The Entrellium Compendium The Entrellium Compendium A complete guide to all extended and homebrewed content for Entrellia DnD Content Table Content Table Name of Content Page Number Races 3 Dragonborn 3 Faun 5 Onodrim 5 Classes 6 Feats 7 Invocations 8 Backgrounds 9 2 This is unof icial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Races Races E ntrellia is a vast and wide world with many species to offer. Some of which aren't entirely covered in the current DnD modules, and others are a bit lacklustre in the current state of the game. Here, you will ind a list of homebrewed playable races available for Entrellia, either completely new, or rebalanced for the purposes of a healthier and more enjoyable world to play in. Our aim is to populate the world and give more of a variation and spread to give it life and lexibility in how you want to play, races being a key part when creating a character. Below is a list of alternate choices we've hand crafted and statted that you can choose from. Dragonborn Dragonborn Mighty Dragonborns, kin and descendants of true dragons, they are strong and powerful like their ancestors before them. Dragonborn exhibited many draconic features, including a scaly hide, a large muscular body, the capacity to use a breath weapon, and resistance to the same elemental energy they can breathe, along with a large tail behind them thanks to their draconic heritage. Dragonborn Traits Dragonborn Traits Your draconic identity manifests in a variety of traits you share with the remnants of true dragons, as well as unique aspects based on your color. Ability Score Increase. Your Constitution score increases by 1. Age. Dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old Human child by the age of 3, and reach adulthood by 15. They can live 350 to almost 500 years. Alignment. Dragonborn tend to extremes, with chromatic Dragonborn taking on their ancestor's cruelty and malice, while metallic Dragonborn follow ideals of benevolence and justice. Size. Dragonborn are taller and heavier than Humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and Draconic. 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. You can’t discern color in darkness, only shades of gray. Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the mechanics and damage type. Each creature in the targeted area must make a saving throw that is determined by your draconic ancestry. The DC for the saving throw is 8 + your Constitution modi ier + your pro iciency bonus. A creature takes 2d8 damage on a fail, and half as much on a success. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. You can’t use this again until you inish a short or long rest. Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry options. Your breath weapon and damage resistance are determined by the dragon type. Black Black You are a descendant and have the ancestry of a black dragon. Ability Score Increase. Your Strength and Constitution scores each increase by 1. Draconic Ancestry. Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage. Melting Breath. Targets who failed their save against your breath weapon attack take additional acid damage equal to your Constitution modi ier at the start of their next turn. Blue Blue You are a descendant and have the ancestry of a blue dragon. Ability Score Increase. Your Dexterity score increases by 2. Draconic Ancestry. Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage. Horned. You have a single protruding horn on your head which you are pro icient with and can be used in place of an unarmed strike. Your horn attack deals 1d6 piercing damage + your Strength modi ier. Brass Brass You are a descendant and have the ancestry of a brass dragon. Ability Score Increase. Your Charisma score increases by 2. Draconic Ancestry. Your breath weapon deals ire damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to ire damage. Socially Adept. You have advantage on saving throws against being charmed and can't be put to sleep by magical means. Bronze Bronze You are a descendant and have the ancestry of a bronze dragon. Ability Score Increase. Your Strength and Constitution scores each increase by 1. Draconic Ancestry. Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage. Watery Origins. You have a swim speed of 30 feet and can hold your breath underwater for up to 1 hour. 3 This is unof icial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Copper Copper You are a descendant and have the ancestry of a copper dragon. Ability Score Increase. Your Charisma score increases by 2. Draconic Ancestry. Your breath weapon deals acid damage in a 15 foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage. Riddler. You have pro iciency in the Performance skill and one instrument of your choice. Gold Gold You are a descendant and have the ancestry of a gold dragon. Ability Score Increase. Your Strength and Wisdom score increase by 1. Draconic Ancestry. Your breath weapon deals ire damage in a 15 foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to ire damage. Golden Flames. Your breath weapon's ire damage becomes radiant damage against Fiends and Undead creatures. Green Green You are a descendant and have the ancestry of a green dragon. Ability Score Increase. Your Dexterity and Intelligence score increase by 1. Draconic Ancestry. Your breath weapon deals poison damage in a 15 foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to poison damage. Toxic Vapor. Creatures that fail their save against your breath weapon also suffer from the Poisoned Condition until the end of their next turn. Mercury Mercury You are a descendant and have the ancestry of a mercury dragon. Ability Score Increase. Your Dexterity and Charisma score increase by 1. Draconic Ancestry. Your breath weapon deals thunder damage in a 15 foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to thunder damage. Unrelenting Force. Creatures that fail their save against your breath weapon are also pushed back 10 feet. Red Red You are a descendant and have the ancestry of a red dragon. Ability Score Increase. Your Strength score increases by 2. Draconic Ancestry. Your breath weapon deals ire damage in a 15 foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to ire damage. Fearful Flames. Creatures that fail their save against your breath weapon also suffer from the Frightened Condition until the end of their next turn. Silver Silver You are a descendant and have the ancestry of a silver dragon. Ability Score Increase. Your Intelligence score increases by 2. Draconic Ancestry. Your breath weapon deals cold damage in a 15 foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to cold damage. Lingering Frost. Creatures that fail their save against your breath weapon also have their movement reduced by 15 feet until the end of their next turn. White White You are a descendant and have the ancestry of a white dragon. Ability Score Increase. Your Dexterity and Constitution scores each increase by 1. Draconic Ancestry. Your breath weapon deals cold damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to cold damage. Focus Freeze. If the irst creature hit by your breath weapon fails their Dexterity saving throw, they are also restrained until the end of their next turn. Yellow Yellow You are a descendant and have the ancestry of a yellow dragon. Ability Score Increase. Your Intelligence and Charisma scores each increase by 1. Draconic Ancestry. Your breath weapon deals thunder damage in a 15 foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to thunder damage. Sonic Disruption. Creatures that fail their save against your breath weapon also suffer from the Deafened Condition until the end of their next turn. In addition, if they are concentrating on a spell, they make their concentration check at disadvantage. 4 This is unof icial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Faun Faun With ancestral ties to goats and rams, Fauns are bouncy and springy humanoids with a human-like torso and furry lower bodies ending in cloven hooves similar to that of goats. They have horns of a ram that curl and large yellow slitted eyes. Their ears are huge and loppy. Male Fauns are known as Satyrs. While female Fauns are known as Maenads. Fauns are often joyful and a little strange, being closely connected with fey magic and dreams. Faun Traits Faun Traits Your goat-like appearance and skills are shown in a variety of traits as listed below. Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1. Age. Fauns are quick to age, maturing at around the age of 3. They often live to around 60 years old. Alignment. Surrounded with magic and lighthearted fun, Fauns tend to lean on the chaotic good side, relishing the freedom of life and enjoying the simpler things in order to ind happiness in themselves. Size. No taller than a Hal ling, Fauns reach anywhere between 3 to 4 feet tall. Your size is Small. Speed. Standing on two goat-like legs that end in hooves, your base walking speed is 30 feet. Languages. You can speak, read, and write Common and Sylvan. 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. You can’t discern color in darkness, only shades of gray. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Natural Enchanter. You know the Sleep spell and can cast it at 1st level once without a spell slot. You regain the ability to cast this spell after a long rest. Ethereal Hiding. You cannot be magically watched on or perceived through magical scrying sensors. Any attempts to scry on you automatically fail. Reveler. You have pro iciency in the Performance skill. Additionally, you also have pro iciency with one musical instrument of your choice. Onodrim Onodrim Onodrim are large lumbering cousins of Treants. Though smaller, they are far more nimble and active in society, allowing them to it more suitably within the more humanoid-dominated world. Onodrim are often peaceful, quiet and caring and are described most commonly as gentle giants that remain quiet until talking is actually required. They spend their downtime sunbathing and relaxing in the warmth whenever given the chance. Onodrim Traits Onodrim Traits As a protector of the forest, Onodrim have developed long lasting natural skills that relate to their organic lifestyle. Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1. Age. As humanoids related to the Ents and the forests around them, Onodrim have long lifespans. They reach adulthood at around 50, and the oldest of them can live for 1000 years. Alignment. As people who follow the rhythm of nature and see themselves as its caretakers, Onodrim are typically neutral good. Size. Onodrim are between 8 and 10 feet tall and weigh between 300 and 450 pounds. Despite your height, you are still rather slender. Your size is Medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and Sylvan. Natural Camouflage. You know the Druidcraft cantrip and can cast it at will. In addition, you have advantage on Stealth checks to hide in forest terrain. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Living Greenery. Due to your natural bark and size, you are ill-suited to wearing armor. Your wooden bark provides ample protection, however; it gives you a base AC of 17 and your Dexterity modi ier doesn't affect this number. You gain no bene it from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal. Nature’s Blood. You have advantage on saving throws against poison, and you have resistance against poison damage. At One. You gain pro iciency in the Nature skill. You also have the ability to communicate in a limited manner with plants. You can understand and sense their emotions, if they’re feeling any, such as stressed, relieved, aggressive or relaxed. You also have advantage on any Charisma checks made towards plants or plant based creatures. Photosynthesis. You are considered a plant type creature. Furthermore, you do not need to sleep, and therefore can remain alert during rests. Instead, you must ensure you have spent at least 4 hours basking in sunlight throughout the day. Failing to do so results in the same level of exhaustion as missing a day of sleep would cause. In addition, you cannot gain bene its from a long rest unless you have successfully spent at least 4 hours in sunlight within a 24 hour period. 5 This is unof icial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Classes Classes Y our character’s class is the most important thing to consider when creating a character. A character’s class determines their skills and abilities and, therefore, will dictate how they are played both with lavor and mechanics. Here you will ind a list of unique classes and subclasses that have been homebrewed and tweaked to help supplement the world of Entrellia and grant a variety of options to choose from. 6 This is unof icial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Feats Feats B elow is a list of optional feats or tweaked feats available to players to choose in place of an Ability Score Improvement. Feats here are intended to expand and improve the customization and freedom a player has when developing their character. They can expand into a more specialized way of ighting, ind a new method of adventuring, or in general re lavor some other aspects they might have improved or trained over time. You must meet any prerequisite speci ied in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow, perhaps by a withering curse, you can’t bene it from the Grappler feat until your Strength is restored. Draconic Lungs Draconic Lungs Prerequisite : Dragonborn , must be 6 th level or higher Extensive training has granted you greater control over your breath weapon, allowing you to use it more quickly or in unison with your techniques. You gain the following traits: You may use your breath weapon as a bonus action. If you have access to the Extra Attack action, you can, in place of one of your attacks during the action, use your breath weapon instead. Dragon Wings Dragon Wings Prerequisite : Dragonborn You sprout leathery draconic wings of your ancestral color. Your wings grant you a lying speed of 20 feet if you aren't wearing heavy armor and aren't exceeding your carrying capacity. Lucky Lucky You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend 1 luck point to reroll the die. You must use the new outcome. You regain your expended luck points when you inish a long rest. Triton Deep Magic Triton Deep Magic Prerequisite : Triton Your ties to sea magic have improved, you gain the following traits: Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20. You futher master the elemental magic of water. You learn the shape water cantrip and can cast it at will. Additionally, you learn the create or destroy water spell and can cast it once as a 1st level spell at will. You also learn water breathing , which you can cast once without expending a spell slot. You regain the ability to cast these spells again after you inish a long rest. 7 This is unof icial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Invocations Invocations 8 This is unof icial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Backgrounds Backgrounds This is unof icial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.