New Sub-Races

Duergar

The gray dwarves, or duergar, live deep in the Underdark. After delving deeper than any other dwarves, they were enslaved by mind flayers for eons. Although they eventually won their freedom, these grim, ashen-skinned dwarves now take slaves of their own and are as tyrannical as their former masters. Physically similar to other dwarves in some ways, duergar are wiry and lean, with black eyes and bald heads, with the males growing long, unkempt, gray beards. Duergar value toil above all else. Showing emotions other than grim determination or wrath is frowned on in their culture, but they can sometimes seem joyful when at work. They have the typical dwarven appreciation for order, tradition, and impeccable craftsmanship, but their goods are purely utilitarian, disdaining aesthetic or artistic value. Few duergar become adventurers, fewer still on the surface world, because they are a hidebound and suspicious race. Those who leave their subterranean cities are usually exiles. Check with your Dungeon Master to see if you can play a gray dwarf character.

Duergar Subrace Traits

The duergar subrace has the dwarf traits in the Player's Handbook, plus the subrace traits below.
Ability Score Increase. Your Strength score increases by 1.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Extra Language. You can speak, read, and write Undercommon.
Duergar Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed.
Duergar Magic. When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.
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 a re trying to perceive is in direct sunlight.

Ghostwise Halflings

Ghostwise halflings trace their ancestry back to a war among halfling tribes that sent their ancestors into flight from Luiren. Ghostwise halflings are the rarest of the hin, found only in the Chondalwood and a few other isolated forests, clustered in tight-knit clans. Many ghostwise clans select a natural landmark as the center of their territory, and members carry a piece of that landmark with them at all times. Clan warriors known as nightgliders bond with and ride giant owls as mounts. Because these folk are clannish and mistrustful of outsiders, ghostwise halfling adventurers are rare.

Ghostwise Halfling Subrace Traits

Ghostwise halflings have the halfling traits in the Player's Handbook, plus the subrace traits below.
Ability Score Increase. Your Wisdom score increases by 1.
Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Svirfneblin

Also known as deep gnomes if the Underdark, these creatures are a stark contrast to their surface kin, dour and serious compared to the cheerful and generally optimistic rock gnomes and forest gnomes. They share their cousins' obsession with privacy, and their homes below the surface of Faerun are well guarded and deeply hidden. Owing to the hostility of their Underdark neighbors, particularly the drow, the settlements and kingdoms of svirfneblin are in constant danger of being relocated, conquered, or destroyed. Such was the fate of Blingdenstone, one of the grandest deep gnome strongholds, which existed for more than two thousand years until it was overrun a little more than a century ago by the dark elves of Menzoberranzan. The deep gnomes recently reclaimed their old home, and now struggle to rid it of malign influences that have crept into the tunnels and warrens in their absence. Deep gnomes are lean with dark, earthen skin tones of gray. Males are bald and bea rdless, while females have hair on their heads. Both sexes have little or no body hair and a stone-like look to their skin. Deep gnome adventurers are just as curious and da ring as those of other races. Some find their purpose living among other subterranean races, and a few make their way to the surface. Those who study the arcane arts of illusion in particular often range far from home, seeking knowledge unavailable in their own lands.

Svirfneblin Subrace Traits

The svirfneblin subrace has the gnome traits in the Player's Handbook, plus the subrace traits below. Unlike other gnomes, svirfneblin tend to be neutral, they weigh 80 to 120 pounds, and they reach maturity at 25 and live 200 to 250 years.
Ability Score Increase. Your Dexterity score increases by 1.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
Extra Language. You can speak, read, and write Undercommon.

Deep Gnome Feat

Your deep gnome character has the option of taking the following feat.
Svirfneblin Magic
Prerequisite: Gnome (deep gnome)
You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Half-elf Variants

Some half-elves in Faerun have a racial trait in place of the Skill Versatility trait. Your half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on your elf parentage:

• A half-elf of wood elf descent can choose the wood elf's Elf Weapon Training, Fleet of Foot, or Mask of the Wild.
• A half-elf of moon elf or sun elf descent can choose the high elf's Elf Weapon Training or Cantrip.
• A half-elf of drow descent can choose the drow's Drow Magic.
• A half-elf of aquatic heritage can choose a swimming speed of 30 feet.

Tiefling Variants

Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player's Handbook. You may take the following variants for your tiefling character, although Devil's Tongue, Hellfire, and Winged are mutually exclusive.

Appearance. Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose l d4 + l of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Feral. Your Intelligence score increases by 1, and your Dexterity score increases by 2. This trait replaces the Ability Score Increase trait.
Devil's Tongue. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.
Hellfire. Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.
Winged. You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet. This trait replaces the Infernal Legacy trait.

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New Sub-Races

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