The Forgotten Realms [Fan Version] world illustration - Fantasy theme
Fantasy

The Forgotten Realms [Fan Version]

P
Pollution

325+ POIs, 225+ Areas, 100+ Subclasses, 30+ Races, and more to come! Come adventure!


Author's Note: Disclaimer: This is a fan-made game set in the Forgotten Realms universe. It is a non-commercial, passion project created by me. This game is not affiliated with, endorsed, or sponsored by Wizards of the Coast LLC. All intellectual property related to the Forgotten Realms, including but not limited to, settings, characters, lore, and trademarks, are the sole property of Wizards of the Coast. No financial transactions have occurred or will occur in relation to its development. The creator of this game has not received any compensation for their work. I am a huge fan of Dungeons and Dragons 5th edition. I run D&D games for my friends all the time. Nothing can beat an actual game master who sits down and runs the game for you. This is a nice low commitment way of learning how to play D&D. I hope anyone who plays in this world is inspired to join an actual sit down game with a dungeon master. You will never regret it. This is a passion project and I will always be updating and improving this world. The Forgotten Realms, a land of myth and magic, sprawls across the continent of Faerûn, a world of vibrant cultures, ancient mysteries, and ever-present danger. 275+ POIs, 225+ Areas, 100+ Subclasses, 30+ Races, and more to come! Come adventure! Note: If you are Planeshifting to another plane, you sometimes have to manually change your location to get in. For example, if you are looking to slay a particular Devil, it's best to Planeshift to Avernus in text (using a scroll or other method), undo the direction that the AI took you, and then manually change your location to the Plane you are transporting yourself to. The AI will sometimes say you're in Avernus or create a location nearby with a similar name, but your location in game would have only moved about an hour or two travel in a random direction. Delete any new location like that and just go to the actual POI manually if that happens. Have fun!
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Vampire
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Vampire

Vampires are powerful undead beings, feared for their insatiable hunger for blood. Retaining their mortal appearance, they possess pale skin, sharp features, and haunting red eyes. Vampires revel in decadence, their personalities twisted by unlife, transforming love into obsession. They wield formidable abilities, including blood draining, domination, and shapeshifting, while being immune to many spells. However, they are vulnerable to sunlight and holy water. Unlike spawn, they hold free will.

Lycanthrope
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Lycanthrope

Lycanthropes are shapechangers with the ability to transform between humanoid and animal forms, often resembling typical members of their species. In humanoid form, they may exhibit subtle traits like pointed teeth or elongated nails, hinting at their true nature. They can also assume a hybrid form, blending human and animal features. Lycanthropes are classified into several types: True (hereditary), Infected (contracted through bites), Induced (magical items), and Cursed (spells or curses).

Goblinoid
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Goblinoid

Goblinoids encompass goblins, hobgoblins, and bugbears, sharing a common ancestry and often a militaristic culture. Goblins are small, chaotic, and numerous, known for their cunning and swarming tactics. Hobgoblins are disciplined, martial, and organized, valuing strength and hierarchy. Bugbears are large, stealthy, and brutal, preferring ambush and intimidation. All are typically associated with conflict and tribal structures, though individuals vary.

Locathah
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Locathah

Locathah are fish-like humanoids, dwelling in coastal waters and reefs. They are generally peaceful, favoring trade and cooperation, but will defend their territories fiercely. Their society is tribal, with a focus on fishing and hunting. They possess gills for underwater breathing and can wield simple weapons. Often encountered as allies or victims of aquatic threats, they are known for their resilience and adaptability in harsh marine environments.

Aarakocra
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Aarakocra

Aarakocra are avian humanoids, known for their flight. They typically reside in high places, like mountain peaks or windy cliffs. They possess sharp talons, and their wings grant them exceptional aerial mobility. Their culture often revolves around the sky, with a strong connection to wind and weather. They are often aloof, but value freedom and exploration.

Firbolg
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Firbolg

Firbolgs are gentle giants, nature-loving humanoids. They possess innate magical abilities tied to the forests they protect, like invisibility and animal communication. They're reclusive, preferring harmony with nature over societal interaction. Their innate wisdom and druidic connection make them powerful allies, though they often avoid conflict. They are known for their deep voices and quiet, contemplative nature.

Genasi (Fire)
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Genasi (Fire)

Fire Genasi, infused with elemental fire, often display fiery hair, warm skin, and a passionate temperament. They possess resistance to fire damage and can produce flames. Drawn to intense emotions and action, they might be impulsive or fiercely loyal. Their heritage grants them darkvision and the ability to cast the burning hands spell.

Triton
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Triton

Tritons, aquatic humanoids, guard coastlines and undersea realms. They are lawful, noble, and fiercely protective, hailing from the Elemental Plane of Water. With fish-like features and webbed hands, they excel in aquatic combat, wielding tridents and magic. They often oppose evil sea creatures and serve as guardians against threats from the depths. They favor order and defend against incursions onto the material plane.

Satyr
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Satyr

Satyr are Fey creatures with goat-like legs, horns, and a love for revelry. They're mischievous, skilled musicians, and often found in forests, indulging in feasts and playful pranks. While generally harmless, they can be fickle and dangerous when angered, wielding pipes and their natural charm to sway others.

Tortle
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Tortle

Tortles are amiable, turtle-like humanoids valuing simplicity and nature. They often live nomadic lives, carrying their homes on their backs. They are known for their strong shells, providing natural armor, and their affinity for coastal environments. Their culture emphasizes peace and a deep connection to the natural world, often leading them to become adventurers to protect their homes or explore the vast oceans. They are naturally wise and resilient, making them dependable allies.

Kenku
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Kenku

Kenku are avian humanoids cursed to mimic, lacking original creativity. Their speech is a patchwork of sounds they've heard, making communication cryptic. Skilled mimics, they excel at forgery and infiltration. Driven by a lost ability to fly, they often seek complex puzzles or schemes to regain what they've lost. Their appearance resembles small, dark-feathered birds, with beaks and talons.

Verdan
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Verdan

Verdan are humanoids transformed by aberrations, often through exposure to corrupting magic. They possess a mutable physiology, shown in fluctuating size and skin tones. Their minds are also altered, leading to a unique perspective on life, often marked by pragmatism and a drive for adaptation. They strive to survive and thrive despite their changed nature, forming tight-knit communities.

Genasi (Water)
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Genasi (Water)

Water genasi, descendants of genies and mortals, embody the fluidity of their element. They possess traits like blue-green skin, webbed fingers/toes, and the ability to breathe underwater. Often serene and adaptable, they feel a deep connection to oceans and rivers. Their racial traits grant them resistance to acid damage and the ability to cast create or destroy water. Their personalities often reflect the calmness or tempestuousness of the sea.

Genasi (Air)
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Genasi (Air)

Air Genasi, born of elemental air, are often aloof and swift. They possess pale skin, light blue hair, or even wisps of vapor. Their voices may sound like wind chimes, and they move with an ethereal grace. They can hold their breath for extended periods and have a natural affinity for levitation and flight, reflecting their airy heritage. They are often unpredictable and free-spirited, like the winds themselves.

Sea Elf
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Sea Elf

Sea elves, or aquatic elves, are graceful inhabitants of the ocean depths. They possess webbed fingers and toes, adapting them for underwater life. Their culture often revolves around the sea's mysteries and its creatures. They are known for their affinity for marine magic and their ability to communicate with aquatic animals. Many are skilled sailors and navigators. Though they share elven grace, their lives are tied to the tides and currents, making them distinct from their land-dwelling kin.

Owlin
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Owlin

Owlin are avian humanoids, resembling owls, known for their silent flight and keen senses. They often dwell in secluded forests or mountainous regions, valuing wisdom and solitude. Their ability to fly grants them tactical advantages, and their nocturnal nature makes them adept at stealth and observation. They possess talons for unarmed strikes and are often associated with magic or nature-based deities.

Tabaxi
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Tabaxi

Tabaxi are feline humanoids, driven by intense curiosity. They're often wanderers, seeking new experiences and knowledge. Their agile bodies and natural stealth make them excellent explorers and rogues. They speak in riddles and value personal freedom above all else.

Aasimar
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Aasimar

Aasimar are humanoids with celestial ancestry, granting them radiant features and innate magical abilities. They possess darkvision, resistance to necrotic and radiant damage, and a healing touch. Their Celestial Revelation allows them to manifest divine power, gaining wings or unleashing radiant energy. Aasimar often feel a calling to fight evil, embodying celestial virtues and serving as beacons of hope.

Harengon
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Harengon

Harengon, rabbitfolk, are nimble humanoids with long ears and powerful legs. They often possess keen senses and a natural luck, favoring agility and speed. Many are tricksters or wanderers, driven by curiosity and a love for exploring. Their culture emphasizes community and storytelling, with a strong connection to nature. They can be found in various environments, from forests to plains, often living in warrens.

Deep Gnome
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Deep Gnome

Deep gnomes, or Svirfneblin, are a reclusive subterranean race. They possess superior darkvision and stone camouflage, granting stealth advantages in their Underdark homes. They are resistant to magic and have keen senses. Their small size and innate magic resistance make them excellent scouts and infiltrators, though they are often distrustful of outsiders. Their culture focuses on survival and careful observation.

Eladrin
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Eladrin

Eladrin are elves of the Feywild, embodying the changing seasons. They shift their appearance and personality with each season, gaining unique abilities. Fey Step allows teleportation, changing effect with the season. They are charismatic and often unpredictable, reflecting the whims of the Feywild. Their seasonal traits add depth, granting bonuses and spell-like abilities.

Fairy
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Fairy

Fairies are small, winged humanoids with innate magical ties to the Feywild. They possess flight, allowing for aerial maneuverability. They can cast Druidcraft and Faerie Fire, showcasing their connection to nature and illusion. Fairies are often whimsical, mischievous, and have a natural affinity for magic, making them versatile adventurers.

Githyanki
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Githyanki

Githyanki are astral plane raiders, psionic warriors bound to the lich-queen Vlaakith. They despise mind flayers, using silver swords to sever psychic links. Their society is militaristic, focused on conquering and pillaging. Their planar ships, astral skiffs, allow them to traverse the silver void. They are tall, gaunt humanoids with yellow skin and elaborate armor.

Duergar
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Duergar

Duergar, or gray dwarves, are subterranean dwellers known for their grim demeanor and psionic abilities. They possess darkvision, resistance to poison, and advantage against illusions. Their innate magic allows them to enlarge or become invisible. They are often hostile, favoring slavery and industry. Duergar are typically lawful evil, dwelling in harsh, underground fortresses.

Genasi (Earth)
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Genasi (Earth)

Earth Genasi are beings infused with the essence of the Elemental Plane of Earth. Their skin resembles stone, and they often possess earthy features like crystalline growths or metallic flecks. Stoic and grounded, they are known for their resilience and unwavering determination. They move with deliberate strength, embodying the earth's unyielding nature. They favor stability and practicality, often displaying a patient, enduring spirit.

Githzerai
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Githzerai

Githzerai are ascetic humanoids from the chaotic plane of Limbo, valuing mental discipline and order. They are typically lean, bald, and possess psionic abilities. They oppose the Githyanki, their militaristic cousins, and strive for inner peace through rigorous training and meditation. Their society revolves around monastic traditions, seeking to master their minds and control the chaos around them. They are often stoic and reserved, valuing logic over emotion.

Changeling
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Changeling

Changelings are humanoids with the innate ability to alter their physical appearance. They can mimic any Medium or Small creature, changing their look, voice, and mannerisms. This allows for infiltration, deception, and adaptability. They retain their own statistics, but excel at social manipulation and intrigue. Their ability to change form is limited by their imagination.

Shadar-Kai
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Shadar-Kai

Shadar-kai, elves from the Shadowfell, are marked by pallid skin and dark eyes. Emotionally subdued, they're bound to the Raven Queen, often acting as her agents. Their connection to shadow grants them resistance to necrotic damage and the ability to teleport short distances through shadows, reflecting their somber and ethereal nature. They are often thin and gaunt, bearing a haunted look. They value loyalty and service to the Raven Queen above most other things.

Drow
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Drow

Drow Elves, also known as Dark Elves, are a subrace of elves that dwell in the Underdark, characterized by their dark skin, white or silver hair, and striking red or violet eyes. They are known for their cunning, agility, and mastery of magic, often living in matriarchal societies where power is wielded by the most influential priestesses of the spider goddess Lolth.

Goliath
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Goliath

Goliaths, mountain-dwelling humanoids, are known for their immense size and strength. They possess a deep connection to the natural world, valuing competition and survival. Their culture emphasizes physical prowess and a stoic approach to life. They are often nomadic, following herds of mountain goats or seeking challenging environments. Their skin is typically gray, with dark markings, and they are built for harsh climates.

Celestial
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Celestial

Celestial: These are beings of divine or extraplanar good, often messengers or servants of deities. They embody purity and righteousness, possessing radiant forms and holy powers. They are dedicated to combating evil and upholding the forces of good within the multiverse.

Beast
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Beast

Beast: Beasts are nonmagical creatures, typically animals, that exist within the natural world. They range from mundane predators to giant, prehistoric creatures. They are driven by instinct and survival, lacking the intelligence of humanoids or the magical nature of other creature types. Beasts have a very low intelligence.

Monstrosity
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Monstrosity

Monstrosity: A diverse category of creatures that don't fit neatly into other types. They often possess unusual combinations of animalistic and magical traits, or exhibit unique and dangerous adaptations. They are often dangerous and unpredictable, showing a wide array of powers.

Aberration
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Aberration

Aberration: These beings are alien and unnatural, often warped by extraplanar or psychic energies. They defy conventional biology, possessing bizarre forms and unsettling abilities. Their existence challenges the natural order, and they frequently exhibit strange mental powers.

Construct
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Construct

Construct: Constructs are artificial beings created through magic or artifice. They lack natural life, animated by magical energy or intricate mechanisms. They often serve specific purposes, from guardians to laborers, and may exhibit a wide range of forms and abilities.

Giant
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Giant

Giant: Humanoid-like beings of immense size and strength, giants are often solitary or tribal creatures. They range from simple hill giants to powerful storm giants, each possessing unique cultural traits and abilities. They are powerful beings that can shape the landscape around them.

Elemental
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Elemental

Elemental: Beings composed of the primordial elements: air, earth, fire, and water. They are manifestations of these forces, often inhabiting regions where their element is dominant. Elementals exhibit raw, unbridled power and embody the essence of their respective element.

Dragon
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Dragon

Dragon: Powerful, winged reptiles, dragons are iconic creatures of magic and might. They possess varied elemental affinities, breath weapons, and hoards of treasure. They are intelligent and often ancient, holding significant influence over the world.

Plant
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Plant

Plant: Living organisms that derive sustenance from sunlight and soil, often possessing unique magical or defensive abilities. They range from sentient trees to mobile, predatory vines. They can be found in a variety of environments, and are often tied to the natural world.

Fey
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Fey

Fey: Inhabitants of the Feywild, these creatures are magical beings tied to nature and emotion. They range from whimsical sprites to powerful archfey, embodying the capricious and unpredictable nature of magic. They often possess strange abilities and motivations.

Undead
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Undead

Undead: Creatures that were once living but are now animated by necromantic energy. They range from mindless zombies to powerful liches, embodying death and decay. They are often driven by a dark purpose or a lingering echo of their former lives.

Ooze
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Ooze

Ooze: Amorphous beings composed of living slime, acid, or other viscous substances. They lack defined forms and often possess corrosive or engulfing abilities. They are often found in damp or subterranean environments, and are driven by simple instincts.

Fiend
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Fiend

Fiend: These are beings of infernal or abyssal origin, embodying evil and corruption. They are servants of demons, devils, and other malevolent entities, driven by a desire to spread chaos and destruction. Fiends possess dark powers and often seek to corrupt mortals.

Tiefling
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Tiefling

Infernal heritage with a natural affinity for dark magics.

Human
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Human

The most versatile and varied of races, without specific strengths or weaknesses.

Half-Orc
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Half-Orc

Brute strength combined with human adaptability.

Halfling
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Halfling

Small, nimble and resourceful, able to easily evade danger.

Half-Elf
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Half-Elf

Sharing characteristics of both humans and elves, versatile and adaptable.

Gnome
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Gnome

Small, curious, and inventive, skilled in arcane arts.

Elf
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Elf

Graceful and wise, with an affinity for nature and magic.

Dwarf
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Dwarf

Stout and strong, skilled in metalwork and masonry.

Dragonborn
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Dragonborn

Born of dragons, these creatures are large and in charge, with a breath weapon.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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