchemist Supplies acts with other like-minded individuals. With promises
Equipment: Choose A or B: (A) Alchemist Supplies, of power for your deeds, you attempt to convince others
Book (history), Parchment (8 sheets), Robe, 8 GP; or that the world they know is just a facade and your
(B) 50 GP master is the truth.

Gladiator
Ability Scores: Strength, Constitution, Charisma You found out at an early age that your strength and
Feat: Savage Attacker tenacity could earn you a living. You joined the local
blake rottinger

Skill Proficiencies: Athletics and Intimidation fighting pits to make money when times were tough,
Tool Proficiency: Choose a kind of Gaming Set and turned it into a career. With multiple wins under
Equipment: Choose A or B: (A) Spear, Shortbow, 20 your belt, you found yourself in the grand gladitorial
arrows, Gaming Set (same as above), Healer’s Kit, arena where fame and fortune await.
Quiver, Taveler’s Clothes 14 GP; or (B) 50 GP

26
Journeyman
Ability Scores: Strength, Constitution, Intelligence You learned a specific craft under the tutelage of
Feat: Crafter another. Once you completed this apprenticeship you
david noren

Skill Proficiencies: Athletics and Persuasion worked officially for your teacher in order to hone your
Tool Proficiency: Choose one kind of Artisan’s Tools skills and make a living wage.
Equipment: Choose A or B: (A) Artisan’s Tools (same
as above), 2 Pouches, Traveler’s Clothes, 32 GP; or
(B) 50 GP

Knight
Ability Scores: Strength, Wisdom, Charisma You were recognized for your deeds and allowed to
Feat: Skilled become a squire under a knight. You performed your
Skill Proficiencies: Insight and Persuasion duties admirably and continued to train, honing your
darek zabrocki

Tool Proficiency: Calligrapher’s Supplies skills. Eventually, you were awarded for your bravery
Equipment: Choose A or B: (A) Spear, Light Crossbow, with knighthood.
20 Bolts, Calligrapher’s Supplies, Hooded Lantern,
Manacles, Quiver, Traveler’s Clothes, 12 GP; or (B)
50 GP

27
kyungmin

Feats
Enhance your character’s prowess!

28
Feats
T
his chapter’s feats are organized by
Feat List
category and alphabetized in each category. All Feat Category
the feats are listed alphabetically in the Feat List Akimbo General
table. If a feat can be taken more than once, an asterisk
appears after its name in that table. Ambush Predator Species
Arcane Marauder General
Blunderbuss General
Dextrous Limbs Species
Double Down Species
Flurry of Blades General
Flurry of the Winged Species
Fly on the Wall Species
Heroe’s Arm General
Innate Psionics Species
Marine Carnivore Species
Mute Spellcasting Origin
Nimble Flier Species
Reigar Psionics Species
Roller Tank Species
Slavedriver Species
Tactically Driven Species
Talarith Echo Species
Titan’s Arm General
Top of the Food Chain Species
True Gorgon Species
Two-Weapon Master General
Venom Spitter Species
Versatile Handling General
Vicious Counter Species
Youthful Facade Species
dorokhin
sergi

29
Species Feats
These feats are special Origin Feats that can only be
taken by specific species. When you make your
character, you can replace the Origin Feat you get from
your Background with a Species Feat. You can also take
a Species Feat whenever you could normally take a feat.

These feats are in the Species category.

Ambush Predator
Species Feat (Prerequisite: Serpentfolk)

You gain the following benefits.


Stealthy. You can Hide as a bonus action.
Ambush. The first attack you make after rolling
Initiative while hidden is automatically a critical hit.

Dexterous Limbs
Species Feat (Prerequisite: Thri-Kreen)

You gain the following benefits.


Item Usage. You can take the use item action as a
Bonus Action.
Strong Limbs. You have advantage on Strength
(Athletics) checks that rely on your arms, such as
climbing.

Double Down
Species Feat (Prerequisite: Lupine)

You gain the following traits.


Expertise. Choose a skill you are proficient in that
uses the same attribute. You have Expertise in that skill.
Skilled Savant. Whenever you roll a 20 on an ability
check using the chosen skill, you have advantage on the
next ability check made with that skill for the next hour.
Once you’ve used this feature, you can’t do so again
until you finish a Short or Long Rest.

Flurry of the Winged


Species Feat (Prerequisite: Angeling)

You gain the following traits.


Improved Flight. Your Fly Speed increases by 10 feet.
Aerial Maneuvers. You have advantage on Dexterity
saving throws as long as you are at least 20 feet in the
air.
engle
jason

30
marie magny

Fly on the Wall Nimble Flier


Species Feat (Prerequisite: Pixie) Species Feat (Prerequisite: Pixie)

You gain the following traits. You gain the following traits.
Easily Hidden. You gain proficiency in the Stealth Nimble Flier. You do not provoke opportunity attacks
skill. If you are already proficient in the skill, you gain while you are flying in the air.
Expertise in it.
Easily Missed. As long as you are not moving while
hidden, creatures have disadvantage on Wisdom Reigar Psionics
(Perception) checks to spot you.
Species Feat (Prerequisite: Reigar)

You gain the following traits.


Kreen Psionics Cantrips. You learn the Light, Mage Hand, and
Species Feat (Prerequisite: Thri-Kreen, Wisdom 13+) Prestidigitation cantrips.
Chromatic Pisonics. You can cast Chromatic Orb
You gain the following traits. once per day with this feat. When you do, it can only
Somatic Limbs. You can use your secondary limbs to deal damage from the following list: Cold, Fire,
perform the somatic components for your spells if your Lightning, or Radiant. Once you cast Chromatic Orb
main limbs are otherwise occupied. this way, you can’t do so again until you finish a long
Thri-Kreen Spells. You know the Blade Ward cantrip. rest. You can also cast the spell using any spell slots you
When you reach character level 3, you can cast Blur and have of the appropriate level. Intelligence, Wisdom, or
Magic Weapon once per day. You can also cast these Charisma is your spellcasting modifier for this spell
spells using any spell slots you have of the appropriate when you cast it with this trait (choose when you take
level. Wisdom is your spellcasting modifier for these this feat).
spells.

Roller Tank
Marine Carnivore Species Feat (Prerequisite: Pangali)
Species Feat (Prerequisite: Fin)
You gain the following traits.
You gain the following traits. Armored Movement. When you use your Armored
Bite Force. Your bite attack damage increases to 1d8 Curl feature, your movement is reduced to half of your
piercing damage + your Strength modifier. speed instead of 0.
Nimble Swimmer. If you are at least waist deep in Mobile Tank. While you are moving in Armored Curl,
water when you are subjected to an effect that allows the AC bonus is reduced by 2, but creatures have
you to make a Dexterity saving throw to take only half disadvantage on attacks of opportunity made against
damage, you instead take no damage if you succeed on you.
the saving throw, and only half damage if you fail.

31
Slavedriver
mauro
alocci

Speaces Feat (Prerequisite: Manaless Fin)

You gain the following traits.


Imposing. You can use Strength instead of Charisma
for Intimidation ability checks.
Physically Threatening. You have Expertise in
Intimidation when using Strength foir the check.
Master Interrogater. When you succeed on an
Intimidation check using Strength made to interrogate
or question someone, you can determine whether or not
the target of your check is speaking truthfully for 1
minute. Once you’ve used this feature, you can’t do so
again until you finish a short or long rest.

Tactically Driven
Species Feat (Prerequisite: Lupine)

You gain the following traits.


Tactician. Whenever you have advantage on an ability
check or saving throw, you may grant advantage to an
allied creature within 10 feet of you on their next attack
roll or saving throw before the end of your next turn.
Once you’ve used this feature, you can’t do so again
until you finish a short or long rest.

Talarith Echo
Species Feat (Prerequisite: Reigar)

You gain the following traits.


Golem. While attuned to your Talarith, you can use
your action to summon a golem-like duplicate of
yourself. The duplicate goes right after you initiative and
you can use your Bonus Action on each of your turns to
command it. The duplicate shares your statistics, but
only has 1 hit point, can only make one weapon attack
per turn, and can only cast cantrips that deal damage.
While the duplicate does have versions of any gear you
are wearing, it cannot use the any special abilities of
magic items, and does not have a Talarith of its own.
The duplicate lasts for 1 minute, and disappears
earlier if your fall unconscious or dismiss it, no action
required. Once you have used your talarith to summon a
duplicate you can’t do so again until you finish a long
rest.

Top of the Food Chain


Species Feat (Prerequisite: Theropod Dracohor)

You gain the following traits.


Devour. When you drop a creature to 0 hit points with
your Bite attack, you gain temporary hit points equal to
half the damage dealt. Once you’ve used this feature,
you can’t do so again until you finish a short or long
rest.

32
True Gorgon Vicious Counter
Species Feat (Prerequisite: Medusa) Species Feat (Prerequisite: Dracohor)

You gain the following traits. You gain the following traits.
Venomous Strands. When you deal damage with your Hit Back. Whenever you become the target of an
Serpentine Hair, the target must make a Constitution opportunity attack, you can use your reaction to impose
saving throw equal to 8 + your Constitution modifier + disadvantage on the attack. If the attack still hits, you
your Proficiency bonus. On a failed save, the creature is can make an unarmed strike against the target.
poisoned until the end of your next turn.
Life of Stone. You can now prolong your Petrifying
Gaze. When you use your Petrifying Gaze, you can Youthful Facade
concentrate on it as if concentrating on a spell for up to
Species feat (Prerequisite: Angeling)
1 minute. A creature with the Petrified condition from
your gaze remains petrified for the duration. You gain the following traits.
Young One. You have advantage on Charisma
(Deception) checks to fool others into believing you are
Venom Spitter a normal child.
Species Trait (Prerequisites: Serpentfolk with Magic Facade. Whenever you cast an illusion spell on
Venomous Bite) yourself that changes your appearance, such as the
Disguise Self spell, you can choose to fold your wings
You gain the following traits. around yourself as the somatic component. When you
Venom Spray. Make a ranged weapon attack using do, the spell to disguises them as a cloak or poncho that
your Dexterity modifier with a range of 20/60. On a hit, holds up against nonmagical means of detection, such
a creature takes 1d6 Poison damage and makes a as an Investigation or Perception skill check.
Dexterity saving throw equal to 8 + your Proficiency
bonus + your Constitution modifier. On a failed save, the
target gains the Blinded condition until the end of your
next turn. You can use this feature a number of times
equal to your proficiency bonus, and regain all uses
when you finish a Short or Long Rest.
krenz kushart

33
Origin Feats
These feats are in the Origin category.

Mute Spellcasting
Origin Feat (Prerequisite: Spellcasting or Pact Magic
feature)

You gain the following benefits.


Nonverbal Caster. When you cast a spell, it doesn’t
require verbal components.
Increased Cost. Spells that require a material
component with a currency cost have the cost doubled.
The time and currency cost it takes for you to scribe a
spell into a scroll or spellbook is doubled.
rodrigo clark

34
General Feats
These feats are in the General category.

Akimbo Dual Wielder [Reforged]


General Feat (Prerequisite: Level 4+, Firearm General Feat (Prerequisite: Level 4+, Strength or
proficiency) Dextierty 13+)

You gain the following benefits. You gain the following benefits.
Ability Score Increase. Increase your Strength or Ability Score Increase. Increase your Strength or
Dexterity score by 1, to a maximum of 20. Dexterity score by 1 to a maximum of 20.
Twin Fire. You no longer suffer disadvantage on Defensive Flurry. You gain a +1 bonus to your Armor
attack rolls made with a firearm in your offhand. Class while you are wielding a separate melee weapon
Dexterous Reloading. You can reload your firearms in each hand.
even if you have one in each hand. Enhanced Dual Wielding. When you take the Attack
action on your turn and attack with a weapon that has
the Light property, you can make one extra attack as a
Arcane Marauder Bonus Action later on the same turn with a different
weapon, which must be a Melee weapon that lacks the
General Feat (Prerequisite: Level 4+, Spellcasting or
Two-Handed property. You don’t add your ability
Pact Magic class feature)
modifier to the extra attack’s damage unless that
You gain the following benefits. modifier is negative.
Ability Score Increase. Increase your Intelligence, Quick Draw. You can draw or stow two weapons that
Wisdom, or Charisma score by 1 to a maximum of 20. lack the Two-Handed property when you would
Spell Focus. Your offhand weapon counts as a spell normally be able to draw or stow only one.
focus for you.
Somatic Casting. You can perform somatic
components while wielding a weapon in each hand.
Melee & Magic. Whenever you use the Magic Action
to cast a spell of 1st level or higher, you can use your
Bonus Action to make a melee attack with your offhand
weapon.

Blunderbuss
General Feat (Prerequisite: Level 4+, Firearm
proficiency)

You gain the following benefits.


Ability Score Increase. Increase your Strength or
Dexterity score by 1 to a maximum of 20.
Shotgunner. You no longer make attacks with
Firearms that have the spread property. When you take
the attack action with a firearm with spread, each
creature in the cone must succeed on a DC 15 Dexterity
saving throw, taking the damage on a failed save or half
as much damage on a successful one.
aleksandra
alekseeva

35
Hero’s Arm
General Feat (Prerequisite: Level 4+, Strength 17+)

You gain the following benefits.


Ability Score Increase. Increase your Strength or
Dexterity score increases by 1, to a maximum of 20.
Strong Grip. You can wield weapons with the Two-
Handed property in a single hand.
Flex. When you wield a weapon with the Versatile
property in one hand, you can use the larger of the two
damage dice.
Unwieldly. If you dual wield two weapons in this way,
you have disadvantage on attacks made with both
weapons.

Titan’s Arm
General Feat (Prerequisite: Level 4+, Hero’s Arm,
Strength 20+)

You gain the following benefits.


Unencumbered Swings. When wielding a Two-
Handed weapon or a Versatile weapon in each hand
using its larger damage die, you no longer suffer
disadvantage when making attack rolls with those
weapons

Two-Weapon Master
General Feat (Prerequisite: Level 4+)

You gain the following benefits.


Ability Score Increase. Increase your Strength or
Dexterity score by 1 to a maximum of 20.
Reflexive Swings. When a creature provokes an
Attack of Opportunity from you while you have a
weapon in each hand, you can make both a Mainhand
and Offhand attack against the target as part of the
same opportunity attack.
Continued Momentum. While wielding a weapon in
each hand, if you score a critical hit or drop a creature
to 0 hit points, you can use your reaction to make an
additional melee attack with your Offhand weapon.

Versatile Handling
General Feat (Prerequisite: Level 4+)

You gain the following benefits.


Ability Score Increase. Increase your Strength or
Dexterity score by 1, to a maximum of 20.
Ranged Options. You can choose to use your
Strength or your Dexterity modifier for attack and
tomasz ryger

damage rolls made with ranged weapons and weapons


with ther Thrown property you are proficient with.

36
Backwards Compatibility
M
aking sure content runs smoothly in
fighter, and one wants to play a 5e24 Fighter. Only the
your game is important. Between 5e14, 5e24 Fighter uses the Weapon Mastery system, but the
5e24, and my SDHTA- there is a lot of 5e14 Fighter and the Reforged don’t touch the
modular content that could overlap, contradict, or Masteries at all. If the players are all ok with those
replace each other. Whether you use all my content as a differences, that is perfectly fine. I would advise that you
single package, or only take the pieces you like, it’s pick one version of the class and have everyone play
important to clerify what works together and what does that specific version, it will make life much easier as a
not. This section is dedicated to handling specific DM.
instances where in my content will cause problems
when trying to use it alongside 5e14 and/or 5e24.
Class Level & Spell
Nomenclature
Work In Progress! This is entirely an aesthetic change in regards to how
Much of this section is based on obvious things that cause class levels and spell levels are presented in my content,
problems if not addressed. If you have a question about the and there are no mechanical changes. While this means
compatibility of something I've made and you don't see it there’s no compatibility issues, I wanted to explain how
discussed here, let me know! I will add it to the book so we its handled here as well as the Glossary.
can have a more robust set of rules! In 5e14, both class and spell levels are written as
“[Nth] Level.” For example, a 3rd level Wizard can cast
2nd level spells. When referring to spells of various
Advanced Classes levels, it is usually written as “spells of 1st level and
higher.” In 5e24, Both class and spell levels are written
My original homebrew classes have no overlap with any as “Level [N]” For example a level 3 Wizard can cast
existing official classes, so there is no mechanical level 2 spells. When referring to spells of various levels,
problems with the game. it is usually written as “spells of level 1+.”
Classic Classes Reforged I use both versions of this to help differentiate class
level from spell level and mitigate confusion. Class
My Classic Classes Reforged project is one where I levels are written as “Level [N]” and spell levels are
remake all the official classes with my own design written as [Nth] Level. So a level 3 Wizard can cast 2nd
philosophy. As one would imagine, this can cause many level spells. When referring to spells of various levels, it
issues if not handled properly. Each of the reforged is written as “spells of 1st+.”
classes has had their official archetypes remade and
rebalanced to work specifically with these new versions.
Feats
This means using the reforged versions of these For the most part, there should be no problems with
archetypes with their original official counterparts or feats. That being said, there are no racial feats in 5e24
vise versa is highly inadvisable. as of yet. I have made my racial feats special origin feats
For example, the Fighter. The Fighter Reforged uses that you can take as that race in place of another origin
elements from the Battlemaster archetype and feat.
Champion archetype in the base class, and because of
this those are no longer archetypes in my system. Using Fighting Styles
the Fighter Reforged with official Champion or
With 5e24, Fighting Styles are now a type of feat. With
Battlemaster archetypes will result in a lot of dead
my 5e Reforged system they are still their own specific
levels as you will just be gaining the same features over
feature set, so you must choose whether you’re going to
and over again.
use the 5e24 feats or the 5e Reforged Fighting Style
New homebrew archetypes for existing classes are
features. Additionally, some Fighting Styles no longer
geared towards the Reforged version of those classes.
exist in 5e Reforged and have been moved elsewhere,
That being said, many of them can be used with their
such as the Interception Fighting Style now being a
official counterparts- provided they do not use any
special Weapon Stance for shields.
custom resources. You will have to adjust the levels you
get those features at, because the Reforged classes use Species
a single static archetype level system as opposed to
official content where each class has its own archetype There should not be any mechanical problems with
level system. Always follow the system presented by the SDHTA species, regardless of the version of 5e you
class you are using. play. Some might have features or design philosophies
If multiple players want to play the same classes from that have changed over the years, but that won’t have
different sources how they function with other systems any real impact on the gameplay itself.
will likely determine the viability. Say one player wants
to play a Reforged Fighter, one wants to play a 5e14

37
Spells
While I have a section in the SDHTA: Spells book on
how to improve lackluster official spells, none of my
actual homebrew spells will cause issues with existing
official spells.
Weapon Stances vs Weapon
Mastery
The Weapon Stance system is not compatible with the
Weapon Mastery system. They both do roughly the
same thing, but go about them in very different ways.
You will have to decide which one you you wish to use
for your game. If you choose the Weapon Stance
system, you will need to use either the 5e14 or Reforged
versions of any class that interacts with the Weapon
mastery system, and you will need to ban any feats that
grant weapon masteries. Conversely, the Weapon
Stance system is not tied to any class, and has few feats
tied to it. This means if you choose to use the Weapon
Mastery system, all 5e14, 5e24, and Reforged classes
are technically available to use.

38
Glossary
5e14
Work In Progress!
This is my shorthand for the original rules published by
Wizards of the Coast for their 5th Edition Dungeons This glossary is very much a work in progress, if you see
and Dragons game that was publicly released in 2014. something you think I should add to it, let me know!

5e24
This is my shorthand for the new and updated rules
published by Wizards of the Coast for their 2024 ‘re-
release’ of 5th Edition Dungeons and Dragons.

Level [N]
Any time something refers to level followed by a number
it is referring specifically to class levels.

[Nth] Level
Any time something refers to a level, with a numbered
suffix before it it is referring specifically to a spell’s
level.

[Nth]+
This refers to spells at various levels, it’s the shorthand
for “spells of 1st level and higher” or “spells of level 1+”

Mainhand
A one handed weapon wielded by a character, also
referred to as a mainhand weapon. When a character
wields only a single one handed weapon, it is always
considered to be their mainhand weapon. When
wielding a weapon in each hand, the mainhand weapon
adds your ability modifier to the damage. When making
an attack with a one handed weapon, it is always made
with the mainhand weapon unless otherwise specified.

Offhand
A one handed weapon wielded by a character who is
already wielding another one handed weapon, also
referred to as an offhand weapon. When wielding a
weapon in each hand, the offhand weapon does not add
your ability modifier to the damage.

Ruleset
The mechanics and rules of 5e14 and 5e24 versions of
5th Edition Dungeons and Dragons.

39
Patch Notes
Version 2.0 are because I personally disagreed with them and kept
doing it my way.
The dinosaur race has become the Dracohor,
separating into Theropods and Orniths. Universal: All creatures with a walking speed less
The snakefolk are now Serpentfolk and have had than 30 feet now have a base speed of 30 feet.
their lore expanded, including with a new third Universal: All alternate speeds are now ‘equal to
Subspecies. your walking speed.’
Various typos and such have been fixed. Universal: Creatures as a whole no longer have
Sunlight Sensitivity.
Version 2.1 Universal: All natural weapons now deal at least 1d6
damage.
Allosaurus’ Serrated Teeth feature can now only Fly Restriction: All Species that fly can’t do so in
activate once per turn, negating abuse from heavy armor. This is my own change to make flying
characters with multiple unarmed strikes. Species have an armor balance.
Constrictor’s no longer auto grapple, but rather can Angelings Eternal Light ability now gives them both
make the grapple as part of the same attack. light and dancing lights.
Viper’s Venomous Bite now has a 1 minute duration Fin have had their bite reduced to 1d6 to fall in line
on the poison, but can only be done once per short with pretty much every other bite attack in this
rest. document.
Kuo-Toa Otherworldy Perception actually works as Kuo-Toa can now be Small or Medium. This is
intended. largely because I always forget they’re medium
More typos! creatures, so fuck it they can be small now.
Lupines can now be Small or Medium, live out your
Version 3.0 barbarian corgi dreams!
New race: Medusa Medusa can now be Small or Medium. Can you tell I
New race: Pangali like this idea of multi-size Species?
New feat: True Gorgon Pangali can now be Small or Medium. Seriously, this
Serpentfolk now have their languages actually change is something I really think is cool.
written down Pangali Armored Curl ability is now usable a number
Vicious Counter has had its wording updated so that of time per long rest equal to your proficiency bonus.
any Dracohor can use it. Pixies no longer have they ‘Fey’ racial trait since they
now have the Fey creature type. No need for
Version 4.0 redundancy.
Pixie’s Innate Spellcasting has been updated.
New race: Beeforged! The Serpentfolk Colubrid Subspecies is now actually
New race: Dragonette! in the document.
New Dracohor Subspecies: Dilophosaurus! More typos!
New Serpentfolk Subspecies: Colubrid!
Lupine rework with subSpecies is here!
Viper Serpentfolk’s ‘venom’ has been removed from
their Bite and is now its own racial feature that can
be used proficiency bonus times per long rest.
Removed Thri-Kreen because the UA version exists
and is good. Their two feats are still here, but
modified to work with the UA version of the race.
Reformatted the Species to be in line with how
official content is now presented!

Version 5.0
With the leaks from Monsters of the Multiverse we see
several universal changes to how Species work as a
whole moving forward. In my continued effort to make
my content be easily digestible for everyone, this update
brings those changes to the Species presented here.
They will be listed in these notes as ‘universal’ changes.
Any obvious universal changes that aren’t listed here

40
Medusa’s Snake Hair now deals 1d6 damage and
Version 6.0 uses your Dexterity modifier for attack and damage
Changed the name of the Apocrypha from Species to rolls.
Lineages. Since race, background, and feats seem to Serpentfolk finally get their own unique name,
be so tightly linked in D&D moving forward I’m Ophidians!
combining all three into one document. This one. Versatile Handling now includes thrown weapons,
Updated the Size section to all follow the same and specifies that you must be proficient with the
formatting. weapon to use it.
Updated the Speed section to all follow the same Innate Psionics has been renamed Kreen Psionics
formatting. and, gives Blade Ward instead of True Strike, and
Language section removed from all Species since now lets you use spell slots for its spells.
the current system is now “Common and one Top of the Food Chain’s temp hp now follows
langauge of your choice” for all Species. standard rules and ends on a long rest rather than 1
Lupine’s Arcane Curiosity Mindset has been minute.
renamed to the Mystic Arts Mindset, and has been Removed the Flurry of Blades feat.
overhauled to work more in line with how racial New Origin Feat: Mute Spellcasting!
spells are handled now. They also now gain New General Feat: Dual Wielder [Reforged]!
proficiency in Arcana.
New race: Dohwar
New race: Reigar
The feats section has been changed to be used for all
feats instead of specifically racial feats-
Several feats from across a lot of other works added
as well as some new ones.

Version 7.0
Serpentfolk rework is here!
Bite is now a base racial trait for all serpentfolk!
Elongated Tail and Constrictor is now one ability.
Constrictors now have the ‘All Muscle’ trait, giving
them proficiency in Athletics.
Toxic Venom has been renamed Venomous Bite.
Avadra now gain the Smooth Scales trait as well as
the other two.
Added in a section about moving around serpentfolk
racial traits to different subSpecies.
New Feat: Venom Spitter, giving venomous
serpentfolk a new attack.

Version 8.0
This update is the 1st of the 5e24 updates, where
everything gets updated to reflect the formatting and
syntax of the new 2024 5th Edition version of the
game.
Races and subraces have been renamed Species and
Subspecies.
Feats have been split into Species Feats, Origin
Feats, General Feats, and Epic Boons.
All racial feats are now a special type of Origin Feat
called a Species Feat.
Because Origin Feats do not get an ASI, all Species
Feats have had their ASI’s removed.
All General Feats now have an ASI.
Backgrounds now has actual content, with four new
backgrounds and rules for making your own custom
background!

41
x-celebril-x
Thanks For Reading!
I want to give a very special thank you to everyone over at r/UnearthedArcana
and those who hang out at the Shadowheart Forge ! Your support of my D&D
projects like this give me the confidence to keep making them! Your critiques and
suggestions help transform these homebrews of mine into their best selves!

The Shadowheart Forge is where I create all my homebrew content! We have a


subreddit and a discord for everyone to come discuss, critique, and suggest
Made Using
content!
Homebrewery.Naturalcrit.com
Join the Subreddit!
Join the Discord!

This content is unofficial Fan Content permitted under the Fan


Content Policy. Not approved or endorsed by Wizards of the Coast.
Portions of the materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.

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