Elemental Evil - Players Companion.pdf

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PLAYER’S COMPANION
Create heroic characters possessing elemental power from this supplement
for the world’s greatest roleplaying game
Credits
Sasquatch Game Studio
Designers:
Richard Baker, Robert J. Schwalb, Stephen Schubert
Editors:
David Noonan, Stacy Janssen
Interior Illustrators:
Mark Behm, Eric Belisle, Noah Bradley,
Anna Christenson, Emrah Elmasli, Klaus Pillon, Claudio
Pozas, Lee Smith
Table of Contents
Chapter 1: Races
.......................................................3
Aarakocra ..........................................................................3
Deep Gnome .....................................................................5
Genasi.................................................................................7
Goliath ..............................................................................10
Spell Lists ........................................................................12
Spell Descriptions .........................................................15
Wizards of the Coast
Chapter 2: Spells
....................................................12
D&D Lead Designers:
Mike Mearls, Jeremy Crawford
Managing Editor:
Jeremy Crawford
Additional Design:
Rodney Thompson, Peter Lee, Matt Sernett
Producer:
Greg Bilsland
Art Directors:
Kate Irwin, Shauna Narciso
Cover Illustrator:
Raymond Swanland
Graphic Designers:
Emi Tanji, Matthew Stevens
Proofreading:
Jennifer Clarke Wilkes
Project Management:
Neil Shinkle, John Hay
Production Services:
Cynda Callaway, Jefferson Dunlap,
David Gershman
Brand and Marketing:
Nathan Stewart, Liz Schuh,
Chris Lindsay, Shelly Mazzanoble, Hilary Ross, John Feil,
Laura Tommervik, Kim Lundstrom, Trevor Kidd
Playtesters:
Teos Abadia, Robert Alaniz, Rory Alexander, Jay
Anderson, Paul Baalham, Stacy Bermes, Joseph Bloch,
carlo bosticco, Ken Breese, Tim Eagon, Pierce Gaithe,
Richard Green, T. E. Hendrix, Sterling Hershey, Paul Hughes
Matthew Jording, Yan Lacharité, Shane Leahy, Ryan Leary,
Jonathan Longstaff, Jon Machnicz, Farrell Madden, Matt
Maranda, Paul Melamed, Shawn MerwinLou Michelli, Rob
Mickunas, Mike Mihalas, John Proudfoot, Rob Quillen II, Karl
Resch, Sam Sherry, Sam E Simpson Jr, Pieter Sleijpen
Preface
In the adventure
Princes of the Apocalypse,
the cosmic
threat of Elemental Evil reaches the Forgotten Realms.
This supplement provides new options for player
characters in that epic campaign. If your Dungeon
Master allows, these options can be used in other
campaigns as well.
The genasi in chapter 1 and all of the spells in chapter
2 appear in the appendices of
Princes of the Apocalypse.
ON THE COVER
Unleashing his eldritch
might, the Harper wizard
Zelraun Roaringhorn stands
fast against the cataclysmic
might of the Air Prophet
Aerisi Kalinoth and the
Cult of Howling Hatred,
in this scene illustrated by
Raymond Swanland.
640Z3276001 EN
Published March 2015
Disclaimer: For safe utilization of elemental magic, remember the following guidelines. You can drink water but not fire. You can breathe air but not earth. You can walk on earth but not on
water (unless you have the right pair of boots or spell). You can do a lot of things with fire, but almost all of them are bad ideas.
DUNGEONS & DRAGONS, D&D,
Wizards of the Coast, Forgotten Realms, Elemental Evil, the dragon ampersand, Princes of the Apocalypse, Player’s Handbook, Monster Manual,
Dungeon Master’s Guide, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All
characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction
or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
Sasquatch Game Studio and the Sasquatch Game Studio logo are trademarks of Sasquatch Game Studio LLC.
MADE IN U.S.A. ©2015 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.
Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Chapter 1: Races
his chapter presents three new
races to supplement those in the
Player’s
Handbook:
aarakocra, genasi, and
goliaths. A gnome subrace—the deep
gnome—is also included. These new
options are available when you make a
character, provided that your DM allows
them in your campaign.
Avian Mannerisms
The resemblance of aarakocra to birds isn’t limited to
physical features. Aarakocra display many of the same
mannerisms as ordinary birds. They are fastidious
about their plumage, frequently tending their feathers,
cleaning and scratching away any tiny passengers they
might have picked up. When they deign to descend from
the sky, they often do so near pools where they can catch
fish and bathe themselves.
Many aarakocra punctuate their speech with chirps,
sounds they use to convey emphasis and to shade
meaning, much as a human might through facial
expressions and gestures. An aarakocra might become
frustrated with people who fail to pick up on the
nuances; an aarakocra’s threat might be taken as a jest
and vice versa.
The idea of ownership baffles most aarakocra. After
all, who owns the sky? Even when explained to them,
they initially find the notion of ownership mystifying.
As a result, aarakocra who have little interaction with
other people might be a nuisance as they drop from the
sky to snatch livestock or plunder harvests for fruits
and grains. Shiny, glittering objects catch their eyes.
They find it hard not to pluck the treasure and bring it
back to their settlement to beautify it. An aarakocra who
spends years among other races can learn to inhibit
these impulses.
Confinement terrifies the aarakocra. To be grounded,
trapped underground, or imprisoned by the cold,
unyielding earth is a torment few aarakocra can
withstand. Even when perched on a high branch or at
rest in their mountaintop homes, they appear alert, with
eyes moving and bodies ready to take flight.
Aarakocra
Sequestered in high mountains atop tall trees, the
aarakocra, sometimes called birdfolk, evoke fear and
wonder. Many aarakocra aren’t even native to the
Material Plane. They hail from a world beyond—from
the boundless vistas of the Elemental Plane of Air.
They are immigrants, refugees, scouts, and explorers,
their outposts functioning as footholds in a world both
strange and alien.
Beak and Feather
From below, aarakocra look much like large birds.
Only when they descend to roost on a branch or walk
across the ground does their humanoid appearance
reveal itself. Standing upright, aarakocra might reach
5 feet tall, and they have long, narrow legs that taper to
sharp talons.
Feathers cover their bodies. Their plumage typically
denotes membership in a tribe. Males are brightly
colored, with feathers of red, orange, or yellow. Females
have more subdued colors, usually brown or gray. Their
heads complete the avian appearance, being something
like a parrot or eagle with distinct tribal variations.
Sky Wardens
Nowhere are the aarakocra more comfortable than in
the sky. They can spend hours in the air, and some go as
long as days, locking their wings in place and letting the
thermals hold them aloft. In battle, they prove dynamic
and acrobatic fliers, moving with remarkable speed and
grace, diving to lash opponents with weapons or talons
before turning and flying away.
Once airborne, an aarakocra leaves the sky with
reluctance. On their native plane, they can fly for days
or months, landing only to lay their eggs and feed
their young before launching themselves back into
the air. Those that make it to a world in the Material
Plane find it a strange place. They sometimes forget
or ignore vertical distances, and they have nothing but
pity for those earthbound people forced to live and toil
on the ground.
Homelands
Most aarakocra live on the Elemental Plane of Air.
Aarakocra can be drawn into the Material Plane,
sometimes to pursue enemies or thwart their foes’
designs there. Accident might also send a nest of
aarakocra tumbling into a world on that plane. A few
find their way to such a world through portals on their
own plane and establish nests in high mountains or in
the canopies of old forests.
Once tribes of aarakocra settle in an area, they share
a hunting territory that extends across an area up to
100 miles on a side, with each tribe hunting in the lands
nearest to their colony, ranging farther should game
become scarce.
A typical colony consists of one large, open-roofed
nest made of woven vines. The eldest acts as leader with
the support of a shaman.
Chapter 1 | Races
3
Aarakocra in the Forgotten Realms
Never well established in Faerûn, aarakocra have only four
major colonies: in the Star Mounts within the High Forest, in
the Storm Horns in Cormyr, in the Cloven Mountains on the
Vilhon Reach, and in the Mistcliffs in Chult.
Those colonies established in the Star Mounts, closest
to the Dessarin Valley, were ever a secretive and guarded
people, only spotted during their flights over the High Forest.
A cruel and rapacious green dragon nearly wiped out the
population and scattered the survivors. These aarakocra and
their descendants have sworn vengeance against the dragon
and may be seen scouring the lands of the North and Cormyr
for signs of their foe.
Their only remaining settlement lies on the slopes of the
Star Mounts’ southernmost mountains. At the headwaters
of the Unicorn Run, the Last Aerie is home to several dozen
aarakocra. Recently, aarakocra elders detected changes in the
prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane,
the aarakocra of the Realms rarely travel to the Elemental
Plane of Air.
Great Purpose
Aarakocra enjoy peace and solitude. Most of them have
little interest in dealing with other peoples and less
interest in spending time on the ground. For this reason,
it takes an exceptional circumstance for an aarakocra
to leave his or her tribe and undertake the adventurer’s
life. Neither treasure nor glory is enough to lure them
from their tribes; a dire threat to their people, a mission
of vengeance, or a catastrophe typically lies at the heart
of the aarakocra adventurer’s chosen path.
Two other circumstances might call an aarakocra to
adventure. First, aarakocra have historical ties to the
Wind Dukes of Aqaa. Exceptional individuals honor that
connection and might seek out the missing pieces of the
Rod of Seven Parts,
the remains of an artifact fashioned
by the Wind Dukes long ago to defeat the Queen of
Chaos’s monstrous champion, Miska the Wolf-Spider.
When plunged into Miska’s body, the chaos in his blood
sundered the rod and scattered its pieces across the
multiverse. Recovering the pieces means gaining honor
and esteem in the eyes of the vaati who forged it and
could possibly restore a powerful weapon for defense
against the agents of elemental evil.
Second, aarakocra are sworn foes of elemental earth,
in particular the gargoyles that serve Ogrémoch, the
Prince of Earth. The Aarakocra word for gargoyle
is loosely translated as “flying rock,” and battles
between aarakocra and gargoyles have raged across
the Elemental Planes of Earth and Air, occasionally
spilling into a world on the Material Plane. Aarakocra
on that plane might leave their colonies to lend aid to
other humanoids committed to fighting earth cults and
thwarting their efforts.
Aarakocra Names
As with much of their speech, aarakocra names include
clicks, trills, and whistles to the point that other peoples
have a difficult time pronouncing them. Typically, a
name has two to four syllables with the sounds acting
as connectors. When interacting with other races,
aarakocra may use nicknames gained from people they
meet or shortened forms of their full names.
An aarakocra of either gender may have one of these
short names: Aera, Aial, Aur, Deekek, Errk, Heehk,
Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek,
Urreek, or Zeed.
Chapter 1 | Races
4
Aarakocra Traits
As an aarakocra, you have certain traits in common
with your people. Being able to fly at high speed
starting at 1st level is exceptionally effective in certain
circumstances and exceedingly dangerous in others.
As a result, playing an aarakocra requires special
consideration by your DM.
Ability Score Increase.
Your Dexterity score
increases by 2, and your Wisdom score increases by 1.
Age.
Aarakocra reach maturity by age 3. Compared
to humans, aarakocra don’t usually live longer
than 30 years.
Alignment.
Most aarakocra are good and rarely
choose sides when it comes to law and chaos. Tribal
leaders and warriors might be lawful, while explorers
and adventurers might tend toward chaotic.
Size.
Aarakocra are about 5 feet tall. They have thin,
lightweight bodies that weigh between 80 and 100
pounds. Your size is Medium.
Speed.
Your base walking speed is 25 feet.
their hair back in braids or cut it short to keep it from
getting in their way as they work.
Svirfneblin are well adapted for their subterranean
existence. They have excellent darkvision, and many
of them have magical talents that rival the innate
spellcasting of the drow and duergar. They are
surprisingly strong for their size, enduring toil and
danger that would overwhelm most other people.
Master Miners
Despite their guarded natures, svirfneblin aren’t joyless.
They admire skillful work and delicate craftsmanship,
just like any other gnome. Svirfneblin love gemstones
of all kinds, and they boldly seek out precious stones in
the deepest and darkest tunnels. They are also expert
gemcutters and miners, and they prize rubies above all
other gemstones.
Deep Dwellers
Svirfneblin are known as deep gnomes because they
choose to live far below the earth’s surface. Most
svirfneblin never see the light of day. Their homes
are well-hidden strongholds concealed by mazelike
passages and clever illusions. Vast networks of mine
tunnels ring most svirfneblin settlements, guarded by
Aarakocra Backgrounds
Backgrounds that are most appropriate for aarakocra include
the outlander, the hermit, and the sage.
The small colonies of aarakocra are insular and remote,
and few aarakocra live away from their roosts. In the Star
Mounts of the High Forest in the Forgotten Realms, no
more than a few dozen aarakocra live away from the nests of
their families. Those that do are usually rangers or fighters,
constantly patrolling for outside threats.
Flight.
You have a flying speed of 50 feet. To use this
speed, you can’t be wearing medium or heavy armor.
Talons.
You are proficient with your unarmed strikes,
which deal 1d4 slashing damage on a hit.
Language.
You can speak, read, and write Common,
Aarakocra, and Auran.
Deep Gnome
Forest gnomes and rock gnomes are the gnomes most
commonly encountered in the lands of the surface
world. There is another subrace of gnomes rarely seen
by any surface-dweller: deep gnomes, also known as
svirfneblin. Guarded, and suspicious of outsiders,
svirfneblin are cunning and taciturn, but can be just
as kind-hearted, loyal, and compassionate as their
surface cousins.
Born of Deep Earth
Svirfneblin seem more like creatures of stone than
flesh. Their leathery skin is usually a gray, brown, or
dun hue that acts as a natural camouflage with the
rock around them. Their bodies are gnarled with hard
muscle or fat, and they are heavier than their small
stature suggests; svirfneblin often weigh 100 pounds or
more but rarely stand much more than 3 feet tall.
Male svirfneblin are bald from early childhood,
although adults can grow stiff beards or mustaches.
Females have full heads of hair, and they usually tie
Chapter 1 | Races
5
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