Discworld Unearthed Arcana For 5Th Edition DND: Ideas Taken From Terry Pratchett'S Discworld Series
Discworld Unearthed Arcana For 5Th Edition DND: Ideas Taken From Terry Pratchett'S Discworld Series
Discworld Unearthed Arcana For 5Th Edition DND: Ideas Taken From Terry Pratchett'S Discworld Series
Edition DnD
Ideas taken from Terry Pratchett's Discworld series
by 3A
V1.3
Discworld Classes
Barbarians Borrowing
When you choose this circle at 2nd level, instead of turning
Barbarians are found in the less-civilized portions of into an animal, you can borrow an animal's mind. As an action,
Discworld. They enjoy the freedoms of open plains and you can cast locate animals or plants without using a spell
steppes. Barbarian adventurers can be found all over, as they slot. You then choose one affected beast that is not hostile to
loot and pillage to seek their fortune. Legend has it that a you. Instead of assuming the shape of the beast, you see
band of old, battle-hardened barbarians once got mad at the through the beast's eyes and hear what it hears, and continue
gods and nearly destroyed them all... to do so until you use your bonus action to return to your
normal senses, or until you have spent a number of hours
Bards equal to half your druid level, rounded down, seeing through
the beast's eyes. While perceiving through the beast's senses,
Discworld legend has it that the universe came into existence you gain the benefits of any special senses possessed by that
with a power chord. Music has a primordial power that creature. You may also cast suggestion on the beast at will for
hypnotizes the listener and the musician. Few bards actually the duration. Your body is unconscious for the duration. If the
exist, though. Most have come into possession of a rare animal dies while you are borrowing it then the effect ends
instrument from a mysterious shop that didn't exist yesterday early.
and won't exist tomorrow. Consult your DM if you can play a
bard. Circle Spells
Your mystical connection to the land infuses you with the
Cleric ability to cast certain Spells. At 3rd, 5th, 7th, and 9th level you
gain access to circle Spells connected to your training as a
Faith in Discworld is a two-way street. Gods feed on belief and Witch.
become stronger and more powerful the more people believe Once you gain access to a circle spell, you always have it
in and worship them. A single cleric of a small god can prepared, and it doesn’t count against the number of Spells
increase a god's following and therefore the god's and the you can prepare each day. If you gain access to a spell that
cleric's power from a trickle to a typhoon. A cleric can either doesn’t appear on the druid spell list, the spell is nonetheless a
choose to worship the established gods of Discworld provided druid spell for you.
at the end of the guide or can create their own god and
worship them. Druid Level Circle Spells
3rd hex, suggestion
Druid 5th bestow curse, fear
Druids exist in the forested areas of Discworld and rarely seek 7th compulsion, dominate beast
out civilizations. One can play a Druid of a circle that already
exists or use the following Witch subclass. 9th dominate person, scrying
Warlock 18-
Loud chittering noises. A creature from the dungeon
dimension escapes. Reduce the reality barrier's hp by
19
True warlocks are rare. Devils are the only ones known to 5.
have entered in pacts with humans. Fiend pacts are rare but A portal to the Dungeon Dimension is instantly torn
they exist. 20
open. The barrier is reduced to 0 HP.
Instead, Discworld has several anthromorphic
personifications of nature, such as Death, war, kaos, and time. When the portal is open, 1d4 dungeon dwellers(Appendix
If your DM allows it, you can be a child or employee of the A) escape every round. Each round, the DM rolls a d20. If the
fairies or a natural force, and use a patron appropriate to the roll is 16 or higher, then the portal closes and the barrier is
heritage. If you DM allows, you can choose Archfey if you have restored to 1 hp. The barrier regenerates 1 hp every 7 days.
elven heritage. If you are descended from Death, you might
choose Great Old One or Undying. When choosing this
option, think about how your parentage contributes to your
look. A child of death might have a lock of hair that is
permanently white, and a child of time might have a long-lost
twin that is actually you, born at a slightly different time.
Employees instead gradually take on features of their
employers.
Wizard
Wizards have a long tradition in Discworld as the only users
of arcane magic. A Wizard is the eighth son of an eighth son
of a human family. Most Wizards reside in one of several
magical universities throughout the Disc, and practice the arts
of mealtime. In Discworld, arcane magic is the most
dangerous, with a significant chance to rip the fabric of reality
and allow in creatures from the Dungeon Dimension.
Discworld Races
Golem Golem Traits
Dorfl stood stock-still, holding his cleaver and looking down at Golems share certain racial traits as a result of their
the ground. construction.
"Is it a troll made to look like a human?" whispered Cheery. Ability Score Increase. Your Strength score increases by 1
"Look at those eyes!" and your Constitution score increases by 2.
"It's not a troll," said Angua. "It's a golem. A man of clay. It's Age. You are ageless. You can be anywhere from 1 year old
a machine." to 60,000.
"It looks like a human!" Alignment. As golems are made from rules, you have a
"That's because it's a machine made for looking like a strong inclination towards the Lawful alignment. You are
human." typically neutral or good.
--Terry Pratchett, Feet of Clay Size. Golems are 5-7 feet tall and weigh between 350 and
600 pounds. Your size is Medium.
Robots Older than Civilization Speed. Your base walking speed is 30 feet.
Living Construct. Even though you were constructed, you
Golems are created by infusing a clay sculpture of a man with are a living creature. You are immune to disease, being
magic words in their head, called a chem. They obey the chem poisoned, and poison damage. You do not need to eat or
unfailingly. Most chems make the golem unfailingly follow breathe, but you can ingest food and drink if you wish.
orders given by their masters. They will continue to follow the Instead of sleeping, you can enter an inactive state for 4
order, without protest, payment, or rest, until they are told to hours each day. You do not dream in this state; you are fully
stop or are physically unable to. There are tales of a golem aware of your surroundings and notice approaching enemies
tasked with delivering a message to an extinct civilization and other events as normal.
waiting until the cycle of time restarts in order to deliver it. Indefatigable. You are immune to exhaustion and do not
Golems are made without mouths and are mute, using a need to sleep. You do not regain hit points, spell slots, or any
tablet to communicate. other features regained on a Long Rest unless you enter an
Some golems have had their chems replaced with a receipt inactive state. You reduce your max HP by 1/4 every time you
for their ownership. This gives the golem free will. They gain would have gained a level of exhaustion from your own class
the ability to talk in this form, and they often start asking for a features, spells, or items. You regain the lost max HP only on
salary. a Long Rest.
Golems and Modern society Vulnerability. You have vulnerability to magical
bludgeoning damage.
Normal golems are a commodity, and are bought and sold for Languages. You can read and write Common and
high prices. They often work out of sight in dangerous, dirty, Primordial. If you have a mouth you can speak these
or physically demanding jobs. Enlightened golems work in languages too.
more public jobs, often for high pay since they can work
without sleeping. Most people tolerate their presence, but
some faithful see their presence as an abomination since they Variant Golem Trait
view that only their gods can create life. Golems are adept at dealing with heat and cold, but
not both at once. If you wish, you may take this into
Golem Names account with the following trait.
Brick body. You gain resistance to cold and fire
Golems are named after the jobs they take or the name given damage. If you take both cold and fire damage
to them long ago by their masters. Free golems can choose within a minute, you take bludgeoning damage
either to keep their name or to take new ones. equal to double the damage prevented by the
Golem names: Dorfl, Meshugah, Anghammarad, Mr. Pump, resistances.
Gladys, Nudnik, Kvetch, Mensch, Bobkes, Dybbuk, Shtetl,
Schmear
Igor Igor Traits
Igor lurched through the castle corridors, dragging one foot Igors share certain racial traits as "variant" humans.
after the other in the approved fashion. Ability Score Increase. Your Intelligence score increases
He was Igor, son of Igor, nephew of several Igors, brother of by 1 and two other ability scores of your choice increase by 1.
Igors and cousin of more Igors than he could remember Age. Igors have the lifespan of humans. They reach
without checking up in his diary. Igors did not change a adulthood in their late teens and live less then a century.
winning formula. Alignment. Igors tend to be either true neutral.
And, as a clan, Igors liked working for vampires. They kept Size. Igors are between 5 and 6 feet tall and weigh between
regular hours, were generally polite to their servants, and, an 130 and 220 pounds. Your size is medium.
important extra, didn't require much work in the bed-making Speed. Your base walking speed is 30 feet.
and cookery department, and tended to have cool, roomy Self-Surgery. You use your leisure time to perform surgery
cellars where and Igor could pursue his true calling. This on yourself. During a long rest, you can gain the effects of the
more than made up for those occasions when you had to Change Appearance option of Alter Self. This effect lasts until
sweep up their ashes. your next long rest, and it does not require concentration. You
--Terry Pratchett, Fifth Elephant. cannot use your action to change appearance during this
period.
Perfect Henchmen Beck and Call. You may attune to one ally. That ally gains
the ability to, as an action, summon you by calling your name.
Members of the Igor clan are the ideal assistant for any evil You must be unobserved by any humanoid when your name is
mad scientist, vampire, werewolf, or other nefarious called and you must teleport to an unobserved location within
character. They are expert surgeons who can bring corpses 30 feet of your master. If no suitable locations exist then you
back from the dead. They are highly capable, if morally teleport directly behind your master, on the same square. You
challenged, scientists. They are eerily competent manservants then must spend an action to say "Yeth Mather/Mithtress?".
to boot. Igors are loyal to their masters until their master is You may unattune yourself at any time if your master is in
about to get lynched by a pitchfork mob, whereupon they mortal danger.
mysteriously have already packed up their belongings and left Surgical Dabbler. You can cast cure wounds as a first-level
the castle by the backdoor. ritual once. You can’t do so again until you finish a Long Rest.
Intelligence is your spellcasting ability for it.
The Code of Igors Languages. You can speak, read, and write Common and
The Igor clan has a code of conduct for its members. A good one other language of your choice.
Igor lisps and limps as much as possible, even though few
Igors have an actual impediment. Igors have the uncanny
ability to immediately appear behind their employer or a door
when called. Igors keep their employers' matters highly
discreet.
Igors also keep spare body parts for use in surgery. They
perform this surgery on themselves, augumenting their bodies
frequently. They leave stitches in as a badge of office.
Female Igors, Igorinas, are rare but beautiful, using their
surgical skills to perform cosmetic surgery on themselves.
We-R-Igors
Igors can be found traveling between rural towns and found in
large cities. The ones in cities typically find jobs with healers.
The ones in the countryside travel around and perform
surgery for free. They ask each person they heal to allow them
to take their organs when they die. If the person changes their
mind on their deathbed, the Igor will merely leave, and never
return to the town. Igors are therefore treated with a mixture
of fear and respect for their abilities.
Igor names
Igors follow a particular naming convention.
Male Igor Names: Igor
Female Igor Names: Igorina
Credit: Paul Kidby
Troll Troll Traits
To understand why dwarfs and trolls don't like each other you Trolls share certain racial traits as a result of their unique
have to go back a long way. morphology.
They get along like Chalk and cheese. Very like chalk and Ability Score Increase. Your Strength score increases by 2
cheese, really. One is organic, the other isn't, and also smells a and your Constitution score increases by 1.
bit cheesy. Dwarfs make a living by smashing up rocks with Age. Trolls mature in 100 years and do not die of natural
valuable minerals in them and the silicon-based lifeform causes. When they get over 600 years old, however, they
known as trolls are, basically, rocks with valuable minerals in retreat to the mountains, gradually slowing all mental and
them. In the wild they also spend most of the daylight hours physical activity until they lose sentience and become just a
dormant, and that's not a situation a rock containing valuable rock.
minerals needs to be in when there are dwarfs around. And Alignment. It's hard to tell a 1000 pound troll what to do.
dwarfs hate trolls because, after you've just found an Trolls tend towards a chaotic alignment.
interesting seam of valuable minerals, you don't like rocks that Size. Trolls are between 8 and 9 feet tall and weigh
suddenly stand up and tear your arm off because you've just between 300 and 500 pounds. Your size is Medium.
stuck a pick-axe in their ear. Speed. Your base walking speed is 30 feet.
--Terry Pratchett, Men at Arms Darkvision. Accustomed to life underground, you have
superior vision in dark and dim conditions. You can see in dim
Living Rocks 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
Trolls are giant sentient creatures entirely made of minerals darkness, only shades of gray.
and metamorphical. Their skin resembles the primary rock Silicon Metabolism. You are immune to the petrified
formations of their birthplace. This can range from igneous condition. You are immune to disease, getting poisoned, and
rock or gemstones for mountain trolls or brick and poison damage from biological sources. If you take acid
cobblestone for city trolls. They "ooze" instead of bleeding. damage then you must succeed on a DC 15 Constitution
Troll teeth are solid diamond. saving throw or get poisoned.
Very rarely, a troll will be born that is made from solid Silicon Brain. Your initiative modifier is decreased by 1.
diamond. He or she naturally becomes the king of trolls Lumbering. You have disadvantage on stealth checks while
according to trollish condition. moving.
Weapon Proficiency. You have proficiency in clubs and
Trollish Relationships greatclubs.
Trolls are native to mountain climates. They frequently Stone Camouflage. You have advantage on Dexterity
migrate to cities and seek out jobs that require a lot of muscle (Stealth) checks made to hide in rocky terrain.
but not much brains. Humans are wary around trolls due to Powerful Build. You count as one size larger when
the sheer destructive power of an angry troll, but most tolerate determining your carrying capacity and the weight you can
them. Trolls tend to group with themselves in cities due to push, drag, or lift.
differing biological requirements. Language. You can speak, read, and write Troll and
Trolls have a natural enemity towards dwarfs, due to Common.
natural competition. They also hate billy-goats.
Troll Names Variant Troll Trait
Trolls are unusually sensitive to temperature. If you
Trolls are typically named after rocks or minerals. They rarely wish, you may take this into account with the
have last names. Females are often named after gemstones. following trait.
Some trolls occasionally have a distinctly biological name like Silicon Brain. Your brain functions better in cold
"Meat", just like humans can have names like "Rocky". climates.
Male Troll Names: Detritus, Mica, Clay, Chrysoprase, In cold areas, your Intelligence score increases by
Carborundrum, Brick, Big Jim Beef, Bluejohn, Flint 4 and your Initiative modifier increases by 1.
Female Troll Names: Ruby, Amber, Jade, Beryl, Sapphire, In Extreme Cold, your Intelligence score
Emerald, Aquamarine, Topaz, Amethyst increases by 8 and your Initiative modifier increases
by 2. You still suffer exhaustion from the cold.
In direct sunlight and warm climates, your
Intelligence score decreases by 4 and your Initiative
modifier decreases by 1.
In Extreme Heat, your Intelligence score
decreases by 8 and your Initiative modifier
decreases by 2.
If your Intelligence score is reduced to 0 in this
way, then you become unconscious until you are
cooled down.
Size. Vampires are between 5 and 6 feet tall and weigh
Vampire between 120 and 180 pounds. Your size is Medium.
"Being killed's nothing to a vampire," said Nanny. "They Speed. Your base walking speed is 30 feet.
always find a way of coming back. Everyone knows that, who Darkvision. Accustomed to twilit forests and the night sky,
knows anything about vampires. If they're not too hard to kill you have superior vision in dark and dim conditions. You can
and it's all a bit of an adventure for people, well, like as not see in dim light within 60 feet of you as if it were bright light,
they'll just stake him or chuck him in the river and go home. and in darkness as if it were dim light. You can’t discern color
Then he has a nice restful decade or so, bein' dead, and comes in darkness, only shades of gray.
back from the grave and away he goes again. That way he Undeath. If your ashes or corpse take acid damage, you
never gets totally wiped out and the lads of the village get cannot be resurrected. If your ashes or corpse touch animal or
some healthy exercise." humanoid blood, you are resurrected in 3d4 minutes.
--Terry Pratchett, Carpe Jugulum Vampiric Charm. You gain proficiency in the Persuasion
and Intimidation skills.
Old Evil Languages. You can speak, read, and write Common and
two other languages of your choice.
Vampires are a well-known legend in many locales. They Subraces. Instead of genetic differences, vampires are
terrorize a village for a while, suck a maiden dry, and defined physically by their morality. Choose one of these
inevitably get killed by a local heroic man from the local town. subraces.
Many rumors exist about their supposed weaknesses. Some
are abjured by garlic, others by running water. Vampires can Bloodsucker
be killed by silver, sunlight, holy water, holy symbols, a stake You drink blood and seek out prey. You gain the following
through their heart, or just killing them until they're dead. traits.
Killing the vampire is the easy part. Vampires have a Alignment. You are evil.
tendency to come back from the dead. If blood is spilled on Ability Score Increase. Your Charisma and Strength
their ashes, they will resurrect within a few minutes. scores increase by 1.
Unholy. Your type is Undead instead of Humanoid.
Vampires and Society Harmed by Running Water. You take 20 acid damage if
Humans are often wary of vampires in general. Vampires that you end your turn in running water.
still abide by their bloodsucking ways are shunned from cities Forbiddance. The you can't enter a residence without an
or hunted down. Vampires that have channeled their passions invitation from one of the occupants.
into more benign pursuits are conditionally allowed to live in Stake to the Heart. If a piercing weapon made of wood is
cities. Reports of bloodless corpses will cause the local driven into your heart while you are dead, you cannot
undead community to come under threat, so local vampires resurrect until the stake is removed.
will ruthlessly enforce temperance. Sunlight Hypersensitivity. You take 20 radiant damage
The new vampires have learned to shun superstitions of the when you start your turn in sunlight. While in sunlight, you
old ways. These vampires that shun their bloodlust substitute have disadvantage on Attack rolls and Ability Checks.
it with another obsession. This can range from hobbies like Fear of Holy. You automatically fail saving throws against
painting or sports, items like coffee, or concepts like power. Turn the Undead and Holy Water.
Woe to any vampire that cannot satiate this new obsession.
Teetotaler
Vampire Names You forsake the blood of humans. You gain the following traits.
Vampires will often have names hailing from their heritage in Alignment. You are neutral or good.
the backwoods mountains. They often have titles of minor Ability Score Increase. Your Constitution score increases
nobility. Others choose to be more "modern" and adopt local by 1.
human names. Unmarked. Your type is Humanoid instead of Undead.
Male Vampire Names: Vlad, Maledict, Otto, Fenrir, Obsession. Choose a mental focus. You satiate your
Schwarzlache, Bela, Magyrato, Arthur, John bloodlust by using the mental focus. If you are unable to
Female Vampire Names: Lacrimosa, Camilla, Margolotta, access or perform this desire during a 24-hour period, you
Maladicta, Sally, Pamela, Doreen become feverish and hallucinatory, and you exude an aura of
Vampire Family Names: De Magpyr, Von Chriek, Von danger. Your Wisdom and Intelligence scores drop to 5. Any
Morecombe, Von Smith, Winkings, Voluso creature within 10 feet of you must make a DC 13 wisdom
save or become Frightened for 1 minute. A creature that
Vampire Traits succeeds on the save is immune to the effects for 24 hours. If
you go 3 days without your focus, you must make a DC 15
Vampires share certain characteristics as ancient undead. wisdom save every hour or attack the nearest human, drink
Ability Score Increase. Your Strength, Dexterity, and their blood, and switch to the Bloodsucker trait.
Charisma scores increase by 1.
Age. Vampires mature in 300 years. Vampires cease aging
at 900 years and do not die of natural causes.
Alignment. Most vampires are lawful. Vampires that drink
blood are evil, whereas vampires that observe temperance can
be neutral or good.
Werewolf Werewolf Traits
It was always hard to remember, afterwards, how the world Werewolves share certain characteristics as beastmen.
looked when she was dans une certaine condition, as her Ability Score Increase. Your Strength, Dexterity and
mother had delicately called it. Wisdom scores increase by 1.
For example, she remembered seeing smells. The actual Age. Werewolves have the lifespan of humans. They reach
streets and buildings...they were there, of course, but only as a adulthood in their late teens and live less then a century.
drab monochorome background against which the sounds Alignment. Werewolves have a chaotic bent. Werewolves
and, yes, the smells seared like brilliant lines of...colored fire who hunt humans are evil, others can have any alignment.
and clouds of...well, of colored smoke. Size. Werewolves are between 5 and 6 feet tall and weigh
That was the point. That was where it all broke down. between 130 and 220 pounds. Your size is medium.
There were no proper words afterwards for what she heard Speed. Your base walking speed is 30 feet.
and smelled. If you could see an eighth distinct color just for a Beast heritage. You gain proficiency in the Perception and
while, and then describe it back in the seven-colored world, Nature skills.
it'd have to be..."something like a sort of greenish-purple." Inhuman durability. When reduced to 0 hit points, you
Experience did not cross over well between species. stabilize immediately. Even if you take damage while you have
Sometimes, although not very often, Angua though she was 0 hit points, you do not suffer a death saving throw failure. If
very lucky to see both worlds. And there was always twenty the damage equals or exceeds your hit point maximum, you
minutes after a Change when all the senses were heightened, still suffer instant death.
so that the world glowed in every sensory spectrum like a Werewolf. You can polymorph yourself into a wolf at will, as
rainbow. It was nearly worth it for just that. if you used the polymorph spell on yourself. You do not
--Terry Pratchett, Men at Arms assume the hit points of the new form and being damaged
does not revert you to your normal form. You drop all gear
Lunar Monstrosities when polymorphing. You can remain polymorphed as long as
you want, but each hour after the first hour temporarily
Hailing from dark forests, true werewolves rule their domain reduces your Intelligence score by 1, down to a minimum of 3.
in both human and beast form. They switch between forms at Upon transforming back, your Intelligence score increases by
will, except at the full moon, where they are bound to their 1 every round until you reach your base Intelligence score.
wolf form. Some children of werewolves do not have the You cannot polymorph when you are touching or wearing
ability to morph so they remain a human or wolf for life. They silver. You must polymorph and remain a wolf during the week
are quickly shunned from werewolf communities. of the full moon.
Werewolves have supernatural durability and are hard to Darkvision. Accustomed to twilit forests and the night sky,
kill. They have weaknesses to silver, fire, and baths. you and your wolf form have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as if
City Dogs it were bright light, and in darkness as if it were dim light. You
Some werewolves migrate to cities where they try to find can’t discern color in darkness, only shades of gray.
acceptance. They are frequently mistaken for large Vulnerability. You are vulnerable to damage from silvered
wolfhounds since wolves don't live in cities. In their human weapons. Being damaged by fire or silvered weapons while
form, they are nigh undetectable as being a werewolf, unless unconscious instantly kills you.
someone keeps good track of their monthly habits. Many are Languages. You can speak, read, and write Common and
still fearful of wolves who don't keep their taste for human one other language of your choice.
flesh in check by eating chickens. Werewolves that choose to
obey the law can often find employment from guardsmen, who
can always use a person skilled with tracking down criminals.
Werewolf Names
Werewolves follow traditional human naming conventions of
their homeland. Use the Human names table or pick your
own.
d6 Ideal
Respect. All people, rich or poor, deserve respect.
1
(Good)
Community. We have to take care of each other,
2
because no one else is going to do it. (Lawful)
Change. The low are lifted up, and the high and mighty
3 are brought down. Change is the nature of things.
(Chaotic)
Retribution. The rich need to be shown what life and
4
death are like in the gutters. (Evil)
People. I help the people who help me—that’s what
5
keeps us alive. (Neutral)
Credit: Paul Kidby
Aspiration. I'm going to prove that I'm worthy of a
6
better life.
d6 Bond
1 My town or city is my home, and I’ll fight to defend it.
I sponsor an orphanage to keep others from enduring
2
what I was forced to endure.
I owe my survival to another urchin who taught me to
3
live on the streets.
I owe a debt I can never repay to the person who took
4
pity on me.
I escaped my life of poverty by robbing an important
5
person, and I’m wanted for it.
No one else should have to endure the hardships I’ve
6
been through.
d6 Flaw
1 If I'm outnumbered, I will run away from a fight.
Gold seems like a lot of money to me, and I’ll do just
2
about anything for more of it.
3 I will never fully trust anyone other than myself.
4 I’d rather kill someone in their sleep than fight fair.
5 It’s not stealing if I need it more than someone else.
People who can't take care of themselves get what they
6
deserve.
Appendix A: Monsters
Dungeon Dweller
Small fiend, chaotic evil
Armor Class 6
Hit Points 10(2d4 + 5)
Speed 30ft fly 30 ft..