TEXT: UNLIKELY 
  HEROES 
  
  2
  UNLIKELY  
  HEROES 
  Kobold Press, Midgard, the Midgard logo, Southlands, Open Design, 
  and their associated logos are trademarks of Open Design.
  Product Identity: The following items are hereby identified as 
  Product Identity, as defined in the Open Game License version 1.0a, 
  Section 1(e), and are not Open Content: All trademarks, registered 
  trademarks, proper names (characters, place names, new deities, etc.), 
  dialogue, plots, story elements, locations, characters, artwork, sidebars, 
  and trade dress. (Elements that have previously been designated as 
  Open Game Content are not included in this declaration.)
  Open Game Content: The Open content in this book includes the racial 
  traits, racial variants, and archetypes. No other portion of this work 
  may be reproduced in any form without permission.
  Copyright © 2016 Open Design.
  www.koboldpress.com
  Design: Dan Dillon
  Additional Design: Wolfgang Baur
  Editing: Michele Carter
  Cover Art: Josh Hass
  Interior Artists: Cory Trego-Erdner, Felipe Gaona, 
  Josh Hass, Dio Mahesa, Marcel Mercado, Ben Wootten
  Art Director: Marc Radle
  Layout and Graphic Design: Marc Radle
  Accountant: Shelly Baur
  Publisher: Wolfgang Baur
  RACES AND BACKGROUNDS 
  FOR 5TH EDITION
  Table of Contents
  Credits
  Unlikely Heroes ..........................................................3
  Derro ....................................................................... 4
  Dhampir ...................................................................7
  Dust Goblin ..............................................................8
  Jinnborn .................................................................10
  Kijani ......................................................................12
  Lamia .....................................................................14
  Ramag ....................................................................16
  Sahuagin ................................................................. 17
  Character Details ....................................................19
  Backgrounds  ............................................................19
  Cannibal Headhunter .............................................21
  Prophet ...................................................................22
  Scavenger ................................................................23
  Seer ....................................................................... 24
  Variant Guild Artisan: Tinker ..................................25
  Variant Urchin: Beggar ............................................26
  OGL ......................................................................... 26
  
  3
  Unlikely Heroes
  Our stories are nothing without heroes. They are both 
  the lens through which we see the story unfold, and the 
  mechanism we use to make our personal mark on the tale. 
  In the 5th edition of the world’s most popular roleplaying 
  game, the initial pool of heroes seems very familiar. We’ve 
  seen these faces before. The grace and aloof nature of the 
  elves is no surprise, nor is the solid practicality of dwarves, 
  or the variable tapestry of humanity.
   Their foes are likely just as familiar. Goblins infest 
  warrens beneath the cities, vicious sahuagin prowl 
  ocean reefs with packs of sharks, and tortured creatures 
  haunting the darkness threaten our heroes at every turn. 
  But sometimes, these stock players can throw off the cloak 
  of antagonist and step into the spotlight. Sometimes they 
  become our heroes.
   The following entries present options for playing PCs 
  of races that are monstrous, usually villainous, or simply 
  unlikely to claim the mantle of hero. In several cases, the 
  races described are predominantly evil or cruel. Most 
  PCs hailing from these races are unique individuals or 
  IMPLAUSIBLE HEROES
  If you want a rationale for why your character differs 
  from others of his or her race, here are a few possible 
  starting points.
  •   You were lost/stolen/abandoned as a child and 
  raised by adoptive parents who taught you a very 
  different worldview.
  •   A group of adventurers—typically enemies of 
  your kind—saved you from a dangerous situation. 
  You left your home to follow them, trying to 
  understand why.
  •   For reasons you can’t explain, you helped a 
  captured creature escape from your people.
  outcasts—exceptional characters who, for whatever 
  reason, turned their back on darkness to become glimmers 
  of light.
  
  4
  DERRO
  Deep beneath the earth, the derro wait in twisted cities 
  built by their mad architects. These insane humanoids live, 
  work, and somehow thrive in the lightless depths. They 
  understand the truth about the uncaring gods that dwell 
  between the stars, and they abandoned sanity long ago to 
  save themselves. The derro hide within their insanity in the 
  hope that the dark gods they fear will turn their attention 
  to other, saner races first.
   
  Despite the great distances between their Underdark 
  cities and the surface, derro outposts can be found in the 
  underworld and slums of many cities, both above and 
  below ground. Occasionally, a derro discovers the wider 
  world and finds a path out of the madness.
  Pale and Stunted
  The derro are stunted, dwarflike humanoids, small of 
  stature with wide shoulders and stubby limbs. They stand 
  between 3 and 4 feet tall, with males only slighter taller 
  than females on average. Their slender builds rarely weigh 
  more than 40 pounds. Their pale skin is nearly translucent, 
  revealing a ghostly web of blue veins. Their large, pure 
  white staring eyes gleam in the dark.
   
  Shorter than surface dwarves, derro are quick 
  and erratic in their movements. Their elaborately 
  braided or styled hair ranges from white to a 
  pale straw color. Males take great pride in their 
  prodigious mustaches, which are often braided 
  and waxed.
  History of Madness
  The true history of the derro is an incomprehensible 
  tangle. The entire race is insane, so even when derro 
  keep records, their accounts conflict with each other 
  and with observable reality. The various cults 
  and clans of the derro embrace a wide variety 
  of myths, mostly passed along by oral 
  tradition and mind-bending artwork. 
  Every new teller of a given tale twists or 
  rewrites portions of the story to fit their 
  own warped view of the world.
   
  The derro have existed for ages, perhaps 
  thriving even before the spread of humans across the 
  surface. The more reliable histories of other races agree 
  that the derro have always served the drow as enforcers 
  and slave masters. The drow regard them with a strange 
  type of favor, almost like dim-witted children. The aboleths 
  and duergar have likewise historically used and abused the 
  derro. The derro know no actual friends, but 
  they are overawed by power and dominance. 
  They serve beings whose assumed superiority 
  impresses them.
  Culture and Rule
  Love as other races know it is unheard of in the bizarre core 
  family unit of the derro. Derro children are born sane, but 
  they are deliberately driven mad by their relatives, usually 
  by age four. Parents feed, clothe, and protect their children 
  not out of a sense of love or tenderness, but because they 
  know that every derro awakened to the mind-bending 
  truth of their race brings them glory. The horrific rituals 
  that break a young derro’s sanity vary by tribe and even year 
  to year. Details are sparse, but known ritual names include 
  Staring into the Void, Enduring the Heartless Fire, and the 
  First Drink of True Knowledge.
   
  Derro are paranoid, unstable, and jittery, and many 
  suffer powerful delusions of grandeur as well. Madness 
  compels them to commit acts of cruelty against their 
  companions or pets, and these acts ignite constant 
  infighting among them. A few, however, muster enough 
  restraint and control to keep the entirety of derro society 
  from crumbling. Savants are powerful sorcerers who 
  hold their madness at bay long enough to cobble together 
  coherent plans, though even they are dangerously 
  unpredictable. The most powerful leaders are the derro 
  antipaladins. These terrifying engines of crazed destruction 
  have looked deep into the void between stars and survived, 
  and even the savants respect them for that.
  
  5
  Gods of the Derro
  The derro worship a horde of bizarre and terrible beings. 
  Derro ancestral gods such as Addrikah, the Mother of 
  Madness, are common figures of veneration, as are demon 
  lords. Perhaps the most disturbing of their deities are the 
  Great Old Ones whose mere symbolic presence melts 
  minds and corrupts the world. Derro worshipers venerate 
  Nyarlathotep and Shub-Niggurath the Black Goat of the 
  Woods in particular. There is no pattern or reason that 
  governs which dark being will catch a given derro’s fancy, 
  and devotees are violently hostile to worshipers of other 
  entities.
   
  Derro consider themselves the most exalted servants of 
  the blasphemous figures they venerate, the only beings in 
  the entire multiverse who can truly understand their glory. 
  Specific rituals vary from cult to cult, but the unifying 
  thread of derro faith asserts that their racial madness is a 
  gift that makes communion with these deities possible. 
  Further, the derro believe they are the harbingers of the 
  end of time, and that they alone will inherit the shattered 
  husk of creation.
  Derro Names
  Names are thrust upon derro children haphazardly and 
  with no clear general customs. Derro who worship an 
  ancestor god might give their children a variation on the 
  exalted figure’s name or title, or a child might grow almost 
  to maturity before any adult bothers to call them by the 
  same jumble of sounds twice. Clan, tribe, and family names 
  also lack any discernable pattern, though occasionally they 
  form a coherent description.
  Male Names: Akrath, Avrik, Brosh’Kal, Byrgryg, Crok’Til, 
  Cyzyk, Daagrath, Durvin, Farq’shul, Folvig, Gaargrth, 
  Grolesh, Haaskrin, Hvorig, Korzh, Lormaq, Orvuld, 
  Ostvyrk, Perk’rasz, Pulver’Kash, Quirth, Qvaalak, 
  Saasqar, Vorqaar
  Female Names: Aazha, Artriss, Bruen, Bylir, Dal’lyn, 
  Drussil, Ealla, Erkytl, Grunhaas, Gvarla, Heldraag, 
  Hylala, Muerna, Mzish, Ophella, Ortys, Rushal, Synder, 
  Thryka, Tonlix, Ulga, Veraka, Vilya, Wulfada, Xanka
  Tribe Names: Aardsyn, Blackreach, Balerock, Crystaaq, 
  Daash’Void, Guundhold, Hellsreach, Iirdvank, 
  Laash’Kath, Moldheim, Nyar’Ryk, Ovildhaash, 
  Rylstaaq, Slys’Kath, Xaalyf
  Derro Traits
  Your derro character has certain characteristics in common 
  with all other derro.
  Ability Score Increase. Your Dexterity score increases by 2, 
  and your Constitution score increases by 1.
  Age. Derro reach maturity by the age of 15 and live to be 
  around 75.
  Size. Derro stand between 3 and 4 feet tall with slender 
  limbs but wide shoulders. Your size is Small.
  Alignment. Their naturally unhinged minds are nearly 
  always chaotic, and many but not all are evil.
  Speed. Derro are fast for their size. Your base walking speed 
  is 30 feet.
  Superior Darkvision. Accustomed to life underground, you 
  can see in dim light within 120 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You 
  can’t discern color in darkness, only shades of gray.
  Insanity. You have advantage on saving throws against 
  being charmed or frightened.
  Eldritch Resilience. You have advantage on Constitution 
  saving throws against spells.
  Sunlight Sensitivity. You have disadvantage on attack rolls 
  and Wisdom (Perception) checks that rely on sight when 
  you, the target of your attack, or whatever you are trying 
  to perceive is in direct sunlight.
  Languages. You can speak, read, and write Dwarvish and 
  your choice between Common and Undercommon.
  Playing a Derro PC
  Derro are unpredictable, fanciful, and prone to 
  delusions, confusions, and manias. So how can they 
  function in groups more used to the stability of humans, 
  dwarves, and elves?
   
  In truth, the derro are less violent and more peculiar 
  in a quieter way than their common portrayal as rabid 
  maniacs. Among themselves, they are as likely to be 
  brooding, depressed, or sullen as crazed and violent. 
  A derro PC could have a tendency to talk to himself, or 
  might address an invisible friend before undertaking 
  any major step, or might simply consider all the other 
  members of the party as “imaginary friends,” and thus 
  not subject to harassment.
   
  Treat the derro’s madness as an occasional bit of 
  flavor for the character, rather than an excuse to cripple 
  the party with chaotic and self-defeating actions. A derro 
  PC won’t be as predictable as a dwarf paladin or a half-elf 
  bard, but if the other players can cope with a bone-
  stupid half-orc barbarian picking bar fights and that elf 
  rogue picking the ogre’s pockets, they might accept the 
  derro occasionally talking to rocks and interrogating 
  mushrooms. Review the Minor Madnesses section for 
  examples of playable and flavorful maladies.
   
  To avoid derailing the party constantly, the character 
  can have long lucid periods, and might even regret 
  actions taken when “turned to the dark void” or “ridden 
  by the bat spirits” or a similar in-game explanation. 
  The derro in this lucid state could be a tragic character, 
  always wondering when something will set off another 
  bout of irrational raving.
   
  Playing a derro PC involves making a fantasy form 
  of otherworldly madness both playable and plausible. 
  Find a way to make your character memorable without 
  spoiling everyone else’s game.
  
  6
  MINOR MADNESSES
  All derro are insane, but some exhibit more extreme 
  behaviors than others. A variety of fetishes and 
  compulsions affects this twisted race, and with the 
  permission of the DM, the derro character is strongly 
  encouraged to partake from the cup of madness.
   
  These examples of insanity are meant to be roleplaying 
  features, but the DM or the player may add suitable in-
  game effects by mutual agreement. A player can also invent 
  other forms of lesser madness with the DM’s approval.
  Table 1: Minor Madnesses
  01–10
  Collector; roll on subtable 1 for specific object
  11–20
  Pica (eats nonfood objects); roll on subtable 1 
  for specific object
  21–30
  Minor delusion; roll on subtable 3
  31–40
  Irrational prejudice against creature; roll on 
  subtable 2 for specific creature
  41–50
  Taboo (cannot touch or interact with creature); 
  roll on subtable 2 for specific creature
  51–60
  Phobia (strong fear of creature); roll on 
  subtable 2 for specific creature
  61–70
  Physical effect; roll on subtable 4
  71–80
  Obsessed with creature; roll on subtable 2 for 
  specific creature
  81–90
  Minor delusion; roll on subtable 3
  91–00
  Physical effect; roll on subtable 4
  Subtable 1: Small Objects
  01–10
  Rocks or crystals
  11–20
  Bones, hair, nails, or bugs (dead or alive) 
  21–30
  Deodands (items responsible for the death  
  of a creature)
  31–40
  Eyes, fingers, teeth, ears, toes, or other body 
  parts
  41–50
  Dirt, dust, or clay
  51–60
  Rags, cloths, papers, or printing
  61–70
  Hats, socks, gloves, or other clothing
  71–80
  String, wire, or chain
  81–90
  Clockwork parts, jewelry, or buttons
  91–00
  Holy symbols, religious goods or books 
   Subtable 2: Living Creatures 
  01–10
  Tiny insect, slug, or worm
  11–20
  Chicken, cat, dog, sheep, cow, or other 
  domestic animal (pick a type)
  21–30
  Elf, dwarf, human, kobold, or other humanoid 
  (pick subtype)
  31–40
  Rat, giant centipede, gelatinous cube, or other 
  giant vermin or ooze (pick type)
  41–50
  Clerics or druids
  51–60
  Wizard or sorcerer
  61–70
  Sparrow, pigeon, hawk, owl, or other bird
  71–80
  Rat, wolf, mole, badger, or other mammal
  81–90
  Construct or clockwork creature
  91–00
  Outsider (pick type)
   Subtable 3: Delusions
  01–10
  Imaginary friend; god/spirit who is friendly  
  and encouraging
  11–20
  Imaginary friend; god/spirit who is hateful  
  and discouraging
  21–30
  Believes she is a high noble
  31–40
  Believes he has fewer powers than he does
  41-50
  Believes she has more powers than she  
  actually does
  51–60
  Convinced she has an important destiny
  61–70
  Convinced that an inanimate object (roll on 
  subtable 1 above) is alive
  71–80
  Thinks she is a powerful polymorphed creature
  81–90
  Voices speak random gibberish and commands 
  to character
  91–00
  Convinced that random patterns of either 
  inanimate objects (subtable 1) or living things 
  (subtable 2) have an important meaning and 
  must be studied
  Subtable 4: Physical Effects
  01–10
  Leers and rolls eyes at some type of creature 
  (roll on subtable 2)
  11–20
  Tic or tremor in body part 
  21–30
  Mutters constantly to self in Deep Speech
  31–40
  Speaks inappropriate but true facts during 
  diplomatic situations
  41–50
  Randomly speaks a word (chosen by GM) 
  during combat or negotiation
  51–60
  Laughs at inappropriate moments
  61–70
  Weeps at inappropriate moments
  71–80
  Constantly clenches and unclenches hands
  81–90
  Minor hunchback
  91–00
  Half of face paralyzed
  
  7
  The half-living children of vampires and human mothers, 
  dhampirs are born into a world that rejects them. Stigma 
  and suspicion follow them regardless of whether the truth 
  of a dhampir child’s nature is known. This mistrust either 
  forces a dhampir to develop a disarming wit and charm, 
  or to embrace bitterness and keep others at arm’s length 
  through guile or outright intimidation.
   
  Few dhampirs find solace with their undead forebears. 
  As living creatures, even tainted ones, the reality of living 
  with an evil, blood-sucking monster seldom appeals 
  even as they struggle with their own urges or hungers. 
  Dhampirs struggle to find acceptance both within society 
  and within themselves.
  Lithe and Graceful
  Dhampirs appear much like humans at first glance. Adults 
  stand between 5 and 6 feet tall but are more slender on 
  average than humans; males weigh around 160 pounds. 
  Female dhampirs are only slightly shorter but are a fair bit 
  leaner, weighing around 120 pounds. Their skin and hair 
  color runs the vast spectrum of tones available to humans, 
  though they tend to be slightly pale.
   
  Their flawless features are tinged with some unnamable 
  exotic quality. Despite the fear and uncertainty that follow 
  them, the half-dead possess a seductive appearance. 
  Listeners find themselves unconsciously giving weight to 
  a dhampir’s words and are drawn to his or her presence. 
  Dhampirs glide through life with a seemingly effortless 
  grace that belies their struggle.
  Blood Ties
  For most dhampirs, family is all they have. Immediate  
  kin might be the only source of solace for a dhampir  
  raised by a mortal family. Driven away by the  
  unconscious or superstitious derision of their peers, 
  families containing a dhampir can easily become clannish 
  and reclusive. They learn to keep the world at a distance to 
  protect themselves and their loved ones. Dhampirs who 
  grow up in this situation commonly strike out on their 
  own after reaching maturity, both out of a need to find 
  connection to the greater world and to spare their family 
  the burden of their presence.
   
  Conversely, some dhampirs are born into bloodlines 
  that deliberately cultivate their tainted nature. A true 
  vampire patron, usually the one who originally began the 
  line, oversees these bloodlines. Such a bloodline holds its 
  lineage in the highest regard. There is no doubt among its 
  members that theirs is a superior stock and upbringing, 
  and that greatness is their due. The majority of outright evil 
  dhampirs arise from cultivated bloodlines. They quickly 
  become true monsters, seeing the fear of the living world as 
  envy of their station.
  Cultural Masks
  Particularly close-knit or cosmopolitan communities can 
  easily tolerate a dhampir in their midst, but that has more 
  to do with adherence to tradition or relative anonymity 
  than true acceptance. Larger cities include dhampirs 
  sprinkled among the population as the half-dead blend 
  in and find their niche, relying on their innate charm. 
  Dhampir don’t relate easily to humans but find a natural 
  kinship with other half-breed races, particularly the 
  fiendish tieflings. They, along with half-orcs and half-elves, 
  know all too well what it’s like to live between two worlds, 
  never truly fitting in to either.
   
  Some dhampirs choose to band together for safety, 
  camaraderie, and understanding. These groups are 
  nomadic, traveling from town to town and making their 
  living off the land. Such a band adheres to a loose set of 
  guidelines called the Walking Crow edicts. These rules 
  dictate the dhampirs’ responsibility to protect one another 
  from outsiders, for each caravan group to self-govern and 
  DHAMPIR
  
  8
  be self-sustaining, and for every Crow to work toward the 
  prosperity of the caravan. These groups rarely find warm 
  welcome with outsiders, but they are tolerated because 
  the Crows develop diverse adventuring skills by necessity. 
  Despite their trepidation, villagers can resolve threats 
  to their homes by hiring a band of Crows to handle the 
  problem for them.
  Candles in the Dark
  Dhampirs constantly struggle with their nature. They 
  suffer from a troubled upbringing and intrinsic corruption 
  that gnaws at civilized thoughts and behavior. The truth of 
  their heritage weighs on them. Many experience disturbing 
  urges to consume blood or to control others. They shun 
  the light and find safety and comfort in darkness. Enticed 
  and repulsed by mortals at the same time, this constant 
  struggle is at the core of a dhampir’s existence.
   
  Many dhampirs use this struggle as fuel to action. Good 
  dhampirs are horrified by their own corrupted existence 
  and dedicate themselves to living in opposition to it. They 
  become priests who venerate gods of light, or they vow to 
  destroy all undead who perpetuate their misery. Others 
  are broken by their turmoil. They lash out at the world in a 
  rage of bloodlust and hatred. Many evil dhampirs turn to 
  worship of demons and other gods of darkness and pain, 
  seeking to conquer and subjugate their mortal peers.
  Dhampir Names
  Most dhampirs bear names appropriate to their mothers’ 
  human culture. Some, particularly those belonging to 
  cultivated bloodlines, might have archaic names chosen 
  by, or in honor of, their family’s vampire patron. Surnames 
  follow a similar pattern. Dhampirs might use the family 
  name of their mortal relatives, or they might adopt the 
  family name of a powerful vampire as a badge of office. 
  Nomadic dhampirs uniformly take the surname “Crow.”
  Dhampir Traits
  Your dhampir character has certain characteristics derived 
  from your undead ancestry.
  Ability Score Increase. Your Charisma score increases by 2, 
  and your Dexterity score increases by 1.
  Age. Dhampirs reach maturity at the same age as humans, 
  but their lifespans are much longer. They can live up to 
  750 years before death finally claims them.
  Alignment. Most dhampirs are neutral, but some are 
  driven toward evil by the bitterness and suspicion their 
  parentage thrusts upon them. A few turn toward good in 
  defiance of their nature.
  Size. Dhampirs are about as tall as humans but are slighter 
  of build. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Thanks to your undead ancestry, you have 
  superior vision in dark and dim conditions. You can see 
  in dim light within 60 feet of you as if it were bright light, 
  and in darkness as if it were dim light. You can’t discern 
  color in darkness, only shades of gray.
  Dark Thirst. You can bite as an unarmed strike against an 
  incapacitated creature or one you have grappled. Your 
  bite deals 1 point of piercing damage, and if the creature 
  has blood and isn’t a construct or undead, you can feed 
  from it as part of the attack. Your feeding deals necrotic 
  damage equal to your Charisma modifier (minimum of 
  1), and if your target takes damage you regain one spent 
  hit die. You can regain a number of spent hit dice with 
  this trait equal to your Constitution modifier per long 
  rest (minimum of 1).
  Predatory Charm. As an action, you can magically beguile 
  the mind of a creature that you can see within 30 feet. For 
  1 hour, you have advantage on Charisma checks made 
  against the target. If you or any of your allies attack or 
  damage the target, this effect ends. When the effect ends, 
  the target feels repulsed by you and becomes hostile 
  toward you until the next dawn, during which time it 
  becomes immune to this effect. A hostile creature won’t 
  necessarily attack outright, but it won’t deal with you in 
  any way and might actively try to hinder you. You can use 
  this trait once, and regain the ability to do so when you 
  finish a short or long rest. 
   A creature immune to being charmed is immune to 
  your predatory charm.
  Undead Resistance. You have advantage on saving throws 
  against disease, and you have resistance against necrotic 
  damage.
  Languages. You can speak, read, and write Common.
  DUST GOBLIN
  In the midst of a blasted wasteland whose every stone 
  is corrupted by the Great Old Ones’ touch, few natural 
  creatures thrive. Dust goblins are the most robust 
  exceptions. These creatures were once ordinary goblins, 
  but the cataclysm that turned their home into wasteland 
  forced them to adapt to the taint poisoning the land.
   
  Twisted in both body and mind, the dust goblins 
  spread across the badlands. They survive through cunning, 
  ruthlessness, and a strange affinity for other creatures 
  rejected by the natural world. Dust goblins thrive in the 
  everlasting gloom of their desolate homeland, living 
  among the rotting remains of destroyed cities, in roaming 
  caravan villages, or in networks of tunnels.
  Twisted Flesh
  Dust goblins are a corrupt, twisted breed of goblin. Their 
  bodies are emaciated to the point that they appear almost 
  skeletal. Their lips and gums have shriveled away, revealing 
  yellowed, interlocking grins made of teeth ritually filed 
  to points. Their skin ranges in tone from dusky gray to 
  dark green and is marred by cracks, lesions, or tumorous 
  growths. Their eyes gleam blood-red or bright gold when 
  they catch a stray mote of light and glow in the darkness.
   
  Barely reaching over 3 feet tall, dust goblins are 
  shrunken and thin. The largest among them weigh 
  barely 40 pounds, and most look like they’re teetering 
  on the brink of starvation. They wear piecemeal armor 
  
  9
  and patchwork clothing, and their garments hang loose 
  around the midsection—their bellies distend and bulge 
  disturbingly after dust goblins gorge on flesh.
  Tribal Relations
  Tribes of dust goblins spread across the 
  blasted badlands once the magical 
  cataclysm passed. The vast 
  majority of their kind 
  congregates in the 
  eastern reaches of the wastes, 
  in such great numbers that the area is known as the Goblin 
  Wastes. The various tribes are extremely insular and keep 
  their secrets from outsiders—including the names of their 
  tribes. Explorers from beyond the wastes label the tribes 
  with various names for their convenience. Though the 
  goblins find these pseudonyms insulting, they grudgingly 
  use them with outsiders. They believe that revealing the 
  true name of the tribe would give away its power. Outsiders 
  are sometimes surprised to discover that dust goblins carry 
  themselves with a proud, severe bearing, as opposed to 
  their more common cousins.
   
  Despite their distrustful tendencies, dust goblin 
  tribes aren’t completely unapproachable. Their survival 
  skills are exceptional, as the most successful of the few 
  sentient races that thrive in the wastelands. Outsiders who 
  approach a dust goblin tribe with respect—and perhaps 
  useful offerings—can secure their services as guides to lost 
  ruins or for safe passage through the badlands. Some dust 
  goblins even leave the “safety” of their homeland and join 
  adventuring bands. In these cases, some extraordinary 
  circumstance forged a trust between the dust goblin and 
  the outsiders. As long as that trust isn’t abused, the dust 
  goblin’s loyalty is assured.
  Aberrant Zealots
  Not all dust goblins in the wastes are as open minded. 
  Other, stranger tribes are more twisted in mind and even 
  soul. These wretches find kinship with the misshapen 
  aberrations that arise in the wastes. They form disturbing 
  symbiotic relationships with the corrupt creatures and 
  even live alongside them. As living idols of the dark gods 
  the mad goblins worship, even perceived threats to these 
  abominations can whip an entire tribe in to a murder 
  frenzy.
   
  These corrupted dust goblins actively seek to spread 
  the malign influence of their mad masters. Raiding 
  parties strike at more civilized dust goblin tribes as well as 
  settlements and caravans of other races. The raiders take 
  anything useful, but their primary goal is prisoners. These 
  unfortunate captives endure nights of horrific torture in 
  the name of the mad gods, while blasphemous litanies 
  drown out their screams.
  Ancient Gods, Mad Gods
  Dust goblins who retain their sanity practice a form on 
  ancestor worship combined with a strange veneration 
  of nature—such as it exists within the badlands. Sacred 
  circles of stones or groves of wasteland scrub host rituals 
  that promote bonding within 
  the tribe. Names of great 
  heroes from the tribe’s past are 
  recounted in tales told in song and carved in stones in the 
  dust goblins’ indecipherable script. Druids and rangers are 
  the most common adventurers from tribes who worship in 
  this fashion.
   
  The mad tribes walk a darker path. These goblins 
  venerate the unknowable deities from between the stars, 
  beings of insanity and darkness that worm their way into 
  the minds of mortals who stray where they shouldn’t. 
  The Great Old Ones have their tentacles wrapped around 
  these dust goblins, and they feed on the wretches’ madness 
  and depravity. Warlocks often lead these tribes, carrying 
  out heinous rights in the name of their mad patrons in 
  exchange for power.
  Dust Goblins in Midgard
  In the Midgard Campaign Setting, the dust goblins reside 
  in the Western Wastes. Many dust goblin tribes there 
  worship the immense forms of the Great Old Ones that 
  shamble across the devastated countryside. Some tribes 
  even reside on mobile villages tethered to the massive 
  creatures. These settlements are slowly dragged in the 
  wake of the dust goblins’ dead gods.
  
  10
  Dust Goblin Names
  Dust goblin names vary by tribe. Famous names are passed 
  down from history, with those of powerful warriors or 
  great leaders granted to favored children. Great deeds can 
  generate an accolade that augments or even replaces a dust 
  goblin’s original name.
   
  The mad tribes that follow the Great Old Ones have 
  stranger names. They cobble words together from bits of 
  blasphemous tongues. Other names derive from whispers 
  in nightmare to the warlock shamans who lead the tribes.
   
  Tribal names are always kept secret from outsiders 
  to the tribe, but most tribes in the wastes are saddled 
  with pseudonyms from explorers that the dust goblins 
  reluctantly use when necessary.
  Male Names: Akath, Breath-Breaker, Draag, Eversharp, 
  Kaath, Lukat, Mishil, Morz, Namer, Oorshil, Pirkit, 
  Reesh, Twilight, Volik
  Female Names: Aala, Brel, Borsi, Dawnbright, Ethea, 
  Gursi, Halash, Kera, Light Step, Ostra, Quick Blood, 
  Sacril, Sysla, Umira
  Tribal Names (True): Ashborn, Cth’Kaash, Faarthuk, 
  Gust Howl, Living Scream, Muurlak, Stone Seal, Water 
  Blade
  Tribal Names (Outsider): Bloody Tusk, Bonewraiths, 
  Dust Diggers, Ghost Goblins, Maimed Ones, River Rats, 
  Sand Bird’s Disciples, Scarlet Rovers
  Dust Goblin Traits
  Your dust goblin character has a number of characteristics 
  derived from your wasteland heritage.
  Ability Score Increase. Your Dexterity score increases by 2, 
  and your Constitution score increases by 1.
  Age. Dust goblins generally reach maturity by the age of 
  12, but their environment and physical variations make 
  it nearly impossible to draw conclusions about their 
  lifespan. There are reliable reports of dust goblins as old 
  as 40, but they rarely die of old age.
  Size. Dust goblins stand just over 3 feet tall and are slender 
  and emaciated. Your size is Small.
  Alignment. Dust goblins have a marked tendency toward 
  neutrality and evil, especially among those tribes that 
  are most fanatical in their worship of the Great Old 
  Ones. Those dust goblins on the fringes of the Wastes 
  who enjoy trade with other races, however, see a larger 
  occurrence of neutrality and occasional good tendencies.
  Speed. Dust goblins are quick on their feet for their size. 
  Your base walking speed is 30 feet.
  Darkvision. Accustomed to life in the gloom, you can see in 
  dim light within 60 feet of you as if it were bright light, 
  and in darkness as if it were dim light. You can’t discern 
  color in darkness, only shades of gray.
  Alien Mind. You have advantage on saving throws against 
  being charmed or frightened.
  Strange and Deadly Surroundings. You have proficiency in 
  the Stealth and Survival skills.
  Twisted. When you attack a creature from hiding, the 
  creature must succeed on a Wisdom saving throw (DC 8 
  + your proficiency bonus + your Dexterity modifier) or be 
  frightened of you until the end of its next turn.
  Languages. You can speak, read, and write Common and 
  Goblin. The written form of the dust goblin dialect 
  of Goblin is pictographic and capable of remarkable 
  subtlety, though it is largely impenetrable to outsiders.
  JINNBORN
  Native people from the deepest deserts, the jinnborn claim 
  they were the first mortals to walk the world. They say that 
  in the beginning, all the world was a vast desert beneath a 
  fiery sun; in those times, the jinnborn wandered where they 
  willed, and ruled over all they saw. They refer to themselves 
  as the sab siraat, or “people of the path.” Descended from 
  powerful elemental creatures call jinn (singular jinni), the 
  jinnborn manifest gifts through their lineage that help 
  them survive their harsh home environment.
   
  Passionate people, the jinnborn seek wealth when they 
  can, revel in revenge when they must, and cherish close 
  companionship always. Outsiders label them as capricious 
  or even savage, never fully aware of the veil that hides the 
  jinnborn’s true nature.
  Touch of the Jinn
  Jinnborn are somewhat shorter than humans, rarely 
  growing taller than 6 feet. Their shorter stature leaves them 
  stocky of build, and their frames are muscular and hardy—
  adults can easily weigh in excess of 170 pounds. Jinnborn 
  skin tone comes in a wide range of colors from sky blue to 
  light violet and from golden to brick red.
   
  Secondary features such as nub horns, pointed teeth, 
  or elemental gleams flickering deep within their eyes all 
  mark the otherworldly heritage of the jinnborn. Nearly all 
  jinnborn sport pointed ears, and they are fond of decorating 
  themselves with precious metal and stone jewelry. They 
  prefer brightly colored, loose and flowing clothing, 
  appropriate to the burning desert days and brisk nights.
  Paths to Plenty
  The core philosophy that drives all jinnborn regardless 
  of their station is siraati—a mystical path that jinnborn 
  believe is their spiritual and cultural guide. Intrinsic to 
  being sab siraat is the belief that the jinni who created the 
  tribes set them on a path that would lead ultimately to the 
  Hidden World, a place beyond the toil of normal existence. 
  The Hidden World is a land of plenty and fulfilled desire, 
  free of the harsh realities of the desert and unspoiled by the 
  plots and greed of the pathless. Sab siraat are divided along 
  elemental lines, like the jinn themselves, and tribes tend to 
  adhere to a single elemental path.
   
  Although every jinnborn tribe holds these paths sacred, 
  no two agree on the specifics. Some common elements 
  persist between siraati of different tribes, however, based 
  on the elemental nature of the paths themselves. Air sab 
  siraat are proud and aloof. Fire-based sab siraat are vicious 
  
  11
  and draconian. Water sab siraat are carefree but mercurial, 
  and earth sab siraat are stoic and driven. Even with these 
  tendencies, tribes exhibit great diversity in customs, laws, 
  stories, and mannerisms. Some tribes boast multiple 
  patron jinn and might therefore represent multiple forms 
  of the siraati. Other tribes absorb members through 
  conquest or marriage, and likewise have access to more 
  than one elemental path. Once a jinnborn sets his or 
  her mind upon a siraati, however, only the patron jinni’s 
  intervention can change it.
  Life on the Path
  Tribes of jinnborn take the concept of mystical paths very 
  seriously, and they follow a nomadic lifestyle in accordance 
  with those paths. Whether a given tribe herds camels or 
  other livestock and follows the supply of fresh water from 
  oasis to river, or another tribe rides as a family caravan 
  seeking wealth through trade, literal and philosophical 
  paths govern all. The tribes follow the physical paths their 
  elders set down, knowing that these safe routes will lead 
  them around dangerous sands, past beguiling mirages, 
  and to safety and sustenance. Other jinnborn tribes make 
  their way as mercenaries, selling their spells and blades as 
  guards, soldiers-for-hire, or even turning to banditry. This 
  is their path to the Hidden World.
   
  Few jinnborn turn their back on the paths that lead 
  them through the desert, and with good reasons. Outsiders 
  frequently misread the jinnborn, though that is not entirely 
  their fault. The jinnborn keep their word meticulously 
  between themselves, but when dealing with the pathless 
  outsiders, the line between what is said and what is meant 
  blurs like the desert horizon at noon. The jinnborn rarely 
  lie outright, but they speak in terms that allow them to 
  twist their meaning. 
   
  Also, the jinnborn who leave the open sands of the 
  desert lose part of themselves. The longer they dwell 
  in cities, they more they take on strange quirks and 
  mannerisms. Remain away from the desert long enough, 
  and their oddities develop into full-blown madness.
  Patron Jinn
  Jinn share many traits with genies—the most well known 
  of the powerful elementals—but they are vastly more 
  powerful still. Immortal beings older than recorded 
  history, the jinn could easily contend with the sultans 
  and emirs of the genie courts. The patrons of the oldest 
  jinnborn tribes even approach demigod status. 
  Although the material plane tribes might worship 
  the jinn, they are not gods or even godlings, and they 
  grant no spells or true divine powers through belief 
  alone. Jinnborn rarely worship any gods, for to do so 
  marks a jinnborn as having strayed from the path.
   
  Jinn are tied to one of the four elements, and they 
  dwell on the corresponding elemental plane. 
  They eschew the material plane except 
  in rare occasions, either to duel a rival 
  on neutral ground or to visit their patron 
  tribes. So ancient are the jinn that most 
  no longer use their names. They do have 
  formal names, and these names have been kept safe by the 
  patron’s tribes. Jinnborn keep the name of the patron a 
  close secret, and it is a deadly insult for a jinnborn to speak 
  the name of another tribe’s patron.
  Jinnborn Names
  Jinnborn names borrow words from the elemental tongues 
  and tend to contain few syllables.
  Male Names: Artis, Bel’ar, Djal, Fershul, Grunz, Jorlat, 
  Masad, Parfal, Ri’un, Yvris
  Female Names: Alana, Bea’l, Cassal, Evelys, Falma, 
  Himyra, Kayala, Nuli, Oshaa, Somnya
  Jinnborn in Midgard
  Jinnborn in the Midgard Campaign Setting wander the 
  fringes of the Southlands, primarily in the Crescent 
  Desert and the Dominion of the Wind Lords. A few of 
  the sab siraat make their way to permanent cities, but 
  the vast majority make frequent pilgrimages into the 
  desert to avoid the madness that comes upon them 
  away from the open sands.
  
  12
  Jinnborn Traits
  Your jinnborn character has certain characteristics in 
  common with all other jinnborn.
  Ability Score Increase. Your Constitution score increases by 2.
  Age. Jinnborn reach maturity at age 16 and can live to be 
  over 150.
  Alignment. There is no single alignment among the 
  jinnborn that typifies them all.
  Size. Jinnborn are as tall as humans with stout, 
  well-muscled builds. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Thanks to your jinn blood, you can see in dim 
  light within 60 feet as though it were bright light, and in 
  darkness as if it were dim light. You can’t discern color in 
  darkness, only shades of gray.
  Desert Dependent. For every month you remain away from 
  the desert, you must make a DC 15 Charisma saving 
  throw. On a failed save, you are afflicted with indefinite 
  madness (see Madness; SRD). Roll on the table or work 
  with your DM to determine the nature of your madness.
  Negotiator. You have proficiency in the Persuasion skill.
  Siraati. All jinnborn have an affinity for mystic paths, 
  depending on the jinn patron of their tribe. Choose one 
  of the following siraati: air, earth, fire, or water.
  Languages. You can speak, read, and write Common and 
  one of the four elemental languages (Auran, Aquan, 
  Ignan, or Terran). The elemental language must conform 
  to your siraati.
  Subrace. Jinnborn are divided into subraces depending on 
  the innate touch of the jinn. Choose one of the following 
  subraces.
  Speaker Jinnborn
  Speaker jinnborn bear the mark of their jinni patron, and 
  the world must stand up and take notice. They are the 
  guides, elders, and leaders of their tribes, as well as scouts 
  and seekers of paths.
  Ability Score Increase. Your Wisdom score increases by 1.
  Favor of the Jinn. You can call upon your jinn patron to gain 
  advantage on a saving throw or ability check, or to impose 
  disadvantage on an attack roll against you. You must 
  decide to use this ability before the relevant d20 roll. 
   You can use this ability a number of times equal to 
  your Wisdom modifier (minimum of 1). You regain all 
  expended uses when you finish a long rest.
  Walker. You have advantage on saving throws against being 
  stunned and extreme environments, and on ability 
  checks made to navigate the wilderness and avoid losing 
  your way.
  Shaper Jinnborn
  The shaper jinnborn channel the elemental power of 
  their tribe’s siraati. Shapers form the majority of a tribe’s 
  warriors and protectors, and they ensure the safety of their 
  charges with deadly dedication.
  Ability Score Increase. Your Strength score increases by 1.
  Elemental Strike. Once on your turn when you hit with a 
  melee attack, you can deal an additional 1d6 damage. 
  The damage type corresponds to your siraati (lightning 
  for air, acid for earth, fire for fire, cold for water). You 
  can use this ability a number of times equal to your 
  Constitution modifier (minimum of 1), and you regain 
  all expended uses after finishing a long rest.
  Protection of the Jinn. You have resistance against a type of 
  damage that corresponds to your siraati (lightning for air, 
  acid for earth, fire for fire, cold for water).
  KIJANI
  Outwardly serene, the kijani resemble slender humanoids 
  with a great affinity for their jungle home. Despite 
  their mostly humanoid appearance, the kijani are plant 
  creatures. Much like their physical appearance, their air 
  of calm contemplation is likewise a veneer that conceals 
  the truth—the kijani harbor a deep furnace of fury. Nearly 
  destroyed by a tragedy long ago, the entire race carries the 
  embers of that brush with oblivion and must constantly 
  struggle against letting that rage consume them.
   
  The kijani are truly hospitable despite their deep 
  emotional scars, and any creature that treats the plantfolk 
  with courtesy and respect can quickly make lifelong allies.
  Swaying Blossoms
  Kijani are slender creatures; males stand around 5 and a 
  half feet tall and females just shy of 5 feet. In spite of their 
  lithe build and thin, long limbs, kijani are solidly built. 
  As plant creatures, their bodies are compact and heavier 
  than their silhouette would suggest. Males easily weigh 
  over 190 pounds and females around 160. Skin and hair 
  immediately give away the truth of a kijani’s nature, as both 
  are rich green in color.
   
  They are beautiful creatures, with stunning features 
  and smooth skin. Their eyes are large and dominated 
  by solid green pupils. Kijani move with easy grace, like 
  saplings swaying in a warm breeze. Though they are 
  capable of great bursts of speed and agility when needed, 
  the plantfolk normally move sinuously. Their motions are 
  generally deliberate and seductive, as if slowly dancing 
  their way through life.
  History and Change
  For eons the kijani plantfolk dwelled peacefully in the 
  dense jungle, barely noted by the powerful beings whose 
  empire covered the world in ancient times. Upheaval came 
  with the arrival of a circle of human druids. The kijani 
  embraced the newcomers and welcomed them, sharing 
  their deep, intimate knowledge of the natural world and 
  the magic that flows through nature’s veins. Their kindness 
  spelled disaster. Using kijani knowledge, the foolish 
  druids summoned a mighty avatar of nature that ravaged 
  and dominated the mighty jungles, using them like its 
  personal playthings. The kijani fled the beast’s mutating 
  and controlling power, but fully half the race was lost. 
  
  13
  Those left behind or captured were twisted into the thing’s 
  mindless servants, and the rest sought sanctuary in jungles 
  far to the south.
   
  This exodus left the kijani deeply scarred. They maintain 
  their peaceful kinship with other living things to this day, 
  but the breaking of their race ignited the cinders of the 
  boiling fury that plagues them. Tormented by equal parts 
  fear and rage toward the great beast, the kijani strive to 
  mend themselves by changing their nature. They call this 
  plan the Great Change: They intend to leave their plant 
  nature behind completely and become mammals.
  Life and Growth
  The kijani start life in a very different state from most 
  humanoids. When the plantfolk create a child, a single 
  parent produces a seedling—a vinelike plant that 
  symbiotically bonds with a host. Traditionally the parent 
  hosts the seedling, which draws nutrients and even a small 
  amount of life force directly from its host. The process 
  is essentially harmless, resulting in little more than 
  occasional fatigue and increased appetite for the host. The 
  seedling gestates in this way, growing slightly larger over 
  the course of a decade or so, until one day it detaches and 
  begins its transformation into the adult stage. This process 
  is rapid, and a fully adult kijani emerges 24 hours later.
   
  Now, the kijani seek out a new way to perpetuate their 
  species. While many plantfolk parents still serve as hosts to 
  their seedling children, some seek out willing mammalian 
  humanoid surrogates to host their seedlings for them. This 
  is a crucial part of their Great Change—drawing energy, 
  nutrition, and life from humanoids to incorporate into 
  their children. As a society the kijani never force or trick 
  others to serve as seedling hosts, but they welcome any 
  willing surrogates into their culture with open arms and 
  boundless gratitude.
  Culture and Relations
  To keep their roiling base urges in check, the kijani strive 
  to be as serene and controlled as possible. Kijani band 
  together in organizations known as clusters—groups of 
  individual plantfolk who work together for the common 
  good. Each cluster is guided by a single kijani known as a 
  speaker. Though individual kijani are warm, personable, 
  welcoming, and even seductive, clusters project a different 
  attitude. They can be close-minded and clannish, with 
  a tendency to prioritize their collective interests above 
  individual concerns.
   
  Despite their generally amiable nature, all kijani have 
  a breaking point. The contained fury within them will 
  eventually have its due, and when pushed past endurance, 
  the kijani lash out with terrible ferocity.
   
  Mammalian humanoids completely fascinate the 
  plantfolk. They work hard to understand human and other 
  races’ customs when they make contact with outsiders, and 
  they commonly adopt those customs into their culture. 
  Despite their group tendency to band together, kijani have 
  a great reverence for life and can always find a way to relate 
  with other living beings. One universal exception exists—
  Kijani in Midgard
  In the Southlands of the Midgard Campaign Setting, 
  the kijani originally made contact with the druids of 
  Kush, who summoned the Green Walker. The ancient 
  kijani became the creature’s first tendril puppets. 
  Those who escaped the Walker’s wrath fled to the far-
  off Zobanu Jungle.
   
  For more information on the tendril puppets and 
  tendril lords, see the Tome of Beasts.
  
  14
  druids. Plantfolk have a difficult time trusting druids given 
  their race’s history and fear of repeating the past disaster. 
  Given their respect for life, they also abhor the undead and 
  stop at nothing to exterminate them.
  Kijani Names
  Kijani favor multisyllabic names with  
  multiple vowels. Their names are very difficult for outsiders 
  to pronounce correctly, so the plantfolk use a shortened 
  version as a nickname when in non-kijani company.
  Male Names: Afaonarwel, Dyclacelyn, Gwripryderin, 
  Iantoilar, Ysbaddaden
  Female Names: Aderynonwy, Brialenefa, Gwenhyvach, 
  Marillewella, Talaithaonwen
  Kijani Traits
  Your kijani character has certain characteristics derived 
  from your plantlike heritage.
  Ability Score Improvement. Your Wisdom score increases by 2 
  and one other ability score of your choice increases by 1.
  Age. Kijani reach maturity at age 12 and live up to 40 years.
  Alignment. Most kijani are neutral, with a strong pull 
  toward good.
  Size. Kijani stand between 5 and 6 feet tall with limber but 
  dense builds. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Type. You are of the plant type.
  Darkvision. You can see in dim light within 60 feet as 
  though it were bright light, and in darkness as if it were 
  dim light. You can’t discern color in darkness, only 
  shades of gray.
  Contained Fury. When you’re badly hurt, your base urges 
  send you into a fury. While below half your maximum hit 
  points, you have access to the the following options:
  • Once per turn when you hit with a weapon attack, you 
  deal an extra 2 (1d4) weapon damage.
  • As a reaction, when you are hit by an attack during 
  your fury, you can add 2 to your AC against that 
  attack. You must be able to see the attacker 
  to take this reaction.
  Plantborn. Though you enter a state of 
  dormancy during long rests similar to 
  the way other creatures sleep, you are 
  immune to any effect that would put 
  you to sleep. When you reach 7th level, 
  you can cast the speak with plants spell 
  as a 3rd-level spell once with this trait and 
  regain the ability to do so when you finish a 
  long rest. Wisdom is your spellcasting ability 
  for this spell.
  Roots of the Past. You have proficiency in 
  one of the following skills of your choice: 
  Arcana, History, Nature, or Religion.
  Languages. You can speak, read, and write 
  Common and Sylvan.
  LAMIA
  Sensuous and seductive, the serpent-tailed lamias are 
  born into a life consumed by bitterness. The race’s origins 
  lie with humanity, but an ancient curse twisted them into 
  half-human, half-animal forms. No matter what victories 
  lamias achieve, they can’t fill the gaping hole in their souls 
  the curse left behind. This unquenchable longing drives 
  lamias to embrace excess and overindulgence. They indulge 
  in lust, luxury, gory feasts, and violent trysts in a vain 
  attempt to salve their emptiness.
   
  Some lamias, however, see this hedonism for the 
  corruption it truly is and reject it. They face a constant 
  struggle against these urges, and that resistance fervently 
  drives them to do what they know is right, rather than what 
  will numb their pain.
  
  15
  Seductive and Serpentine
  A lamia’s upper body is that of a beautiful, statuesque 
  human. Slender and well formed, lamias are uniformly 
  alluring despite a dangerous, exotic edge flavoring that 
  beauty. From the waist down, however, lamias bear great 
  serpent tails. When drawn up to their full height they 
  stand about as tall as humans, reaching 5 or 6 feet tall. The 
  musculature of their tails makes them heavy despite their 
  lean, muscular torsos and arms.
   
  Skin and hair tones run the wide range seen among 
  humans. Lamia eyes are large and liquid, presenting a 
  full range of colors. Their snake tails are covered in glossy 
  scales that whisper when they move. Beautiful hypnotic 
  patterns of curves or diamond shapes are just as likely as 
  tails of a uniform color. Common colors include bright 
  green, dull red, glossy black, pale gold, and dusty tan. 
  Tattoos are common, and many lamias ink mystic symbols 
  into the flesh of their arms and chests.
  Demonic Origins
  The curse that brought the lamias into existence originated 
  in the Abyss. The stain of that corrupt demonic power left 
  its mark on the lamias, and they are prone to both evil 
  and chaos. Even those who reject their nature and strive 
  for the light struggle with their heritage, and all are prone 
  to sudden mood shifts and outbursts. As a result of this 
  otherworldly touch, their flesh remains unblighted by age. 
  Once lamias reach maturity they show little physical sign 
  of aging, even as they near the end of their lifespans. They 
  aren’t immortal, but lamias remain beautiful until the 
  grave swallows them.
   
  Reflecting this frozen beauty, the race suffers from a 
  stunted capacity to create. True artists are almost unheard 
  of, and those lamias who make the attempt often resort to 
  stealing inspiration from others only to produce works that 
  showcase the race’s psychological scars. Anything created 
  by a lamia shows a bent toward the grotesque, evoking 
  cruelty or pain. To cover their creative lack, lamias become 
  avid collectors of all kinds of art and patrons of artists. 
  Good-aligned lamias strive to surround themselves with 
  things they find truly beautiful, but even they fall prey to 
  reflecting darker appetites in their collections. Lamias who 
  embrace their dark nature create collections that glorify 
  lust, violence, and power.
  Life Among the Lamias
  Lamia culture is cutthroat at the best of times. Dominated 
  by the powerful matriarchs, lamia society is characterized 
  by self-interest, pleasure-seeking, and deadly one-
  upmanship. Concepts like remorse and compassion 
  are alien to most lamias, forcing any who recognize the 
  twisted nature of their existence to hide their qualms or 
  flee. Concepts like monogamy and familial affection are 
  likewise all but unknown. Although both male and female 
  lamias exist, females outnumber males by three to one.
   
  As a result of their gender ratios combined with their 
  highly matriarchal nature, trysts between female lamias 
  are as common as between male and female. Assignations 
  between lamias occur for power and pleasure, never 
  for love—a concept revolting to most of the race. Even 
  pairings that produce offspring have no special significance 
  to the parents. Young lamias are left to fend for themselves 
  almost immediately after birth, since their culture 
  emphasizes that survival engenders strength.
  Relations and Religion
  Lamias have abysmal relationships with other races, 
  who rightly view them with fear and revulsion despite 
  their intense beauty. The lamias see other creatures as 
  little more than playthings yet to be broken. They might 
  form temporary alliances to pursue a common agenda 
  or even take a lover of another race they find attractive or 
  interesting, but such dalliances never last. The so-called 
  “false lamias,” those with lower bodies of great cats, drive 
  lamias into a murderous frenzy. Serpentine lamias will go 
  to any lengths to destroy these pretenders.
   
  Lamia society has little use for religion or gods, and 
  clerics and other representatives of the divine are unheard 
  of among them. Magic and mysticism, however, is deeply 
  ingrained in lamia culture. Practitioners of arcane magic 
  are as common as divine spellcasters are rare. Lamias show 
  reverence to only one thing—the moon. Many of their 
  rites center around the moon and take place under its light. 
  Those lamias who reject their corrupt upbringing reject the 
  racial hatred of the divine and seek comfort in devotion to 
  deities, particularly those associated with the moon.
  Lamia Names
  Unlike most other creatures, lamias don’t differentiate 
  between male and female names. The lack of a racial 
  language means many of their names are combinations 
  of words culled from Draconic and Abyssal, meant to 
  complement their sibilant accent.
  Lamia Names: Ashaa’siir, Ces’ka, Haashlas, Ka’reesh, 
  Losh’vesh, N’vek, Shalesh, Ssthal, Val’vek, Vesha
  Lamia Traits
  Your lamia character has certain characteristics resulting 
  from your blighted heritage.
  Ability Score Increase. Your Strength score increases by 2, 
  and your Charisma score increases by 1.
  Age. Lamias reach adulthood at 20 years old and can live to 
  be over 150.
  Alignment. Lamias are overwhelmingly evil and almost 
  never lawful. Exceptions exist, but their demonic 
  heritage strongly influences the race.
  Size. Lamias are slighter and shorter than humans, and 
  they range from 4 feet to just shy of 6 feet tall. Your size 
  is Medium.
  Type. You are of the monstrosity type.
  Speed. Your base walking speed is 30 feet. You also have a 
  climb speed of 20 feet and a swim speed of 20 feet.
  Darkvision. Thanks to your demonic heritage you can see 
  dim light within 60 feet as though it were bright light, 
  and in darkness as if it were dim light. You can’t discern 
  color in darkness, only shades of gray.
  
  16
  Dangerous Beauty. You have proficiency in the Deception 
  and Intimidation skills.
  Serpent Strike. You have advantage on attack rolls against a 
  creature you have surprised, or that is charmed by you or 
  your allies.
  Snake Body. You have advantage on saving throws and 
  ability checks against being knocked prone. You can’t 
  benefit from anything that requires legs or feet (such as 
  magical footwear).
  Languages. You can speak, read, and write Abyssal and 
  Common.
  RAMAG
  The enigmatic ramag thrive in the heart 
  of a land once ruled by an empire of titans. 
  In that bygone age, the ramag served the 
  titans. The race’s natural affinity for manipulating 
  magic made the ramag essential to tending a vast web of 
  magical energy. This web channeled power to the farthest 
  corners of the empire and powered the titans’ wonders. 
  When the titans fell to madness, everything fell apart. 
  As these powerful creatures turned on one another and 
  tore their empire down stone by stone, the web fractured. 
  Wonders failed or went haywire. Magical gates once used 
  to link far-flung outposts went dark or conjured horrors. 
  Uncontrolled magical energy spilled across the land, 
  wreaking unpredictable havoc.
   
  Now, the ramag live in the ruins of that glory. 
  Changed by the energies of the shattered web, they devote 
  themselves to policing the remaining titan wonders and 
  keeping the rampant energies in check.
  Warped by Magic
  Ramag superficially resemble humans, but long exposure 
  to unpredictable magical currents has warped their 
  physical forms. Males stand close to 6 feet tall with females 
  only slightly shorter, but their body proportions are 
  unique. Ramag limbs are very long and lanky, while their 
  torsos are smaller and more compact. As a result they seem 
  strangely angular and spindly, as if both stretched and 
  compressed at the same time.
   
  Their hair is another 
  oddity—every strand of 
  hair is unusually thick, 
  each about the width of a finger. Ramag tie their hair back 
  with distinctive clasps, the decorations indicating where 
  a given ramag comes from. Facial features are somewhat 
  pinched and angular. Ramag eyes and skin tone tend 
  toward darker shades, as does their hair color, but large 
  variation exists. A stoic people, ramag dress in muted 
  colors in public and save flamboyant or daring outfits for 
  family, friends, or private gatherings.
  Scattered Remnants
  The ramag race lives in the remains of a sprawling city 
  that was their capital in the glorious age past. Called 
  Ramagani, or “home” in the ramag dialect, the city exists 
  as nearly a dozen separate districts scattered across their 
  continent. Collectively these districts are all considered a 
  single metropolis. Transit between the far-flung districts 
  is feasible by means of the monoliths—massive stone 
  constructs that once guided and stabilized the flows of 
  magical power in the ancient empire. The monoliths still 
  maintain flows of magical energy to this day, and they serve 
  as portals for travel between districts.
  Ramag in Midgard
  Ramag in the Midgard Campaign Setting appear in the 
  Abandoned Lands region of the Southlands. The 
  ancient empire described in the ramag history is the 
  former homeland of Glorious Umbuso, the lost titan 
  empire of the Southlands.
   
  In Midgard, the magical web in which the ramag 
  race’s history is ensnared is a great, crisscrossing net 
  of ley lines. The ramag monoliths stabilize the ley 
  lines and keep them from drifting and twisting, but 
  many remain uncontrolled. The ley lines effects are 
  unpredictable, and even skilled ley spellcasters tread 
  carefully near the remnants of the web.
  
  17
   
  Once there were more districts of Ramagani, but 
  tragedies since the fall of the empire have taken their toll 
  on the city. The most prominent of these disasters was 
  a magical plague called the arcane wasting that ripped 
  through a land near one of Ramagani’s districts. The 
  naturally magical ramag were highly susceptible to the 
  disease, and it ravaged the inhabitants of the local district 
  so swiftly that the only hope for the rest of the city was 
  to cut off the transit gates leading there. Collapsing the 
  monoliths that powered the portals to the district might 
  well have saved the race, but it doomed many of their 
  people. Each remaining district holds a yearly memorial 
  festival in the honor of those lost souls.
  Cultural Cornerstones
  Ramag culture revolves around the guardianship and 
  maintenance of the magical monoliths that connect 
  their precious city. The creation of a new monolith is a 
  monumental two-step process. After the physical monolith 
  is constructed, the first step is an incantation that all ramag 
  learn as a rite of passage. It binds their souls to the new 
  monolith, even after death. The second step occurs after a 
  ramag’s death, when his or her remains are interred within 
  the appropriate monolith. Many years pass between these 
  steps, so successfully empowering a new monolith is a 
  cause for great celebration.
   
  New monoliths provide additional stability for the 
  magical flows of energy that crisscross the land, or replace 
  a damaged or failing monolith that supports one of the 
  many gates of Ramagani. All told, the monolith network 
  powers two or three gateway arches in each district of the 
  city, and the portals all link to Ramagani’s primary site. 
  Should the wrong monoliths fail, entire districts of the city 
  could be cut off from the rest of their race for unknown 
  stretches of time.
  Control and Defense
  Ramag rarely become adventurers, but they maintain 
  several groups that cultivate similar skills. These groups 
  come into contact with adventurers both within Ramagani 
  and in the surrounding lands. The Wardens are specialists 
  who travel the land following the flows of magic. The 
  Wardens maintain the monoliths away from the city and 
  are responsible for taming threads of the ancient magical 
  web that become unstable. Many Wardens are wizards 
  who dedicate their lives to the study of the web. Another 
  group called the Scaled Keepers, comprised primarily of 
  rangers, incubates pterodactyl eggs and rears the young. 
  They train the creatures to serve as flying mounts for 
  messengers and scouts.
   
  The other specialized ramag orders remain mostly 
  within the city. First among them is the Stormwatch—a 
  garrison that watches the walls of each Ramagani node. 
  Its members operate magical lightning ballistae that help 
  secure the city. Powered by the monoliths and fed by the 
  magical flows, these siege engines give the city’s districts 
  a deadly edge. Stormwatch members join the garrison for 
  life, and each is considered vital from the lowest ranks to 
  the highest echelons of command. The other major group 
  centered within Ramagani is the Gatekeepers, overseers 
  who keep watch over the Wall of Gates. The Wall bears a 
  range of ancient portals that occasionally spark to life, 
  reopening lost paths and exposing the city to both lost 
  artifacts and knowledge and sudden peril. The Gatekeepers 
  drive back threats that emerge from the gates and 
  occasionally oversee expeditions through stable portals.
  Ramag Names
  Ramag names borrow heavily from the history of the titan 
  empire scattered throughout Ramagani and other ruins, 
  and from tales passed down through the ages.
  Male Names: Baarkhul, Dirjahat, Fakharizan, Irkuat, 
  Jirindehkal, Suuldjarat, Uan, Zinchera
  Female Names: Akharafa, Edjirasifa, Gihranasya, Hayat, 
  Matkhendush, Nadirharat, Riyasha, Xirienda
  Ramag Traits
  Your ramag character has certain characteristics in 
  common with all other ramag.
  Ability Score Increase. Your Intelligence score increases by 2, 
  and your Dexterity score increases by 1.
  Age. Ramag reach maturity at 15 years and can live to 90.
  Size. Despite their overlong limbs, ramag stand between 5 
  and 6 feet tall. Your size is Medium.
  Alignment. Ramag tend toward lawfulness, since their 
  survival depends on adhering to their laws and customs.
  Speed. Your base walking speed is 30 feet.
  Arcane Heritage. You can ignore class requirements when 
  attuning to a magic item.
  Mystical Understanding. You have proficiency in the Arcana 
  skill.
  Spell Damping. You have advantage on Strength and 
  Dexterity saving throws against spells.
  Languages. You can speak, read, and write Common and 
  Giant.
  SAHUAGIN
  Death rises from the depths to claim intruders with the 
  mournful wail of conch shell horns, shadows beneath the 
  waves, and fins slicing through the water. The cruel and 
  ravenous sahuagin—also known as sea devils—thrive 
  where other aquatic races founder. A wickedly perfect 
  fusion of humanoid and shark, sahuagin glide through the 
  ocean in search of prey and conquest.
   
  Great cities darken the ocean floors where the sea devils 
  dwell, and coastal fortresses in shallower waters and reefs 
  expand their influence to the boundary between sea and 
  land. Bloodthirsty yet methodical, the sahuagin brutally 
  defend their territory beneath the waves, primarily against 
  the aquatic elves, their ancient foes. Sharks are drawn to 
  the sea devils and easily fall beneath their sway, creating a 
  tide of fins and fangs and blood to sweep over the world’s 
  oceans.
  
  18
  Tooth and Fin
  About 7 feet tall and weighing over 250 pounds, sahuagin 
  are built to hunt. Solidly muscular, the sea devils are 
  humanoid in basic shape with horns and membranes that 
  form frills down the spine and along a powerful, lashing 
  tail. Similar structures form distinctive ear frills on the 
  sides of their heads, and their hand and feet are webbed. 
  Fingers end in hard claws, and a sahuagin’s wide mouth is 
  filled with multiple rows of sharklike teeth.
   
  Their skin is incredibly thick, rivaling leather armor in 
  terms of protection. Sahuagin skin tones range from dark 
  green to dusty blue along the back of the body, fading to 
  lighter shades on the creature’s underbelly. Frills and fins 
  can be yellow, red, orange, or pink, in contrast to the base 
  skin color. Sometimes mutations occur, and the more 
  powerful and feared sahuagin warlords sport four arms or 
  sharklike tails instead of legs. Primarily aquatic, sahuagin 
  can survive for several hours at a time on dry land, 
  though they are extremely uncomfortable out of water.
  Circling Beneath the Waves
  Although they can survive in fresh water, sahuagin prefer 
  warm bodies of salt water at depths of at least 100 feet. 
  Temperature and pressure are no obstacle to them, and 
  they build great settlements of stone and coral on the 
  lightless ocean floor. Sahuagin cities are honeycombed 
  with spherical chambers and cylindrical tunnels. Most 
  structures in a sahuagin settlement sport doors and 
  corridors wide enough to accommodate swimming 
  sharks. If the city is close enough to the surface to 
  catch light, sahuagin cultivate beds of seaweed to 
  provide padding and comfort in their otherwise 
  unfurnished living chambers.
   
  Despite their monstrous appearance 
  and bloodthirsty nature, sahuagin are 
  highly civilized, and they prize 
  intellect, order, and structure. The 
  most powerful sahuagin in a city 
  or settlement rules under the title 
  of “Lord of Blood and Battle,” and 
  the remainder of the society breaks 
  into two main castes: nobles and 
  commoners. Despite the social 
  strata a given sahaugin is born into, 
  all sea devils receive a mandatory 
  education. Most of this training 
  revolves around battle and tactics, but the 
  sahuagin keep a meticulous oral history. 
  Sahuagin life is cruel and brutal within 
  this rigid structure, filled with the 
  constant struggle of the weak 
  brutalized by the strong.
  Deep Devotion
  The clergy represents a notable exception to the caste 
  system that dominates sahuagin society. Only female 
  sahuagin are seen as worth of channeling divine power, and 
  male sahuagin clerics are unheard of. The chief concern of 
  sahuagin clergy is the interpretation and maintenance of 
  the tlalloc, an ancient and extremely accurate calendar. The 
  tlalloc is a massive stone or coral disc covered in intricate 
  carvings that also serves as the altar. The priestesses track 
  significant events and preside over holy rites during 
  momentous moments.
   
  The sahuagin religion claims that the first shark people 
  came from a strange place in the deepest trenches of the 
  ocean. Supposedly, these ancient sahuagin carried the first 
  tlalloc calendar stone with them when they emerged from 
  the crushing black depths. Sharks are venerated as the 
  perfect symbol of power, hunger, and dominion over the 
  oceans. Temple structures serve as hatcheries for schools 
  of sharks, and the creatures cluster around the temples 
  awaiting the bidding of the sea devils.
  
  19
  Predators and Prey
  Sahuagin rule their territory ruthlessly and efficiently, 
  demonstrating the most dangerous qualities of intelligent 
  beings and sharks. The sea devils rarely form alliances 
  with outsiders or even other aquatic races of similar 
  temperament, viewing all other ocean-dwellers as 
  competition for food and territory. Parties of sahuagin 
  patrol up to 50 miles from their home settlements on 
  hunting, scouting, and raiding excursions. Non-sahuagin 
  encountered can expect an inhospitable welcome.
   
  No other race that crosses currents with the sahuagin 
  kindles such extreme and undying hatred in them as the 
  aquatic elves. War between these two races is frequent, 
  prolonged, and bloody. The reason for this mutual hatred 
  is shrouded in mystery, but a connection between the 
  races certainly exists, proved by the existence of the 
  malenti. Malenti are rare sahuagin, sometimes born when 
  a settlement of sea elves exists within close proximity 
  to a sahuagin community. The malenti, though racially 
  sahuagin, look exactly like aquatic elves. Most are killed at 
  birth, but a few survive to serve as spies and assassins who 
  can slip into the ranks of the sea devils’ ancient foes.
  Sahuagin Names
  Sahuagin have a single name that starts with a single 
  syllable at birth and grows more complex over the course 
  of their lives. The core of the name is a short, personal one, 
  occasionally with an addition due to a powerful lineage 
  or ancestor. Deeds throughout a sahuagin’s life add new 
  syllables, culminating in a lengthy, complex title that 
  conveys great glory and prestige.
  Sahuagin Names: Anaklaton, Anhual, No’chilok, Shalekol, 
  Tesozomoc, Toltacayotl, Ultolnnok, Vol’Ocaan, Xoltalol
  Sahuagin Traits
  Your sahuagin character has certain characteristics in 
  common with all other sahuagin.
  Ability Score Increase. Your Strength score increases by 2, 
  and your Wisdom score increases by 1.
  Age. Sahuagin come of age in their late teens. Though age 
  takes its toll, there is no known upper limit to sahuagin 
  lifespan.
  Alignment. Their regimented nature marks sahuagin as 
  universally lawful, and nearly all are evil. Sea devils who 
  buck these trends are either killed or exiled, accounting 
  for the occasional sahuagin adventurer.
  Size. Sahuagin can reach a height of 6 to 7 feet and sport 
  muscular builds. Your size is Medium.
  Speed. Your base walking speed is 30 feet, and you have a 
  swim speed of 40 feet.
  Superior Darkvision. Accustomed to living in the dark 
  depths of the ocean, you can see in dim light within 120 
  feet of you as if it were bright light, and in darkness as if 
  it were dim light. You cannot discern color in darkness, 
  only shades of gray.
  Blood Frenzy. As a bonus action, you can enter a blood 
  frenzy until the end of your turn. While in blood frenzy 
  you have advantage on melee attack rolls against any 
  creature that doesn’t have all its hit points. You can use 
  this ability a number of times equal to your Constitution 
  modifier (minimum of 1), and you regain all expended 
  uses when you finish a long rest.
  Limited Amphibiousness. You can breathe air and water, but 
  you need to be submerged at least once every 4 hours or 
  you begin suffocating.
  Natural Armor. Your thick hide grants you an AC of 12 + 
  your Dexterity modifier.
  Natural Attacks. You have proficiency with your claws and 
  bite. Your claws deal 1d4 slashing damage, and your bite 
  deals 1d4 piercing damage.
  Shark Telepathy. You can magically command one shark 
  within 120 feet of you using limited telepathy. This 
  command is limited to simple concepts such as “come 
  here,” “defend me,” or “attack this target.”
  Languages. You can speak, read, and write Aquan and 
  Common.
  CHARACTER DETAILS
  You can determine the specific details of your unlikely 
  hero’s height and weight using the guidelines suggested 
  in the racial descriptions. Remember that these are a 
  snapshot of the average members of these races. Outliers 
  exist in any population, allowing for vastly greater or lesser 
  stature, or coloration outside the suggestion norm.
   
  If you wish to randomly generate your hero’s physical 
  characteristics, roll on the following table as appropriate 
  for your character’s race and gender.
  Race
  Base Height
  Height Modifier
  Base Weight
  Weight Modifier
  Derro
  3' 2"
  +2d4
  37 lb.
  x 1 lb.
  Dhampir
  4' 10"
  +2d8
  120 lb.
  x (2d4) lb.
  Dust goblin
  2' 4"
  +2d4
  30 lb. 
  x 1 lb.
  Jinnborn
  4' 6"
  +2d10
  120 lb.
  x (2d6) lb.
  Kijani
  4' 8"
  +2d8
  105 lb.
  x (2d4) lb.
  Lamia
  5' 4"
  +2d8
  110 lb.
  x (2d4) lb.
  Ramag
  5'
  +2d10
  80 lb.
  x (2d4) lb.
  Sahuagin
  6' 6"
  +2d6
  150 lb.
  x (2d10) lb.
  
  20
  BackgroUnds 
  Race isn’t the only factor that defines an unlikely 
  hero. Creatures throughout the game world come 
  from backgrounds and circumstances that don’t lend 
  themselves to creating heroes. A given history might 
  seem too mundane to reliably produce individuals suited 
  to adventuring life, or it could seem more appropriate 
  for a villain or antagonist. Don’t let appearances deceive 
  you—these kind of backgrounds can add an extra layer 
  of interest and depth to an unlikely hero. Shadows in 
  a character’s past help highlight heroic choices and 
  sacrifice in the present. This section presents four new 
  backgrounds, as well as variants for existing backgrounds 
  that showcase heroes who arise from unlikely walks of life.
  Likely Pairings for Unlikely Heroes
  The races and backgrounds presented in this book 
  are intended to create interesting, unconventional 
  combinations to add flavor and depth to your game. When 
  you use either element to create your character, take some 
  time to think about what makes them unlikely or unusual. 
  The basics of where and how these races usually live 
  provide a solid start, but you can delve deeper. Even if you 
  choose a standard background to pair with your unlikely 
  race, think about how that combination makes your 
  character different. How does a jinnborn soldier differ 
  from a mountain dwarf soldier, for instance?
   
  Draw on the unlikely flavor to inform the standard 
  component of the character. Soldiers of all races are 
  accustomed to structure and regimen in their daily lives 
  and are no strangers to battle. From there, though, the 
  similarities diverge sharply. Whereas the dwarf trained in 
  strict, disciplined units with prescribed tactics, perhaps 
  the jinnborn focused on the lightning hit-and-run raids 
  and ambush tactics that befit a desert nomad.
   
  Consider the cultural implications of an unlikely race 
  or unlikely background. With your DM’s approval, this 
  becomes a prime opportunity to develop and add depth 
  to a character from an atypical race. Sahuagin are well 
  known for their savagery, but your outcast sahuagin 
  artisan might create breathtaking coral sculptures that 
  capture images of history or prophecy. The existence of 
  undersea statuary and architecture with implications of 
  world-spanning power or future events suddenly opens 
  a new road for your campaign and draws the spotlight to 
  your corner of the story.
  
  21
   
  Unusual backgrounds present a quick and easy way to 
  add interest to what might otherwise be a conventional 
  concept. Your half-orc barbarian needn’t be another 
  outlander, when she can be a cannibal headhunter. While 
  preserving the tribal flavor that comes so naturally to 
  half-orcs, you now have a narrative layer and unique 
  mechanics to leverage a completely new direction in your 
  storytelling and gameplay. Instead of barreling headlong 
  into a conflict with goblins, she might be able to convince 
  them to retreat by displaying the grim trophies of her 
  ritual hunts.
   
  Mixing both unlikely race and unusual background 
  allows for further improvisation. Dust goblins live in 
  a blasted wasteland stalked by hulking “gods” that few 
  understand, but their home wasn’t always so desolate. A 
  dust goblin hermit or outlander might be commonplace, 
  but what about a scavenger? That goblin is a little more 
  cultured through contact with caravans and travelers, and 
  he knows the best ruins to search for relics from before 
  the catastrophe.
   
  Sometimes the most unlikely pairing gives you just 
  enough leeway to fill in the blank space with the seeds of a 
  fantastic adventure. Why is a member of a predominantly 
  evil race now traveling in the company of heroes? Lamia 
  shun the gods, but what if a goddess chooses a lamia as 
  her prophet, the vessel to speak a new truth to the world? 
  How does your normally atheistic dhampir sorcerer cope 
  with being the mouthpiece of divinity? The greatest tales 
  can arise from the most unlikely of places.
  CANNIBAL HEADHUNTER
  You hail from a tribe that thrives far from civilized lands. 
  Unlike other outlander settlements, your people hold 
  to ancient ideals and traditions that others find deeply 
  unsettling. You believe the consumption of sentient flesh 
  brings insight, power, and guidance from the spirits. The 
  ancestors of your tribe taught that knowledge and power 
  gained in life suffuses the body, and that the tribe must keep 
  that power within its own ranks. The funeral rites of your 
  people involve consumption of the deceased. During times 
  of warfare, some tribes devour their fallen foes in a similar 
  ritual to take the strength and power from their vanquished 
  foes. Cannibal headhunters always carry at least one totem 
  bone from a previous ritual meal, and many wear elaborate 
  tattoos signifying their gathered power.
  Skill Proficiencies: Intimidation, Survival
  Tool Proficiencies: Cook’s utensils
  Languages: One of your choice
  Equipment: A set of cook’s utensils, a carved humanoid 
  bone totem, a set of traveler’s clothes, a hunting trap, and 
  a pouch containing 5 gp
  FEATURE: GRIM FEAST
  Whether as a funeral rite to honor fallen family and 
  comrades, or as spoils of war or sacred hunts, you ritually 
  consume a portion of slain humanoid bodies. Civilized 
  people view this practice as taboo and horrific, and they 
  are easily unsettled. While this unease can bring unwanted 
  complications within urban or other civilized settings, 
  you gain a measure of power and presence from your 
  devotion that other savage, primitive, or tribal cultures 
  esteem. When you present either your ritual practice 
  or a direct result of it, such as your bone totem, to an 
  intelligent creature with any kind of tribal or savage bent, 
  your power affords you the chance to talk rather than 
  fight. Orcs, gnolls, goblins, and other tribal warlike races 
  might offer you respect and allow you the chance to sway 
  them through talk (and Intimidation) rather than trying 
  to kill you on sight. Additionally, you can engage in your 
  rituals over the course of one day to gain inspiration.
  SUGGESTED CHARACTERISTICS
  While unsettling to those who don’t share their practices, 
  cannibal headhunters fit a variety of types. All hold their 
  rituals sacred, though the personal reasons behind their 
  devotion vary. Some seek power to better themselves 
  and their communities. Others seek dominion over all 
  other creatures, and they believe they consume spirit and 
  strength along with flesh.
  d8
  Personality Traits
  1
  I’m always hungry and never turn down a bite to eat.
  2
  I expect others to adhere to their traditions as 
  firmly as I do.
  3
  I enjoy the discomfort the truth of my beliefs 
  causes in others.
  4
  Life among nonbelievers has made me 
  self-conscious about my rituals.
  5
  I always proudly display my totem bones.
  6
  My totems are sacred, and I won’t allow outsiders 
  to touch them.
  7
  I’m oblivious to how my appearance and beliefs 
  come across to outsiders.
  8
  I take the time to show respect to anything I kill.
  D6
  Ideal
  1
  Tradition. My ancestors gave me prosperity. I 
  would repay them poorly if I allow their teachings 
  to die. (Lawful)
  2
  Service. My strength grows for the betterment 
  and protection of those I love. (Good)
  3
  Change. We must grow to thrive, and our rituals 
  encourage growth. (Chaotic)
  4
  Community. Close fellows benefit from one 
  another’s strength and stand firmer than 
  individuals alone. (Neutral)
  5
  Power. I will consume those who cross me and 
  add their strength to my own. (Evil)
  6
  Glory. I will earn glory for myself, my tribe, and 
  my comrades. (Any)
  
  22
  D6
  Bond
  1
  The most sacred of my tribe’s ancestor skull 
  totems was stolen. I will stop at nothing to 
  retrieve it.
  2
  The shaman who taught me the rituals of our 
  people is the most important person in my life.
  3
  All wealth and success I earn in my travels must 
  benefit my tribe.
  4
  I am searching for the perfect opponent to 
  overcome, so that I may grow to my full potential.
  5
  The spirits guide my actions, and I must venerate 
  them.
  6
  I’ll stop at nothing to protect my first “civilized” 
  companion, who stopped a misinformed mob 
  from hunting me down.
  D6
  Flaw
  1
  I will not abide disrespect of my skill and prowess.
  2
  I focus on hunting powerful foes to the exclusion 
  of other concerns.
  3
  I am distrustful of civilized areas because of past 
  persecution due to my beliefs.
  4
  I am constantly on guard against others seeking 
  to slay me for my power.
  5
  I abhor weakness and those who can’t fend for 
  themselves.
  6
  I was exiled for slaying and consuming one of my 
  own tribe.
  PROPHET
  Truth rings throughout the multiverse, and sometimes it 
  finds a place to resonate loud and clear. You are one such 
  point. There is a greater power at work in the world, and 
  you can see pieces of its design. Unlike the faint glimpses 
  of a fortuneteller or the twisted lies of a charlatan, your 
  words stir something in those who hear your message. 
  From the doomsday ravings of a filthy derelict on the 
  street corner to the polished words of an urbane and 
  refined cult mistress, a prophet is the servant of a higher 
  power, setting the truth of that power into motion.
  Skill Proficiencies: Persuasion, Religion
  Languages: One of your choice from the following list 
  appropriate to the power that grants your revelations: 
  Abyssal, Celestial, Deep Speech, Draconic, Elemental 
  (one dialect), Infernal, or Sylvan
  Tool Proficiency: One of your choice between calligrapher’s 
  supplies or painter’s supplies
  Equipment: A holy symbol or idol representing the higher 
  power that grants your revelations, a set of common 
  clothes, a collection of your recorded thoughts and 
  philosophy, and a belt pouch containing 5 gp
  FEATURE: WORDS FROM ON HIGH
  You have seen the truth, and your word brings that truth 
  into the world. More important, that truth stirs others to 
  action. People who hear and accept your words are moved 
  to action. Such individuals will lend aid and offer their 
  services toward your cause, whether that involves building 
  a new temple, clearing storm damage, or feeding the 
  hungry. They won’t take undue risk, however. Temples and 
  other religious organizations commonly accept prophets 
  of their faith, but noble houses, merchants, trade guilds, 
  and any other organization might share their resources.
   
  Additionally, you can secure audiences with powerful 
  individuals or invitations to events that normally exist 
  above your station. From those who fear or oppose your 
  vision you can expect social hostility, though some might 
  fear to act directly against you.
   
  Work with the DM to determine the source and 
  subject of your revelations, and what sorts of people they 
  appeal to or offend.
  SUGGESTED CHARACTERISTICS
  Prophets all have one trait in common—conviction. 
  Whether they gleefully spread the good word of a 
  benevolent deity or dire tidings of a coming darkness, the 
  prophet knows in her bones that what she sees, and says, 
  is true. Some may fear this internal certainly. They might 
  attempt to hide their light beneath a bushel and deny the 
  calling. It may take years for a prophet to accept herself, 
  but in the end she can’t deny the truth.
  d8
  Personality Traits
  1
  I am usually soft-spoken, but I become invigorated 
  when spreading my word.
  2
  My followers are like my family.
  3
  I enjoy debating the finer points of my revelations, 
  especially with nonbelievers.
  4
  Nonbelievers sadden me when they deny my words.
  5
  I see the truth of my words at work in everyday 
  things.
  6
  I am uncomfortable outside the confines of a place 
  devoted to my faith.
  7
  My temper is short when my visions are challenged.
  8
  Those who refuse to believe in higher powers that 
  govern the world confuse me.
  
  23
  D6
  Ideal
  1
  Tenacity. The truth must ring throughout the 
  world. (Any)
  2
  Revolution. The word brings change that can’t be 
  denied. (Chaotic)
  3
  Dominion. Mine is the voice that speaks truth, 
  and mine is the word all shall heed. (Evil)
  4
  Stability. My teachings offer the promise of a 
  better life, and I seek to build that life for those 
  who share my belief. (Lawful)
  5
  Hope. My revelations bring light to the dark 
  corners of the world. (Good)
  6
  Fortitude. The message I bear upsets me, but I 
  trust in my higher power. (Neutral)
  D6
  Bond
  1
  I must protect the scrap of ancient writing that first 
  revealed the truth to me at all costs.
  2
  The person who stood by my side when the truth 
  first came upon me is the person I hold most dear 
  in this world.
  3
  I will have revenge on the rival who turned my 
  church against my revelation.
  4
  I was a sinner before my revelation, and I work 
  tirelessly to make up for my dark past.
  5
  I know that a rival faith is based on lies, and I seek 
  to enlighten its believers through my revelation.
  6
  An entire order within my faith once preached the 
  truth of my revelation, but I am the last of them.
  D6
  Flaw
  1
  In the depths of my soul I am wracked with doubt. 
  If I can’t reconcile my beliefs, my following will 
  suffer.
  2
  My devotion to my revelations overrides all else, 
  even to the point of jeopardizing my own safety.
  3
  I have done something terrible in defense of my 
  revelations that remains secret. For now.
  4
  I am completely dismissive of anyone who doesn’t 
  accept my revelations.
  5
  I secretly hope that someone will silence me before 
  the dread truth I speak comes to pass.
  6
  A rival of my faith speaks out against my 
  revelations with a contradictory prophecy and 
  hunts me across the land.
  SCAVENGER
  Waste not, want not, that’s your motto. It never sat well 
  with you how many perfectly useful things are cast off 
  every day in your home town, and you are determined 
  to set that right. From broken tools and weapons to 
  ramshackle structures just waiting for the elements to 
  knock them over, there’s always a way to breathe more life 
  into the things that others forget. You have a talent for 
  sniffing out whatever odds and ends people need.
  Skill Proficiencies: Investigation, Perception
  Tool Proficiencies: Thieves’ tools
  Languages: One of your choice
  Equipment: One piece of equipment worth 10 gp or less, a 
  set of common clothes, and a belt pouch containing 10 gp
  FEATURE: FINDERS KEEPERS
  You have an extraordinary knack for locating castoff 
  but still useful material. When in a settlement, you can 
  spend 1d3 hours searching junk piles, dumps, alleys, 
  and abandoned buildings. After this time you discover 
  some piece of useful equipment (generally nothing more 
  valuable than 2 gp), enough food to feed yourself for a day, 
  or a small quantity of raw materials. These materials are 
  obviously used, old, or flawed in some way, but they are 
  sturdy enough for use in crafting or building. Depending 
  on the complexity or size of your project, you might have 
  to spend multiple attempts to gather enough material. 
  The resulting product using these materials always shows 
  some sign of the material’s secondhand origin, even 
  though it may be fully functional. You can use the items 
  located with this feature, you can’t sell them due to their 
  heavily worn nature.
   
  You also know who to ask to locate rare or exotic 
  items. Given enough time, you can locate a place to 
  purchase or sell strange objects or materials.
  SUGGESTED CHARACTERISTICS
  An eccentric inventor in a bustling metropolis looking for 
  just the right size gears. A stranger swathed in oil-stained 
  robes gathering scrap metal to trade for food. The nervous 
  fellow who always seems to know where to find the 
  perfect glass bottle. Scavengers arise from all walks of 
  life, but no matter how different they are, they share an 
  insatiable curiosity.
  
  24
  d8
  Personality Traits
  1
  Why spend perfectly good money on something 
  that someone else gave away?
  2
  I’m a packrat who fills every pocket with bits  
  and baubles.
  3
  I keep a close eye on anyone who gets close. They 
  might want my stuff.
  4
  Everybody else calls it junk, but I know it’s treasure.
  5
  I’m very particular about organizing my collection.
  6
  I’m always on the lookout for a new source of 
  material.
  7
  Bartering is better than buying, and finding is 
  better than bartering.
  8
  I sometimes forget I’m talking to others and end 
  up talking to myself.
  D6
  Ideal
  1
  Novelty. New things are the best things! Always 
  look for new things. (Chaotic)
  2
  Sincerity. I’m straightforward in my dealings and 
  work to clear up misunderstandings. (Any)
  3
  Desire. Someone has to have all the stuff—might 
  as well be me. (Evil)
  4
  Meticulous. I’m deliberate and ordered in 
  everything I do. (Lawful)
  5
  Service. I like to make myself useful, and I’m 
  always looking for a chance to do so. (Good)
  6
  Bargaining. I like to bargain for a better deal, 
  though sometimes I’ll trade away a treasure to the 
  right person or for the right gossip. It’s not always 
  about money. (Neutral)
  D6
  Bond
  1
  I lost something precious, so now I collect 
  everything I can to try to fill that void.
  2
  The places I go to collect are holy ground to me. 
  3
  Someone stole something from my collection, 
  and I’m tracking them down to get it back.
  4
  Crafters who can make new things out of the stuff 
  I collect fascinate me.
  5
  My collection is more important to me than my 
  family.
  6
  Someday I’d like to have something from every 
  major city in my collection.
  D6
  Flaw
  1
  If someone holds my collection hostage, I’ll do 
  just about anything to get it back.
  2
  I’m oblivious when others don’t want to hear 
  about my collection and tend to drive people 
  away with my chatter.
  3
  I don’t trust new things that haven’t been broken 
  in. I must put them through their paces before 
  I’m comfortable with using them.
  4
  I view anything left sitting as fair game, whether 
  individual objects or something I can break down 
  for parts.
  5
  I borrowed the wrong thing, and now bad people 
  are looking for me.
  6
  My temper is volatile if anyone messes with my 
  collection.
  SEER
  The stars guide all footsteps on the path. Seers are rare 
  individuals endowed with the gift to see beyond the 
  mundane veil cloaking the world to the truth illuminated 
  by those stars. Cause and effect run in scattered lines to 
  a seer’s eyes, linking individuals and events seemingly 
  unrelated to the casual observer. Only a fool discounts the 
  word of one who sees the twists of fate.
  Skill Proficiencies: Arcana, Perception
  Tool Proficiencies: One gaming set of your choice (cards, 
  dice, or some other divination tool)
  Languages: One of your choice
  Equipment: A gaming set of your choice, a token of 
  appreciation from a past client, a set of common clothes, 
  and a belt pouch containing 5 gp
  FEATURE: GLIMPSE OF FORTUNE
  Using a minor method of divination, you are able to see 
  glimpses of a target’s future. You must spend one hour in 
  conversation with the subject and consultation with your 
  divination method. At the end of this time you can offer 
  insight into the subject’s possible future. These details 
  are always vague, but the reading affords you the chance 
  to gain insight into your subject and possibly enter their 
  good graces. After giving a reading, you can expect a client 
  to be more relaxed and willing to favorably consider any 
  proposal you make (treat them as one category more 
  favorable for purposes of social interaction, DMG p. 244).
   
  Additionally, you can receive minor favors or 
  consideration from past subjects in a variety of locations. 
  Assume you can find at least one friendly contact in a city 
  that you have spent at least some time in the past.
  SUGGESTED CHARACTERISTICS
  Seers are a disparate lot. Some embrace their gift and seek 
  to share their knowledge, while others fear the unbidden 
  insights they receive. Seers are resigned to the whim of 
  happenstance, and they see design where others would 
  see coincidence.
  
  25
  d8
  Personality Traits
  1
  I see signs in every little detail of life.
  2
  Unexpected events rarely faze me and sometimes 
  feel oddly familiar.
  3
  I try to ensure that everyone around me pays 
  attention to what I see.
  4
  I compulsively play with a card, coin, or other tool 
  of my trade.
  5
  My optimism never wavers. I’ve seen that things 
  will turn out well in the end, one way or another.
  6
  While I enjoy sharing my insights, I never give 
  them away for free.
  7
  My glimpses of the future frighten me and I try to 
  avoid them at all costs.
  8
  When a vision is upon me, I have little control over 
  what I say.
  D6
  Ideal
  1
  Aspiration. I’ve seen a hint of greatness in my 
  future, and I work hard to achieve it. (Any)
  2
  Manipulation. My gifts give me the perfect 
  leverage to move others to my tune. (Evil)
  3
  Freedom. Knowledge of what may come allows 
  for greater choice. (Chaotic)
  4
  Serenity. I seek fulfillment with whatever I see in 
  the future. (Neutral)
  5
  Truth. I am a servant of the truth, and I will share 
  it for good or ill. (Lawful)
  6
  Compassion. My gifts can bring comfort to the 
  suffering and peace to the troubled. (Good)
  D6
  Bond
  1
  I told the fortune of the man who then destroyed 
  my family, but I ignored the warning. I must find 
  him and put it right.
  2
  My grandmother passed a token to me when she 
  explained our gift of the sight. It’s my most prized 
  possession.
  3
  I told one fortune whose meaning I still can’t 
  understand, but I know it has great importance.
  4
  My family travels the land, and I send most of the 
  money I earn to them.
  5
  I told the fortune of the person I loved, and that 
  led them to the arms of another.
  6
  I’m driven to read the fortune of powerful people.
  D6
  Flaw
  1
  I saw a truth once that I refused to speak, and 
  tragedy was the result. It haunts me to this day.
  2
  I have terrible nightmares about the dark futures 
  I’ve glimpsed.
  3
  No matter how I try, no one ever believes my 
  fortunes.
  4
  I can’t resist embellishing a fortune to try to earn 
  a few more coins.
  5
  I loathe charlatans and tricksters who take 
  advantage of those who seek their fortunes, and I 
  do what I can to discredit them.
  6
  I’m terribly jealous of any positive fortune I read, 
  since I can read any palm but my own.
  VARIANT GUILD ARTISAN: TINKER
  You are a crafter who focuses on repairing a wide variety 
  of items rather than specializing in a specific trade. You 
  are familiar with a wide variety of tools and techniques, 
  enough to get by at just about any crafting trade at an 
  apprentice level. Tinkers are much beloved by people who 
  aren’t wealthy enough to outright replace anything that 
  breaks, and smaller settlements rejoice when a tinker rolls 
  into town.
  Variant Feature: Jury Rig
  Your experience fixing odds and ends as well as your 
  familiarity with a wide variety of tools grants you the 
  ability to make quick repairs on damaged equipment. 
  You can spend two hours during a long rest or downtime 
  working on a damaged object using tinker’s tools. Once 
  you’ve finished, anyone using the object for its intended 
  purpose can ignore any penalties that arise from damage 
  to the object. These repairs are temporary and last a 
  number of days equal to your Intelligence modifier 
  (minimum of 1). You can repair the item again after the 
  first repairs wear off, but each additional time you jury rig 
  the object reduces the number of days the repairs last by 1. 
  Eventually the object must be replaced or professionally 
  repaired by a skilled craftsman with the appropriate tools.
   
  Additionally, you can jury rig minor mechanical 
  objects such as locks or simple traps. It takes two hours 
  of work with tinker’s tools, and you need access to a 
  supply of materials. Any such object you create is of fair 
  quality at best and doesn’t last forever. A jury rigged object 
  functions for a number of days equal to your Intelligence 
  modifier (minimum of 1) before it jams, falls apart, or 
  otherwise ceases to function.
   
  Tinkers are welcomed in rustic communities. You can 
  trade work for food and lodging by doing odd jobs and 
  minor repairs for people.
  
  26
  VARIANT URCHIN: BEGGAR
  Wherever people thrive in a civilization, there are always 
  some who exist on the fringes of society—a lower caste 
  trapped by poverty. These poor souls fade into the 
  background even as they desperately seek compassion 
  from the more prosperous citizens around them.’ 
  You spent a significant portion of your life living in 
  the lowest station of your home city, dependent on the 
  charity of others to survive. You’ve learned to fade into 
  the background, and you know how to use the proper 
  expression and tone of voice to leverage a mark into 
  letting go of a few coins. Use the following variant skill 
  proficiencies and features in place of those normally 
  granted by the urchin background.
  Variant Skill Proficiencies: Deception, Persuasion
  Variant Feature: Anything  
  You Can Spare
  Having spent much of your life with no home, money, 
  or real possessions to your name, you learned to stretch 
  a meager amount of money much further than it should 
  normally go. By spending several hours a day seeking 
  out alms from affluent, or at least comfortable citizens, 
  you can maintain a living while within an urban setting. 
  You can maintain a poor lifestyle without spending the 
  required coin. This lifestyle represents earning a few 
  meager coins through begging and spending that money 
  on “bargain” staples.
   
  Additionally, you know several places where you 
  can acquire food, lodging, and basic equipment (DMs 
  discretion as to what equipment is available at any given 
  time) for 75% of their normal price. You can’t leverage 
  these sources frequently, and it might be several days or 
  weeks before you can make another discounted purchase.
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
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   15. COPYRIGHT NOTICE 
   Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
   System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors 
  Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, 
  Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original 
  material by E. Gary Gygax and Dave Arneson. 
   Unlikely Heroes for 5th Edition © 2016 Open Design; Author: Dan Dillon.
  OPEN GAME LICENSE Version 1.0a
  
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