Horizon Packet
Horizon Packet
A winding stream of red stretches across and between all the planes of reality and at the end of that stream
lies a Sea and a City.
Table of Contents
Truths of Horizon ........................................................................................................................... 1
Races of the City .................................................................................................................................
Centaur ............................................................................................................................................. 3
Mockeries ....................................................................................................................................... 11
Dwarf .............................................................................................................................................. 20
Elf .....................................................................................................................................................23
Gnome ............................................................................................................................................ 26
Goblin ............................................................................................................................................. 29
Gnoll ................................................................................................................................................32
Halfling ........................................................................................................................................... 34
Human .............................................................................................................................................37
Kobold ............................................................................................................................................ 45
Verminfolk .................................................................................................................................... 49
Geleton ...........................................................................................................................................53
Ironwrought .................................................................................................................................. 56
Farling ............................................................................................................................................ 60
Cnidaran ......................................................................................................................................... 63
Cyclopian ....................................................................................................................................... 66
Genasi (Para-Elemental) ............................................................................................................. 69
Goliath .............................................................................................................................................72
Orc ...................................................................................................................................................75
Swarmhive......................................................................................................................................77
Mockeries Dreams
Kobold Genasi
Tiny dragons, masters of the Touched by the intersections of the
sewers. Planes
Rackin - raccoon
Goliath
Posskin - possum Elemental giantkin
Geleton Orc
Undead skeleton + ooze = ??? (Literally) hotblooded
Ironwrought Swarmhive
Custom built for a purpose. Out of many, One.
Farling
From beyond the stars, tentacles
for hair.
26 Allowed Classes
Spellblade (KT:CoLaL)
casting.
Warden (VSoS)
Warlock
- Alseid
closely related to elves than nymphs.
Creature Type
bounces toward a road that leads out of
You are a fey.
the forest. Disrespectful strangers may
Equine Build follow the same tail to their doom.
You count as one size larger when
determining your carrying capacity and the BRANCHING CROWNS
weight you can push or drag.
Alseid have antlers growing from their
In addition, any climb that requires hands
foreheads. Antlers grow very slowly,
and feet is especially difficult for you
branching every 10 years for the first
because of your equine legs. When you
century of life (so an alseid with six
make such a climb, each foot of movement
points per antler should be between 60
costs you 4 extra feet instead of the
and 70 years old). Further points only
normal 1 extra foot.
develop with the blessing of the forest.
Hooves.
No 14-point imperial alseid are known to
You have hooves that you can use to make exist, but some tribes are governed by
unarmed strikes. When you hit with them, princes with 13 points, indicating that
the strike deals 1d6 + your Strength
modifier bludgeoning damage, instead of the
forest on at least three occasions.
bludgeoning damage normal for an unarmed
Because antlers signify status, alseid
strike.
Size.
Your size is Medium. direst punishments an alseid can receive.
Alseid
ALSEID NAMES
Alseid are the graceful woodland kind of
Alseid name their offspring using a
centaurs, blending the torsos of elves
combination of Elvish and Sylvan
with the lower bodies of nimble deer.
syllables. Their names are often minos were first created to patrol the
extremely long, and many alseid choose intricate dungeons below the city.
shorter nicknames for themselves when Minos horns range in size from about 1-
foot-long to easily three times that
elves, or fey. Alseid do not have family length. Minos often carve their horns to
names. sharpen their edges, etch symbols of
power into them, or sheathe them in
Individual Names: Roanxilana (Anxi), bronze to prevent them from shattering
Erymleetidoral (Erym), Sarioneldorivh during battle.
(Dorivh), Thanarifaren (Anari),
Levesaelynore (Salyn), Nalesariabella and powerful backs, and some have long
(Abella) patches of hair on their chins and cheeks.
Their legs end in heavy, cloven hooves,
ALSEID TRAITS and they have long, tufted tails.
Darkvision.
STRENGTH AND ZEAL
Accustomed to the limited light beneath
Minos centaurs are zealous and love
the forest canopy, you have superior
battle. Minos tend to vent their outrage
vision in dark and dim conditions. You can
see in dim light within 60 feet of you as if
generally quick to anger. They are
it were bright light, and in darkness as if
passionate, loving their friends and
partners fiercely, and they laugh loud and
in darkness, only shades of gray.
long at good jokes.
Light Hooves. Minos legends describe a small
pantheon of heroes - perhaps they were
You have proficiency in the Stealth skill.
once thought of as gods who
supernaturally adopt any face they like. is on duty adopting the persona of
For some changelings, a new face is only Andrea, the gentle physician. Personas
a disguise. For other changelings, a new can even be passed down through a
face may reveal an aspect of their soul. family, allowing a younger changeling to
Mimickin
Changelings have a fluid relationship with
gender, seeing it as one characteristic to
change among many. Mimickin mockeries have more in common
with Mimics than their brethren, having
Changeling Names: Aunn, Bin, Cas, Dox, perfected the art of using avarice to their
Fie, Hars, Jin, Lam, Mas, Nix, Ot, Paik, Ruz, advantage. Mimickin blend in with the
Sim, Toox, Vil, Yug environment and snatch up greedy prey
by surprise. Mimickin often find hunting
CHANGELING TRAITS grounds in abandoned castles, Kobold
Changeling Instincts. dens, or locations where the less
observant of adventurers tend to flock.
Thanks to your connection to the fey
realm, you gain proficiency with two of OBJECTIFIED OBJECTS
the following skills of your choice:
Often mistaken for monsters, when not
Deception, Insight, Intimidation,
disguised as objects mimickin tend to hide
Performance, or Persuasion.
their faces behind masks made from
Shapechanger. common objects such as chests, pots, or
even large hats. The rest of their form
As an action, you can change your
consists of flesh and muscles that range
appearance and your voice. You
nearly the entire cool end of the color
determine the specifics of the changes,
spectrum.
including your coloration, hair length, and
sex. You can also adjust your height and
weight and can change your size between
MIMICKIN NAMES
Medium and Small. You can make yourself Mimickin names often sound like an
appear as a member of another race, afterthought, with these mockeries often
though none of your game statistics naming themselves after common
change. You c objects. In truth, a name is an important
thing for a mimickin and is given a great
seen, and you must adopt a form that has deal of thought. In an ever-shifting world,
the same basic arrangement of limbs that these ambush predators consider
you have. Your clothing and equipment unchanging objects in a similar way to the
are not changed by this trait. ancestral heroes of other races. A young
mimickin may take the name Shovel to
signify their desire to dig deep into their
curiosity or to swear an oath to carve out Shapechanger.
a new home for their family. All
As an action you can polymorph into a
traditional mimickin names are
Medium or Small object or back to your
aspirat
original form.
symbolism.
Mimickin Names: Rake, Bowl, Blanket, When you shapechange you may take the
Knife, Rock, Quill, Cup, Tankard, Hammer, appearance of any Small or Medium sized
Sword, Halberd, Basket, Spoon, Toolbox, object, your stats remain the same while
Backpack, Bread, Fork in this new form. Remaining motionless
while in this form makes you
MIMICKIN TRAITS indistinguishable from an ordinary version
According to one legend that chimerans whatever species you were previously
pass among themselves, the children of embodying and gain the new form and
Proteus, a long-vanished god of change, traits associated with the sample you
were drowned in the sea by a divine rival. ingested. During this period, you are
presumably finding his final peace. The secret of embodiment that makes a
However, his children survived, taking on chimeran what they are is truly a deep
the shapes of sea beings, but forgetting and mysterious one, possibly something
Chimerans share a unique trait after species and the new one. These include
Mycelian
less tolerant denizens of the world often
believe these reanimated bodies to be
Reusing and recycling are key tenets in the work of necromancers, treating
the life of any mycelian (my-SEE-lee-an). mycelians as infectious, living dead.
Nothing is waste; rotten food can fatten a The key to distinguishing a mycelian
pig, a ruined shirt is a bandage waiting to from a zombie, of course, is the smell.
happen, and corpses are new homes in Mycelians carry a hearty, musky aroma
need of a little bit of reinvigoration. like that of a vivacious forest floor.
Marginalized and persecuted by most Undead, on the other hand, carry the
putrid-sweet scent of decay. After
recycle the recently deceased often several unfortunate interactions with
brings them into conflict with other necromancer-hunters, the Sisters of
humanoids. That being said, graverobbers Mercy began employing dogs, with their
and less scrupulous grey market traders keen sense of smell, to help differentiate
have been known to make a pretty penny between innocent mycelians and undead
out of selling aging mycelians their next artifice.
vessels.
- Sedimentary
Creature Type
ritual to sculpt a new dwarf requires at
You are a Humanoid.
least two mature dwarves but often
Stonecunning.
as it
Whenever you make an Intelligence
does in humans, but the wealthier
(History) check related to the origin of
dwarven castes have access to better
stonework, you are considered proficient in
stone, and some dwarven royalty only
the History skill and add double your
carve their children out of rare materials
(stone or metal). There are golden dwarf guests, counted as friends and advisors in
princes, alabaster dwarf queens, and jade construction, building, and crafting
dwarf empresses. projects of all kinds. Some, however,
believe the giants are a little too
Ruin builders. welcoming, and worry that there might be
If you see an abandoned cliff-fortress or some larger, darker plan that the empires
menhirs set high on a hill, you can be have for their stoneworking allies.
growing love for strong drink and the Dwarven Armor Training
ease of life on the banks of the Three
You have proficiency with light and
Brothers.
medium armor.
Friends of giants.
It is known that the giants greatly admire
the dwarves for their natural cunning
with stone, and that dwarves are often
invited into their high- walled cities as
Metamorphic Dwarves
METAMORPHIC TRAITS
Dwarven Toughness
Your hit point maximum increases by 1,
and it increases by 1 every time your gain
a level.
Sedimentary Dwarves
SEDIMENTARY TRAITS
Magic of the Earth and Air
Starting at 3rd level, you can cast
the enlarge/reduce spell on yourself with
this trait, without requiring a material
component. Starting at 5th level, you can
also cast the invisibility spell on yourself
with this trait, without requiring a
material component. Once you cast either
Wandering minds.
Fey Ancestry
You have advantage on saving throws you Elves are known for being in a state of
make to avoid or end the charmed condition distraction. They often seem either one
6 Wherever you go, you trace, draw, and paint opposed ideas. Elves believe that a name
swirling, abstract patterns that reflect your is a reflection, a meditation, and an
inner state exploration of the space between the
two concepts. The names might describe
ntity or simply
Eternal beauty.
abstract concepts. Some names are
Elves remain in the prime of their life an
untranslated from elvish, though they are
unthinkably long time. They are believed
typically constructed in the same way.
to simply be immortal. Although many
elves enjoy the company of other
Typical names (in Common): Cloudknife,
kinships and find their perspectives
Owlfish, Dreamwake, Calmfear,
interesting, they can be aloof in
Greatsmall, Wanderfound, Wildsafe.
distracted immortality. Some elves prefer
to live with their own kind, to avoid the EXILE OF NOD
pain of getting attached to such short-
Many mortal lifetimes ago, a terrible
lived companions. Such elvish clans are
crime or sin was committed by a clan of
almost never permanent encampments,
elves from the World of Dreams. These
preferring to wander in search of places
elves were cast out, banished forever
of great natural beauty. Elves are known
from Nod, and have dwelt in the waking
for their work in feathers, beads, colorful
world ever since. Exiles of Nod are less
paint, and weaving, and their textiles are
translucent than their kin, and have spent
highly sought, especially for feasts and
festivals.
their outcast generations learning how to a number of times equal to your
survive. Because of this, they tend proficiency bonus, and you regain all
towards more practicality and skill with expended uses when you finish a long
both magic and weaponry than others of rest.
their kind. When you reach 3rd level, your Fey Step
No human and few elves know why gains an additional effect based on your
they were banished, but the oldest of the season; if the effect requires a saving
exile elves know, and some say they are throw, the DC equals 8 + your proficiency
still working towards some larger plan for bonus + your Intelligence, Wisdom, or
return or revenge. Charisma modifier (choose when you
select this race):
EXILE OF NOD TRAITS Autumn. Immediately after you use your
Dreams of the City Fey Step, up to two creatures of your
choice that you can see within 10 feet of
As a bonus action, you can magically
you must succeed on a Wisdom saving
teleport up to 30 feet to an unoccupied
throw or be charmed by you for 1 minute,
space you can see. You can use this trait
or until you or your companions deal any
a number of times equal to your
damage to the creatures.
proficiency bonus, and you regain all
Winter. When you use your Fey Step, one
expended uses when you finish a long
creature of your choice that you can see
rest.
within 5 feet of you before you teleport
Starting at 3rd level, you also gain
must succeed on a Wisdom saving throw
resistance to all damage when you
or be frightened of you until the end of
teleport using this trait. The resistance
your next turn.
lasts until the start of your next turn.
Spring. When you use your Fey Step, you
During that time, you appear ghostly and
can touch one willing creature within 5
fully transparent.
feet of you. That creature then teleports
ELVES OF NOD instead of you, appearing in an
unoccupied space of your choice that you
Those who cross from the World of
can see within 30 feet of you.
Dreams or Nightmares have other forms
Summer. Immediately after you use your
that are more insubstantial, more curious.
Fey Step, each creature of your choice
ELF OF NOD TRAITS that you can see within 5 feet of you
takes fire damage equal to your
Fey Step proficiency bonus.
As a bonus action, you can magically
teleport up to 30 feet to an unoccupied
space you can see. You can use this trait
Because of their constant need for new
Gnome experiences, gnomes are perceived by
other races as being erratic, chaotic,
- Wood
daring, and innovative.
- Stone
A gnome is a short humanoid who
GNOME TRAITS typically stand around three feet in
slowly as elves; they reach physical and eyes can run the complete gamut of
maturity by their 18th year but could in colors that appear in nature, betraying
theory live to any age. However, they also their fey nature like no other
begin to suffer from a condition known as characteristic.
bleaching when they lose passion and fail to
experience new things, and few live longer Many, though not all, gnomes have skin
than 400 years. tones that match those of other
humanoids who live in the region, often
Darkvision
with tints of olive or gold. A few might
You can see in dim light within 60 feet of also have green, black, or pale blue skin.
you as if it were bright light, and in Their hair in particular is often vibrantly
colored, expressing their recent history
discern color in darkness, only shades of
and experiences in reds, greens and
gray.
more, as often (if not more so) than
browns and blonds. They have very long
Gnome Cunning
expressive eyebrows above large, child-
You have advantage on all Intelligence,
like eyes that can cause others to be
Wisdom, and Charisma saving throws
more trusting and protective of gnomes.
against magic.
Some find these traits, along with the
too-wide mouths and smiles, to be alien putting down a powerful evil force. While
and frightening. such apparently fickle and impulsive acts
are not universal among gnomes, they
Nod, from which the gnomish race are common enough for the race as a
originally hails, is a land of wild whole to have earned a reputation for
imaginations and impossibility where the being impetuous and at least a little mad.
Eldest of that plane have the power to
reshape reality on a whim. Even though Combined with their diminutive sizes,
our own world has magic and other vibrant coloration, and lack of concern
fantastical wonders, it is nevertheless for the opinions of others, these attitudes
based on a physical reality that is have caused gnomes to be widely
constant and unchanging. Because of their regarded by the other races as alien and
heritage, gnomes have difficulty coping strange. Gnomes, in turn, are often
with and accepting this reality, and must amazed how alike other common, civilized
therefore constantly strive to innovate, races are. It seems stranger to a gnome
dream, and take in new experiences. that humans and elves share so many
Those who fail to do so become bored similarities than that the gnomes do not.
and slowly accept our reality, succumbing Indeed, gnomes often confound their
to a condition only experienced by allies by treating everyone who is not a
gnomes: The Bleaching. gnome as part of a single, vast non-
gnome collective race.
Those who suffer from this ailment
slowly lose all color in their hair and skin, Wood Gnomes
and eventually succumb to dementia or
madness, and death. Those few who
WOOD GNOME TRAITS
survive this ordeal become bleachlings. Natural Illusionist
Gnomes can have the same concerns and You know the minor illusion cantrip.
motivations as members of other races, Intelligence is your spellcasting ability for
but just as often they are driven by it.
passions and desires that non-gnomes see
as eccentric at best, and nonsensical at Speak with Small Beasts
worst. A gnome may risk his life to taste
Through sounds and gestures, you can
communicate simple ideas with Small or
bottom of a pit just because it would be
smaller beasts.
Fey Ancestry.
Society
You have advantage on saving throws
Goblins tend to flock to strong leaders, you make to avoid or end the charmed
forming small tribes. These tribes rarely condition on yourself.
number more than a hundred, though the
larger a tribe is, the more diligent the
Fury of the Small.
leader must be to keep order a When you damage a creature with an
notoriously difficult task. Play and
creativity matter more to goblins than
larger than yours, you can cause the
productivity or study, and their
attack or spell to deal extra damage to
encampments erupt with songs and
the creature. The extra damage equals
laughter.
your proficiency bonus.
You can use this trait a number of times
Goblins bond closely with their allies,
equal to your proficiency, regaining all
fiercely protecting those companions who
have protected them or offered a expended uses when you finish a long
sympathetic ear. Goblins tend to assume for rest, and you can use it no more than
their own protection that members of taller once per turn.
ancestries, which goblins often refer to
colloquia
Nimble Escape.
them kindly. Learning to trust longshanks is You can take the Disengage or Hide
difficult for a goblin, and it's been only in action as a bonus action on each of your
recent years that such a partnership has
turns.
even been an option. Goblins keep their
names simple. A good name should be easy VERDAN TRAITS
to pronounce, short enough to shout
without getting winded, and taste good to
Size.
say. The namer often picks a word that Verdans are between 3 and 4 feet tall at
rhymes with something they like so that the start. Your size is Small until you
writing songs is easier.
reach 5th level where you get a 2-foot
growth spurt and become a Medium
Names creature.
Telepathic Insight.
You have advantage on all Wisdom and
Charisma saving throws.
both in the problem-
Gnoll solving sense and the book-smart
The ultimate survivors and adapters, sense and take to professions that use
structure. Each clan consists of at most a affiliation (the gnoll trace lineage through
clan). Within the clan, there are no ranks whoop, gnolls also use contract names
or castes, but each gnoll forms a web of names intended to be used with clients
capital. Within the clan, women are in structure of contract names used by all
charge, and the daughter of a strong gnolls; the inflection of the name
indicates gender, though few people
difficult to tell the difference between The gnoll typically attach clan name to
it lasts. Sometimes a group of gnolls will Gnoll Contract Names: Dagnyr, Dhyrn,
split off and form a new clan, absorbing Ghyrryn, Gnasc, Gnoryc, Gnyrn, Gnyrl,
other small groups of gnolls it Hyrn, Lhoryn, Lhyr, Lhyrl, Mognyr, Myrl,
Your base walking speed is 30 feet. damage equal to 1d4 + your Strength
modifier, instead of the bludgeoning
Darkvision. damage normal for an unarmed strike.
in darkness as if it were dim light. You strike using your bite attack or reduce a
Pack Sense.
When working with a group of other
gnolls, or with close friends with whom
Extreme Cunning.
You see the complex relationships of
things in the world: people, events,
nature. You have proficiency in three
additional skills related to Intelligence,
Charisma, or Wisdom. One of those skills,
Lucky.
Halfling
When you roll a 1 on the d20 for an
- Lightfoot attack roll, ability check, or saving
throw, you can reroll the die and must
- Ghostwise
use the new roll.
Called silentfolk or quietkin, halflings are
etive Size.
people who hunt by ambush, they are
Halflings average about 3 feet tall and
eerie and unsettling, yet highly valued as
weigh about 40 pounds. Your size is
hunters and allies, if other kinships are
small.
able to befriend them.
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.
teens and rarely live even a single
Human century.
HUMAN TRAITS
Variety in All Things
Creature Type.
You are a Humanoid. Humans are the most adaptable people
among the common races. They have
Age. widely varying tastes, morals, and
Humans reach adulthood in their late teens customs in the many different lands
and live less than a century. where they have settled. When they
settle, though, they stay: they build cities
Size. to last for the ages, and great kingdoms
Humans vary widely in height and build, that can persist for long centuries. An
from barely 5 feet to well over 6 feet tall. individual human might have a relatively
Regardless of your position in that range, short life span, but a human nation or
your size is Medium. culture preserves traditions with origins
far beyond the reach of any single
Speed.
Your base walking speed is 30 feet. present making them well suited to the
adventuring life but also plan for the
Adaptable.
future, striving to leave a lasting legacy.
You gain proficiency in one skill of your Individually and as a group, humans are
choice.
adaptable opportunists, and they stay
alert to changing political and social
A Broad Spectrum dynamics.
With their penchant for migration, humans Humans are unique among the many races
are more physically diverse than other due to their lack of a natural soul. This
common races. There is no typical human. absence profoundly influences their
An individual can stand from 5 feet to a interaction with magic, particularly
little over 6 feet tall and weigh from 125 healing and resurrection spells, which are
to 250 pounds. Human skin shades range ineffective on most humans. However,
from nearly black to very pale, and hair humans possess a remarkable
colors from black to blond (curly, kinky, adaptability, both physically and
or straight); males might sport facial hair culturally, leading to frequent mutations
that is sparse or thick. A lot of humans and evolutions based on their
have a dash of nonhuman blood, revealing environment and interactions with other
hints of elf, orc, or other lineages. races.
Humans reach adulthood in their late
Physical Characteristics: Rudimentary Souls:
Adaptability: Through prolonged and deep interaction
Humans are known for their ability to with other species, some humans may
quickly adapt to new environments and develop a rudimentary soul. This soul
from minor changes like skin tone and significant evolution in their magical
Humans tend to assimilate aspects of the common humans do not recover magically
cultures they are exposed to, often with a long rest and must wait for
adopting practices, languages, and even muscles and skin to do their own, slow
magical traditions. This cultural fluidity healing over weeks and months. This has
helps them to integrate and thrive in led clever humans to delve deep into
GREEN SKIN
rubbery, and pliant, acting as a tentacle
that you can use to make unarmed
strikes. When you hit with it, the strike Your people metabolize by basking in the
deals 1d6 + your Strength modifier sunlight. Aided by your tough,
bludgeoning damage, instead of the photosynthetic skin, you gain the
bludgeoning damage normal for an following racial traits:
unarmed strike.
Natural Armor.
ARACHNE Your skin acts as a tough natural armor.
With enough time spent underground or
around swarmhives some humans mutate, base AC equals 12 + your Dexterity
becoming arachne humans with eight modifier. You can use your natural armor
to determine your AC if the armor you On your first turn in combat, you can add
wear would leave you with a lower AC. A your proficiency bonus to your attack
rolls, ability checks, and saving throws.
you use your natural armor.
GRUE
Photosynthetic Resilience.
Grues, such as yourself, have blackened
You have advantage on saving throws skin and cast a shadow in all directions,
you make to avoid or end the poisoned even when directly in light. In shadows,
condition on yourself. You also have you are nearly invisible. You have the
resistance to poison damage. following racial traits:
GRENDEL Darkvision.
Despite their varied heritage, the You can see in dim light within 60 feet of
influence of Nod is strong in grendels. you as if it were bright light, and in
G
their parents, with green- or orange- discern color in darkness, only shades of
tanned skin, coarse hair, and three gray.
knuckles on each finger.
Covert.
Size.
When you are hidden and a creature
Unlike other humans, you are Medium or discovers you with a successful Wisdom
Small, depending on your heritage. (Perception) check, you can reattempt
your Dexterity (Stealth) check to hide. On
Darkvision. a success, you silently reposition yourself
can fully regrow that part of your body in discern color in darkness, only shades of
24 hours. gray.
Immortal Resilience.
You have advantage on saving throws
you make to avoid or end diseases and
the poisoned condition yourself. You also
Darkvision.
have resistance to poison damage.
You can see in dim light within 60 feet of jump. This extra distance costs
you as if it were bright light, and in movement as normal.
darkness as if it were dim light. You
discern color in darkness, only shades of Squeeze.
gray. You suffer no penalty for squeezing into
a space that is only large enough for a
Monstrous Strength.
creature that is one size smaller than
You gain proficiency in the Athletics skill. you.
Additionally, when you make a Strength
(Athletics) check, you can treat the result PSIONIC
as a 10, or your level plus your Strength
Most humans possess some dull psionic
modifier, whichever is higher.
potential, but those that unlock their
psionic spark transcend their peers.
Powerful Build.
Sometimes, these humans are
You count as one size larger when indistinguishable from ordinary folks, but
determining your carrying capacity and other times their psionic awakening
the weight you can push, drag, or lift. leaves a tell-tale mark: stark white hair,
glowing pupils, or hair and clothing that
PORTERLING float and drift around them.
Flexible. Bonds.
high jump, you can roll a d8 and add the Starting at 3rd level, you can cast the
number rolled to the number of feet you unseen servant spell with this trait.
cover, even when making a standing Starting at 5th level, you can also cast
the levitate spell with this trait.
Once you cast unseen servant or levitate
racial traits:
with it again until you finish a long rest.
You can also cast either of those spells Horns.
using any spell slots you have of the You have horns that you can use to make
appropriate level. unarmed strikes. When you hit with them,
Intelligence, Wisdom, or Charisma is your the strike deals 1d6 + your Strength
spellcasting ability for these spells when modifier piercing damage, instead of the
you cast them with this trait (choose bludgeoning damage normal for an
when you select this race). unarmed strike
Brave. Rush.
You have advantage on saving throws
On any turn in which you only move in a
you make to avoid or end the frightened
straight line, your speed increases by 10
condition on yourself.
feet.
Primal Recovery.
TROLL-BLOODED
When you take a short rest, you can
With their green-tinted and boil-ridden
automatically regain 1 Hit Die and can
skin, spindly fingers, and pointed teeth,
choose to spend it immediately. Once you
most people will mark troll-blooded
use
humans as such You have the following
again until you finish a long rest.
racial traits:
You have advantage on saving throws radiant damage to one target when you
you make to avoid or end the following deal damage to it with an attack or a
conditions on yourself: blinded, charmed, spell. The extra radiant damage equals
IRRADIATED
After enough exposure to high powered
too.
Light Bearer
You know the light cantrip. Charisma is
your spellcasting ability for it.
Radiant Resistance
You have resistance to radiant damage.
Radiant Consumption.
Starting at 3rd level, you can use your
action to unleash the radiant energy
within yourself, causing a searing light to
radiate from you, pour out of your eyes
and mouth, and threaten to char you.
Your transformation lasts for 1 minute or
until you end it as a bonus action. During
it, you shed bright light in a 10-foot radius
and dim light for an additional 10 feet,
Defiance. You have advantage on saving
Kobold
throws to avoid or end the frightened
condition on yourself.
KOBOLD TRAITS Draconic Sorcery. You know one cantrip of
Kobolds have a tribal society in which relationships. Their eggs are placed in a
they all take on specialized roles that common tribal hatchery with no effort to
hunters and warriors, the most clever are the hatchlings mean that the tribe
crafters and strategists, the toughest are operates like a group of cousins.
miners and beast-wranglers, and so on. Because they lay eggs, and the eggs
mushrooms for food or watching over change sex. If most males or females of a
hatchlings, and they all understand that tribe are killed, some survivors change
their actions contribute to the survival of over several months until the tribe is
The tribe practices for the eventuality of quickly repopulate with just a few
defending the lair against intruders, and survivors. Because of these factors,
pursuit. as male.
KOBOLD NAMES
Kobold names are derived from the
burned or disposed of in some other
Draconic tongue and usually relate to a
convenient way (or, in a cannibalistic
characteristic of the owner, such as scale
tribe, eaten).
color, distinctive body parts, or typical
- Ratfolk
Most surface-dwelling humanoids call ysoki
verminfolk know them as a communal
- Rackin
people who prefer cramped conditions, with
- Posskin up to 100 individuals living in a given house.
Age.
Verminfolk love to travel, and they can
Verminfolk age slightly quicker than often be found on the road in merchant
humans, reaching adulthood by 14. They live
to be around 70 years old. have a keen eye for spotting anything out
of the ordinary, from threats to treasures.
Size.
T
Verminfolk are between 3 and a half to 4 warrens are crammed full of unusual odds
feet tall. and ends gathered by previous generations
They have light gaits but sturdy frames, and stowed away in preparation for some
weighing between 50 and 90 pounds. Your future emergency.
size is Small.
If you want a character who is smart, fast,
Speed. well-traveled, and adaptable, try playing a
Your base walking speed is 30 feet. ysoki!
Mistake you for a wererat or another connections with ysoki outside their family.
Verminfolk have whiskered snouts, large ysoki can speak to such animals.
though this is also reinforced through their discrimination for those willing to learn.
strong social structures. Other They are always on the lookout for
verminfolk are dirty or diseased, but in judge them for their appearance, embracing
actuality, they are meticulous about these individuals as true friends and
personal hygiene. Because their appearance welcoming them into their communities. But
is often considered unnatural and other they also can quickly spot determined
people mistake them for wererats ysoki bigots prone to violence and steer clear of
often conceal their physical features with such individuals, minimizing any opportunity
Nimble Dodge
Nimble Dodge.
When attacked with an Attack of
Opportunity, you may use your reaction When you are forced to make a Dexterity
to impose disadvantage on the attack. saving throw against an effect you can
see, you can use your reaction to gain
Brave advantage on the saving throw. Success
You have advantage on saving throws or failure, immediately after the effect
Keen Senses never settle in one place for long and are
well adapted to the harsh conditions
You have proficiency in Wisdom
associated with constantly sleeping
(Perception) checks.
outdoors.
You are immune to disease. You have Their ability to withstand disease enables
advantage on saving throws against them to act as scavengers, feasting on
poison and you have resistance against the left-to-rot remains of other
poison damage. carnivores. Should they ever find
themselves the target of a territorial
Savvy Snacker creature, their innate ability to play dead
can often trick such aggressors into Play Dead.
believing they are no longer a threat and
When you take damage that reduces you
leaving them alone, if a little bloodied.
to half your hit point maximum or lower,
Posskin might find employ in a variety of
you can use your reaction to play dead,
walks of life. From hedge knights to
lowering your heart rate and relaxing
circus performers, travelling snake oil
your muscles as you fall prone for the
salesmen to chronic dumpster divers, so
next hour, or until you use your bonus
long as the job keeps moving, a posskin
action to end the effect early, a creature
stays happy.
that spares you a casual look sees only a
POSSKIN TRAITS
Bite.
You have a maw of sharp teeth that you
can use to make unarmed strikes. When
you hit with it, the strike deals 1d6 +
your Strength modifier slashing damage,
instead of the bludgeoning damage
normal for an unarmed strike.
Scavenger.
You have advantage on saving throws
against disease and poison, and you have
resistance to poison damage.
Symbiotic Fortitude.
Geleton
GELETON TRAITS have resistance to acid damage and are
immune to disease.
Creature Type.
You are considered a humanoid.
Wakeful.
Geletons only need to sleep for a short
Age. time each day. Even while sleeping, you
Geletons come to life fully matured but remain aware of your immediate
have blindsight out to a range of 5 feet. Of course, it seem like anyone else
was around for them to tell, but in case
they came across someone on one of the
slow and quiet foraging trips they took, it
would be nice to brandish like a A BRAND NEW LIFE
badge of honor.
At the start of their new lives, geletons
For now, the only thing that mattered
are featureless, ooze-covered humanoids
was sitting still, resting, and staying safe.
with only a spark of traditional
Terrible, hungering things crept in the
consciousness. Over time, usually about a
shadows outside, and this life grew more
month, this small consciousness grows
and more precious to them with each
into a fully sentient being just like any
passing day.
So until they needed to move again, it
appearance also becomes more
was best to enjoy the comforts of home
discernable, and eventually grows into a
and hold their book. The faded echoes of
humanoid form that feels natural to its
lost memories touched mind as
budding sense of self. The memories from
they caressed the cover, and as
any of their previous lives are lost in this
they thought of everything its pages
process, but can resurface in pieces
might have once said, they began to
through hazy dreams or waves of déjà vu.
imagine the future that they could write
Without a unified culture or history, each
in it instead.
body, and its departed life, instead. This however many there are in the world,
there are countless more that inevitably
this process that the fragments of life perished shortly after their creation.
held by ooze and skeleton can come Some unscrupulous figures -typically
Occasionally called Symblexes for their use the process of Synthesis for personal
parallels to other intelligent oozes, gain, but are for the most part stopped
as their gelatinous forms themselves harrowing conditions for a long time often
carry a deep-seated fear or resentment
for necromancy, if not all magic, for the
remainder of their lives. Other geletons
created in such conditions recover faster, unusual races are hardly given a second
especially if they are found and rescued look, but superstitious villagers and rural
shortly after their Synthesis. Regardless, townsfolk may see a geleton as a
the origins of virtually all geletons are creature of mere ooze and bone rather
rife with danger, and those that are than as a complete person.
brought into safety early in their lives This can cause friction in some cases, and
are counted among the most lucky. outright panic in others. Geletons that
travel to these places with other
UNUSUAL APPEARANCE creatures, especially those that resemble
By far, gelatinous cubes are the most more common humanoids, can usually
common subject of Synthesis. These clear avoid any issues if at least one of their
Your Ironwrought character has the functionality built into your chassis.
following traits. Integrated Armor. You gain a +1 bonus to
Armor Class.
Age. Integrated Weapon. You have a simple or
Constructs do not age physically, though martial weapon of your choice built into
their mental abilities may change greatly your frame. You gain proficiency with this
through their life as they process new
information and experiences. for ammunition for weapons that have
the ammunition property. This weapon is
Speed.
typically integrated into your limbs, and
Your base walking speed is 30 feet. requires hands to use as normal.
Language Module. You learn one
Living Construct.
additional language, and can cast
You are immune to disease. You do not comprehend languages without consuming
need to eat, drink, or breathe. You do not
a spell slot. Once you cast this spell, you
sleep.
rest. You can cast this spell using spell
slots.
Power Down.
Natural Armor. You have built in armor,
You do not need to sleep. When you take a
giving you a base AC of 16 (your
long rest, you must spend at least 4 hours
during a long rest in a motionless lower
number). You can use a shield and apply
power state. While in this state, you have
disadvantage on Wisdom (Perception)
checks, but remain aware of your Night Mode. You can see in dim light
Self-Aware
Origin of Sapience Quirks
d8 d6
Origin Quirks
1 You existed without self-awareness for 1 You provide one detail too many in any
years before a magical accident rendered conversation.
you self-aware.
2 You feel pity for fleshy creatures with
2 You were a new experiment, designed for their fleeting lifespans.
more complicated tasks, and ended up
3 You are inherently rational, and can be
more sapient than expected
persuaded of anything with appropriate
3 Left to a mindless task for hundreds of logic.
years in a long abandoned location, you
4 You have a programmed code of conduct
slowly developed a sense of self until
that you will never violate. You may or
you abandoned your programmed task.
may not be aware of it.
4 Your sapience is the result of the
5 A vestige of a previously set task
influence of a supernatural being
occasionally surfaces, compelling you to
(celestial, fey, or even fiend) granting
perform a strange action, such as
you self-awareness for their purposes (or
sweeping a floor clean.
entertainment).
6 You have some fragments of the
5 You awoke from a long hibernation
memories of another creature, perhaps a
changed, with greater self-awareness.
past version of yourself, in your mind.
ember the past.
Your shape is roughly that of a bipedal Bladed Tail. You have a lashing bladed
humanoid. You gain the following traits. tail. On hit, it deals 1d4 slashing damage.
It has the reach property.
Adaptable Design. Barding.
You can make one additional selection You can only wear armor specially
from your modular design trait. adapted to your unique shape. This
Quadrupedal
custom armor has the same price as
normal armor, but may be harder to find
Your shape has four legs and no hands. or more expensive when custom ordered.
You gain the following traits.
Quadrupedal.
You do not have hands. You can hold one
object or grapple one thing using your
Natural Weapons.
You gain a selection of natural weapons.
You are considered to be holding natural
weapons for the purposes of abilities that
require you to hold a weapon (this
Age.
you finish a long rest. Absorbing these
A Farling ages by absorbing memories. Each
memories is how a Farling ages, and you age
time they permanently absorb a memory,
one day for each memory you absorb in this
they age roughly one day. A young Farling
way.
can absorb dozens of memories a day, aging
You can absorb a memory from a willing
rapidly. Once reaching adulthood (a process
creature via your telepathy in this way.
that often only takes a decade), the rate at
which they can absorb memories begins to
Broad Horizons.
slow, they become more selective, aging far
You have resistance to psychic damage.
slower.
Once per day, if you take psychic damage
Memory and Aging with) who will then move on, seeking to
let the new Farling develop on its own,
Farlings age by gaining memories. They
often seeking to not influence their
do not biologically age, but have the
experiences more than necessary.
ability to make permanent crystalized
Taking care of a young Farling can be
memories, and age roughly one day each
exhausting due to the rampant curiosity
time they do. Young Farlings make these
and inquisitive nature rapidly consuming
memories a dozen times a day, aging
new experiences and memories, but their
rapidly while absorbing new information
inquisitive nature causes them to age
at an incredible rate, while aging Farlings
exceedingly quickly. A young Farling can
become more selective in what they
fully absorb many memories a day, aging
choose to remember. If they do not
exceedingly fast. It is usually not long
commit some memory in this way, their
memory tends to be still somewhat
before they seek to wander broader Names
environments, and set out into the world.
Farlings are not aquatic, but are unusually
identifying each other through psionic
suited to it, often finding water quite
projections of certain thought patterns.
comfortable and are natural swimmers.
Those that interact with members of
Dark Reflection other races will adopt an assumed name,
running the gambit from common and
Some Farlings become addicted to
boring to outlandish and absurd. Their
acquiring memories, and particularly
name often reflects the culture they
savor those from other creatures. While a
most interacted with when finding they
player character can only absorb
needed a name that could be made with
memories from a willing creature, some
sounds.
stories tell of Farlings that have fallen
They rarely place great importance in
into evil ways, ripping and devouring the
their name, occasionally changing it or
memories from mortal creatures
accepting a new nickname without much
compulsively devouring their memories
until nothing is left, savoring the exotic
associate the name with themselves; to
memories they discover.
them.
Quirks
d6 Quirks
Farling Names: Blue, Dustin, Jonny, Lulu,
1 You ask blunt personal questions of
Newbie, Pattern, Purple, Rey, Sala,
strangers.
Stripes, Squid, Thomas, Uanqor, Quentin,
2 You go to great lengths to try strange
Yara, Yldel, Wis.
food. Your definition of food is unusually
broad.
If it seems like these names are random,
it is because they are. There is no
place twice.
pattern to Farling names beyond the
nature of creatures naming them,
names as your own, calling them
sometimes being simply descriptive.
whatever springs into your mind at the
moment...
5 You like to occasionally sing.
Telepathically.
6 You love to absorb particularly
dangerous memories.
DISPERSE AND DEPLOY
Cnidaran
Cnidarans have two distinct phases to
- Nematocyst their lifecycle: the medusozoa and the
polyp. An adventuring cnidaran one that
- Shimmerskin
can speak, has a vaguely humanoid shape,
Cnidaran settlements are alive. Made of reefs to join or even forming new reefs
the bodies of millions of calcified polyps with like-minded medusozoa met on their
Toxic Adaptation.
You have advantage on saving throws
against being poisoned, and you have
resistance to poison damage.
Shimmerskin
Diplomats and traders of a cnidaran reef
are often shimmerskin morphs; their
propensity to mesmerize makes them
skilled negotiators.
SHIMMERSKIN TRAITS
Shimmerskin.
As a bonus action, you can cause your
skin to shimmer in a pleasing array of col-
ours for 10 minutes. For the duration, you
have advantage on all Charisma checks.
Hypnotic Phosphorescence.
You know the minor illusion cantrip.
Starting at 3rd level, you can cast the
charm person spell once with this trait,
and you regain the ability to do so when
PILGRIMAGE OF HUGE
Cyclopian DISCOVERY
The pursuit of knowledge, the acquisition
Cyclopians of a certain age often embark
of secrets, and the hoarding of trinkets
on a Pilgrimage of Huge Discovery, or
with storied histories are common
PHD. During this time, they venture out
practices among any creature raised by
into the world, seeking to bring new and
cyclopians (sy-CLO-pee-ans). From dog
significant knowledge back to their
tags to tapestries, musical manuscripts to
library. For some individuals, the natural
carved tablets, and magical memory orbs
compulsion to explore is all the impetus
they need to leave the comfort of their
cyclopians refer to their homes) are filled
homes. On the other hand, more reticent
with knowledge. With their physical
cyclopians might have to be forced out
adaptation to climbing, cyclopian homes
by their family, fulfilling this rite of
are often found high up in cliffsides,
passage based on a sense of duty.
within abandoned wiz
Cyclopians who fixate on the acquisition
deep in The Low.
of artifacts, rather than the joy of
MONOCULAR AND MYOPIC
studying them, are regarded as rare and
valuable assets to any family; cyclopian
-myopic adventurers are always warmly
tendency to focus on one thing to the welcomed back to their library.
exclusion of all others. When a cyclopian
finds a topic that interests them, little SHARING IS CARING
can stop their manic and feverish efforts Cyclopians have an unusual lifecycle.
to acquire any relevant documents, Though they can reproduce sexually,
information, or answers. cyclopians are also capable of a form of
Indeed, the famed cyclopian researcher asexual budding. When a cyclopian is
rumored to beyond inundated by the volume of
have forgone sleep for more than two knowledge awaiting its analysis (such as
months while analyzing the [insert after it gains entry into an abandoned,
discovery here]. Of course, this feat was book-
spontaneously and unexpectedly undergo
ability to metabolize knowledge into entire body mitosis. This produces a
actual, physical, nutritional value. smaller, similar, genetically distinct,
individual- an assistant with whom the
research can be more manageably
catalogued.
ARCANISTS ANALOGUE At full stretch, a cyclopian stands
between 5 and 6 feet tall. Your size is
Cyclopians are often mistaken for
Medium.
shadowy aberrations of the Shadow Plane
known as nothics. Speed
While both cyclopian and nothics share
Your base walking speed is 30 feet.
a hulking monocular physiology and a
hunger for knowledge, a brief observation
Darkvision
yields one significant difference: the
Accustomed to life in dimly-lit libraries,
skulking simulacra leave a trail of rot and
you have superior vision in dark and dim
necrosis wherever they travel, while no
conditions. You can see in dim light within
true cyclopian would ever risk damaging a
60 feet of you as if it were bright light,
book in this way.
and in darkness as if it were dim light.
CYCLOPIAN NAMES color in darkness, only
shades of grey.
CYCLOPIAN TRAITS
Knowledge Seeker
Age
Learning is an almost irresistible
Cyclopians reach maturity in their early
compulsion amongst cyclopians and often
teens and typically live as long as
leads them to dangerous locations. You
humans.
have proficiency in your choice of two of
Top Shelf
Generations spent climbing to the top
shelves of tall libraries have led to a
selective pressure on the ability to climb
within cyclopians. You have a climbing
speed of 20 feet.
Genasi result from exposure to a surge of
Genasi (Para- elemental power, through phenomena such
as an eruption from the Inner Planes or a
- Slime
Heirs to Elemental Power
- Smoke
Genasi inherit something from both sides of
GENASI TRAITS their dual nature. They resemble humans
but have unusual skin color (red, green,
Creature Type.
blue, or gray), and there is something odd
You are a Humanoid.
about them. The elemental blood flowing
through their veins manifests differently in
Age.
each genasi, often as magical power.
Genasi mature at about the same rate as
humans and reach adulthood in their late Seen in silhouette, a genasi can usually pass
teens. They live somewhat longer than for human. Those of earth or water descent
humans do, up to 120 years. tend to be heavier, while those of air or fire
tend to be lighter. A given genasi might
Size have some features reminiscent of the
Genasi are as varied as their mortal parents mortal parent (pointed ears from an elf, a
but are generally built like humans, standing stockier frame and thick hair from a dwarf,
anywhere from 5 feet to over 6 feet tall. small hands and feet from a halfling,
Your size is Medium. exceedingly large eyes from a gnome, and
so on).
Speed
Your base walking speed is 30 feet. Wild and Confident
Cold Resistance.
Inherent Affinity.
You gain resistance to cold damage.
You gain proficiency in one of the
Ooze Form.
You know the mold earth cantrip. When
you reach 3rd level, you can cast the
grease spell once per long rest. When
you reach 5th level, you can also cast the
M
Constitution is your spellcasting ability
for these spells.
Inherent Affinity.
You gain proficiency in one of the
following skills of your choice: Acrobatics,
Athletics, Nature or Survival.
Fire Resistance.
You gain resistance to fire damage.
Path of Smoke.
You know the gust cantrip. When you
reach 3rd level, you can cast the
longstrider spell once per long rest.
When you reach 5th level, you can also
Powerful Build.
Goliath You have Advantage on any Saving Throw
Advantage on Strength Checks, and your wind, and cold. Their bodies look as if
Speed increases by 10 feet. Once you use they are carved from mountain stone and
give them great physical power. Their
finish a Long Rest. spirits take after the wandering wind,
making them nomads who wander from
peak to peak.
Driven Competitors they are careful to remember that such
an advantage can always be lost. A
Every day brings a new challenge to a goliath who relies too much on them can
goliath. Food, water, and shelter are rare grow complacent, a recipe for disaster in
in the uppermost mountain reaches. A the mountains.
single mistake can bring doom to an
This trait manifests most strongly when
money, or other elements that can tip can change on the whim of a chieftain or
the balance one way or the other. tribal elder. It refers to a notable deed,
Goliaths happily rely on such benefits, but either a success or failure, committed by
the goliath. Goliaths assign and use Jaunt (Cloud Giant). As a Bonus
nicknames with their friends of other Action, you magically Teleport up to 30
races, and change them to refer to an feet to an unoccupied space you can see.
individ Burn (Fire Giant). When you hit a
target with an Attack Roll and deal
Goliaths present all three names when damage to it, you can also deal 1d10 Fire
identifying themselves, in the order of Damage to that target.
birth name, nickname, and clan name. In Chill (Frost Giant). When you hit a
casual conversation, they use their target with an Attack Roll and deal
nickname. damage to it, you can also deal 1d6 Cold
Damage to that target and reduce its
Birth Names: Aukan, Eglath, Gae-Al,
Speed by 10 feet until the start of your
Gauthak, Ilikan, Keothi, Kuori, Lo-Kag,
next turn.
Manneo, Maveith, Nalla, Orilo, Paavu,
Tumble (Hill Giant). When you hit a
Pethani, Thalai, Thotham, Uthal, Vaunea,
Large or smaller creature with an Attack
Vimak
Roll and deal damage to it, you can knock
that target Prone.
Nicknames: Bearkiller, Dawncaller,
Endurance (Stone Giant). When
Fearless, Flintfinder, Horncarver,
you take damage, you can use your
Keeneye, Lonehunter, Longleaper,
Reaction to roll a d12. Add your
Rootsmasher, Skywatcher, Steadyhand,
Constitution modifier to the number
Threadtwister, Twice-Orphaned,
rolled and reduce the damage by that
Twistedlimb, Wordpainter
total.
Thunder (Storm Giant). When you
Clan Names: Anakalathai, Elanithino,
take damage from a creature within 60
Gathakanathi, Kalagiano, Katho-Olavi,
feet of you, you can use your Reaction to
Kolae-Gileana, Ogolakanu, Thuliaga,
deal 1d8 Thunder Damage to that
Thunukalathi, Vaimei-Laga
creature.
Giant Ancestry.
You are descended from Giants. Choose
one of the following benefits a
supernatural boon from your ancestry;
you can use the chosen benefit a number
of times equal to your Proficiency Bonus,
and you regain all expended uses when
you finish a Long Rest:
point instead. Once you use this trait, you
Orc
In a long-lost language, the word oruk
ORC TRAITS described the glowing
Creature Type. appearance of the orc people when they
push themselves to their limits. While
You are a Humanoid.
orcs know one another as kanin in their
Size.
You are Medium. great pride, especially when dealing with
other folk.
Speed. Orc history spans the world and all its
Darkvision
Their hair, which can range from coarse
You can see in dim light within 60 feet of
to fine, extends from their heads and
you as if it were bright light, and in
drapes across their shoulders like royal
mantles. Strong tusks extend past their
discern color in darkness, only shades of
lips and guard the rest of their teeth.
gray.
Few other humanoids can match the
Powerful Build endurance of an orc, and orcs who train
for hunting and combat can rally
You have Advantage on any Saving Throw
you make to end the Grappled condition on themselves to move faster and prevail
yourself. You also count as one Size larger longer. Should an orc find themself on the
when determining your carrying capacity brink of death, their veins instinctively
and the weight you can push, drag, or lift. ightly
and invigorating them to perform one last
Relentless Endurance attack. Blood fire often appears red,
When you are reduced to 0 hit points but though orcs from the mountains and
not killed outright, you can drop to 1 hit
underground glow blue and white
respectively.
Innate Power
Creature Type.
From this point a swarmhive is considered
Despite being a gathered swarm, you have
mature, but self-improvement is a constant
become a single being. You are a Humanoid.
process. Some test the limits of their
control by adding additional limbs or unusual
Size.
materials, others by adopting additional
You are Medium. spiders into their colony to increase their
mass and weight. Many adopt the shapes
Speed.
and mannerisms of other Horizon peoples,
Your walking speed is 30 feet. particularly of the other common bloodlines
- a very lucky few of these win the Lottery
Spider-colonies wrapped in humanesque
of Skin, obtaining and inhabiting a cast-off
skins; thousands of tiny arachnid minds
body to puppeteer.
threaded like beads on a string to produce a
full, rich sentience.
Hive-Mind Perspective
Becoming a more common sight across
The level of individuality a colony settles at
Horizon by the year, the swarmhives are
varies from swarmhive to swarmhive. Some
spider colonies raised to sentience through
refer
an unknown and mysterious process.
organizing and compartmentalizing their
Though technically thousands of individual
minds to allow different areas to consider
minds and bodies working together, most
alternate viewpoints at the same time.
swarmhives think of themselves as a
Others revel in
singular being. Though no more or less
component spider working and thinking in
likely to be dangerous as any other
perfect harmony.
denizens of the city, fear and distrust of
them runs deep in many communities due to
their unsettling attempts at mimicry.
Questions to Consider
rs from other
swarmhives throughout your life, or
adopted foundlings? What memories have
such additions gifted you?
Alternate Presentations
Amorphous
You can move through a space as narrow as
1 inch wide without squeezing.
Wakeful.
Because one of your bodies is always
awake, you retain consciousness when you
take a long rest.
Composite Body.
You have advantage on saving throws you
make to avoid or end the following
conditions on yourself: blinded, charmed,
deafened, frightened, poisoned.
Limited Telepathy.
You can telepathically speak to any
creature within 30 feet. You do not have to
share a language to speak, however, they
must be able to speak a language. You can
only communicate simple ideas.
Truths of Horizon
winds through other planes and
dimensions, including other in-between
At the end of the interplanar Path lies dimensions such as the Astral and the
the city of Horizon. The Path can be Ethereal planes. Though accidental access
traveled by anyone with a Path Token. can happen, those who wish to knowingly
The city is surrounded by the boundless travel the Path are best served by
red Sea of Uncertainty. locating a Path token. Spells like plane
The city of Horizon is thousands of years shift and gate, which require specific
frequencies for tuning fork spell
creator. components or knowledge of specific
No one controls which planes attune to destinations, are not capable of reaching
Horizon. Occasionally, creatures, objects, the Path thanks to its ever-changing,
or structures from other lands or other fluidic nature.
worlds fall from the other side. They
The rumble of an approaching wave crashes
enter the city often disoriented and with
over you. Everything is scrubbed away in a
little memory of where they came from.
surge of luminescent, immaterial foam. A
A group known as the Interpreters help
moment later, somewhere else.
new arrivals stepping through the arches
A ribbon-like path of wavering, luminous
to feel safe and welcome.
A vast network of sewers, cisterns, and fluid stretches through the sky, arcing high
ruins lay beneath the city streets. Whole above a hazed landscape far below. The air
forgotten cities lie below, containing is cool, with a sweet, pungent aroma
dangers and treasures. reminiscent of the smell following a
lightning storm.
gates, rifts created by dangerously A slight undertow tries to draw you along
intense bursts of magic, and certain the wavering surface, down a path that
powerful spells that some high-level meanders across the emptiness to a
spellcasters know or can learn. vanishing point lost in thunderheads flashing
In addition to these and other means, with far-off fury.
there is also the Path.
The Path is a tenuous road threading
through the various planes of existence.
A unique transitive dimension, the Path
PATH TOKENS JOINING THE PATH
When a token is successfully used, a
Usually appearing as an ancient coin of
segment of the Path is drawn to the
exotic mintage that is slightly cool to the
touch, a Path token accommodates a
transports them onto the plane of the
specific mode of interdimensional travel.
Path itself. (Creatures affected by
While holding a Path token, you can
something blocking them from traveling
concentrate on the coin as an action.
to other planes cannot join the Path.)
Doing so transports you and up to eight
Creatures and objects are also sometimes
willing creatures standing next to you
swept onto the Path as a result of
onto the Path.
magical accidents (such as when a staff
While on the Path and holding a token,
of the magi is broken), interplanar
you can apply your proficiency bonus to
storms, or other weakening of
your Arcana check you make to navigate
boundaries.
to a specific location that the Path
connects to. TRAVELING THE PATH
FINDING A PATH TOKEN The Path initially appears as a single road
Path tokens appearing as special coins that, if followed, presumably leads to a
of exotic mintage, slightly cool to the
touch are the most common way many additional destinations lie along the
travelers join the Path. The coins are way.
especially numerous in the city of
LEAVING THE PATH
Horizon, scattered randomly in street
gutters and in the mysterious vault-like The visible ribbon of material composing
Most Path tokens lie lost and ignored, facade, is usually solid enough. Travelers
the mud or tossed into a fountain for falling off. However, should a creature
luck. Others are single coins among much cross over the edge whether they were
recognized as something special or at chose to jump off they fall into the
least anachronistic, but usually not landscape visible at that moment. Which
city skyline of irregular towers and pale Travel Along the Causeways:
walls overlooks the red waves. The stone causeways are irregular,
textured with cubic projections and
Newcomers observe the sea, the
cavities, though everything is somewhat
causeways, the city of Horizon in the
eroded. Moving along a causeway is as
distance, and, overhead, a vertigo-
easy as walking in many places, though
inducing view of the planar location that
Horizon is currently attuned with. The
terrain.
distant figures sometimes visible on the
causeways are beachcombers that usually
Rising prominently from the center of the
have little interest in speaking with
Sea of Uncertainty is the city of Horizon.
Refugees, planar explorers, dimensional
extraplanar salvage.
traders, opportunists, and those seeking
rest, escape, or protective anonymity
Can I Touch the Sky?
From the point of view of someone in
But clues are available to those who risk
Horizon the sky looks solid.
passing through the nameless gates at
Rivulets of dark cloud stream past
into
overhead, obscuring a weirdly textured,
passages beneath the city. Explorers who
have ventured downward report ancient,
petrified remains of enigmatic beings and
structures, but little of the interior is, as
home plane if they traveled up from it.
yet, accessible.
Otherwise, they arrived via the Path or
some arcane mishap, which means the
to know what they represent stud a
view above is a random planar location
seen from abo cyclopean wall 50 feet high. A single
made of an upside-down landscape of tall stands astride the wall like a sentinel,
some strange plane. For example, the vaguely humanoid, but with four arms and a
reversed spires of a strange city might grotesque, terrifying visage.
be visible overhead, or the tips of an A ragged cavity about 40 feet across
unknown forest, the fiery fields of a
breaches the wall. Through the hole is a city
nameless desert, or some other random
of mismatched buildings, most different
from its neighbor in style, age, and state of planar explorer, a dimensional salvager,
or a seeker after all the mysteries of the
newcomers, the following information is cause too much trouble gain the
conveyed during the conversation. attention. usually the last anyone
Hello. to hears of
can escape all the cares of your home tavern, perhaps, to take your ease? I
plane in Horizon, and rest. Or become a recommend Crossplane Cantina.
The clientele there are especially Usually, the building is vacant, with signs
welcoming to newcomers. Or maybe that whoever might have been inside had
looking for a Path token? The just stepped away. Sometimes, a
Worldswept Market usually has some on confused stowaway or two wanders out
offer, though if you keep your eyes into the streets of the city.
peeled, you might just find one lying in
the repair or a visitor for years may one day
simply disappear, probably deposited in a
HORIZON LOCATIONS
recently attuned planar location.
appears in Horizon, apparently drinks are served. The deck looks out over
enjoys bartending. That allows her to The two sculptures standing by the main
keep entrance are iron golems under the
Horizon, trade stories with new visitors command of Lead Archivist Lindel Rusha.
and refugees, and keep tabs on the nd long, but she is
health of her establishment. not frail. She typically carts around
dozens of books wherever she goes using
Rooms: a small wheelbarrow. Those who want to
A twelve-hour stay at the Crossplane use the Library of Worlds must obtain her
costs 5 sp, 1 gp, or 3 gp, depending on permission first. However, unless
ng a someone seems more likely to try to
mount overnight in the stables behind the burn or
cantina costs an additional 5 sp. strict about who she lets peruse the
stacks.
Drinks and Food:
Library Reference Focus:
staff shop the Worldswept Market and
The Archivists which number several
come back with an amazing variety of
dozen are a group of people who
strange and interesting options for food
chronicle previously attuned dimensions
and drink. A meal generally costs about
and extraplanar locations. Many of the
high-ceilinged rooms in the Library of languages peruse the market under ever-
Worlds are stuffed with volumes of this glowing lamps strung between buildings and
chronicle, appearing as bound collections free-floating stone spheres.
of hand-inked observations penned by
Archivists who have been using the The Worldswept Market is an always-
observatory here for time out of mind. open bazaar for shoppers and sellers
hailing from a variety of planes, though
Observatory: many are now based in Horizon. As is
The tower with the dome-like top is an probably assumed by anyone who catches
location they can see with line of sight especially exotic spices, trinkets, art, and
so on), and the weird stuff that lucky
function allows the Archivists to learn far beachcombers find salvaging along the
more about each attuned plane than
simple viewing alone would allow. At A short selection of specialty shops (and
least one Archivist is always using the other concerns) is noted hereafter.
telescope, recording detailed notes about However, there are hundreds of other
what they see, thus extending the sellers in the market offering one-off
chronicle of the Library of Worlds. items like a particular type of savory rice
dish, chalk sculptures of elf ears, just
Archivist Dormitory: daggers, broken pottery, glowing beads,
psychoactive mushrooms, simple tattoos,
The Archivists and a varying number of
dirt-cheap ale poured into whatever
long-term visitors seeking to learn more
container a buyer has available, Path
from the library stay in comfortable but
tokens, and so on.
cramped monastery-like accommodations
Market Supervisor:
Trying to find someone in the
WORLDSWEPT MARKET
A forest of multicolored tents, carts, stalls,
usually set up in the same spot each day at the Crossplane Cantina and is credited
in the Worldswept Market. The wagon has for having eased tensions in dozens of
Heur (a goliath standing almost 9 feet tall ledger watches everything, jotting down
without an ounce of fat on him; wears notes and interacting with those who come
crystal lenses in a dark frame) is certain and go. The yard backs up to several
that the Interpreters work for the Mantis. attached warehouse-like structures.
Given that a quarter of what goes on
inside his establishment is likely to garner Some buildings in Horizon are more
fresh bounties, he employs a couple of
bouncers to stand around just to turn kept up, a building could disappear the
away trouble. next time the city catches hold of a new
plane, replaced by some new structure in
covered from floor to ceiling by graffiti in some other part of the city. If the lost
languages too diverse to number. Located structure was claimed as a place of
on the opposite end of the Worldswept business, a tenement, or a home, the
Market from the Crossplane, the Pink disappearance proves disastrous for all
offer a place affected. Which is why the Mantis pays a
daily bounty to the Preservationists to
appearing at the Landing, not far from
the yard. These supplies are bought from
that opportunity over the last few a variety of planar locations, most of
hundred years and has cornered the which are more than happy to trade coins
market on all related bounties. Not that of exotic mintage forged of gold for
most inhabitants mind. Anyone who wants lumber, iron nails, ceramic tiles, and
their building to receive repairs puts their more.
name and address on a priority list, and
the next available Preservationist work THE LANDING
crew gets to it within a few weeks or This wide cobbled area is a flurry of travel
months. arrival. Lone travelers, small groups, and
Behind several, yellowish light flickers. A sages of the Sisterhood come in all
single set of sandstone steps leads up to an genders or, in a few cases, none. Most
sages wear grey habits. Those not under
arch that is normally open to the interior.
vows of silence will speak with visitors
Everyone in Horizon knows that if one is and try to help them with existential
looking for a debate on the nature of the questions that have an extraplanar angle.
planes, philosophy, morality, or even the
Joining the Sisterhood:
underlying nature of existence itself, the
monastery housing the Sisterhood of More than a few planar travelers have
Sages is an ideal destination. Whereas the chosen to let go of their cares and join
the multiverse, the monastery of the study and contemplation. For many, the
Sisterhood is filled with books and scrolls balm of tranquility, knowledge, food,
on philosophies culled from those planes, lodging, and companionship with other
creating a dizzying array of viewpoints on sages in a city that traverses all the
represented is that of divinity and divine from trauma or, for some, as retirement
in reprising dogma that can be found give up all other obligations for a period
elsewhere in the multiverse in some of not less than two years, with the
temple or the mouth of some cleric. On option to sign up for longer. A sage who
the other hand, they do have shelves leaves before their minimum two-year
and one to either side of the cavity. the balcony to answer any questions
Broadsheets are posted directly on the newcomers might have regarding the
metallic surface of the underlying structure. bounties posted on the other two
balconies, as well as any other general
The Enclave of the Mantis is something questions about Horizon.
most people of Horizon know about, but
only a handful ever enter. Those who do
STANDING BOUNTIES
usually make the trip into the cavity The balcony to the right of the cavity
because they hope to collect on a bounty. features a series of faded and frayed
broadsheets papered to the metallic wall
MANTIS BOUNTIES of the enclave itself. These bounties
The Mantis exerts indirect control of
pays someone who accomplishes one of
complete specific tasks on her behalf. these tasks 1 piece of mithril, but usually
Many of the bounties promote the never more than once per twenty-four
-being, leading many to hours for the same bounty to one
think of the Mantis as a beneficent entity. individual (though groups accomplishing
But now and then, the bounties are the same goal many times, like
arbitrary and even punishing, leading Preservationists repairing buildings, can
others to regard the Mantis as a despot receive more).
who keeps Horizon safe only because it Standing bounties include the
keeps the Mantis safe, too. following.
Whatever the truth, there are always Clean a 300-foot length of street of litter,
people in Horizon willing to take the jobs garbage, waste, and other unsightly bits.
the Mantis offers in return for pay. Turn in five Path tokens.
Payment is in mithril, which the Mantis Bring in the head of a thief plaguing the
personally hands out. Which means if Worldswept Market.
someone wants to collect on a bounty, Bring in the head of anyone caught stealing
they must enter the cavity at the front books from the Library of Worlds.
of the enclave and wend their way back Bring in the head of anyone caught stealing
books from the Sisterhood of Sages.
Bring the Mantis the head of Goodman Saw,
refurbishment. apparently a shoemaker living in a distant
Bring in the head of anyone caught sneaking dimension (and who, people whisper, has no
into the tunnels beneath the unnamed connection to the Mantis that they know
gates. of).
Eliminate a ghost or an infestation of psionic Defend Horizon from an unexpected
mold or mind mold wraiths, or clear up invading force.
some other dangerous situation in one of
To prevent more than one group of
Break up a conflict where one of the bounty hunters from pursuing the same
participants has already drawn first blood. bounty, an interested group usually tears
off the broadsheet with the bounty they
UNIQUE BOUNTIES want to collect. Should a group do so but
fail to complete the bounty within ten
The balcony to the left of the cavity is
days, a unique bounty is put up for them.
papered with newer broadsheets than the
This tends to limit unique bounties to
one containing the standing bounties.
only the most serious applicants.
These tend to come and go by the month,
depending on how easy bounty hunters
MEET THE MANTIS
find a particular challenge. The Mantis
pays someone who accomplishes a unique
façade connects to a main passage in the
bounty between 1 and 10 pieces of mithril
form of a metallic corridor about 30 feet
(at her discretion) when the bounty
across, lit by ever-glowing orbs hanging
hunter shows up to claim their pay.
from wires. Side corridors split off the
main passage, and the main passage
Unique bounties might include one
periodically bends, descends, and rises,
or more of the following.
until it finally opens onto a wider space
Bring the Mantis a specific piece of salvage after some 500 feet of travel
from the Sea of Uncertainty (or from the A central brazier burning with red flames
original plane of origin), such as a case of lights the wide chamber, though erratically.
rare elven wine of a particular vintage, a Opposite the entrance, a wide dais holds a
transportable sculpture designated as a
flower-like extrusion upon which rests a
Bounty Redemption:
APARTMENTS
Unless turning in a bounty involves the
The sounds of laughter and calls of
delivery of a physical object (such as a
parents to their children echo over the
head, which the Mantis quickly consumes,
stone stepped apartments where many of
or Path tokens), those who come to
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