Gnolls were changed by the aberrant energies of the Twisted Lands, however, they retained their sentience and will, while gaining many features that allowed them to help in the Crusades. After the 16th Age, many Gnolls traveled to the Wild-Plains to hone their new powers, and now they’ve dispersed throughout Drakomere.

Ability Score Increases. Your Wisdom Score increases by 2 and one other score of your choice increases by 1.

Age. Gnolls are infants until age 7, adolescents until age 15, mature until age 60, mid-life until age 80, elder until age 100, and ancient afterwards.

Creature Type. Because of your Aberrant origin, your creature types are Humanoid and Aberration.

Languages. You can speak, read, and write Common and one extra language of your choice.

Aberrant Mark. Your Aberrant nature gives you a boon that you’ve learnt to control, either roll to randomly determine, or choose one of the following marks. These marks often manifest a physical mark on your body.

  1. Mark of Alacrity. You gain a base walking speed of 35ft.
  2. Mark of Magic. You gain a spell of 1st level or lower that does not deal damage, you can cast this spell once without any material component, regaining it after you finish a long rest, though you can also cast the spell using a spell slot of the appropriate level.
  3. Mark of Savagery. You become a whirlwind in combat, when you crit or reduce a creature to 0hp, you can move up to half your speed and perform an attack as a bonus action that turn.
  4. Mark of Skill. You gain proficiency in two simple or martial weapons, one tool, one language, and one skill of your choice.
  5. Mark of Unhinderence. You gain a climbing speed and a swimming speed of 30ft.
  6. Mark of Warding. You gain an unarmored Armor Class of 12 + your Dexterity, and proficiency with light and medium armor.

Bite. You have a large maw given by your hyena-shaped head, giving you an unarmed bite attack, dealing 1d6 Piercing Damage.

Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness as if they were faded and dulled.

Expert Tracker. Your aberrantly enhanced snout, eyes, and ears gives you proficiency in Survival and have advantage on Wisdom (Survival) checks made to track creatures.

Four-Legged Hunters. While both your hands are empty, you can walk on all fours, doubling your walking speed until you stand up again.

Stealthy Traveler. You know how to cover your tracks and the tracks of your allies as you travel, you do not take a penalty to stealth from wearing armor, and you and your party can attempt to stealth even while traveling at a normal pace.