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DnD 5e - The Verdan Handbook

Last Updated: September 11th, 2020

TEMPORARY NOTE: RPGBOT is undergoing a massive update for DnD 5e content to accommodate rules changes and new content introduced by Tasha's Cauldron of Everything. Please be patient while these changes are made. I maintain this site as a hobby, and I got access to the book on the same day as everyone else and I am rushing to catch up as quickly as I can. Please check "Last Updated" date below the title of each page. If it was updated before November 17th, it has not been updated to include the new content. To see what I still need to complete to catch up with Tasha's, see my To-Do List. To watch for ongoing updates, please follow me on Twitter.

Disclaimer

RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.

  • Red: Bad, useless options, or options which are extremely situational.
  • Orange: OK options, or useful options that only apply in rare circumstances.
  • Green: Good options.
  • Blue: Fantastic options, often essential to the function of your character.

I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can't assume that your game will allow 3rd-party content or homebrew. I also won't cover Unearthed Arcana content because it's not finalized, and I can't guarantee that it will be available to you in your games.

The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released and this article will be updating accordingly as time allows.

Introduction

Introduced in the Acquisitions Incorporated sourcebook, the Verdan is a race descended from goblinoids native to the Forgotten Realms. They resemble humans with backswept, pointed ears and skin in shades of green. They lack a distinct culture, but they are described as empathetic and opposed to tyranny, but tolerant of rules and laws.

Mechanically, the Verdan screams "make a Charisma-based spellcaster". Constitution and Charisma increases are obvious, and Black-Blood Healing is more effective if you have a smaller hit die. Limited Telepathy and Persuasion allow you to communicate easily and serve as your party's Face, and while Telepathic Insight isn't as good as Gnome Cunning, it's still pretty good since Intelligence saves are so incredibly rare.

Classes (Default Rules)

This section assumes that you're not using the option "Customizing Your Origin" rules presented in Tasha's Cauldron of Everything. If you are using those rules, scroll up to the previous section.

Artificer

No Intelligence increase.

Barbarian

Bad ability spread.

Bard

Charisma-based spellcasting, and a natural Face. A perfect choice.

Cleric

Bad ability spread.

Druid

Bad ability spread.

Fighter

Bad ability spread.

Monk

Bad ability spread.

Paladin

Your best bet for a martial class, but it's still a hard choice without an increase to Strength or Dexterity.

Ranger

Bad ability spread.

Rogue

Bad ability spread.

Sorcerer

The smallest hit die of any Charisma-based spellcaster, so Black-Blood Healing is exceptionally effective. You get plenty of skills to be a Face, and there's little else that you need to worry about. Since the Verdan were born of a chaotic entity, Wild-Blooded Magic seems like an obvious subclass, but don't feel like you absolutely need to go that route.

Warlock

Great traits for any warlock, and Hexblades who fight on the front lines will find Black-Blood healing very helpful.

Wizard

No Intelligence increase.