Thesword coast itself is a wild frontier, large coastal cities act as a bulwark against the countless dangers found further inland. Pirates scour the northern waters, giants stride across the chilly landscape and orc armies march under strange banners as many wide-reaching organizations and kingdoms vie to gain power or profit from the wilderness.
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after column or page breaks to reset indentations */ .phb#p1 background:none; Sword Coast Adventurer's Guide RevisedExplore the revisions and additions to the Sword Coast campaign sourcebook for the world's greatest roleplaying game.CreditsLead Revisionary: Wade Falk (FrontB/Homebrew Barcana)
Special Thanks: To the Unearthed Arcana Reddit community that continues to make suggestions for further revisions and additions, and the GM Binder developers for provided the service for creating this compendium.
Disclaimer: Content within this compendium are non-profit revisions and additions to the Sword Coast Adventurer's Guide, a collaboration book between Wizards of the Coast and Green Ronin Publishing, for Dungeons & Dragons 5th Edition. Please support the game and its developers by purchasing a copy of the original book.
Tyler Jacobson illustrates a moment as combat between a band of adventurers and a delegation of orcs is about to unfold. The adventurers are as featured (left to right): Skip Brickard, a halfling fighter with an orc-sized walloping ready; Illydia Maethellyn, a moon elf cleric of Sehanine Moonbow taking aim; Hitch, a brazen human rogue with shady ties to Zhentarim; Makos, a tiefling warlock who's hellbent at getting revenge on his infernal father; and Nayeli Goldflower, a human paladin driven by an oath of vengeance.
Version: 1.7.1Last Updated: November 26, 2021Homebrew Barcana SCAG Revised This is unofficial Fan Content permitted under 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.
Well met, wanderer! Welcome to the revisions to a book that provides options for adventurers within a world originally created by Ed Greenwood, the Forgotten Realms setting. The setting serves as the default setting for this edition of Dungeons & Dragons, and it has been used by many dungeon masters and players for decades now. To think, it was a homebrewed setting for Ed's D&D campaigns, and it grew into something wonderful that numerous artists, authors, musicians, and game developers have come to support and to take inspiration from.
Throughout the pages of this compendium, you'll find new versions of character options from the rollercoaster of balance that Sword Coast's Adventurer's Guide stands since its originally release in 2015. These revisions serve to reignite the excitement we all had when that book was released without the disappointments of lackluster options. The current chapters of this compendium gives you these revisions to use however you wish within your D&D campaigns.
I would like to quickly reiterate that any content from the SCAG that isn't mentioned in this compendium remains unchanged. Please view your copy of the book for unchanged content. I only advise to used this in conjunction with original book.
In addition, anything mentioned in the Elemental Evil Player's Companion document is considered part of SCAG, and its content remains unchanged (except Genasi) . Please view your copy of that document for Aarakocra, Genasi (Fire and Water) , Goliath, and the new spells it added to the game.
Go forth, and find the revision that awaits your curious eyes. This compendium serves to better the original book about a campaign setting we love. Any and all suggestions you have to further improve this compendium can be submitted to this Unearthed Arcana Reddit link.
Faern serves as a beloved home for numerous races. Some immigrant from other realms through ancient gates and portals that are either long forgotten or dispelled. Others are newcomers, still trying to find a place to truly call home.
This chapter provides new additions for the races available in the Player's Handbook, and some new options. The information provided is specific to the Forgotten Realms, so this material takes precedence to what is presented in the Player's Handbook whenever your D&D games use this campaign setting.
The stout folk whom are deliberate and withhold traditions like oaths of paladins. The original book left out a few of the rare subraces of dwarves throughout Faern. Those forgotten subraces are presented here.
Artic dwarves, also known as glacier dwarves on Frostfell, or Inuggakalikurit, are more isolated than their stout brethren as they lived in Faern's northernmost regions of the Great Glacier. Their architecture combines both ice and stone into chilling holds. They are open and friendly to outsiders, with the exception of frost giants, whom they despise.
Orecutter dwarves, better known as Urdunnir, are the long-forgotten offshoot of their cousin, the shield dwarves, that wished to be one with the earth and stone. The world as a work of living beauty to them, and they explore its depths like divers in the ocean. Most of their travels are due to the blessings of Dumathoin, dwarven god of buried secrets.
Stone Walk. You are able to pass through stone and earth. You gain a burrow speed of 10 feet and can only burrow through nonmagical earth and stone. In addition, you leave a Small-sized tunnel behind you wherever you burrow.
Wild dwarves, also known as albino dwarves, jungle dwarves, or dur Authalar ("the People") , are more primitive than their disrespected brethen. Most are found in the jungles of Chult, the Mhair, and the Black Jungles; as they rejected their traditions to begin anew with ever-changing practices.
The graceful ones that are eloquent and align with the forces of nature. As mentioned in the original book, there exists several rare elf subraces, but not all of them had statistics. Provided below are those rare elven subrace options, including the unmentioned Snow Elf subrace, with playable traits for your characters.
The avariel, also known as winged elves, or Aril'Tel'Quessir, were among the first races to settle Faern. They were more common when the worlds of the multiverse were young, but frequent conflicts with dragons have reduced their numbers. Still, a few colonies persist here and there in the Material Plane and on the Plane of Air.
Lythari, also known as lycantropic elves, or Ly'Tel'Quessir, are true elven lycantropes. They don't suffer from a curse, nor do they have a hybrid form. They have pale silvery skin and hair to match. In their wolf form, they have various shades of grey and silver in their fur. Most are found in their wolf forms within secluded packs throughout the wilds of Faern.
Wolf Form. As an action, you can assume the bestial aspect of a wolf . When in wolf form, you gain all the characteristics of a wolf (see page 341 of the Monster Manual) as per rules of a druid's Wild Shape (See page 66 of the Player's Handbook) , except the following apply to you:
Sea elves, also known as aquatic elves, or Alu'Tel'Quessir, are elves found deep in the Shining Sea, Sea of Swords, and many others deep oceans throughout Faern. Their are some sea elves which are known as the "Marel Elves," and they are those who turn to evil and worship the deep and dark gods of vast depths.
Snow elves, also known as glacier elves, or Froi'Tel'Quessir, are elves found in High Ice, Frostfell, and the Great Glacier. Most are reclusive and rarely live their cities as they are not naturally resistant to the cold. The have snow white hair, pale skin, and usually bright blue or white eyes. Their harsh environment has sharpen their emotions; seeming elitist and haughty to other elves with a pale snow appearance.
Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.
Star elves, also known as mithrel elves, or Ruar'Tel'Quessir, appear similar to moon elves but with flakes of silvers and gold in their eyes and skin. They mainly dwell within the demiplane of Sildyuir nearby the Feywild. Their constant conflict with the Nilshai, a race of worm-like sorcerers from the Ethereal Plane, has forced some of them to leave their home and come to Faern.
Otherworldly Touch. While in dim light or darkness, you can use your Charisma for weapon attack rolls instead of Strength or Dexterity. Your damage rolls still use the original modifier.
Wild elves, also known as green elves, or Sy'Tel'Quessir, are considered to be the strangest of elves by their kin. They have abandoned or lost their ancient culture as dwell deep in the jungles of Chult and the forests of Chessenta. They get along well with Lythari, yet they have tensions with wood elves.
The plucky, little humanoids that are halflings seem to both entertain and befriend the larger folk from the cleverness and joyous nature. The following subrace option for halflings reveals the opposite side of this coin, being genuine evil ones.
Jerren appear similar to lightfoot halflings, yet their sadistic nature is barely veiled through that disguise. In reaction to the annual raids from various goblinoids costed numerous lives and food from their prairie of Jerren, these halflings turned to corrupted and dark magic to prepare for one upcoming Spring.
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