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Solj
Solj
Design: Sean Burns, Andrew Brown, Andrés Alexander González, Garet Handy, Doruk Kaptan, Gary Simpson, Victor M.
Solish, Nathan Turley
Rules Development: Gary Simpson
Editing: Nathan Turley, Gary Simpson
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Slyths…………………………………………69 Brain Gem………………………………91
Using This Book………………………….4
Udadrow……………………………………70 Clockwork Dagger…………………..92
Conch of Courage……………………92
Ch. 1: Character Options…………….6 Ch. 3: Magical Miscellany………...72 Crook of the Sunken Council……92
Artificer……………………………………….6 Magical Phenomena…………………..72 Darkmantle Cloak…………………...92
Optional Class Features…………….6 Faerzress and the Underdark….72 Displacer Beast Armor……………92
Drowcrafter………………………….....7 Node Magic………………………….…72 Dress of Impression………………..93
Barbarian…………………………………….9 Portals……………………………………74 Dungeon Weed……………………….93
Optional Class Features…………….9 Spells…………………………………………78 Extending Oil………………………….93
Path of the Cavelord……………….10 Amorphous Form……………………78 Enchanted Mushrooms…………...93
Path of the Exiled……………………11 Blindsight………………………………78 Flail Snail Shell Shield……………..93
Bard…………………………………………..12 Burrow…………………………………..78 Gelatinous Cube Armor…………...94
Optional Class Features…………..12 Camouflage…………………………….78 Glowshroom…………………………..94
College of Echoes……………………12 Clarity of Mind………………………..79 Graviturgic Hammer……………….94
College of Fangs……………………..14 Death-Strikes………………………….79 Heated Armor………………………...94
Cleric…………………………………………15 Dehydrate………………………………79 Helm of the Hells…………………….94
Optional Class Features…………..15 Dominate Vermin……………………79 Illithid Earworm……………………..95
Balance Domain……………………...16 Driderform……………………………..79 Illithid Squidling……………………..95
Eilistraee Domain…………………...17 Excavate…………………………………80 Jar of Sealing…………………………..95
Lolth Domain………………………….19 Gate Seal………………………………...80 Jarlaxle’s Pearl Earring……………95
Portal Domain………………………..20 Impostor Mask……………………….80 Keycoin………………………………….95
Watery Death Domain…………….21 Insightful Deceiver………………….80 Emblem of Blibdoolpoolp………..95
Druid…………………………………………23 Life from Death………………………80 Mechanical Beholder………………96
Optional Class Features…………..23 Locate Node……………………………81 Mummified Monk Hand…………..96
Circle of the Dredge………………..24 Magical Backlash…………………….81 Myconid Spore………………………..96
Circle of the Moonlit Song……….25 Mark of the Outcast………………...81 Phase Spider Plate…………………..96
Fighter………………………………………26 Minor Telekinesis…………………...81 Pickpockets Bane……………………96
Optional Class Features………….26 Minor Telepathy……………………..82 Purple Worm Collar………………..97
Gladiator Slave……………………….27 Necrotic Glow…………………………82 Ring of Treasure Seeking………...97
Monk…………………………………………28 Node Door……………………………...82 Roper Shield…………………………..97
Optional Class Features………….28 Node Lock………………………………82 Roper Skin Cloak…………………….97
The Way of the Sea Mother……..28 Obsidian Stare………………………..83 Scoundrel Map………………………..97
Paladin………………………………………29 Oozing Wall……………………………83 Spider Mask……………………………98
Optional Class Features…………..29 Pickpocketeer………………………...83 Spidercurse Mask…………………...98
Oath of the Silverhair……………...30 Portal Barricade……………………..83 Staff of the Vast Mind……………..98
Oath of Tyranny……………………..31 Portal Redirection…………………..83 Stealth Rock……………………………98
Ranger……………………………………….33 Portal View…………………………….83 Stone of Flumph Summons……..98
Optional Class Features…………..33 Quickening……………………………..84 Manual to the Underdark………..98
Bounty Hunter………………………..33 Root Wall……………………………….84 Thieves Stakes………………………..99
Darksong Knight…………………….34 Rushing Waters………………………84 Tiara of Spiders………………………99
Rogue………………………………………...36 Sanctuary……………………………….84 Umber Hulk Armor…………………99
Optional Class Features…………..36 Sharpen Object……………………….84 Unyielding Torment………………..99
Infiltrator……………………………….36 Shatter Captivity…………………….85 Underdark Gem………………………99
Vengeance Taker…………………….37 Soul Bolt………………………………...85 Wand of the Basilisk……………..100
Sorcerer……………………………………..38 Spectral Dagger……………………..85 Whip of Fangs………………………100
Optional Class Features…………..38 Spiderform…………………………….86 Xorn Armor………………………….100
Deep Diviner…………………………..39 Spore Stream………………………….86
Lolth’s Blessed………………………..40 Stone Tell……………………………….86 Ch. 4: Dungeon Master’s Tools.101
Warlock……………………………………..41 Sudden Swarm……………………….86 Geology and Environments……….101
Optional Class Features…………..41 Thieving Servant…………………….86 Topography………………………….101
The Dark Maiden…………………….42 Thieving Step………………………….87 Rocks and Rock Formations…..104
Spider Queen………………………….43 Tidal Bolts……………………………...87 The Underdark Environment…….108
Wizard……………………………………….44 Water Barrier…………………………87 Light…………………………………….108
Optional Class Features…………..44 Water Whip……………………………87 Air……………………………………….108
School of Demesne………………….45 Magic Items……………………………….89 Climate………………………………...109
Backgrounds………………………………47 Aboleth Eye……………………………89 Ecology………………………………...110
Feats………………………………………….52 Accessory of Attunement………..89 Underdark Hazards………………111
Barbed Devil Dagger……………….89 Spelunking……………………………….113
Ch. 2: Lineages…………….……………59 Basilisk Armor………………………..89 Cramped Spaces……………………113
Aevendrow………………………………..59 Beholder Eyestalk…………………..89 Underdark Regions…………………..115
Deep Imaskari……………………………60 Black Pudding Arrow……………...90 The Upperdark……………………..115
Gloamings………………………………….62 Bloodsucker’s Blade………………..91 The Middledark…………………….116
Grimlocks…………………………………..63 Boots of the Bulette………………...91 The Lowerdark……………………..118
Kuo-Toa…………………………………….65 Bottled Night………………………….91 Underdark Encounters……………..121
Lorendrow…………………………………67 Bottled Wave………………………….91
Whatever options you choose to use, this book
Using This Book relies on the rules in the Player's Handbook, Mon-
ster Manual, and Dungeon Master's Guide, and it
can be paired with the options in Xanathar's Guide
Jarlaxle’s Bag of Everything offers a host of new
to Everything, Tasha’s Cauldron of Everything, and
options for Dungeons & Dragons, and our journey
other D&D books.
through those options is accompanied by the notes
of the rogue himself, Jarlaxle.
The dandy Jarlaxle, whose words easily work Ten Rules to Remember
past his ill reputation, has gathered a deep under-
standing of others during his, let’s say, illustrious 1. The DM Adjudicates the Rules
career as a mercenary leader. He was one of a The rules of D&D cover many of the twists and
small number of male udadrow who actually turns that come up in play, but the possibilities are
had significant power in a Lolth-worshiping city, so vast that the rules can't cover everything. When
although he increasingly spent little time in the city you encounter something that the rules don't cover
itself as he adventured abroad in the Underdark or if you're unsure how to interpret a rule, the DM
and the Lands Above. Charismatic and cunning, decides how to proceed, aiming for a course that
he opens his bag of tricks to others intrigued and brings the most enjoyment to your whole group.
like-minded as him. 2. Exceptions Supersede General Rules
Written for players and Dungeon Masters alike, General rules govern each part of the game. For
this book offers options to enhance characters example, the combat rules tell you that melee
and campaigns in any D&D world, whether you're weapon attacks use Strength and ranged weapon
adventuring in Forgotten Realms, another official attacks use Dexterity. That's a general rule, and a
D&D setting, or a world of your own creation. general rule is in effect as long as something in the
game doesn't explicitly say otherwise.
What You'll Find Within The game also includes elements - class fea-
tures, spells, magic items, monster abilities, and
Chapter 1 brims with new features and subclasses the like that sometimes contradict a general rule.
for the classes in the Player's Handbook, and it When an exception and a general rule disagree,
presents the general tone of an Underdark cam- the exception wins. For example, if a feature says
paign. The chapter also offers background and you can make melee weapon attacks using your
feats for groups that use them. Charisma, you can do so, even though that state-
Chapter 2 contains lineages of Underdark den- ment disagrees with the general rule.
izens, each with its own perks and history of 3. Advantage and Disadvantage
survival. Even if more than one factor gives you advantage
Chapter 3 glimmers with new magical options, or disadvantage on a roll, you have it only once,
including spells, magical items, node magic, an- and if you have advantage and disadvantage on the
cient portals, and magical phenomena - available same roll, they cancel each other.
for both player characters and monsters to use.
4. Reaction Timing
Chapter 4 holds various rules that a DM may in- Certain game features let you take a special action,
corporate into an Underdark campaign, includ- called a reaction, in response to an event. Making
ing rules on exploring, navigating, and surviving opportunity attacks and casting the shield spell are
treacherous sunless environments. The chapter two typical uses of reactions. If you're unsure when
ends with a collection of encounters ready to be a reaction occurs in relation to its trigger, here's the
deployed in any adventure that the DM would rule: the reaction happens after its trigger, un-
like to spice up with minimal prep work. less the description of the reaction explicitly says
otherwise. Once you take a reaction, you can't take
It's All Optional another one until the start of your next turn.
Character Options
When you make your D&D character, you have an
array of options in the Player's Handbook to create
the sort of adventurer you want. This chapter adds
to those options, making it possible to realize even
more character concepts. If you combine these op-
tions with those in Xanathar's Guide to Everything
and Tasha’s Cauldron of Everything, the possibili-
ties for your characters become vast.
Here are the options featured in this chapter:
• Optional Class features for classes in the Play-
er's Handbook
• Subclasses for every class in the Player's Hand-
book
• Backgrounds and suggested characteristics to
help tailor your character’s backstory
• Feats for anyone who uses that optional rule
Cleaving Fetters
5th-level Drowcrafter feature
Your study of Drowcraft taught you to create one You have developed an ingenious method of
of the most fearsome symbols of Drow power: the
temporarily transporting faerzress to carry and
Shackles of Lolth.
These magical shackles are forged from ada- augment your crafts.
mantine, baked for a season in an earth node or When you are standing in a patch of faerz-
in a patch of faerzress and are then traditionally ress or near an earth node you may take an ac-
blessed by a priestess of Lolth. The drow use these tion to drain some of the radiation from these
evil manacles as tools to enslave their opponents sources and store them in one of your infused
both physically and magically: items. You can use the stored energy for creat-
• You can use the shackles as a spellcasting focus ing your Drowcraft equipment or use them to
for your artificer spells. assist you in combat. You can store one charge
• As a bonus action you may a grappled or in- of faerzress for each item that you are attuned
capacitated creature within 5 feet of you must to. You can use this feature a number of times
make a Wisdom saving throw against your spell equal to your Intelligence modifier (minimum
save DC. If the creature fails their save, they of one), and you regain all expended uses when
become snared in the shackles and are under you finish a long rest.
the effect of a dominate spell corresponding to As a bonus action you may expend a charge
their creature type. Creatures dominated by the on your infused item to release the faerzress
Shackles of Lolth may attempt to break free each
for various effects depending on the type of
item it is stored within (effect lasts for 1 min-
ute):
Truesight. You gain truesight out to a range of 60 When you enter a rage on your turn, you may dou-
feet. ble the damage bonus from your Strength modifier
Summon Drider. You can magically summon for attacks made that turn.
a drider bound to you, which appears in an
unoccupied space of your choice that you can Cull the Weak
see within 30 feet of you. The drider is friend-
ly to you and your companions, obeying your 12th-level barbarian feature
commands telepathically. In combat, the drider
shares your initiative count, but it takes its turn You have learned to eliminate lesser foes with ease.
immediately after yours. Once you summon the When you attack a creature on your turn, you may
drider, you cannot do so again until you finish a do so with a penalty to hit equal to the creature’s
long rest. The drider remains for 1 minute, until Challenge Rating. If you hit, you automatically
it is reduced to 0 hit points, until you use this score a critical hit. You may not use this feature
feature to summon the drider again, until you against a creature with a CR of 12 or higher.
lose attunement to the item, or you die. Anything
the drider was wearing or carrying is left behind
when the drider vanishes.
You have always been drawn to the darker places Your familiarity with caverns and lairs grants you
of the world, making caverns, tunnels, and lairs bonuses when in these (and similar) locations. You
your home. Cavelords are barbarians who have have advantage of Intelligence (Nature), Wisdom
chosen to wander the deep places of the world, (Perception), and Wisdom (Survival) checks in
facing the terrifying foes others only hear about in these types of locations.
legend and rumor. Many cavelords are masters of Additionally, when you enter combat in a cavern
the Underdark, constantly moving through these or similar location, you gain a bonus to your initia-
underground tunnels in search of the foul crea- tive roll equal to your Wisdom modifier.
tures that live there. These Barbarians revel in the
Stone-hardened Skin
10th-level Cavelord feature
Boulder Thrower
14th-level Cavelord feature
He who controls his path controls the You are resistant to the mind-inflicting stress
Underdark. many Underdark creatures can bestow upon
you. You gain resistance against psychic
damage and have advantage against Intelli-
JARLAXLE gence-based saving throws and effects.
In the darkest depths of the Underdark reside
fierce men and women who’ve savagely survived Taunting Attack
and claimed rule over the unrivaled dangers of 10th-level Path of the Exiled feature
this harsh underground caverns. Either there by
choice, accident, or by the unfortunate event of You can use your reaction to attack a creature
being captured by mind flayer or drow slavers, to that ends its turn within 5 feet of you. If the attack
this reclusive monster-slaying machines, it is kill or hits, the creature must succeed a Wisdom saving
be killed. throw (DC equal to 8 + your proficiency bonus +
your Strength modifier) or be taunted by you and
focus all of its attacks against you, regardless if it
Hard to Kill was planning to attack another creature. The effect
3rd-level Path of the Exiled feature
ends if you are incapacitated, or if the creature
ends its turn out of line of sight.
Time you have spent in the Underdark fighting all
If the creature succeeds on its saving throw, you
matter of bizarre alien-like monsters has hardened
can’t use this feature on that creature again for 24
your mind and body to keep going. As a bonus
hours.
action, you can heal yourself up to 1d6 hit points +
your barbarian level.
You can use this feature a number of times equal Subterranea Slayer
to your Constitution modifier (minimum of one), 14th-level Path of the Exiled feature
and you regain all expended uses when you finish a
long rest. You have hunted creatures of the Underdark
long enough to know their weaknesses and
Wild Senses how hard to hit them. As a bonus action, after
3rd-level Path of the Exiled feature you have hit a creature with a weapon you can
choose to deal an additional 3d6 or 10 dam-
You have experienced enough danger to sense your age (slashing, piercing, or bludgeoning, de-
prey before it strikes. Using no magic, but rather pending on your weapon damage type) against
pushing the limit of your physical abilities using aberrations, humanoids, monstrosities, and plants.
you honed sense of smell, sight, and hearing, you Once you use this feature, you must finish a long
can concentrate in your surroundings and detect rest before you can use it again.
any aberrations, humanoids, monstrosities, and
plants within 90 feet of you. You can feel their pres-
ence and determine their approximate position in
feet away from you.
Additionally, if you don’t already have darkvision,
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. If you already have darkvision, you see up to
120 feet of you instead.
You can use this feature a number of times equal
to your Constitution modifier (minimum of one),
and you regain all expended uses when you finish a
short or long rest.
Reverberating Inspiration
3rd-level College of Echoes feature
Bewildering Ventriloquist
6th-level College of Echoes feature
Self-Oscillation
14th-level College of Echoes feature
Killing Melodies
3rd-level College of Fangs feature
Venomous Solution
6th-level College of Fangs feature
6th Level
Dehydrate
Portal redirection
Master of Vermin
2nd-level cleric feature (replaces Channel Divinity:
Turn Undead and Destroy Undead features)
Empathic Healing
3rd-level cleric feature
You recognize that a balanced mind sometimes She moved so gracefully, I thought
requires forceful restoration. When you hit a crea- there was two of her. Turns out, it was
ture with a melee attack, you may expend a use of
this ability to force that creature to make a Wis-
her and her sword.
dom saving throw. On a failed save, the creature
is charmed by you, and uses its turn to engage in JARLAXLE
self-reflection. While outside of combat, you have
advantage on persuasion checks made against a The most elite clerics of Eilistraee are granted the
creature that is charmed in this way. No more than title of Sword Dancer. These devoted individuals
one creature can be charmed this way at a time, serve The Dark Maiden as warriors, infiltrators,
and this charmed affect ends if the creature takes and diplomats, taking their name from their agile,
damage. dance-like movements in battle. They often lead
You may use this ability a number of times equal expeditions into Lolth-controlled portions of The
to your Wisdom modifier (minimum once) and Underdark, seeking to free the Drow there of her
regain all expended uses after a long rest. dangerous and divisive dogma.
As a Sword Dancer, you are no stranger to the
Balanced Harm blade, knowing that while mercy and kindness are
17th-level Balance Domain feature important aspects of the Dark Maiden’s teachings,
violence must nonetheless be met with equal force.
Your powerful connection to balance allows you to Sword Dancers prefer to strike from the shad-
change the flow of combat, balancing the output of ows, using subtlety and spells to disable their foes
damage dealt to a single target. When a creature without killing them outright.
that you can see takes damage, you may use your
reaction to choose a number of creatures that you Domain Spells
can see equal to your Wisdom modifier (minimum 1st-level Eilistraee Domain feature
of 2 creatures), one of which must be the creature
taking damage. The damage that would have been You gain domain spells at the cleric levels listed in
taken by that creature is divided evenly among all the Eilistraee Domain Spells table. See the Divine
of the selected creatures. Domain class feature in the Player’s Handbook for
You may use this ability a number of times equal how domain spells work.
to your Wisdom modifier, and regain all expended
uses after a long rest. Eilistraee Domain Spells
Cleric Level Spell
1st magic missile, stone tell*
3rd pass without trace, spider climb
5th hypnotic pattern, thunder step
7th dimension door, resilient sphere
9th circle of power, commune
Bonus Proficiencies
1st-level Eilistraee Domain feature
JARLAXLE
Domain Spells
1st-level Lolth Domain feature
When you choose this domain at 1st level, you gain You become familiar enough with portal magic
proficiency with the Arcana skill if you did not that you can slightly alter the spells surrounding
already have it, and have advantage on Intelligence existing portals that you find. As an action, you may
(Arcana) checks made in relation to extraplanar make an Arcana check with a DC determined by
phenomena. the DM, attempting to alter an existing portal. On
a successful check, you may expend a spell slot of
Portal Hopper a level determined by the DM to alter the portal in
1st-level Portal Domain feature one of the following ways:
• You permanently close the portal, destroying it
You learn to create small portals to escape danger on both ends.
and access distant locations. You may cast misty • You change the destination to which the portal
step once without expending a spell slot. opens from your side. You must have been to a
You regain use of this ability after a short or long location to which you change the destination.
rest.
You impose a restriction on the portal, specifying
one type of creature or object that cannot use it.
Channel Divinity: Banish the
• You make the portal invisible, hiding it from
Unnatural those who are unaware of its presence.
2nd-level Portal Domain feature
You may be able to make additional changes at the
discretion of your DM. If you alter a portal that you
You may use your channel divinity to cast banish-
created in this way, you must expend a spell slot
ment without expending a spell slot or material
of one level lower than the slot which you used to
components. Creatures that are not native to your
summon the portal to do so.
plane of existence have disadvantage on their sav-
Note to DMs: As a general rule, closing portals is
ing throw made against this spell.
far easier than altering them, thus the DC and spell
levels used to do so should reflect this.
Sense the Unnatural
6th-level Portal Domain feature
Shift to Safety
17th-level Portal Domain feature
You are innately aware of the presence of crea-
tures or objects that do not belong on your plane
When you or a friendly creature you can see within
of existence. You may use an action to open your
30 feet of you becomes the target of an attack, you
senses to the extraplanar. If there are any objects
may use your reaction to teleport that creature to
or creatures within one mile that do not originate
another location that you can see within 30 feet of
from your plane of existence, you learn the identity
you, causing the attack to miss.
and direction of the nearest such object or being.
You may use this ability a number of times equal
to your Wisdom modifier, and regain all uses after
a long rest.
Water births life, extends life, but it When you are hit by an attack while you are in or
breathes death. near a body of water such as a river, lake, or ocean,
you may use your reaction to half the damage you
take from the attack, imposing a frail but disrup-
JARLAXLE tive watery barrier which lessens the force of the
attack.
The watery death domain, while not necessarily ex- You may use this ability a number of times equal
clusive, is almost entirely composed of Kuo-Toa in to your Wisdom modifier, and regain all expended
the Underdark. Though this domain can fall under uses after a long rest.
the jurisdiction of gods other than Blibdoolploop
and Umberleee, few gods wish to fraternize with Channel Divinity: Engulf
a deity that was literally created by mortal hands, 2nd-level Watery Death Domain feature
and as such, clerics of this domain are relatively
rare on the surface. Despite this, those who do You may use you channel divinity to summon a
follow the path set out by this domain are fearsome sphere of water, trapping a creature inside. As an
foes who harness divine power to distract, disable, action, you present your holy symbol and target
and drown their foes, surrounding them with one creature with this watery sphere. It must make
watery illusions before finishing them off in their a Dexterity saving throw against your spell save
confused and disoriented state. DC, and is restrained inside the sphere on a failed
save. While restrained, the creature is drowning. It
Domain Spells may make a Strength check at the end of each of
1st-level Watery Death Domain feature its turns, ending this effect on a success.
You gain domain spells at the cleric levels listed Watery Double
in the Watery Death Domain Spells table. See the 6th-level Watery Death Domain feature
Divine Domain class feature in the Player’s Hand-
book for how domain spells work. You learn to shape the flow of water to create
convincing illusions that mimic your movement.
Watery Death Domain Spells Whenever you cast a spell, of first level or higher,
Cleric Level Spells you gain a water illusion, which lasts for 10 min-
1st create or destroy water, entangle utes, and is shaped like you, but transparent upon
closer inspection. A creature may use its action
3rd mirror image, misty step to attempt to differentiate you from your illusion,
5th life from death*, wall of water making a Wisdom saving throw against your spell
7th control water, rushing waters* save DC. It learns which is the fake on a successful
save, and cannot be fooled by one of these illusions
9th dehydrate*, maelstrom
for the next 24 hours. Outside of combat, you may
control the illusion’s movements as long as you can
Strong Swimmer see it and it remains within 120 feet of you, and
1st-level Watery Death Domain feature you may speak through the illusion as if you were
in its place.
When you choose this domain at 1st level, you gain
a swimming speed equal to your walking speed.
Additionally, being in or under water no longer
imposes any disadvantages on you.
Aura of Growth
7th-level druid feature
Druid Circles
At 2nd level, a druid gains the Druid Circle feature
which offers you the choice of a subclass. The
following options are available to you when making
that choice: Circle of the Dredge and Circle of the
Moonlit Song.
Corrosive Touch
2nd-level Circle of the Dredge feature
Circle of the Dredge
As a bonus action, you can magically alter your
body with bizarre forces of nature to corrode any-
All wisdom comes from doorways and thing that touches it for the duration of your next
gutters. turn. Every time a non-magical object touches your
body even if this touch is over your armor or cloth-
ing, the creature must succeed on a Dexterity sav-
JARLAXLE ing throw equal to 10 + your Dexterity modifier or
start corroding the anything that touches it. If the
There are certain individuals that find amusing the object is armor or a weapon it gains a permanent
corrupting nature of oozes and slime-like crea- cumulative -1 penalty to the AC or weapon damage.
tures. In their bizarre corrupting nature, that is of- Nonmagical ammunition made out of metal that
ten claimed to be originally drawn from apocryphal hits you is destroyed after dealing damage. If the
ancient tomes. Defenders of this misunderstood object is anything else besides a weapon or armor,
branch of nature learn to destroy their enemies it takes 1d4 + your druid level acid damage.
with this corrosion living acids after living for sev- You can use this feature a number of times equal
eral years in the numerous slimy abandoned cities to your Wisdom modifier (a minimum of one), and
and caves of the Underdark. you regain all expended uses when you finish a
long rest.
The time you have spent around oozes, slimes and Ritual dances are best done at night as
other dangerous substances have made you resis- to hide all the blushing.
tant to their effects. At 2nd level you gain resistance
to acid damage.
JARLAXLE
Apocryphal Shape
6th-level Circle of the Dredge feature Druids of the Circle of the Moonlit Song are
devoted servants of the Dark Maiden, the goddess
The bond with your oozes enhances your body, Eilistraee. Though most of the druids of this order
breaking it down into moist, soft, and slippery are drow, the circle is open to all, and is widely
shapes. As an action you can alter your shape to known for its peculiar ceremonies and rites under
turn into a wide variety of ooze-like creatures. You the light of the full moon.
can spend one Wild Shape use to transform into Druids of this circle are encouraged to allow
a black pudding, gelatinous cube, gray ooze, or an their emotions to be manifested, contrary to the
ochre jelly. culture many Lolth-ruled drow are familiar with,
and their rituals are a means by which to express
these emotions.
Ooze Master Like other Druidic circles, this circle emphasizes
10th-level Circle of the Dredge feature
a love and reverence for nature. However, unlike
many other circles, those of the Circle of the Moon-
You can summon the slime spirit bound to your
lit Song focus primarily on their own personal
soul. As an action you can summon up to 8 gray
nature, and on allowing themselves to grow just as
oozes or 2 ochre jelly that follow your every
one would nurture a plant. Those in these con-
command within 60 feet of you on an unoccupied
claves are often extremely tight knit and protective
space that you can see. The oozes initiative order
of one another.
is equal to yours. Once you use this feature, you
must wait until all summoned oozes of the same
type are destroyed before summoning more oozes Strength in Unity
again. The oozes disappear after 1 minutes if they 2nd-level Circle of the Moonlit Song feature
haven’t been slain.
You can use this feature a number of times equal Your deep wellspring of self-awareness and sense
to your Wisdom modifier (a minimum of one), and of camaraderie with those around you allows you
you regain all expended uses when you finish a to overcome fears and temptations that would
long rest. break others. You are immune to being frightened
or charmed while within 10 feet of a friendly crea-
ture.
Acid Immunity
14th-level Circle of the Dredge feature
Support the Circle
You are slowly becoming something great and 2nd-level Circle of the Moonlit Song feature
repulsive. You become immune to acid damage.
You may cast the cure wounds spell once per long
rest without expending a spell slot. In addition,
whenever you cast a spell or cantrip that targets ex-
actly one other friendly creature, you may change
the casting time from one action to one bonus
action.
JARLAXLE
Strenuou Laborer
3rd-level Gladiator Slave feature
Sacred Oaths
At 3rd level, a paladin gains the Sacred Oath fea-
ture, which offers you the choice of a subclass. The
following options are available to you when making
that choice: Oath of the Silverhair and Oath of
Tyranny.
JARLAXLE
The spells in the following list expand the ranger Elite rangers that take up the bounty hunting
spell list in the Player's Handbook. The list is or- profession are self-employed mercenaries that are
ganized by spell level, not character level. If a spell constantly looking for work. Usually hunting for
can be cast as a ritual, the ritual tag appears after outlaws and criminals, though sometimes whoever
the spell's name. Each spell description is later on has a high price on their head, whether it’s a noble
in the book (chapter 3). lord or a monstrous creature. They populate the
numerous cities of the Underdark, hanging around
Cantrip (0 Level) 2nd Level taverns, pubs, and solitary alley ways. Deadly and
cunning, when a bounty hunter takes a job, it’s
Spectral dagger Blindsight
almost certain they will get it done.
Burrow
1st Level Root wall
Camouflage
Sanctuary 3rd Level
Spore stream Clarity of mind
Stone tell
Ranger's Skill
3rd-level ranger feature, and again at 10th-level
Contract Finding
3rd-level Bounty Hunter feature
Darksong Knight Spells You are exceptionally well versed in fighting the
forces of evil. When you hit an evil-aligned crea-
Ranger Level Spell ture with an attack, you may force that creature to
make a Wisdom saving throw equal to your spell
3rd shield of faith
save DC. On a failed save, the affected creature is
5th moonbeam frightened of you until the end of your next turn
9th crusader’s mantle and cannot take reactions. Additionally, demons,
13th banishment devils, and aberrations have disadvantage on this
saving throw against the effect.
17th banishing smite You may use this feature a number of times
equal to your Wisdom modifier and regain all ex-
Vigilant Watcher pended uses after a short or long rest.
3rd-level Darksong Knight feature
Maiden's Fury
You are a master of the hunt, always on the lookout 15th-level Darksong Knight feature
for incursions from the evils of this plane and oth-
ers. You gain proficiency in the Arcana and Percep- As a purveyor of the Dark Maiden’s will, you have
tion skills. If you already have proficiency in either learned to channel her power to defeat even the
of these skills, you may treat that skill as if you had dangerous of foes. When you hit a creature with
expertise. (You may double your proficiency bonus an attack, you may use this feature to immediately
when using that skill) deal an additional 10d8 radiant damage to the
target. This damage is unaffected by resistances or
Swift Responder immunities.
3rd-level Darksong Knight feature Once you use this feature, you cannot use it
again until you have finished a long rest.
You have mastered the art of striking first and
striking hard. You may add your Wisdom modifier
to your initiative rolls.
In addition, when you hit a creature that has not
yet acted in combat, you deal an additional 2d8
damage of the weapon’s damage type to that oppo-
nent.
(This extra damage increases as you gain levels
to 3d8 at 6th level, 4d8 at 9th level, 5d8 at 12th level,
and 6d8 at 15th level)
Soothing Sorcery
3rd-level sorcerer feature
Persuade Reality
7th-level sorcerer feature
You gain class features in the Player’s Handbook 1st Level 5th Level
when you reach certain levels in your class. This Insightful deceiver Portal barricade
section offers additional features that you can gain Oozing wall
as a warlock. Pickpocketeer 6th Level
Unlike the features in the Player’s Handbook, Sanctuary Dehydrate
you don’t gain the features here automatically. Con- Gate Seal
sulting with your DM, you decide whether to gain a 2nd Level Portal redirection
feature in this section if you meet the level require- Blindsight
ment noted in the feature’s description. These Burrow 8th Level
features can be selected separately from another; Impostor mask Excavate
you can use one, both, or none of them. Locate node
Magical backlash
Additional Warlock Spells Node lock
Thieving servant
1st-level warlock feature
Additional Invocation
7th-level warlock feature
Once per short rest, when you are damaged by an Expanded Spell List
attack, you may use your reaction to immediately 1st-level Spider Pact feature
cast mirror image on yourself without expending a
spell slot. The Spider Pact lets you choose from an ex-
panded list of spells when you learn a warlock
Disabling Dirge spell. The following spells are added to the
10th-level Dark Maiden feature warlock spell list for you.
You learn to enthrall enemy creatures to keep Spider Pact Expanded Spells
them at bay for some time. As an action, you play
an entrancing melody and attempt to charm one Spell Level Spell
creature within 60 feet. The creature must make 1st inflict wounds, alarm
a Wisdom saving throw equal to your spell save
2nd invisibility, levitate
DC. On a successful save, nothing happens. On a
failed save, the creature is charmed, and is stunned 3rd protection from energy, wind walk
while charmed in this manner. The creature can 4th Evard’s black tentacles, stone shape
repeat this saving throw at the end of each of its
5th wall of force, mislead
turns, ending the effect on a successful save. When
this effect ends, the target creature takes psychic
damage equal to 10 times the number of rounds Spider Venom Pact
for which it was charmed. 1st-level Spider Pact feature
You may use this action any number of times
until it is successful. Once a creature has failed it’s You harvest and embrace the toxic nature from
throw against this effect, you cannot use it again your arachnid pact. You know the poison spray
until you have taken a short or long rest. cantrip if you don’t already know it.
You have learned to channel the harmful energy of The dread voice of the Spider Queen fills your
an aggressor back upon them. As an action, you thoughts demanding blood sacrifices. As a bonus
may use this feature to enchant up to two crea- action, every time you hit with a weapon or spell at-
tures (which can include yourself) with a mystical tack you deal 1d10 bonus psychic damage. You can
ward, which grants each creature 20 temporary hit give up this bonus and bestow it on an ally you can
points. While a creature has these hit points, if it is see that is within 30 feet of you. The ally's bonus
hit with an attack, the attacker takes psychic dam- lasts for 1 round.
age equal to the amount of damage they dealt. Once you use this feature, you can’t use it again
until you finish a short or long rest.
The Spider Queen Iron Resistance
10th-level Spider Pact feature
Truth always suffers from too many
The unbreakable magical will of Lolth runs
truth-sayers. through your body. You have advantage against
spell saving throws and are immune to being
JARLAXLE charmed.
Ancient Knowledge
6th-level School of Demesne feature
d6 Ideal
1 Order. Those who break the law must face its
punishment, as is just. (Lawful)
2 Mercy. I hope that somehow, my work can save
people from themselves. (Good)
3 Punishment. The people I hunt will be made to
pay dearly for their crimes. (Evil)
4 Money. This is a job like any other, just happens
to be a bit more lucrative. (Any)
5 Revenge. Someone from among those I hunt
has wronged me, I will have my revenge. (Any)
2 I always keep my eyes down, never looking at 2 I will refuse almost every order or request that I
those to whom I speak. receive, simply because I can.
3 I love good food, and I will always avail myself 3 I treat those below me in station the same way I
of the opportunity to sample something new. used to be treated.
6 I often wait to be told what to do. 6 I always think someone is out to get me.
Unspeakable Vow
You willingly give yourself to the service of an evil
deity or cause, denying yourself an ordinary life to
serve your unspeakable ends. You gain the follow-
ing benefits:
• You have advantage on Deception, Intimidation,
and Persuasion checks.
Versatile Combatant
You have learned to combine attacks with the
favored weapons of the drow – the short sword and
the hand crossbow. You gain the following benefits:
• You gain a +1 bonus to AC when dual wielding a
short sword and hand crossbow.
• Being within 5 feet of an enemy doesn’t impose
disadvantage on your hand crossbow attacks.
• When you hit an enemy with a hand crossbow,
you may use a bonus action to make a shorts-
word attack against an enemy in range.
CHAPTER 2 | LINEAGES 60
Aevendrow Starsongs them one of the great powers of the world. Since
that time, much has transpired. After the revolt of
d10 Starsong
their slaves and the bloodbath that followed, the
1 The Song of the Hidden (Stealth) few deep imaskari that survived the massacre fled
2 The Song of the Muse (Performance) underground, their once great empire reduced to
3 The Song of the Worker (One tool or vehicle) ruin. Now, after thousands of years living beneath
the surface, and bolstered by the alien magics of
4 The Song of the Hero (Athletics) their powerful spellcasters, deep imaskari are a
5 The Song of the Lover (Persuasion) completely separate race, no longer human, but
6 The Song of the Mage (Arcana) something far more magical, and to most other
races, far more sinister.
7 The Song of the Scholar (Investigation)
8 The Song of the Mediator (Insight)
Masters of Magic
9 The Song of the Ambassador (one additional
language) Even before the fall of their empire, imaskari were
known for their powerful magics, and that lust for
10 The Song of the Priestess (Religion) arcane power has not dulled since their retreat to
the recesses of the earth. To them, magic is a path
Aevendrow Traits to power, a means by which to reclaim all that was
Your Aevendrow character has the following racial taken from them those many years ago.
traits.
Size. Aevendrow are shorter than humans, typi- Secretive but Diplomatic
cally 5 feet, and are svelte. Your size is Medium.
Deep Imaskari have learned to be exceptionally
Speed. Your base walking speed is 30 feet.
skilled in diplomacy and negotiation. They are
Darkvision. You have darkvision out to a range
shrewd diplomats and have impeccable manners,
of 60 feet.
doing everything that they can to assuage the fears
Starsong Blessing. You gain an additional pro- or prejudices other races may have towards them
ficiency based on your Starsong. Additionally, once because of their history. Typically, these manner-
per long rest, you may choose to automatically isms are simply a tactic by which to get what they
succeed on one skill check that uses the proficien- want, but even so, their skill and charisma can’t be
cy you gain from your Starsong. denied.
Aevendrow Spellcasting. You know the danc-
ing lights cantrip. When you reach 3rd level, you
can cast the chromatic orb spell once using this Lost Superiority
trait and regain the ability to do so when you finish Though their once great empire fell millennia ago,
a long rest. When you reach 5th level, you can cast most deep imaskari still cling to the idea that they
the mirror image spell once using this trait and are a superior race, meant to rule over those who
regain the ability to do so when you finish a long are lesser. Though many blame the drow slavers
rest. for the many missing persons who become slaves
in the Realms Below, the deep imaskari are equally
culpable, keeping slaves of many different racial
Deep Imaskari and cultural backgrounds. They rarely enslave
drow, and if they do so, they ensure that the drow
slavers that they trade with are unaware of that
Do not make the error of considering fact, hoping to maintain good trade relations, par-
the imaskari defeated. Once you get a ticularly where the slave market is concerned.
Deep Imaskari slaves are treated far better than
taste of superiority, it takes eons for it
most drow slaves are, a cultural habit instilled in
to turn to guilt. the deep imaskari by their fear of having slaves
rebel against them again. They try to ensure that
JARLAXLE their slaves, though in bondage, are well cared for,
fed, cleaned, and given necessary care when ill or
Long ago, the human empire of the Imaskari injured.
thrived on the backs of their slaves. Their power-
ful wizards and contact with other planes making
61 CHAPTER 2 | LINEAGES
Deep Imaskari Origins Deep Imaskari Quirks
d8 Quirk
You can roll on or choose an option from the Deep
Imaskari Origins table to determine an origin for a 1 You can’t resist magical items or artifacts. If
Deep Imaskari character. you can get it, you will.
2 You have an insatiable curiosity about other
Deep Imaskari Origins races and cultures.
d8 Origin 3 You are simply better than everyone else.
1 You’ve been training since your childhood as 4 You are exceptionally paranoid.
an infiltrator, intent on taking down govern-
5 You feel drawn to powerful people, and seek
ments from the inside.
to ally yourself with them whenever possible.
2 You are a shrewd negotiator. Too shrewd
6 You cannot accept when you are wrong.
in one case, it seems. A local merchant has
recently been lodging complaints, and the 7 You quickly adapt to the mannerisms and
town’s guardsmen now treat your business niceties of any culture in which you find
with suspicion. yourself.
3 You have been promised an exceptionally 8 You check even the most mundane of items
powerful magical heirloom from your family for magical properties.
on the condition that you complete a gruel-
ing rite of passage on the surface. Deep Imaskari Names
4 You have fallen in love with a slave, and are Deep Imaskari typically use rather common
trying to find a way to free them so that you human names, though some drow constructions
can elope. have become more present in their nomenclature
over the years. Children are typically named after a
5 A powerful noble has taken a liking to you,
great mage, in hopes that they can one day rise to
and while you despise him treating you as if
that namesake and perform acts of similar caliber.
he is your superior, you know his favor could
As such, many deep imaskari are the fifth or sixth
be useful in the future.
to bear their name through their family’s genera-
6 You studied at a prestigious Imaskari Univer- tions.
sity, and are believed to be the greatest mage Male Names: Gareth, Toricc, Revlar, Errick,
since the old Imaskari masters. Benson, Warren, Leynith, Ulik
7 You were raised on the surface, away from Female Names: Gwenneth, Helena, Triss, Phyl-
other deep imaskari, and have not been la, Lystra, Nairi, Rachelle, Lisari
taught about any of your people’s history. Family Names: Halvford, Odioun, Vestiri, Tarker,
8 You keep having visions of the old Imaskari Dracon, Stell, Smithy, Arca
Empire, and believe it is your duty to restore
it to its former glory. Deep Imaskari Traits
Your Deep Imaskari character has the following
Deep Imaskari Personality racial traits.
You can use the Deep Imaskari Quirks table to Size. Deep Imaskari are slightly shorter than
determine a personality quirk for a Deep Imaskari humans, and are typically gaunt. Your size is Medi-
character or to inspire a unique mannerism. um.
Speed. Your base walking speed is 30 feet.
Cavern Dweller. You have darkvision out to a
range of 60 feet.
Seeker of Magic. You have proficiency in the
arcana skill. Additionally, once per long rest, you
may cast identify without expending spell slots or
components.
Silver Tongue. You have proficiency in decep-
tion and persuasion.
Languages. You can speak, read, and write
Common and one other language of your choice.
CHAPTER 2 | LINEAGES 62
seems best to them at any given moment.
Gloamings
Disturbers of the Peace
Wanderlust lurks in the heart of every Gloamings have an uncanny ability to quickly
gloaming. Remember that when you ask understand the status quo in any group, city, or
conversation that they are in, and their chaotic
for a promise or a plan. nature makes them absolutely intent on breaking
these cultural norms. They love change, particular-
JARLAXLE ly seeing it in other people or places, and will often
do all in their power to make such changes occur,
With luminous skin that can change colors and whether for good or ill.
patterns at will, fur-covered wings, a cat-like eyes,
gloamings are uncommon beings even in their Gloaming Origins
supposedly native Underdark. This plane-touched You can roll on or choose an option from the
race is mysterious to even the most experienced Gloaming Origins table to determine an origin for
of adventurers, and many who come across them a Gloaming character.
mistake them for some sort of Tiefling. Little is
known about their origin, merely that they are Gloaming Origins
somehow descended from some combination of
creatures native to both Toril and the Plane of d8 Origin
Shadow. Despite their rarity, adventuring gloam- 1 You stole an exceptionally valuable trinket
ings are almost as common as other adventurers, and are now being pursued by mercenaries
since their boundless curiosity and wanderlust hired by the nobleman it belonged to.
drives almost all members of this race to embrace 2 You have discovered a delicacy of the surface
a life of adventure. that is as delicious as it is rare, and are intent
on finding a chef who will share the secret of
Curious Wanderers its creation with you.
Gloamings have very few settlements of their own, 3 You meet with your brothers and sisters once
preferring to set out on their own and experience each year to share stories. However, the last
what the world has to offer. They are born to adven- time you were supposed to meet, you were
ture, and will often wander about for days seeking the only one there.
someone or something interesting to interact with. 4 You spent some time in a surface prison for
The rarity of gloamings is, in no small part, a various misdemeanors, and now have a per-
result of this wanderlust. Though gloamings can be manent dislike for law enforcement.
quite prolific in their reproduction, less than a third 5 You have never been to the surface before,
will ever find a partner, and even if they do, the and are planning on travelling there with a
odds that it will be another gloaming are exception- large group of young gloamings.
ally small.
6 You recently learned that you fathered a
child, and that the child in question has been
Friendly but Flighty kidnapped.
Gloamings are exceptionally friendly creatures, 7 Your closest friend was killed under mysteri-
ready to converse with anyone or anything that ous circumstances, and you’ve made it your
they find interesting in the least. They make friends quest to find and punish his murderers.
quickly, and will defend allies they have known for
8 You have been named a local hero, which
only a few days with their lives.
is very inconvenient because with all of the
Despite this friendly nature, gloamings are easily
ceremonies, autographs, etc., you haven’t
bored, just as they are easily entertained. When a
found a way to leave town and continue your
creature or location becomes boring, they leave,
adventure.
seeking better company and environs. Because of
this, gloamings have a reputation of unreliability. Gloaming Personality
Though a gloaming might remember making a You can use the Gloaming Quirks table to deter-
promise, they put little stock in contracts of any mine a personality quirk for a Gloaming character
kind, written or vocal. They prefer to do whatever or to inspire a unique mannerism.
63 CHAPTER 2 | LINEAGES
Gloaming Quirks creature that you know. That creature is your
d8 Quirk best friend. You may use an action to give your
1 You cannot stand to sit still for long. You have
best friend advantage on any ability check or
to be doing something, anything. saving throw once per short or long rest.
Shining Skin. You have bright, glowing patterns
2 You cannot abide the presence of drow, rippling across your skin that can change color,
immediately fleeing or attacking when you size, and shape as you see fit.
see one.
Languages. You can speak, read, and write
3 You gossip incessantly, and often untruthfully, Common and Undercommon.
loving the drama of seeing your friends at
odds with one another.
4 You have a new best friend at least once Grimlocks
every day.
5 You mimic every person you speak to, fasci-
nated by their unusual patterns. Survival is understanding consequences.
6 You make promises as easily as you blink, and
break them just as easily. JARLAXLE
7 You always speak your mind.
Viewing these foul-looking, gray-skinned beasts
8 You change your skin tone to match your
with eyeless sockets, many races consider grim-
mood.
locks to be no more than mindless monsters, fit for
nothing but extermination. These creatures were
Gloaming Names once humans, until generations of living in the
Gloamings take their names from exciting events caverns of the Underdark under the control of their
or people in their lives. While gloaming parents illithid masters slowly transformed their minds and
give their child a name at birth, both they and the bodies, leaving them forever twisted. Though some
child grow bored of that name quickly. A gloaming grimlocks still serve the illithids, many have also
will typically choose a new name once or twice broken away, forming their own colonies and vying
each year, and the name can be anything from the for survival therein.
word for a specific accomplishment they achieved,
to the name of their new favorite food or person.
Gloaming Names: Goblin-Basher, Kiwi, Ed,
Sight of the Sightless
Mordenkainen, Dead-Drow, Bookcase, Paintbrush, Over the generations during which the grimlocks
Beholder have lived in the caverns of the Realms Below, they
have developed a host of senses that allow them
to stalk their Underdark prey with exceptional
Gloaming Traits efficiency. Though their eye sockets now sit empty,
Your Gloaming character has the following racial these creatures have an incredible sense of hear-
traits. ing and smell, and use echolocation to find and
Size. Gloamings are typically a little smaller capture their prey with ruthless efficiency.
than humans, though the tallest can reach just over
6 feet. Your size is medium. Disdain for Magic
Speed. Your base walking speed is 30 feet.
Darkvision. You have darkvision out to a range Grimlocks view magic in all its forms as an evil to
of 60 feet. be feared and avoided at all costs. They shun any
member of their society who exhibits sorcerous
Fur-Covered Wings. You have a flying speed
tendencies, and consider magic of any kind to be
equal to your walking speed. In addition, your
the greatest threat to their survival.
wings can serve as warm clothing. You automat-
ically succeed on Constitution saving throws to
avoid levels of exhaustion in cold environments. Ruled by Fear
Devoted for a Day. You are completely Grimlocks are motivated almost purely in their
devoted to your best friend, though who that endeavors by a deep and desperate desire for sur-
is might change from moment-to-moment. At vival. Their fear drives them to commit atrocious
the end of a short rest, you may choose one acts, but some have been known to overcome these
CHAPTER 2 | LINEAGES 64
natural inclinations when provided with safety and Grimlock Quirks
security. d8 Quirk
1 You are terrified of every new person you
Grimlock Origins meet.
You can roll on or choose an option from the 2 You sleep restlessly, waking at the smallest
Grimlock Origins table to determine an origin for a disturbance.
Grimlock character.
3 You have a taste for flesh.
Grimlock Origins 4 The only moral compass you have points to
d8 Origin whatever will help you survive the longest.
1 You have recently made friends with a prison- 5 You attempt to destroy every magical item or
er the others intend to eat soon, and you’re trinket you come across.
not sure what to do about it. 6 You don’t feel safe if you can’t touch at least
2 Your superb senses of hearing and smell out- one wall at all times.
strip even that of other grimlocks, and you 7 You can be easily calmed by one particular
have been tasked with keeping the colony sound or smell.
safe and sounding an alarm in case of danger. 8 You don’t trust anything you can’t see.
3 You have lived for years as a drow slave, but
were lost in an accident and presumed dead. Grimlock Names
4 The colony you belong to has recently lost its Grimlock names are typically reminiscent of hu-
crops to a Drow raid. Your elders are discuss- man names, but often incorporate strange sounds
ing returning to the old ways, raiding surface only replicable by other grimlocks, such as soft
settlements for flesh to feast on. clicks and deep-throated trills. Their names sound
5 You are the only magic user in your entire harsh with emphasis on stronger sounds such as
clan, but must keep it a secret for fear of t’s and k’s.
execution. Male Grimlock Names: Gr’rlck, Lot’ril, Benti’rr,
Vrrick, Otis, Rikke, Borr’ik, Jagarrt
6 You were raised by surface dwellers as a pet, Female Grimlock Names: Her’rta, Illik, Pry’tte,
but they died in a terrible accident, and you Bute’e, Clarr’a, Bethh, Riika, Oryy’ka
are now on your own.
7 You have come to trust one surface dweller
completely, and travel with them for safety,
Grimlock Traits
but are still suspicious of all others. Your Grimlock character has the following racial
traits.
8 You suffered a grievous wound and were
thought dead by your clan, who abandoned Size. Grimlocks are slightly larger and taller
you while you were unconscious. Now that than humans. Your size is Medium.
you’ve woken up, they are long gone and you Speed. Your base walking speed is 30 feet.
must find them once again, but it’s been days Blind Sense. You have blindsight out to a range
since they were here. of 60 feet or to a range of 10 feet while you are
deafened. You are blinded past this range. You are
completely blind if you are deafened and unable to
Grimlock Personality smell.
You can use the Grimlock Quirks table to deter-
Bite. You can use your sharpened fangs as a
mine a personality quirk for a Grimlock character
natural weapon to make a melee attack. If you hit
or to inspire a unique mannerism.
with this attack, you deal piercing damage equal to
1d6 + your Strength modifier.
Tough Skin. You have naturally thick skin.
While you are not wearing armor, your AC is equal
to 13+your dexterity modifier.
Keen Senses. You have advantage on any Per-
ception checks that rely on hearing or smell.
Natural Armor. You have tough, scaly skin.
When you aren't wearing armor, your AC is 13 +
65 CHAPTER 2 | LINEAGES
your Dexterity modifier. You can use your natural
armor to determine your AC if the armor you wear
Strict Theocracies
would leave you with a lower AC. A shield's ben- Despite being freed from the oppressive rule of
efits apply as normal while you use your natural the illithids, kuo-toa had become accustomed to a
armor. strict rule of law, and their rulers have become ty-
Languages. You can speak, read, and write rants in every sense that their predecessors were.
Common and Undercommon. Kuo-Toa archpriests rule colonies with a heavy
hand, training their successors, kuo-toa whips, to
be just as tyrannical and uncompromising.
Kuo-Toa With the powers granted to them by their
constructed gods, archpriests and whips are less
affected by the insanity that is their race’s curse.
No more terrible of a disaster could Their strength of will allows them to easily oppress
the minds of the lesser kuo-toa.
befall a people than to be infected with
the madness of religion.
Natural Rivalry
Kuo-Toa has a natural rivalry with drow that pre-
JARLAXLE dates even their enslavement by the mind flayers.
Most kuo-toa will flee at the sight of a drow, as
Kuo-Toa are depraved race of fish-like human- their race has been historically weaker, but an
oids, native to the Underdark, that suffer from archpriest or whip will attempt to kill any drow it
a race-wide curse of insanity. Any semblance of encounters.
mental stability that the race had has long since
disappeared after centuries of enslavement to the
illithids. Though most of their race has been freed
from that enslavement, their minds have never
recovered, but their desire for vengeance and vio-
lence remains.
Kuo-Toa can secrete substances that can be
either sticky or slippery. They coat their weapons
and shields with this substance, using it to great
effect in battle. They prefer not to wear armor as
it interferes with their bodies’ natural secretions,
but will typically wear small pieces of jewelry and
gemstones they collect from the ocean floor.
God-Makers
Rather than worship existing deities as a means to
gain protection from their foes, kuo-toa create their
own gods, worshipping inanimate objects that they
create or find, such as statues and shrines. The
mind-altering effects of their long enslavement to
the illithids somehow granted the race the ability
to manifest their insanity into the real world. If
enough Kuo-Toa worship a being, their collective
energy will cause it to gain a great number of the
powers that they attribute to it.
The most widely worshipped god to kuo-toa is
Blibdoolpoolp, the Sea Mother, a massive female
human with a crayfish’s head and claws. The god
was likely once a statue, which was changed and
empowered by the collective belief of kuo-toa.
CHAPTER 2 | LINEAGES 66
Kuo-Toa Origins Kuo-Toa Quirks
d8 Quirk
You can roll on or choose an option from the Kuo-
Toa Origins table to determine an origin for a Kuo- 1 You hate wearing clothing, and avoid every
Toa character. piece of it that you can.
2 You constantly mutter to yourself in a lan-
Kuo-Toa Origins guage not even you can understand.
d8 Origin 3 You don’t know how to refuse a direct com-
1 You have found a magical artifact and want to mand.
keep it hidden from other kuo-toa. 4 You attack or flee whenever you come across
2 You have always been a little saner than kuo- a Drow.
toa around you, a trait that the local whips 5 You see things that aren’t really there when-
are not particularly fond of. ever someone says a specific word or phrase.
3 You have been banished from your tribe and 6 Your sweat becomes sticky whenever you’re
left to fend for yourself in the Underdark. stressed.
4 You have lived almost your whole life as a 7 You constantly find the tall tales you tell
slave to the drow, but have recently been around the campfire coming true…
freed in a stroke of luck.
8 You burst out with random words or phrases,
5 You keep hearing voices in your head, but then forget what you said.
these ones seem clearer and more meaning-
ful than the normal ones…
Kuo-Toa Names
6 You’ve been trained as a whip, but secretly Kuo-Toa names sound foreign, and often silly to
have no belief in deity. those who live on the surface. To other humanoids,
7 Your search for meaning has led you to an the language and names of kuo-toa simply sound
ancient shipwreck where a powerful being like garbled words spoken underwater, which are,
claiming to be a god contacted you, asking to some extent, exactly what they are.
for assistance. Male Kuo-Toa Names. Boolip, Plobble, Gorb,
8 Your entire family was accused of heresy, and Voolp, Klub, Globoo, Fdool, Ebut
is now being hunted by the Archpriest and Female Kuo-Toa Names. Boola, Plibe, Goora,
their whips. Veerb, Kuuli, Gleebee, Fdoora, Soorba
67 CHAPTER 2 | LINEAGES
tage on ability checks and saving throws made to Even after these many years, the lorendrow have
escape a grapple, and on checks made to grapple yet to forgive Corellon for abandoning them follow-
an opponent. ing Lolth’s descent to evil. They typically consider
Languages. You can speak, read, and write deities to be powerful beings, worthy of respect,
Common and Undercommon. but not of worship.
Lorendrow Origins
JARLAXLE d8 Origin
1 You have never left the jungle and fear the
Lorendrow are one of the small subgroups of for-
outside world.
mer drow who rejected Lolth’s path of evil, refusing
to follow her into the depths of the Underdark. 2 You must leave your home in search of medi-
cine that your people cannot produce.
Strict Isolationists 3 Your familiar has a deep connection with an
extremely specific place, far beyond your
Though the lorendrow did not follow their homeland. You have promised you will find a
udadrow brethren into the Realms Below, they way to take them there.
did similarly retreat into exile from the rest of the
4 Your jungle has been infested with vermin
world.
fleeing some unknown terror beyond your
Lorendrow make their homes in dense jungles,
borders. You are sent to investigate the dis-
with settlements that have, for years, escaped the
turbance.
notice of all but a few who venture beneath the
canopy. Though the initial group that separated 5 The goddess Eilistraee has been speaking to
themselves from the udadrow was relatively small, you since you were a child, but your people
their numbers have grown greatly, in large part do not approve of your worship.
due to their harmony one with another and lack of 6 You keep hearing voices coming from deep in
outside influences. the jungle. They seem to be calling you, beck-
Their sense of isolation has been reinforced oning with promises of power and riches.
again and again as lorendrow travelers have faced
7 Udadrow raiders have been attacking your
discrimination in the outside world, courtesy of the
countrymen for months, and they are close
actions of their udadrow cousins. Most people find
to seizing your capital city, intent on enslav-
it difficult, if not impossible, to distinguish between
ing you and everyone you love.
lorendrow and udadrow, and as such, lorendrow
are often treated with suspicion and hatred. 8 The jungle is suffering from some sort of
disease. You must find a cure before your
home dies.
Lovers of the Natural World
At the beginning of the lorendrow’s society, they Lorendrow Familiars
found themselves shunned by Corellon, abandoned Most lorendrow have a strong enough connection
by Lolth, and left alone in the world. Finding them- to the natural world that each has, at some point,
selves so exceptionally alone, the lorendrow lost attracted the attention of an animal or fey spirit,
faith in deity, and instead turned to nature itself, which becomes a familiar to them. A lorendrow
reveling in the untainted and constant beauty and may have a different familiar depending on where
ferocity of the world around them. they originate. Roll on or choose an option from
As lorendrow society has progressed, their the lorendrow familiar table to determine what
respect for and oneness with nature has only familiar is bonded to your character.
increased. Many druidic circles have arisen in
lorendrow culture, along with a number of Ranger
orders who are dedicated to protecting the wilds
that they call home.
CHAPTER 2 | LINEAGES 68
Lorendrow Familiars Underdark, serving as guardians of the ecosystems
found beneath the surface, and often providing
d10 Familiar
services to the many races that inhabit this realm.
1 Frog
2 Cat Protectors of the Natural
3 Dog
4 Raven
Order
Slyths, whether by divine design or simple racial
5 Parrot
heritage, are staunch defenders of the natural or-
6 Rat der of the Underdark, doing all they can to ensure
7 Monkey that the ecosystems present are tended to, and that
those who would disrupt these natural processes
8 Ferret
are stopped. Though slyths are almost always
9 Moth non-violent in their dealings with other creatures,
10 Lizard one of the few ways to anger them is by destroying
or defacing the natural wonders of the Underdark.
Lorendrow Traits Though slyths protect the natural order, they
Your Lorendrow character has the following racial are not opposed to the use of natural materials.
traits. They allow others to seek gemstones, fungi, and
Size. Lorendrow are shorter than humans, typi- other naturally occurring boons, seeing the use of
cally 5 feet, and are sinewy. Your size is Medium. these materials as part of the ecosystem’s natural
Speed. Your base walking speed is 30 feet. process. They are easily provoked, however, by the
Darkvision. You have darkvision out to a range wanton destruction of such riches, eliminating this
of 60 feet. wonder and beauty without using it in a productive
Familiar. You may cast the find familiar spell and respectful manner.
once without expending a spell slot, and regain the
ability to do so after a long rest.
Jungle Tracker. You gain proficiency in nature
Diplomats and Arbiters
and survival. Additionally, you gain a climbing Slyths are exceptionally adept at deescalating
speed equal to your walking speed. problems, and often serve as arbiters when oppos-
ing forces are at odds with one another. Almost all
races, even those often considered evil, typically
Slyths welcome the presence of a slyth, as their wisdom
and equitable nature allows commerce and civiliza-
tion to thrive. In peaceful areas, slyths sometimes
They won’t tell about the wonders of offer to assist the residents with farming and forag-
ing efforts, as well as with raising livestock.
the Underdark – they will kidnap you to
experience them.
Mysterious Origins
Slyths are not born naturally, but somehow still
JARLAXLE manage to reproduce. Some believe that when a
slyth dies, its essence infuses the earth beneath
Slyths are rare and mysterious creatures of the them, which eventually coalesces to form a new
Realms Below whose origins are still not agreed slyth. Whatever the case may be, slyth make no
upon. These shapechangers can often resemble mention of parentage, and seem to simply come
humanoids, and almost always choose a feminine into being, maturing to adulthood within the first
form when doing so, but seem to have a natural week of their life, and being born with an innate
form of something more akin to an ooze or slime ability to speak and comprehend at least two lan-
of some sort. Though theories abound as to how guages.
these creatures came about, none have been
proven. Some believe them to be the result of
humanoid-djinn pairings, while others claim that
slyths are the creations of a deity such as Shar
or Chauntea. Whatever the case, these wise and
reserved shifters exert a powerful influence in the
69 CHAPTER 2 | LINEAGES
Slyth Origins Slyth Quirks
d8 Quirk
You can roll on or choose an option from the Slyth
Origins table to determine an origin for a Slyth 1 You hate to see any natural resource go to
character. waste.
2 You never take sides in an argument.
Slyth Origins
3 You stop to marvel at the smallest and most
d8 Origin insignificant plants, rocks, or animals.
1 You were just “born”, and you remember 4 You feel a deep and intense pain at seeing
there was something important you needed another creature in pain.
to take care of, but you can’t quite recall
5 The harvest is your favorite event of the year.
what it was.
6 You have never been angry, and cannot un-
2 You have been a diplomat for as long as you
derstand the emotion in others.
can remember, and just found out that most
diplomats actually get paid for their services. 7 You stop at every sign of unrest, seeking to fix
the problems you see.
3 You have guarded a rare gemstone, artifact,
or plant for years, and somehow it was stolen 8 You thank your food before eating it.
from right under your nose.
4 Another shapeshifter claiming to be you Slyth Names
has been causing trouble and ruining your Slyth names can originate from a number of
reputation. sources. Most slyths choose their own names after
choosing a purpose or mission for their life, but
5 You have started noticing other slyths are go-
some will change their names after accomplishing
ing missing under mysterious circumstances
a difficult task or experiencing great loss. Slyth
and have decided to investigate.
names also have no differentiation for males or
6 You actually picked a side in a recent conflict, females; just as the slyth seem not to differ in this
and are now somewhat of an outcast among sense. Slyth first names are typically onomatopoe-
other slyths. ic, making sounds similar to the ones heard while
7 You recently discovered a plot against a pow- travelling through the caverns of the Underdark.
erful noble. It’s none of your concern, but Their last names often have reference to a favorite
you feel it is only fair that he should be made plant, animal, or mineral.
aware, at least. Slyth names. Dryp, Tong, Plopp, Grrik, Kkrt,
8 You have served a single noble family for Pah, Craysh, Scree
years as an arbiter, but a few days ago, you Slyth Last Names. Musher, Lakesong, Gloworb,
awoke in the mansion as the only remaining Brightshroom, Rockbud, Stonespeaker, Veincatch-
person there. er, Batscreecher
CHAPTER 2 | LINEAGES 70
Arbiter. You gain proficiency in persuasion and long-standing and intensely trained devotion to
insight. these tenets to be a particularly strong motivator
Ooze Form. While you are not in a shifted over the course of their lives.
form, you may squeeze through any space that is Whether your character holds staunchly firm in
no smaller than a foot across. defense of their tenet, or strives, with marginal suc-
Languages. You can speak, read, and write cess, to overcome its longstanding influence, it will
Common, Undercommon, and Sylvan. always be a part of their life. Roll on or choose an
option from the Lolthian Tenet table to determine
what tenet your character is most devoted to.
Udadrow
Lolthian Tenets
d10 Tenet
There is no undying love. There is no 1 Strength
polite weakness. There is only Lolth, my 2 Pride
friend, so tread lightly. 3 Cruelty
4 Apathy
JARLAXLE 5 Power
71 CHAPTER 2 | LINEAGES
Udadrow Origins ability to do so when you finish a long rest. When
you reach 5th level, you can cast the moonbeam
d8 Origin
spell once using this trait and regain the ability to
1 You have always been the runt of your family, do so when you finish a long rest.
and have only managed to survive through Trained Superiority. You gain proficiency with
your cunning. You’ll show them that you are rapiers, shortswords, and hand crossbows.
strong enough to make it on your own.
Sunlight Sensitivity. You have disadvantage
2 You have been tasked to accompany a raiding on attack rolls and perception checks that rely on
party travelling to the surface for slaves and sight when you, the target of your attack, or what-
supplies. ever you are trying to perceive is in direct sunlight.
3 You are a prodigy among your people, and
everyone expects you to be the one who
eliminates an old enemy for good.
4 You have hidden your attachments and emo-
tions away for years, but an old rival finally
caught you in a bout of empathy. Now you
face judgment and possible execution.
5 The tenets of Lolth are your life. You do noth-
ing but that which the Spider Queen wills.
6 You have outgrown the need for friends,
family, and even gods. You have abandoned
your home and people, setting out to make a
name for yourself without them dragging you
down.
7 You have been secretly freeing slaves for
years, running a resistance to the udadrow
empire from the inside.
8 You were born and raised on the surface, and
have no connections to your people aside
from sharing in the discrimination they face
on the surface.
Udadrow Traits
Your Udadrow character has the following racial
traits.
Size. Udadrow are shorter than humans, typi-
cally 5 feet, and are lithe. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Superior Darkvision. You have darkvision out
to a range of 120 feet.
Lolth-trained Magic. You know the infestation
cantrip. When you reach 3rd level, you can cast
the spider climb spell once using this trait and
regain the ability to do so when you finish a long
rest. When you reach 5th level, you can cast the
darkness spell once using this trait and regain the
ability to do so when you finish a long rest.
If you were raised on the surface or follow a de-
ity that is not Lolth, you do not have Lolth-trained
magic. However, your ancestry still manifests in
the following ways. You know the dancing lights
cantrip. When you reach 3rd level, you can cast the
faerie fire spell once using this trait and regain the
CHAPTER 2 | LINEAGES 72
responsible for the creation of the Underdark itself.
Magical Miscellany This radiation often interferes with newer forms
of magic, distorting or empowering spells from a
newer age. These effects are typically unknown to
Magic is everywhere in D&D, especially in the surface-dwellers, and are one of the great dangers
Underdark. Many creatures in the sunless realms of the Realms Below. The udadrow often build
exist solely because of the influence of magic and their cities in areas surrounded by faerzress, al-
magical radiation. This chapter is all about two lowing them to hide their presence from divination
things- spells and magic items. magic, and assisting them in their efforts to create
The chapter first presents the magical phenome- powerful magical items with additional effects
na pervading the Realms Below along with sug- from the faerzress itself.
gestions on using this material in your Underdark
The unstable nature of the faerzress causes
game. After that is a section of new spells for play-
all areas radiated with to be illuminated with dim
er characters and monsters to use. Those spells
light, as well as disrupting and distorting magic
are followed by a selection of new magic items,
with some unpredictable results:
including oddities and wonderments unique to the
Underdark. Casting Spells. Whenever a creature casts a
The DM decides how the options in this chap- spell within 5 feet of an area of faerzress, roll
ter appear in a campaign and may choose to use a d20. If they roll a 1, their magic is distorted
some, all, or none of them, so make sure to let your by the unpredictable radiation creating a Wild
DM know which options you’d most like to use in Magic effect. Roll on the Wild Magic table in
play. the Players Handbook to see the results.
Whenever a character attempts to cast a spell in
the Underdark, the DM may allow them to make
Magical Phenomena a DC 17 Intelligence (Arcana) check, successfully
becoming aware of the dangers of doing so on a
successful roll. If a spell is cast in an area suffused
Underdark magic is a mix of fortune and with faerzress, additional effects may occur, and
misfortune – and its greatest peril is the are detailed below.
face that it takes. Teleportation. Spells that involve teleportation
do not work reliably over distances greater than
1 mile when either the origin or the destination is
JARLAXLE within an area affected by faerzress. A character
that casts a teleportation spell or uses an ability
Though the surface world is full of mysteries and or item that has a teleportation effect that moves
power to spare, the sheer amount of both origi- a creature or creatures more than one mile while
nating in the Underdark far surpasses anything in an area of faerzress must make a DC 20 Intel-
that most “top-dwellers” ever experience. After all, ligence (Arcana) check. On a successful save, the
these deep caverns are home to terrifying crea- spell or ability functions normally. On a failed save,
tures and clans such as the udadrow clerics of each creature targeted by the spell or ability must
Lolth, the mind flayers, and lesser known but just roll on the Teleportation table listed under the
as sinister aboleths and deep imaskari. Of course, teleport spell in the Player’s Handbook, using the
there are some creatures, such as the slyths, that Viewed once familiarity level.
seem at least marginally amicable. Couple that
with the promises of power, particularly that which
emanates from the nodes of earth deep in the
Node Magic
Underdark, and you have a frightening landscape Node magic is a powerful class of spellcasting
with tempting possibilities that has lured many an that draws power from naturally occurring pools
adventurer to their doom. of magical energy that collect deep beneath the
earth’s surface. It is a form of magic that requires
intense concentration and magical prowess to
Faerzress and the Underdark unlock, but offers exceptional boons to the cast-
The depths of the Underdark are often suffused er’s power. Those who can use this form of magic
with powerful magical radiation, called faerzress seek to find earth nodes, collection points where
by the udadrow. Faerzress is a remnant of ancient this power gathers. These nodes can increase the
and powerful magics, particularly the spellcraft power of spells and other magical effects in their
For the duration, you or one willing creature you You invest your psyche into a single vermin crea-
can see within range has resistance to psychic ture of CR 2 or lower, granting it your intelligence.
damage, as well as advantage on Enchantment and It obeys your mental commands and is friendly to
Illusion spell saving throws. you and your companions. The vermin acts on your
initiative, after you act. If you don’t issue any com-
Death-Strikes mands to it, it defends itself from hostile creatures,
3rd-level evocation but otherwise takes no actions.
If the vermin is slain, your mind is forced out of
Casting Time: 1 action the creature violently. The experience deals 1d4
Range: Self points of psychic damage to you.
Components: V, S At Higher Levels. When you cast this spell
Duration: Concentration, up to 1 minute using a spell slot of 4th level or higher, the CR
increases by 1 for each slot level above 3rd.
You imbue your next attacks with necrotic ener-
gy. As such, whenever you take the Attack action Driderform
against a creature you add 3d10 necrotic damage 4th-level transmutation
in addition to the damage dealt by your weapon
attack. This can be for both melee and ranged Casting Time: 1 action
attacks. Range: 60 feet
At Higher Levels. When you cast this spell using Components: V, S, M (an obsidian spider worth
a spell slot of 4th level, the damage increases by 500 gp that has been exposed to faerzress)
2d10. Duration: Concentration, up to 1 hour
For the duration of the spell your proficiency with For the duration, a portal you can see within range
Intimidation is further solidified by granting your- is closed, preventing it from functioning. Magic
self an additional +10 to your Charisma (Intimida- such as knock spells, chimes of opening, and sim-
tion) rolls. ilar effects cannot end or suppress a portal barri-
cade, though a dispel magic spell can negate it.
Oozing Wall
1st-level conjuration Portal Redirection
6th-level transmutation
Casting Time: 1 action
Range: 60 feet Casting Time: 10 minutes
Components: V, S Range: 30 feet
Duration: Concentration, up to 1 hour Components: V, S, M (a two-sided mirror worth
500 gp)
You raised your hands toward a solid vertical sur- Duration: 6 hours
face and utter an incantation. The wall is covered
in a 20-foot square of ooze. The ooze has tendrils You change the destination of the portal on which
that all creatures within 5 feet of the surface must this spell is cast for the duration of the spell. You
make a Strength saving throw against the spell may choose any existing portal through which you
save DC of the caster. On a successful save the have traveled as the new, temporary destination.
creature is not grappled by the wall. On a failed This spell does not change any of the portal’s spe-
save the creature is grappled. While grappled, cial properties (such as one-way or creature-only).
the creature will take 1d4 + 1 acid damage at the
beginning of each of its turns. Portal View
At Higher Levels. This spell’s damage in- 3rd-level divination
creases by 1d4 when you reach certain levels: 5th
level (2d4 + 2), 11th level (3d4+3), and 17th level Casting Time: 10 minutes
(4d4+5). Range: 30 feet
Components: V, S
Pickpocketeer Duration: Concentration, up to 10 minutes
1st-level abjuration
For the duration, a portal you can see within range
Casting Time: 1 action is transparent from your side only. The spell does
Range: Self not reveal any special properties of the portal; it
Components: V, S only allows creatures on your side to view the por-
Duration: Concentration, up to 1 minute tal’s destination.
Your speed increases by 20 feet for the remainder You ward a creature within range against attack.
of the present round and you are granted 1 ad- Until the spell ends, any creature that targets the
ditional bonus action to make an off-hand melee warded creature with an attack or a harmful spell
attack against a creature. must first make a Wisdom saving throw. On a
failed save, the creature must choose a new target
Root Wall or lose the attack or spell. This spell doesn’t pro-
2nd-level conjuration tect the warded creature from area effects, such as
the explosion of a fireball.
Casting Time: 1 action If the warded creature makes an attack or casts
Range: 30 feet a spell that affects an enemy creature, this spell
Components: V, S ends.
Duration: Concentration, up to 1 hour At Higher Levels. This number of creatures that
you can ward with this spell increases by 2 when
The caster can summon a network of climbable you reach certain levels: 5th level (3), 11th level (5),
roots that are 15-feet wide and 60-feet long. The and 17th level (7).
roots can either extend downward or extend up-
ward. The roots have the tensile strength of rope. Sharpen Object
A wall or other surface does not need to be present Transmutation cantrip
for the roots to rise upward but there needs to be
something for the roots to anchor themselves to at Casting Time: 1 action
the top. Range: Touch
Components: V, S
Rushing Waters Duration: Instantaneous
3rd-level evocation
You channel primal magic to cause a small solid
Casting Time: 1 action object to sharpen one of its ends or sides to the
Range: Self (30-foot cone) point of becoming a melee weapon capable of
Components: V, S dealing piercing damage. If so, make a melee spell
Duration: Instantaneous attack against one creature within 5 feet of you.
On a hit, the target takes 1d6 piercing damage.
A large wave comes rushing from your position to- After you make the attack, the object is no longer
wards a target within range. Each of the creatures sharpened.
within the 30-foot cone must make a Dexterity sav- At Higher Levels. This spell’s damage increas-
ing throw or take 5d6 bludgeoning damage and be es by 1d6 when you reach certain levels: 5th level
knocked prone. On a successful save, the creature (2d6), 11th level (3d6), and 17th level (4d6).
takes half damage and is not knocked prone.
The wave also drenches anything in its area,
extinguishing any non-magical fire as large as a
bonfire.
At Higher Levels. When you cast this spell
using a spell slot of 4th level or higher, the damage
increases by 1d6 for each slot level above 3rd.
You channel ancient savage magic that helps you A spectral, floating dagger appears at a point you
break free from physical bonds enacted with such choose within range. The spectral dagger lasts
materials as ropes, knots, and wires or any object until you attack with it, for the duration of the spell,
not made of silver, metal, or adamantine that’s or until you dismiss it as an action.
holding you down against your will. The dagger also vanishes if it is ever more than 30
By casting this spell you make a million tiny mag- feet away from you or if you cast this spell again.
ical spikes sprout temporarily all over your body, You can use your action to control the dagger. You
dealing 1d4 piercing damage to the target object. can move the dagger up to 30 feet each time you
Any creature that comes into contact with you in use it.
the meantime is dealt the same amount of damage. If you take the attack action, you can make the
You may choose instead to make a melee spell attack with the spectral dagger. This magic dagger
attack against one creature within 5 feet of you. On is a simple melee weapon with the finesse and
a hit, the target takes an additional 1d4 piercing thrown properties. It has a normal range of 30 feet
damage. After you make the attack, all the spikes with no long-range, and on a hit, it deals 1d6 force
from your body disappear. damage. The blade vanishes immediately after it
At Higher Levels. This spell’s additional damage hits or misses the target.
increases by 1d4 when you reach certain levels: At Higher Levels. This spell’s damage increas-
5th level (2d4), 11th level (3d4), and 17th level es by 1d6 when you reach certain levels: 5th level
(4d4). (2d6), 11th level (3d6), and 17th level (4d6).
Soul Bolt
Evocation cantrip
This spell transforms a creature that you can see You gain the ability to speak with stones, which
within range into a giant spider. An unwilling crea- relate to you who or what has touched them as
ture must make a Wisdom saving throw to avoid well as revealing what is covered or concealed
the effect. The spell has no effect on a shapechang- behind or under them. The stones relate complete
er or a creature with 0 hit points. descriptions if asked. A stone’s perspective, percep-
The transformation lasts for the duration, or tion, and knowledge may prevent the stone from
until the target drops to 0 hit points or dies. The providing the details you are looking for. You can
target’s game statistics, including mental ability speak with natural or worked stone.
scores, are replaced by the statistics of the giant
spider. It retains its alignment and personality. Sudden Swarm
The target assumes the hit points of its new Necromancy cantrip
spiderform. When it reverts to its normal form, the
creature returns to the number of hit points it had Casting Time: 1 action
before it transformed. If it reverts as a result of Range: Touch
dropping to 0 hit points, any excess damage carries Components: V, S
over to its normal form. As long as the excess dam- Duration: Concentration, up to 1 minute
age doesn’t reduce the creature’s normal form to 0
hit points, it isn’t knocked unconscious. You touch a creature. If the creature dies before
The creature is limited in the actions it can the spell ends, a swarm of spiders bursts from its
perform by the nature of its spiderform, and it can’t corpse. As a bonus action, you can control the
speak, cast spells, or take any other action that swarm until the spell ends or it is destroyed. The
requires hands or speech. swarm acts on your initiative, after you act, even in
The target’s gear melds into the spiderform. The the turn it emerges.
creature can’t activate, use, wield, or otherwise
benefit from any of its equipment.
Thieving Servant
2nd-level conjuration
Spore Stream
1st-level evocation Casting Time: 1 action
Range: 15 feet
Casting Time: 1 action Components: V, S, M (a bit of fleece)
Range: Self (15-foot cone) Duration: 1 minute
Components: V, S, M (a mushroom)
Duration: Instantaneous This spell creates an invisible, mindless, humanoid
projection that performs Sleight of Hand checks at
You cast a deadly stream of choking spores in front your command until you dismiss it or until the spell
of you. Each creature in a 15-foot cone must make ends. This thieving servant manifests itself into
a Constitution saving throw. A creature takes 3d6 existence in an unoccupied space on the ground
poison damage on a failed save or half as much within range. It can’t attack, and if it’s attacked it
damage on a successful one. Creatures that failed vanishes and the spell ends.
the save are also considered poisoned for one Physical interaction with the image reveals it to
minute. be a projection because things can pass through
At Higher Levels. When you cast this spell it. A creature that uses its action to examine the
using a spell slot of 2nd level or higher, the damage thieving servant can determine that it is a magical
increases by 1d6 for each slot level above 1st. projection with a successful Intelligence (Investi-
gation) or Wisdom (Perception) check against your
spell save DC.
Aboleth Eye The pale scaly armor is crafted from the hide of a
Wondrous item, very rare (requires attunement) Basilisk. The wearer gets advantage against paral-
ysis and petrification. If the wearer is petrified by
The glassy, red eye of the feared aboleth is rough- a basilisk the effect can be reversed with a lesser
ly the size of a fist and has a squid-like pupil and restoration spell or greater magic.
holds sinister intent even though its body is long
since dead. Beholder Eyestalk
While attuned to the Aboleth Eye you are con- Wondrous item, very rare (requires attunement)
sidered to be under the effects of the non-detection
spell and gain resistance to psychic damage. The eyestalk of a beholder that has been liberated
Your body does become somewhat aberrant from the rest of its aberrant body, the eye still feels
upon attuning to the eye, perhaps manifesting in as though it follows you across the room. Not every
ways such as a thin layer of slime covering your eyestalk can be harvested as the nature of combat
body, vestigial gills, or a third eye appearing on makes them worthy targets in battle. Determine
your body that moves with a mind of its own. the eyestalk’s ray by rolling on the table or choose
Breaking attunement to the eye does not reverse one at the DM’s discretion.
this effect; only a remove curse or greater magic
can return your body to normal.
Accessory of Attunement
Wondrous item, uncommon
Fashioned out of a strange blackened metal, this This small crystalline flask holds a shadowy cloud
piercing blade has a vampire’s fang worked into the harnessed from the depths of the Underdark.
tip of the weapon, still holding remnants of potent Once per day, a creature holding the flask can
necromantic energy. You can use the dagger in the use an action to uncork it. Doing this allows them
following ways while holding it: to immediately cast the darkness spell. This prop-
• You gain a +2 bonus to attack and damage rolls erty recharges at dawn.
made with this magic weapon. If the flask is shattered, a cloud of black smoke
akin to the cloudkill spell appears in its’ location
• As an action, you can activate the remnants of
under the control of the creature that smashed the
un-life in the fang, causing the tip of the dagger
bottle, dealing necrotic damage instead of poison
to glow slightly. The fang remains active for 1
damage.
minute or until an attack using this weapon hits
a creature. That creature must succeed on a
DC 16 Constitution saving throw or take 3d6 Bottled Wave
necrotic damage, the dagger healing you for the Wondrous item, uncommon
amount of necrotic damage dealt. If the creature
is slain by this attack, you may choose to imbue This small glass bottle holds oceanic remnants
the creature with the vampiric power stored in from the Elemental Plane of Water.
the fang, causing the creature to rise as a vam- Once per day, a creature holding the bottle can use
pire spawn under your control after 1 minute. If an action to uncork the bottle. Doing this allows
this happens, the dagger shatters into countless them to immediately cast the tidal wave spell. This
shards of metal and is destroyed. The dagger property recharges at dawn.
can’t be used this way again until the next dawn. If the bottle is shattered, a watery sphere ap-
pears at its location under the control of the crea-
ture that smashed the bottle.
Boots of the Bulette
Wondrous item, uncommon (requires attunement)
Brain Gem
Wondrous item, legendary
These boots are crafted from thick, durable leather
and fastened with heavy buckles. However, they
A small pink gem, which looks identical to a hu-
feel light when worn, and move easily with your
manoid brain, it even glistens with a wet sheen in
feet over long journeys. The back stitching of the
direct light. No creature crafts a brain gem, they
boot’s heel and ankle is interwoven with the tendon
are said to simply appear through portals that lead
of a bulette.
to the Far Realm itself.
The Boots of the Bulette gives the following ben-
A creature may spend 1 hour conducting a ritual
efits to its wearer, including a deadly leap attack
to place any number of memories into the gem.
that augments your attacks.
The creature may choose wither this fully removes
Deadly Leap. As a bonus action, you may the memory from their minds or if it is a duplicate
speak the command word and leap up to 20 feet
placed into the gem. The creature may also place
to an unoccupied space that you can see. This leap
a password on memories to close access to certain
does not provoke attacks of opportunity.
memories.
After leaping, until the end of your current turn,
Another creature may conduct the same ritual
any melee attack that you make against a creature
to either place some of their own memories in the
in a space adjacent to the one in which you landed
gem or to view any number of memories held with-
deals an extra 2d6 damage of the weapon’s type.
in the item. A creature may choose whose memo-
Once this special action is used, it can’t be used
ries they view or allow the gem to randomly bring
again until you complete a short rest.
them information. For each hour a creature spends
watching memories that are not their own in one
session they must make a Wisdom saving throw
or take on one of the original memory maker’s per-
sonality traits. The DC is equal to 11 + the number
of hours viewing.
This set of clothing looks like a fine set of nobility Many of the fungi found in the Underdark have
outfit made out of silk. However once it is worn, latent magical properties that can be tapped into
it changes looks in accordance with the wishes of by consuming the mushroom. An enchanted
its owner. It can change from beggar rags to a fine mushroom can have the effect and rarity of any one
armor. potion with a rarity of rare or lower.
An Intelligence (Investigation) check of DC 15
reveals that the clothing is not authentic. It also Enchanted Mushroom Effects
does not provide any armor despite projecting the d20 Effect
look of one.
1 The mushroom was poisonous, the potion’s
effect fail, and the creature that consumed
Dungeon Weed the mushroom must make a DC 12 Constitu-
Wondrous item (consumable), uncommon tion saving throw or be poisoned for 1 hour.
2-19 Potion’s effect happens regularly
Slightly bioluminescent moss that ungulates
blue-green light when disturbed, it has a heavily 20 Potion’s effect take effect regularly but last
herbal smell to it. It is quite popular with the grey twice as long.
dwarves.
A creature may make a DC 13 Intelligence (Na- Flail Snail Shell Shield
ture) or Intelligence (Medicine) check to identify Armor (shield), rare (requires attunement)
dungeon weed and ascertain its benefits. The moss
can be used in the following ways: The shell of a flail snail is sought by many for its
• When smoked, the herb has milder effects, giv- antimagic properties. Some claim that a carefully
ing the user a relaxed demeanor and grants a +1 removed shell could even serve as a Spellguard
to Wisdom (Insight) checks for 1d4 hours. shield. The colorful and unique look of the shell
also makes it desirable among nobles as decora-
• If steeped into a tea the effects of the moss may
tion.
take full effect. A creature that drinks a full cup
The flail snail shell shield can be crafted by
of the tea must make a DC 13 Constitution sav-
a blacksmith using only the shell and a simple
ing throw, taking 1d4 poison damage and becom-
shield. The process consists of binding the shell to
ing poisoned for 1 hour on a failure or gaining
the shield and strengthening the shell physically.
the positive effects and taking no damage or sta-
You can use the shield in the following ways while
tus effects on a success. You gain truesight out to
holding it:
10 feet and have advantage on (Wisdom) Insight
checks for 1d4 hours. The intoxicating effects of • You gain +2 AC.
the drug remain, often leaving the creature in an • You have advantage on saving throws against
enhanced loopy and relaxed state. spells and other magical effects and spell attacks
have disadvantage against you. Each time you
Extending Oil use this trait, the shield loses 1 charge and it has
Wondrous item, rare 10 charges in total.
• As a reaction, you can increase the falling • Your weapon attacks gain the siege property,
damage a creature takes by 3d10 as long as the dealing double damage to objects and structures.
creature is in sight.
• As an action, you can cast the reverse gravity
spell requiring no components. Once you have
cast this spell you cannot cast it or the reaction
effect again until the following dawn.
The earworm is an inch long purple aberration Jarlaxle’s Pearl Earring is a small white sphere
that looks like a small tentacle with a row of teeth with a flat side on it. The pearl is approximately
at its front. the size of marble. If the user places the flat face of
If the earworm is placed into a willing creature’s the pearl to a solid surface and says the command
ear it burrows in and begins its symbiotic rela- word, the pearl will magically affix itself to that
tionship. While the earworm is in place you can surface.
understand and speak any spoken language as Jarlaxle’s Pearl Earring will relay all audible nois-
long as you give the earworm 2 die from your Hit es back to a small ornate box that the pearl can be
Die pool. If you fail to do so the earworm will cease stored in when not in use. The pearl can transmit
to function and leave your body, dealing 2d6 poison sound back to its box for up to a mile and can hear
damage on its way out. as well as the listener could if they were in the
Effects and spells that cure disease also drive out room themselves. A pearl’s transmission is stopped
the worm without dealing damage. when it is removed from its affixed surface. The
command word is not necessary to disable the
Illithid Squidling transmission. The pearl or the box becomes magi-
Wondrous Item, rare cally inert if either is destroyed.
The pinnacle of deep gnome artificing and tinker- A dimly luminous, yellow fungi spore left behind
ing, the mechanical beholder is a guard unlike by myconids colonies. Myconids, also known as
any other construct. Its clockwork gears click and fungus ones, and fungus folk are known for their
turn with sinister intent and the massive ruby eye peacefulness and appreciation of quiet, making
gleams with a beholder’s malice. their homes in the darker corners of the world.
The mechanical beholder has a similar stat block The Myconid Spore can be collected in the areas
as a typical beholder with the following changes; near the colonies or given freely or in a trade with
the creature type is Construct, the mechanical a myconid.
beholder does not have legendary or lair actions, The spore may be thrown at a creature within
the range for the anti-magic cone and eye rays are 10 feet of you, that creature must make a DC 15
reduced by half, and the damage dealt by the eye Constitution saving throw or become effected by
rays is halved. The mechanical beholder has a the suggestion spell (no requiring concentration).
rudimentary, rude personality and may speak Deep
Speech, Common, Undercommon, and Gnomish. Phase Spider Plate
The mechanical beholder can be healed by the Armor (plate), rare (requires attunement)
mending cantrip for 2d8 + spell casting modifier or
by 2d10 with a successful DC 20 Tinkerer’s tools The Phase Spider Plate is made a phase spider,
check. a monstrous arachnid that dwells in the Ethereal
The attuned creature may instruct the beholder plane that make quick forays into the natural world
on what it does (no action required) and if the con- to snatch an unlucky creatures to feed upon. The
struct is left at an area as a guard attunement does armor has the following traits while worn:
not break due to the rule of 7 day inactivity unless
• As a bonus action, you can cast phase on your-
the attuned wishes to break the connection, leaves
self.
the plane, or dies.
• As an action, you can cast spider climb on your-
self.
Mummified Monk Hand
Wondrous item, legendary
Pickpockets Bane
This item is the mummified hand of a nameless Wondrous item, uncommon
monk that is believed to be able to kill people with
a single punch. Referred to by many as “the merchants best
You may use this item as an action to use the friend’ the Pickpockets Bane is a relatively in-
17th level monk skill Quivering Palm. After you nocuous-looking wallet or coin purse. With the
use this ability, the hand crumbles into dust and is utterance of a key phrase while the container is
destroyed. closed, the contents of the coinpurse is moved to
an inaccessible pocket dimension and the space
is replaced with a small swarm of insects or
pests of the owner's choice. The size of the swarm
cannot exceed the size of the container and once
they escape or are killed more do not populate the
bag unless the owner closes the bag and opens
it again without saying the key phrase. When the
key phrase is uttered a second time, the items are
pulled from the pocket dimension and are accessi-
ble without the swarm.
If the wallet is destroyed the only way to retrieve
its contents from the pocket dimension is to utter
the key phrase over whatever remains, the objects
spill out and the pocket dimension is no longer
usable.
This collar is made for purple worms, massive Made from the rock-like carapace of a defeated
burrowing monsters that terrorize the creatures roper, the shield still bears the haunting eye of the
of the Underdark as it chews through solid rock in beast and a few of its tendrils as well. You can use
pursuit of prey. The Purple Worm Collar is a large, the shield in the following ways while holding it:
segmented, iron collar covered in udadrow runes • You gain +1 AC.
used to “tame” purple worms so that they may be
• As an action, you can use the tendrils of the
used for construction, protection, or be used as
shield to ensnare a foe. Make a melee attack
war beasts.
against a creature within 30 feet, on a hit they
The purple worm collar is the size of a standard
are grappled (escape DC 15) and you may pull
dog collar until its command word is spoken, caus-
them up to 25 feet towards you.
ing it to greatly expand in size.
While the collar is in its full size you may use an
action to attempt to place it around a purple worm. Roper Skin Cloak
You may attempt to throw the collar with a range Wondrous item, uncommon (requires attunement)
of 20 feet or manually place it on the worm. Either
way, make an attack roll against the worm with the Living in caverns throughout the Underdark, vora-
collar counted as an improvised weapon. cious ropers feast on whatever they can catch and
If it hits, the collar lands around the worm’s neck seize. Since the roper has the appearance of a sta-
and the process begins. The collar takes 1 hour lagmite or stalactite, the Roper Skin Cloak has a
to “tame” the worm, during which time the worm shifting, gray-brown color that changes as different
writhes and is hostile. After the hour passes, the light hits it. Designed for roper-like ambushes, it
worm becomes docile and follows the orders of the has a deep hood and is lined with many pockets.
creature attuned to the collar. While wearing this cloak you gain the following.
• You gain a +1 to AC.
Ring of Treasure Seeking • In a stony environment (with the hood up) you
Wondrous item, uncommon have advantage on Dexterity (Stealth) checks
made to hide and any Wisdom (Perception)
This ring is made from rough iron but has a thou- check made to see you has disadvantage.
sand tiny jewels set into it, or at least they look
like jewels. They are, in fact, clumps of gem dust
that formed in the nasal passage of a xorn’s nasal Scoundrel Map
passage. Wondrous item, rare (requires attunement)
As an action, whilst wearing this ring, you can
extend a treasure sense out from yourself. For 1 This ordinary-looking map is imbued with a pow-
hour you know the direction and distance to any erful enchantment that makes it constantly depict
precious metal or stone, such as coins or gems, a detailed, beautifully drawn overhead map of the
within 1000 feet. You know the rough quantity and surrounding area, centered on the map’s owner. If
quality of the items but not their exact worth. nobody is attuned to the map, it looks like a blank
piece of paper. The map does work underground
but does not depict any details such as traps, other
life forms or magically hidden rooms and corri-
dors.
This udadrow-made item is a velvet face mask A small, smooth grey stone with the silhouette of
with four spider-like, jointed wire “legs” protruding a flumph waving on its face, often given as a peace
from each side of it. It entirely conceals the face offering to friendly travelers. The jellyfish-like
when worn, and bestows two distinct powers to its flumphs drift through the Underdark, sharing great
wearer. insight and advanced knowledge on to good-heart-
• You are unaffected by spider webs, web spells, ed creatures.
and similar web-like effects. A creature holding the stone may use an action
to summon a flumph in an unoccupied space
• You gain resistance to poison.
within 10 feet. The flumph is friendly and will offer
simple advice via telepathy about the Underdark
Spidercurse Mask for those who summon them. They remain until
Wondrous item, very rare (requires attunement) their advice is given or they take any damage.
Should the people who summoned it harm a
Nearly identical to a Spider Mask, the Spider- flumph summoned by this stone, the stone with
curse Mask is a gift given to shadowy operatives cease to function as no flumphs will answer the
that out-lived their usefulness. It conceals the face summons.
when worn, and cannot be removed after 1 minute
without the use of a spell such as remove curse. Manual to the Underdark
For the next 24 hours, the wearer suffers from Wondrous item, very rare (requires attunement by
a painful and slow version of the spiderform spell a wizard)
except that the spiderform is permanent short of
a wish spell or divine favor from Lolth, the Spider A thick, black leather bound tome filled with parch-
Queen. ment of indeterminate age. The title of the book
engraved into its face alongside the outline of a
Staff of the Vast Mind hooded mage smiling.
Staff, rare (requires attunement by a wizard) While making Intelligence (Arcana) or Intelli-
gence (History) checks that relate to the Underdark
Every so often, the mind flayers find a mind that you may flip through the pages of the book to gain
has more utility than just sustenance. That mind is advantage on the roll and learn information from
preserved by powerful psionic on the top of a staff; its contents.
rumors say the mind is still somewhat conscious. The information you learn from the book is accu-
While attuned to the Staff of the Vast Mind, your rate but often cryptic, offering results like “Shadow
Intelligence score becomes 18 unless it is already Elves of the deep beneath, souls given in reverence
higher. Additionally you gain advantage on Wisdom to the weaver of deathly silk.” referencing the con-
and Intelligence saving throws, as the second brain nection of the Udadrow elves and their racial deity;
bolsters your own mental fortitude. Lolth.
Once per dawn you may tap into the memories The book may be used three times before it must
of this brain and gain advantage on one Arcana, recharge, gaining all spent uses upon the following
History, or Religion check. dawn. Attempting to use the book while it has no
charges remaining results in a failed check and
Stealth Rock responses like, “Try back later, I’m feeling sleepy”.
Wondrous item, uncommon
Putrid Mineshaft 1d2 swarms of bats rest at the top of the shaft.
Players climbing the ladder must succeed on a
A rusted mine cart sits idly on a track outside of a DC 11 Dexterity saving throw or slip on the gua-
narrow tunnel that slopes deeper down under- no-slicked ladder, taking 1d6 bludgeoning damage
from the fall, and alerting the bats.
ground. A foul stench wafts up from down the
dark, dusty mineshaft.