Races


Player characters must be one of the races or subraces listed on this page. With the exception of those described on this page, the rules for most playable races and subraces can be found in the Player’s Handbook. Gray Dwarves are described in the Sword Coast Adventurer’s Guide.

Centaur

Centaurs are a race that blends the features of a human and a horse.

Ability Score Increase. Your Strength, Dexterity, and Constitution scores each increase by 1.

Size. Most centaurs are about 7 feet tall. Your size is Large.

Speed. Your base walking speed is 40 feet.

Hungry. You must eat and drink twice as much (or twice as frequently) as humans.

Hooves. Your hooves are natural weapons which you can use to make unarmed strikes. If you hit with a hoof, you deal bludgeoning damage equal to 1d6 + your Strength modifier.

Barding. To acquire clothing or armor that will fit, you must multiply the item’s base cost by 4.

Lancer. You are considered to be “mounted” for the purpose of using a lance or similar equipment.

Languages. You can speak, read, and write in Common, Elven, and Sylvan.

Dwarf

Hill dwarves are the Neidar and Klar clans. Mountain dwarves are represented by the Hylar, and Daewar clans. Gray Dwarves include the Zhakar, Theiwar, Daergar and Dewar clans. Presented here, Gully dwarves (the Aghar) are a scavenging clan, ill thought of by other dwarves.

Gully Dwarves (Aghar)

Ability Score Increase. Your Dexterity increases by 1.

Size. You are smaller and runtier than other dwarves; your size is Small.

Languages. You can also speak Gullytalk, a separate language that was once a dialect of dwarven but is now only intelligible to the Aghar.

Elf

Wood Elves are called the Kagonesti or Wild Elves. High Elves are split into the Silvanesti (Moon) and Qualinesti (Sun) types. Krynn also has Sea Elves (Dargonesti and Dimernesti), who sometimes venture onto land.

Sea Elf

Ability Score Increase. Your Strength score increases by 1.

Speed. In addition to your walking speed, you have a swim speed of 30.

Amphibious. You can breath water as easily as you can breathe air. You have advantage on all Strength (Athletics) checks for swimming.

Sea Elf Weapon Training. You have proficiency with the javelin, net, spear, and trident.

Gnome

Only Rock Gnomes (Tinker Gnomes) are playable in Krynn.

Half-Elf

Half-Elves are a playable race in this campaign.

Halfling

All halflings on Krynn are of the kender subrace.

Kender

Ability Score Increase. Your Constitution score increases by 1.

Kender Weapon Training. You have proficiency with the hoopak. This kender weapon is a staff with a slingshot attached to one end. The hoopak can be used as a quarterstaff or a sling. A new hoopak costs 3 sp.

Kender Pockets. You can reach into your pockets and produce one item from the Adventuring Gear table (PHB 150). The item must be something that could reasonably fit into a pocket and it must have a listed value of 2 gp or less and a weight of 2 pounds or less. Alternately, you can pull from your pocket a randomly-determined item from the Trinket table (PHB 160-161). You must finish a long rest before you can use kender pockets again.

This feature represents a kender’s “sticky fingers.” If it is overused or if it is abused to accrue wealth instead of providing occasional utility, story-based drawbacks may occur. When so many things go missing in such a short time, suspicions and sentiments will turn against the kender.

Human

Humans are a playable race in this campaign.

Minotaur

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Size. Minotaurs average over 7 feet tall and some weigh over 500 pounds. You are Medium size.

Speed. Your base walking speed is 30 feet.

Darkvision. You gain darkvision to a range of 60 feet.

Gore. Your horns are natural weapons with which you can also make unarmed strikes. If you hit with your horns, you deal piercing damage equal to 1d6 + your Strength modifier.

Charge. When you use an attack action to make attacks or to shove, you can spend a bonus action to make an additional attack with your horns. You must move at least 5 feet toward your target on your turn before attacking this bonus attack.

Keen Senses. You have proficiency in the Perception skill.

Labyrinthine Recall. You always know which direction you are facing and can perfectly recall any path you’ve taken. You can double any proficiency bonus you are allowed to prevent becoming lost or to use navigational equipment like navigator’s tools. You also have immunity to the maze spell and advantage on saving throws against the imprisonment spell.

Languages. You speak, read and write Common, plus one additional language of your choice.

Races

In the Shadow of the Wyrm Randy Randy