Adventurers almanac pdf download
Chapter 4: Equipment. Your Dexterity score increases by 1. Feyspire gnomes are functionally immortal. You will never die of old age, but you may still perish due to harm or illness.
Fey Whimsy. You know the prestidigitation cantrip. Intelligence is your spellcasting ability for it. Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Feyspire gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
The most common goblinoid people the citizens of Goblins have an ancient and storied history acting as Khorvaire are familiar with, goblins are often the scouts, spies, and assassins of the Dhakaani downtrodden and pushed into poverty by a cycle of Empire. But since the fall of ancient Dhakaan, goblins bigotry and criminal retaliation.
These "city goblins" have spent long millennia suffering oppression and ill learn to anticipate danger and escape swiftly from it. It's a lucky goblin that finds the opportunity to become Though the ancient clans yet exist in secret, hiding an adventurer and gain respect. Your Wisdom score claim their services, most goblins live under the increases by 1. Whether oppressed by the Nimble Escape. You can take the Disengage action brutal cultures of Droaam and Darguun, or suffering as a bonus action on each of your turns.
Most goblins know to develop a goblins are usually relegated to city slums and stick to strong fluency in body language, to know when threats their own. You have proficiency with Racial Traits. The below goblin racial traits and the Insight skill, and your proficiency bonus is doubled subraces are customized for the world of Eberron and on all Wisdom Insight checks you make. Among the most infamous of Dhakaani Clans were the "Silent Clans".
Comprised entirely of goblins, the Your goblin character shares a number of traits in taarka'kesh "Silent Wolves" and shaarat'kesh common with all other goblins.
Your Dexterity score stealth. Dhakaani goblins may become adventurers in increases by 2. Goblins reach adulthood shortly before a lay of the land and the changes in the political decade and live a little over half a century. Goblins are roughly the same size as gnomes, Others may just be driven by wanderlust, finally free though much more bestial in appearance.
Your size is from their underground homes for the first time in Small. Goblins are known as golin'dar in their native has to offer. Your Constitution score unusually swift for their size. Your base walking speed increases by 1. Dhakaani Weapon Training. You have proficiency Goblinoid. You belong to one of the three major with the flail, plus the spiked chain detailed in Chapter goblinoid races.
You have superior vision in dark and Silent as Shadow. You have spent nearly your entire dim conditions. You can see in dim light within 60 feet life learning to hide your presence. You have of you as if it were bright light, and in darkness as if it proficiency with the Stealth skill, and your proficiency were dim light. You can't discern color in darkness, bonus is doubled on all Dexterity Stealth checks you only shades of gray. Additionally, you can move stealthily while Naturally Stealthy.
You can attempt to hide even traveling at a normal pace. You can speak, read, and write Common and Goblin. While the majority of goblins live in the cities of modern Khorvaire, the ancient Dhakaani clans have begun exploring the world.
Choose one of these subraces. The khoravar see themselves as true natives of When elves first emigrated to Khorvaire, they found Khorvaire. Humans and elves both migrated to this human nations expanding and solidifying their power.
They have a strong cultural identity of marry into their nobility. The elves anticipated that socialization and hospitality, and no khoravar feels like their longer-lived progeny would eventually supplant an outcast just because of the blood that flows through the human nobility but were disappointed with the their veins.
They found their hybrid offspring to possess Ability Score Increase. Your Charisma and too many human qualities to be easily controlled and Dexterity scores each increase by 2.
Charmingly Social. You have proficiency with the Eventually the elves acclimated to their new Persuasion skill. In addition, whenever you are in a settlement with a First-generation half-elves, those born from the union khoravar community, you may add your double your of an elf and a human, occurred less and less proficiency bonus on Charisma checks to find the best frequently. Nowadays, the most frequent half-elven person to talk to for reliable hirelings, news, rumors, births are bred true from half-elven parents, and these or gossip.
Over many generations, khoravar "Children of Khorvaire" in the elvish language. The below half-elf racial traits and more. When you speak, read, or write in Elvish, replace those found in the , to you can do so in a distinct dialect used only by more readily present half-elven subraces. This dialect is peppered by slightly archaic Common turns of phrase. You can speak, read, and write Common Age.
Half-elves mature at the same rate humans do and Elvish. They live much longer than humans, however, often exceeding years. Half-elves regardless of origin live in a largely human society. They tend toward no particular alignment. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. Your base walking speed is 30 feet.
Thanks to your elven blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
You can't discern color in darkness, only shades of grey. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Half-Elf Subraces. Thousands of years ago, a second migration keep their own company, it is not altogether of humans reached the west coast oh Khorvaire, where uncommon to find first-generation half-elves resulting they encountered the orcs of the Shadow Marches.
Though initial contact was violent, over millennia the Ability Score Increase. Your Dexterity score two people grew closer together, and it wasn't long increases by 2 and two other ability scores of your before the first Jhorgun'taal, or "children of two choice increase by 1.
Skill Versatility. You gain proficiency in two skills of Punctuating the commingling of these two people, your choice. You can speak, read, and write dragonmark. House Tharashk, the youngest of the Common, Elvish, and one extra language of your Dragonmarked Houses, built itself to have a monopoly choice. This caused an influx of gold and development to the coasts of the Shadow Marches and improved the The first-generation half-elves described above standing of half-orcs and orcs in modern Khorvarian assume that the human and elven parents were both society.
However, even more rare than these half-elves any civilized settlement, and are rarely looked down are those born to the elves or drow of foreign cultures. A shifter is more likely to draw nervous glances Often these half-elves are called "ill-born" by their than one of these folk. Unlike the khoravar half-elves, non-human parents and are considered to have been the half-orcs did not create their own distinct culture, cursed by their human blood.
They are typically given instead embracing the position of being a bridge the bare-minimum care and seen as second-class between orc and human peoples. Variant Statistics. You bask in the strength Aereni Elves. You gain the Traditional Proficiency that your mixed heritage has bestowed upon you and trait of Aereni elves.
You gain proficiency Valenar Elves. You gain the Tairnadal Weapon in the Athletics skill. Training and Fleet of Foot traits of Valenar elves. This trait replaces the Menacing trait of the base Vulkoori Drow. You gain the Keen Senses and half-orc traits. It is suggested that half-orcs drow. You gain the Arcane Training and long rest, rather than only when they finish a long rest. Sulatar Weapon Training traits of the Sulatar. You can speak, read, and write Umbragen Drow.
Umbragen Weapon training traits of the Umbragen. Dragonmarked Houses. Halflings have survived in the Talenta Plains for You may have only one bonded mount at a time, and thousands upon thousands of years as a nomadic the bond lasts as long as the mask remains intact. If you people. Within the last millennium, however, many attempt to craft a new mask while your original mask have integrated into the culture of greater Khorvaire.
Lightfoot and Stout halflings from page Talenta halflings typically favor dinosaurs as 28 of the represent halflings who mounts, especially the fastieth and carver Korranberg have moved away from their tribal roots. While such Chronicle: Threat Dispatch, pg. It is often from these halflings, and those living in the former kingdoms of Galifar, that the Mark of Healing and the Mark of Hospitality manifest. Traditional Talenta Halflings, those determined to maintain the ancient ways of their people, use the subrace traits detailed below.
The Talenta Plains has been the homeland of the halflings for as far back as anyone can record. These small, hardy folk have stood up to ancient empires and yet continue to live humble lives as nomads. Your Constitution score increases by 1. Halflings of the Talenta Plains tend toward lawful good.
They are typically good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
Talenta Weapon Training. You have proficiency with the boomerang, sharrash, and tangat detailed in Chapter 4: Equipment. Bonded Mount. Talenta halflings consider the bond between rider and mount to be sacred. After spending 7 days with a beast mount, you may craft a mask to bond with it. While wearing this mask, you may communicate with your bonded mount as if under the effects of the speak with animals spell. In addition, whenever you make a Wisdom or Charisma check involving the mount, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
If your mount is ever slain, the magical bond you share allows you to return it to life, so long as your mask is intact. You have the following development of its nations. The Kingdom of Galifar traits. One of ability score of your the Last War set the Five Nations against each other. The nation of Cyre, the Jewel of Age. Paragons mature at the same rate as other Galifar and rightful successor to the crown, was wiped humans, though some have jump-started their out on the Day of Mourning.
The people of the Five adventures a year or two earlier than normal. Though Nations are still in shock over this catastrophe. But their natural lifespans are just about as long as the rest even in the face of this unprecedented disaster and the of their kind, paragons tend to either die young in a death of their thousand-year kingdom, humanity's blaze of glory or remain hearty and hale well after ambition cannot be broken.
Throughout history, humanity has been there. Paragons tend to hold extreme beliefs Inexplicably they have not only survived, or even just and are rarely neutral, unless they hold "balance" as a thrived, but dominated in a world populated by all strong philosophical ideal. Paragons typically ranged toward the high end talents. The Campaign Setting feet in height though the stature of some legendary includes no less than seven variations on human racial figures are often exaggerated after their deaths.
Your traits. The following dragonmarks all appear on humans Speed. You gain proficiency in one tool of your on the indicated page numbers: choice. Mark of Finding…… pg. You gain proficiency in one skill of your Mark of Handling… pg.
Mark of Making …… pg. You gain advantage on any attack roll, saving Mark of Passage ….. You must decide to use this Mark of Sentinel ….. Once For humans that have not manifested a you use this ability, you must finish a short or long rest dragonmark, the human traits found on page 31 of the before you may do so again. You can speak, read, and write Common uses optional feat rules, the variant human traits found and two extra languages of your choice.
However, for those looking to spice up a non- While choosing to play a Paragon Human locks dragonmarked human, whether optional feat rules are you out of most ways to play a dragonmarked in use or not, there is yet another type of human one character from 1st level, Paragons that are members of can play; one that captures the essence of a pulp action a dragonmarked bloodline are typically the most likely hero or determined noir protagonist.
Your dreamsight blood grants you a deeper connection Originally descended from the interbreeding of to the natural world around you. Dreamsight shifters humans and lycanthropes, shifters otherwise known do not seem to trend toward any specific bestial as "the weretouched" have evolved into a true appearances but are often born as albinos and have breeding race with its own cultural identity and pale coloration even when not shifted.
When they do traditions. Though not capable of completely changing shift, in addition to a more bestial appearance, their forms as their ancestors did, shifters are capable of eyes take on an eerie glow. Your Wisdom score shifting. Since most shifters lead a rugged, self-reliant Shifting Feature. While shifted, you can lifestyle, the jump to adventuring is not a big step. If you are proficient with any of these skills even Subraces. Below are several additional shifting aspects that you can select your shifter subrace from.
As a razorclaw shifter, you make swift, slashing strikes in battle. The most common bestial trait for these shifters is, of course, razor-sharp claws, but they will Your cliffwalk aspect grants you the ability to ascend often display secondary characteristics of their bestial steep surfaces with agility. Common bestial traits for appearance as well, such as slit pupils, or patterned shifters with this aspect include small but sharp claws fur.
Your Dexterity and feline paws. Many cliffwalk shifters may display rat- Constitution scores increases by 1. You have proficiency with the Stealth skill. Shifting Feature. While shifted, your hands become Cliffwalk shifters often prefer not to wear shoes, claws that you can use to make unarmed strikes. If you boots, or other apparel on their feet, as their rapidly make an unarmed strike using your claws, you may changing bone structure when shifting often cannot choose to use Dexterity for the attack roll instead of accommodate footwear made for humanoids.
Strength, and if you hit you deal slashing damage equal Ability Score Increase. Cliffwalk shifters have small strike. You have unarmed strike using a claw as a bonus action. Your shift lasts for 5 minutes instead of 1 minute.
While shifted, your climbing speed increases by 20 feet. Additionally, while shifting you may choose to use your Dexterity score to determine your maximum jump distance and you may make a Dexterity Acrobatics check to make difficult jumps instead of a Strength Athletics check. Finally, while shifting you are considered to have a running start when making a jump, even if you have not moved any distance prior to the jump on your turn.
Swiftwing shifters often come across impatient and distracted, always eager to be somewhere else while their feet are on the ground. When shifting, the arms of a swiftwing shifter significantly change to allow them the power of flight, usually displaying the ebony plumage of ravens, or the leathery membranes of bat wings.
Your Strength score increases by 2 and your Dexterity score increases by 1. You can take the Disengage action as a bonus action. Additionally, on the turn in which you shift, you also gain the benefit of the Disengage action when you use your bonus action to shift. While shifted, your arms become wings and you gain a flying speed of 50 feet. While flying this way, you cannot use your arms or hands for any other purpose, such as making attacks, effectively wielding a shield, or casting spells.
You may still grasp objects or weapons in your hands but may not use them while you use your shifted arms to fly. Truedive shifters are patient and quiet, though not necessarily antisocial. Traits prominent to crocodiles and sharks are the most commonly seen on truedive shifters while they are shifting. Unlike most aspects, truedive shifters are recognizably different from other shifters even when not shifting, displaying little in the way of body hair and having pale skin with a faint Winterhide shifters are acclimated to harsh, cold aquatic hue to it such as pale blue or green.
Some even environments. Bestial traits common to arctic have unnervingly cold, black eyes. Your Constitution score such as thick white fur and hair, but sometimes they increases by 2. You have a base swimming shifter, with bodies adapted to the dark chill of the speed of 20 feet and you can breathe both air and depths.
Your Wisdom score Shifting Feature. Your shift lasts for 5 minutes increases by 2. While shifted, your swimming Tundra Acclimation. You are naturally adapted to speed increases by 20 feet. Additionally, while shifting cold climates, as described in chapter 5 of the you can detect and pinpoint the origin of vibrations in , and you ignore difficult the water, out to a radius of feet, provided both you and the source of the vibrations are touching the terrain due to natural snow or icy conditions.
Most creatures swimming or Additionally, you may shift as a reaction to taking wadding through water cause these vibrations, and cold damage, gaining the benefits of your shifting you are not considered blinded against them while feature against the effect that dealt cold damage to you. While shifted, you gain resistance to cold damage. As a bugbear raised in the hidden Dhakaani clanholds, you have traits in common with your other bugbears that follow the same ancient traditions. Your Strength score Though the most common bugbears the people of increases by 2 and your Wisdom score increases by 1.
Khorvaire encounter today are of the savage Marguul Age. Bugbears reach adulthood after roughly a tribes represented by the standard Monster Manual decade and a half and live about eighty years.
Bugbears are the largest of the goblinoids, returning. Called the "guul'dar" meaning "strong standing on average 7 feet in height, but some reaching people" in the goblin tongue , these Dhakaani as tall as 8 feet. In ancient times, Speed. You belong to one of the three major first to see action in any military assault. When the goblinoid races.
You have superior vision in dark and coming, and secluded themselves in deep caves in dim conditions. You can see in dim light within 60 feet order to wait out the savage times they saw ahead. You can't discern color in darkness, goblinoids, the Dhakaani clans have resurfaced from only shades of gray.
When you make a melee attack on have a chance to see the guul'dar in action. While the savage Marguul normal.
Keen Smell. You have advantage on Wisdom Perception and Intelligence Investigation checks that rely on smell. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Often confused for more intimidating, well-equipped lizardfolk, the draconic nature of the dragonborn is overlooked by the settlers of New Galifar, leading to them being colloquially known as "scales" just like the reptilian humanoids they share that jungle with.
Little do the settlers know that the dragonborn once ruled a great empire that challenged the might of the Dhakaani goblinoids. Those sages who do know of this ancient empire are often perplexed by its seemingly swift collapse for no discernible reason. For their part, dragonborn refuse to say much more about this fall besides "it was a matter of honor". Most dragonborn today are honor-bound to defend ancient ruins deep in the jungles of Q'barra, but the race is prone to a fierce sense of pride.
Dragonborn adventurers roam far from their jungle homes to seek personal glory. Others might be honor-bound on some quest that will aid their clan in their ancestral duty. Dragonborn racial traits can be found on page 34 of the , with one alteration: Alignment. Dragonborn society revolves around honor, duty, and loyalty to the clan. Unlike in other campaign settings, the drow of Eberron are considered a separate race from elves entirely and are not a monolithic culture. Likewise, their origins do not lie with a tale of betrayal between elven gods Lolth and Corellon are not included in the Eberron campaign setting by default.
Eberron are the Vulkori tribal drow living in the Racial Traits. Below, the drow are detailed as jungles of Xen'drik. Most of these tribes worship the their own race, replacing the elven drow subrace in the scorpion-god known as Vulkoor.
Khorvarian sages. Additionally, three distinct drow consider Vulkoor an animal-totem version of The Mockery, a god of the Dark Six. While many scorpion subraces are presented, each of which born from a tribes worship Vulkoor exclusively and are viciously unique culture.
Your Wisdom score Ability Score Increase. Your Dexterity score increases by 2. The scorpion tribes live in ruthless, Age. Drow mature physically at about the same rate deadly jungles and have a temperament to match.
Most that humans do, and can live just as long as elves, about tend toward evil alignments, and while the Qaltair are seven-and-a-half centuries. However, different drow less likely to be so, it is difficult for foreigners to cultures have different standards for adulthood. Drow have the same slender build as elves, first glance. In either case, the loose structure of their ranging from under 5 to over 6 feet tall.
Your size is savage way of life highlights their chaotic nature. Though the savage drow of the scorpion tribes Speed. You have superior vision in dark and it is far more likely for them to meet a swift and grisly dim conditions.
Therefore, scorpion of you as if it were bright light, and in darkness as if it tribe drow are considered to be adults as soon as they were dim light. You can't discern color in darkness, become physically capable of raising the next only shades of gray. You have advantage on saving throws Fleet of Foot. Your base walking speed increases to against being charmed, and magic can't put you to 35 feet. Keen Senses. You have proficiency in the Perception Sunlight Sensitivity.
You have disadvantage on skill. You can attempt to hide even rely on sight when you, the target of your attack, or when you are only lightly obscured by foliage, heavy whatever you are trying to perceive is in direct rain, falling snow, mist, and other natural phenomena. Tribal Weapon Training. You have proficiency with Trance. Drow don't need to sleep. The rules presented in this document are only those that are strictly necessary for DMs to run cooking, hunting, fishing, or foraging encounters.
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