World Variants

Due to the efforts of many brave adventurers and an equal amount of scheming villains, the shared world of the Forgotten Realms will grow to see new races, sub-races, classes, and class options. Be sure to check with your Dungeon Master to verify eligibility before selecting any of these variants.

## **Race Variants**

The following races can be selected instead of those found in the *Player's Handbook* or *Volo's Guide to Monsters*. A listed race may or may not include sub-races.

* Bariaur
* Bullywug
* Gnoll
* Kuo-toa
* Thri-Kreen

## **Sub-Race Variants**

The following sub-race options can be selected instead of those found in the *Player's Handbook*, *Dungeon Master's Guide*, *Sword Coast Adventurer's Guide*, or *Volo's Guide to Monsters*. Additional variants for sub-races found in the above sources are also included.

* **Dwarf**
	+ Duergar Variant (Sunlight Sensitivity): You have the option to take the following Sunlight Sensitivity feature instead of the Sunlight Sensitivity feature presented in the *Sword Coast's Adventurer's Guide:*
		- **Sunlight Sensitivity.** You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. After spending 2 weeks in an area with regular exposure to sun, this feature ceases to function. During a period while Sunlight Sensitivity is inactive, your Superior Darkvision is reduced to standard darkvision (60 feet) and you are unable to use your duergar magic. This feature can be restored by spending 1 continuous week without any exposure to sunlight.
* **Elf**
	+ Drow Variant (Drow Magic): In addition to the drow magic feature detailed in the *Player's Handbook*, when you reach the 7th level, you can cast the *levitate* spell (self only) and regain the ability to do so when you finish a long rest.
	+ Drow Variant (Sunlight Sensitivity): You have the option to take the following Sunlight Sensitivity feature instead of the Sunlight Sensitivity feature presented in the *Player's Handbook:*
		- **Sunlight Sensitivity.** You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. After spending 2 weeks in an area with regular exposure to sun, this feature ceases to function. During a period while Sunlight Sensitivity is inactive, your Superior Darkvision is reduced to standard darkvision (60 feet) and you are unable to use your *darkness* and *levitate* drow magic. This feature can be restored by spending 1 continuous week without any exposure to sunlight.
	+ Shadar-kai
	+ Star Elf
* **Gnome**
	+ Deep Gnome Variant: You have the option to take the following set of features instead of taking the racial feat detailed in the *Sword Coast Adventurer's Guide*:
		- **Svirfneblin Magic.** You can cast the *nondetection* spell on yourself at will. When you reach the 3rd level, you can cast the *blur* spell on yourself once with this trait and regain the ability to do so after a long rest. When you reach the 5th level, you can cast the *blindness/deafness* spell once with this trait and regain the ability to do so after a long rest. You don't need material components for any of the spells. Intelligence is your spellcasting ability for these spells.
		- **Sunlight Sensitivity.** You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. After spending 2 weeks in an area with regular exposure to sun, this feature ceases to function. During a period while Sunlight Sensitivity is inactive, your Superior Darkvision is reduced to standard darkvision (60 feet) and you are unable to use your *blur* and *blindness/deafness* svirfneblin magic. This feature can be restored by spending 1 continuous week without any exposure to sunlight.
* **Human**
	+ Vistani

## **Class Option Variants**

The following class options can be selected instead of those found in the *Player's Handbook*, *Dungeon Master's Guide*, *Sword Coast Adventurer's Guide,* or *Xanathar's Guide to Everything*.

* **Cleric**
	+ Sanctuary Domain (Order of the Gauntlet Only)
* **Druid**
	+ Circle of Pestilence
	+ Circle of Twilight (Emerald Enclave Only)
* **Paladin**
	+ Oath of Pain (Zhentarim Only)
* **Sorcerer**
	+ Sha'ir

* **Wizard**
	+ School of Astrology
	+ Lore Mastery (Harpers Only)

## **Eligible Familiars**

The following table lists variant familiar types in addition to the types mentioned in the spell description. With the exception of warlocks who have made a Pact of the Chain, these variant familiars are not available initially. In order to summon a variant familiar, you must first fulfill an additional requirement. These requirements vary, but usually involve some type of quest or bribe. Any creature on the list below with a type other than beast (special) retains its type when becoming a familiar. These creatures are also not bound in absolute servitude. Each has conditions under which it will sever its bond as a familiar. These conditions vary by creature, for example: a chaotic quasit may one day decide that serving its master is futile, while a lawful imp might have a detailed contract detailing the terms of its service. Creatures with the beast (special) type follow the rules in the spell description and are considered a celestial, fey, or fiend (your choice).

All of the following variant familiars have their own personality and quirks and may not necessarily obey your commands exactly. You can use an action to perceive through your familiar's eyes and ears if it is within 1 mile of you. While you are within 10 feet of your familiar, you receive the effect listed in the Special Benefit column below. The variant familiar otherwise follows the rules of the spell description.

(\*) Mephits summoned with the *find familiar* spell are Tiny instead of Small.