TEXT: 1
  
  White Box Demihumans
  Player & Referee Options
  for use with 
  Swords & Wizardry WhiteBox
  Written by
  James M. Spahn
  Art by
  Luigi Castellani
  Published by
  Swords & Wizardry, S&W, WhiteBox, and Mythmere Games are the 
  trademarks of Matthew J. Finch. Barrel Rider Games is not affiliated with 
  Matthew J. Finch or Mythmere Games™. This product is compatible with the 
  rules of Swords & Wizardry: WhiteBox. 
  2
  
  Table of Contents
  Black Widow Elf ….................................................................................................... 4
  Dagonite …..................................................................................................................... 5
  Deepstone Dwarf ….................................................................................................. 6
  Goblin ….......................................................................................................................... 7
  Greenleaf Elves …...................................................................................................... 8
  River Halflings …....................................................................................................... 9
  Sidhe …......................................................................................................................... 10
  Sprite … …................................................................................................................... 11
  Introduction
  Swords & Wizardry WhiteBox is a game of fantasy. It is a world of 
  elves and dragons, vampires and giants. But why should fantastic races be 
  limited to dwarves, elves and halflings? White Box Demihumans offers eight 
  new races for both referees and players to use in their campaigns. All of 
  these races are optional and players should make sure they have the 
  referee's permission before selecting any of them. 
  All are designed to fit easily into an existing campaign and each can 
  be used individually without the necessity of the others being present for 
  them to be applicable to particular campaign. Whether players select a 
  treacherous Black Widow Elf, a regal Sidhe or a merry Sprite, each will offer 
  new assets to an adventuring party with the same elegant simplicity found 
  in the original classes and races of Swords & Wizardry WhiteBox.
  3
  
  Black Widow Elves
  It is said that long ago there was a group of elves who turned away 
  from the light of the sun and the beauty of the forest to worship death and 
  darkness. They fled all that was good upon the earth and lived instead in the 
  deepest places of the earth where they built great and terrible cities. 
  Worshiping foul gods and goddesses, they gained dark power and sought to 
  use these terrible gifts against their ancient kin. They are the Black Widow 
  Elves and they combine martial prowess with unholy magic with deadly 
  efficiency.
  Black Widow Elves may progress to up to 8th level.
  Table I: Black Widow Elf Class & Spell Advancement
  Level
  XP
  HD
  BHB
  ST
  1st
  Level
  Spells
  2nd 
  Level
  Spells
  3rd 
  Level
  Spells
  1
  0
  1
  +0
  12
  –
  –
  –
  2
  3,000
  1+1
  +1
  11
  1
  –
  –
  3
  6,000
  2
  +2
  10
  2
  –
  –
  4
  12.000
  2+1
  +3
  9
  2
  1
  –
  5
  24,000
  3
  +3
  8
  2
  2
  –
  6
  48,000
  3+1
  +4
  7
  2
  2
  1
  7
  96,000
  4
  +4
  6
  2
  2
  2
  8
  192,000 4+1
  +5
  5
  3
  2
  2
  Weapon/Armor Restrictions: Black Widow Elves relish in warfare and 
  slaughter. They are not prohibited in their choice of weapons or armor. They 
  can wield any melee weapon or ranged weapon. They can also wear any 
  armor or use any shield without inhibiting their spell casting abilities.
  Spell Casting (2nd): Beginning at 2nd level Black Widow Elves cast divine 
  spells from a specific spell list per the Table I: Black Widow Elf Class & Spell 
  Advancement table. Each night, the Black Widow Elf prays for a certain set of 
  spells from the standard Cleric list. Black Widow Elves of specific gods may 
  have entirely different sets of spells as designated by the Referee, but the 
  standard Black Widow Elf uses the standard Cleric spell list.
  4
  
  Hereditary Foes: Black Widow Elves gain an extra +1 (“to-hit” or to 
  damage) when fighting against elves who are native to the surface world.
  Keen Detection: Black Widow Elves are good at spotting hidden and 
  concealed doors (1-4 on 1d6 when searching, 1-2 on 1d6 if just passing by).
  Saving Throw: Black Widow Elves suffer a -2 penalty to all saving throws 
  when exposed to natural sunlight.
  Languages: For campaigns that give each race its own dialect, Black Widow 
  Elves should be able to speak with dwarves, giants, goblins, and orcs.
  Dagonite
  It is said there is a great and terrible empire beneath the sea. One 
  where a nameless god is worshiped in a court of madness. Deep beneath the 
  waves, these aquatic abominations engage in secret rites and rituals, 
  believing they shall one day rise from the waters and reclaim whole of the 
  world. Some men are said to be carry the taint of these creatures in their 
  blood. Their eyes bulge slightly. Their skin has a sickly pallor to it and 
  glistens with a thin wetness. They feel unnatural and their presence sends a 
  shudder up the spine of goodly folk. They are the dagonites, reviled and 
  forced to wander for the legacy of their blood.
  Dagonites may progress to up to 7th level.
  Table II: Dagonite Advancement
  Level
  XP
  HD
  Base Hit Bonus
  Saving Throw
  1
  0
  1+1
  +0
  14
  2
  2,000
  2
  +1
  13
  3
  4,000
  3
  +2
  12
  4
  8.000
  4
  +3
  11
  5
  16,000
  5
  +3
  10
  6
  32,000
  6
  +4
  9
  7
  64,000
  7
  +5
  8
  Weapon/Armor Restrictions: Dagonites can wield any weapon and wear 
  any armor, as well as make use of shields.
  5
  
  Aquatic Vision: Dagonites can see as clearly underwater a normal human 
  can see on the surface.
  Breathe Water: Dagonites can breathe water as easily as air.
  Keen Detection: Dagonites are good at spotting hidden and concealed doors 
  (1-4 on 1d6 when searching, 1-2 on 1d6 if just passing by).
  Saving Throw: Dagonites are naturally resilient and receive a +2 bonus on 
  saving throws vs. disease and poison.
  Languages: For campaigns that give each race its own dialect, Dagonites 
  should be able to speak with lizard men and water elementals. 
  Deepstone Dwaves
  This obscure sub-race of dwarves dwell in mines deep and dark. 
  Most Deepstone Dwarves never see the surface world and in their culture it 
  is regarded by some as a mere myth. They are smaller and slighter in size 
  than normal dwarves, though still doughty. Unlike Black Widow Elves, 
  Deepstone Dwarves are not malicious, but they are very xenophobic and 
  rarely interact with other races – even other dwarves. Living in their 
  winding subterranean cities, they seek to commune with earth and stone. 
  Unlike other dwarves they are not combative by nature, but instead use 
  stealth and innate magic as they dig deeper and deeper into bowels of the 
  earth in search of precious jewels and veins of ore.
  Deepstone Dwarves may progress to up to 5th level.
  Table III: Deepstone Dwarf Advancement
  Level
  XP
  HD
  Base Hit Bonus
  Saving Throw
  1
  0
  1+1
  +0
  14
  2
  2,000
  2
  +1
  13
  3
  4,000
  3
  +2
  12
  4
  8.000
  4
  +3
  11
  5
  16,000
  5
  +3
  10
  Weapon/Armor Restrictions: Like other dwarves, Deepstone Dwarves 
  have no restriction on what weapons or armor they may use.
  6
  
  Dark Vision: Deepstone Dwarves can see in total darkness at a range of 40 
  feet.
  Keen Detection: Deepstone Dwarves are good at spotting traps, slanting 
  passages, and construction while underground.
  Saving Throw: Deepstone Dwarves do not use magic, are are some what 
  resistant to it. They receive a +2 bonus on saving throws vs. magic.
  Underground Invisibility: When Deepstone Dwarves are underground and 
  not engaged in combat they can be quite stealthy, making themselves hard 
  to spot and moving in almost total silence.
  Languages: For campaigns that give each race its own dialect, Deepstone 
  Dwarves should be able to speak with gnomes, goblins, orcs and kobolds.
  Goblin
  Goblins are small creatures who stand between three and three and 
  a half feet tall. They have beady eyes of red and yellow that allow them to 
  peer deep into the darkness and wicked snaggle-toothed grins. Their skin 
  ranges in color from yellow, brown, or even deep red. They of wear dark 
  clothing or poorly tanned animal hides that are drab and stained with blood. 
  Their weapons are equally poor in quality and they favor wielding curved, 
  notched swords of dubious craftsmanship.
  Goblins may progress to up to 4th level.
  Table IV: Goblin Advancement
  Level
  XP
  HD
  Base Hit Bonus
  Saving Throw
  1
  0
  1
  +0
  15
  2
  1,250
  2
  +1
  14
  3
  2,500
  3
  +2
  13
  4
  5,000
  3+1
  +2
  12
  Weapon/Armor Restrictions: Goblins have a love of warfare and carnage 
  and do not limit themselves in their choice of weapons or armor.
  Coward's Advantage: Goblins inflict double damage when attacking a 
  surprised foe, a target who is unaware of the attack, or a victim who is 
  unable to defend themselves (such as being bound or restrained).
  7
  
  Play Dead: Any time a goblin is suffers damage in battle they can choose to 
  fall over and pretend to be slain. Anyone observing the must make a saving 
  throw or they will believe the goblin is dead until he moves or takes action.
  Sharp-Eyed: Goblins see easily in low light and can even see to a distance of 
  40 feet in total darkness. However, when exposed to sunlight they suffer a -1 
  penalty to all “to-hit” rolls.
  Saving Throw: Goblins receive a +2 bonus to all saving throws made to 
  avoid traps.
  Languages: For campaigns that give each race its own dialect, Goblins 
  should be able to speak with giants, goblins, orcs and hobgoblins.
  Greenleaf Elves
  Greenleaf Elves are a type of elf who lives in the deepest parts of the 
  forest. They build no cities, but instead live in harmony with nature. Ever-
  wandering tribes of them move with the seasons, live by the land, and are 
  masters of woodland stealth and archery. They are less magical than other 
  elves, instead focused on hunting and maintaining a deep connection with 
  the forests they love so deeply.
  Greenleaf Elves may progress to up to 8th level.
  Table V: Greenleaf Elf Advancement
  Level
  XP
  HD
  Base Hit Bonus Saving Throw
  1
  0
  1+1
  +0
  14
  2
  2,500
  2
  +1
  13
  3
  5,000
  3
  +2
  12
  4
  10.000
  4
  +2
  11
  5
  20,000
  5
  +3
  10
  6
  40,000
  6
  +4
  9
  7
  80,000
  7
  +4
  8
  8
  160,000
  8
  +5
  7
  8
  
  Weapon/Armor Restrictions: Greenleaf Elves are capable of wielding any 
  weapon in combat, though they favor short and long bows. Because they 
  travel lightly they only wear leather armor, though are able to use shields.
  Animal Harmony: Natural animals are not hostile towards a Greenleaf Elf 
  and will not act aggressive towards them or attack unless provoked.
  Camouflage: As long as Greenleaf Elves are not engaged in combat they are 
  very difficult to spot and almost impossible to hear while in an above ground 
  wilderness environment.
  Forage: Greenleaf Elves are always able to find food, water and shelter in 
  any above ground wilderness area.
  Master Archer:  Greenleaf Elves receive a +2 “to hit” when firing missile 
  weapons in combat.
  Keen Detection: Greenleaf Elves are good at spotting hidden and concealed 
  doors (1-4 on 1d6 when searching, 1-2 on 1d6 when just passing by).
  Languages:  For campaigns that give each race its own dialect, Greenleaf 
  Elves should be able to speak with gnolls, goblins, orcs and hobgoblins.
  River Halfling
  While most halflings live in small communities nestled in rolling 
  fields and little streams, there are a small number of the small folk who leave 
  beneath deep woodland canopies and along the banks of roaring rivers. 
  Living as fishermen who build their in both the great roots and bows of the 
  forest, they are shy of outsiders – even other halflings. As such they are 
  rarely encountered, though some take up the life of adventure if they are 
  particularly bold or curious.
  River Halflings may progress to up to 4th level.
  Table VI: River Halfling Advancement
  Level
  XP
  HD
  Base Hit Bonus
  Saving Throw
  1
  0
  1+1
  +0
  13
  2
  2,000
  2
  +1
  12
  3
  4,000
  3
  +2
  11
  4
  8,000
  4
  +3
  10
  9
  
  Weapon/Armor Restrictions: River Halflings are able to wield any weapon 
  they choose, as well as use any armor or shield.
  Fighting Giants: Giants, ogres and similar giant-type creatures such as trolls 
  are not good at fighting small creatures like halflings and inflict only half the 
  normal damage against them.
  Deadly Accuracy with Spears: River Halflings are skilled at spear fishing 
  and have spent years training with the weapon. They receive a +2 “to-hit” 
  (whether attacking in melee or at range) and +2 to damage when attacking 
  with a spear.
  Near Invisibility: When not engaged in combat, River Halflings can be quite 
  stealthy, making themselves hard to spot and moving in almost total silence.
  Skilled Swimmer: River Halflings live on the river and are excellent 
  swimmers. They only run risk of drowning in the absolutely worst 
  conditions and are able to swim 50% faster than other halflings. They can 
  also hold their breath for twice as long as other halflings. 
  Saving Throw: River Halflings are resistant to magic and receive a +2 bonus 
  to saving throws vs. magic.
  Languages: For campaigns that give each race its own dialect, River 
  Halflings should speak with creatures that fit with the style of the referee's 
  campaign 
   
  Sidhe
  Sidhe, also known as True Fey, are creatures of immortal beauty and 
  inhuman grace. They range between six and six-and-a-half feet tall with fair 
  skin, hair and eyes. They have pointed ears and almond eyes, similar to an 
  elf – but their features are even more refined and chiseled. They are proud, 
  cold, and detached from the affairs of the world – which they consider to be 
  beneath them. It is said they come from a land beyond the horizon called 
  Avalon where they are kings and queens, lords and ladies, knights and 
  nobles – and that this realm is one of eternal beauty. The Sidhe never reveal 
  the location of their beloved Avalon and most who take up the call to 
  adventure claim that they do so in an effort to understand what they call 
  “the imperfect world,” where other creatures live.
  Sidhe may progress up to 8th level.
  10
  
  Table VII: Sidhe Advancement
  Level
  XP
  HD
  Base Hit Bonus
  Saving Throw
  1
  0
  1+1
  +0
  14
  2
  3,000
  2
  +1
  13
  3
  6,000
  3
  +2
  12
  4
  12.000
  4
  +2
  11
  5
  24,000
  5
  +3
  10
  6
  48,000
  6
  +4
  9
  7
  96,000
  7
  +4
  8
  8
  192,000
  8
  +5
  7
  Weapon/Armor Restrictions: Sidhe have are able to wield any weapon 
  (ranged or melee) in combat, and may make use of any armor or shields.
  Detect Magic: Because of their natural connection to the arcane, all Sidhe 
  are able to cast Detect Magic at will.
  Glamour (2nd): Beginning at 2nd level, the Sidhe are able to weave some 
  minor enchantments and illusions. They may cast each of the following 
  spells once per day: Charm Person, Invisibility and Phantasmal Force. 
  Inspiring Presence: Witnessing a Sidhe in battle is a like watching a legend 
  unfold before one's eyes. Allies are heartened and rallied by their majesty, 
  while enemies cower in fear. While a Sidhe is in combat all his allies receive 
  a +1 bonus to all “to-hit” rolls and all enemies suffer a -1 penalty to their 
  saving throws.
  Keen Detection: Sidhe are good at spotting hidden and concealed doors (1-
  4 on 1d6 when searching, 1-2 on 1d6 when just passing by).
  Saving Throw: The Sidhe receive a +2 bonus to all saving throws made to 
  resist magic.
  Languages: For campaigns that give each race its own dialect, Sidhe should 
  be able to speak with elves.
  11
  
  Sprite
  These tiny fairies stand between twelve and eighteen inches tall, 
  with glittering gossamer wings and elfin features. In most cases, they go 
  about their own business deep in the wild places of the world and are 
  content to ignore the outside world. They wear clothing crafted from leaves 
  and spider-silk. Sprites are merry pranksters, often seeking adventure for its 
  own sake and using their plethora of tricks and fey magic for acts of jest and 
  mockery.
  Sprites may progress to up to 4th level.
  Table IIX: River Halfling Advancement
  Level
  XP
  HD
  BHB
  ST
  1st Level 
  Spells
  2nd Level 
  Spells
  1
  0
  1
  +0
  12
  1
  2
  3,000
  1+1
  +1
  11
  2
  3
  6,000
  2
  +2
  10
  2
  1
  4
  12.000
  2+1
  +2
  9
  2
  2
  Weapon/Armor Restrictions: Sprites are not martial by nature and their 
  tiny size prohibits them from using any weapon, except for daggers and 
  their own unique bows – known as elf-shot bows. They may not wear armor 
  or use shields.
  Elf-Shot Bow: Sprites who spend a day foraging in a forest can gather the 
  necessary materials to craft a tiny bow suited to their size and 20 arrows. 
  Weapon
  Damage
  Rate of Fire
  Range
  Weight
  Cost
  Elf-Shot Bow
  1d6-2
  2
  30 ft.
  1
  15 gp
  Flight: Sprites can both fly and walk at a base speed of 9.  They cannot, 
  however, carry more than 10 lbs of equipment and fly.
  Near Invisibility: When not engaged in combat, sprites can be quite 
  stealthy, making themselves hard to spot and moving in almost total silence.
  Spell Casting: Sprites own a tiny book of spells of woven leaves and threads 
  of twig – which does not necessarily include all of the spells on the Magic-
  User Spell List. Reading from this book, the Sprite presses a select spell 
  12
  
  formula into their mind, effectively “preparing” it to be cast. Once a spell is 
  cast, the spell formula disappears from the Sprite's mind, and it must be 
  prepared again before another attempt can be made to cast it. However, it is 
  possible to prepare multiple a spell multiple times using the available “slots” 
  in the Sprite's memory. If the Sprite finds spell scrolls during an adventure, 
  they can copy them into their tiny spell book.
  Languages: For campaigns that give each race its own dialect, Sidhe should 
  be able to speak with elves.
  13
  
  DESIGNATION OF PRODUCT IDENTITY
  Barrel Rider Games™ is copyright 2012, James M. Spahn. The Barrel Rider Games™ logo is copyright 2012, James M. Spahn.
   Some art is copyright 2014,Luigi Castellani. Used with permission. 
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  14
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/SW White Box Classes/White Box Demihumans.pdf