CoC Campaign Player's Guide

by Vale

Search GM Binder Visit User Profile
Corruption of Champions

Contents

CONTENTS

The Interstice Begins

Once again the planes of the Prime World and Mareth have crossed and the demonic assault begins anew. And with it -- our most recent contingent sent to Mareth has fallen. A malevolent interstice begins to seep through our last line of planar defense -- the Polar Gates.

Whispers come from the various rangers and paladins manning the gates, their eyes haunted by what they have witnessed from various scryings into the land beyond. They bring tales of a world filled with strife. Villages pillaged and burned, the captured residents given the choice of being breeding stock or put to the sword.

Even now the lines between our world and Mareth's begin to shift and obscure, aspects from both worlds bleeding into one another like a messy painting across the Prime World.

Entire species of creatures once thought to only be fantastical are now being made manifest, many of which prey upon the Prime World races for multiple reasons, chief among them -- pleasure.

Our story starts with 4 heroes in the village of Zendar. A place of new beginnings.

The Purpose of this Document

This document, along with the D&D 5E Player's Handbook will serve as your guide to the CoC-inspired mechanics and lore that will be relevant to our game. This document's main purpose is to elaborate on rules that are not covered in the PHB. The subjects in this document will include house rules, and what is and is not restricted in terms of playable races, classes, homebrew content, and more.

Document Modification

In case of unforseen scenarios, I, Vale, reserve the right to update this document accordingly with proper notice given to all players.

And with this right, I hope to maintain the faith and good will from all players that the decisions I make will benefit the group as a whole.

The Adventure

The adventure spans from level 1 onwards to level 8.

The game will mostly be played through theater-of-the-mind, but for situations where encounters are more complex (urban combat scenarios, most dungeons ect), battlemaps will be provided.

As you're already aware, the foundation for D&D is the 3 pillars of adventure: Combat, Exploration, Socialization.

By default, I will try my best to strike a balance between all 3, but this may adjust depending on what the general interests of the group are.

Disclaimer

Corruption of Champions 1 and Corruption of Champions 2 belong soley to their respective creators (Fenoxo, Savin).

If you are interested, please consider supporting Corruption of Champions 2 here: Corruption of Champions 2 Patreon

Gods of Aethyr

Deity Domain Alignment Symbol
Huln War, Tempest LE Minotaur's head in profile, facing right
Hades Death LN Black Ram Head
Iona Fertility, Life, Sex, Harvest N Doves encircling an infinity symbol
Astoreth Light, Forges, Justice LN Sun with crossed spears
Zolona Death, Stars, Travel LN 7-pointed star with horse head in profile, facing left
Farron & Faris The Hunt, Wilderness, Music, Savagery N Rampant wolf with sword in its mouth and thorn for a tail
Versha Cunning, Thievery, Wealth CN Five-tailed scorpion
Morne Water, Rain, Tears, Martyrdom NG Shield with woman's face upon it

Huln

It is said that when the demons first entered into the world, a thunderous laugh rang out across the land. Not one of hilarity, but one of pure happiness as the dark legions poured in to challenge the ferocious armies of the world. As strife and agony covered the land, it is said there was a large gathering -- rangers, barbarians, fighters -- all who congregated into a fearsome army that would be known as Huln's Legion.

To many, Huln appears as a towering minotaur with darkened gray skin and eyes of pure fire.

Hades

Cold, stern, and unyielding with his iron-clad laws, Hades' heart is often said to be as black as the shawls worn by his clergy. Others say that he carries a certain altruism rivaling Morne, maintaining balance between the realm of the living and the dead.

One thing is for certain: Those who deal in the arts of necromancy will surely feel his wrath either way.

To simply say the word "Hades" is rumored to invite curses upon the sayer and those they cherish most. As such, euphemisms such as "He-Who-Dwells-Beneath" or "The One of Black".

Temples devoted to Hades are often located near a city's burial grounds or cemeteries. Here, the faithful may come to talk with the departed.

Astoreth

Reputed to be the most jealous out of all the gods, the Goddess of the Sun spreads her light over the land, bathing all beneath her in an incandescent glow. Though she reigns as a Goddess of Justice, multiple orders under her have conflicting opinions on what ideal justice that might be, whether it be proper court of law or swift retribution.

Iona

To this day there are mixed perceptions on the clergy of Iona. Where some would see them as a congregation dedicated to replacing woe with happiness and loneliness with companionship -- others would see them as opportunistic, cum-starved hedonists preying on the desires of the masses.

Regardless of what side of the fence one might fall under, all would agree that they would feel this divine embrace as they copulate with one of her devotees. This warmth that they had been craving for now swimming deep inside them, a storm of a emotions running through their bodies as they approach ever closer towards orgasm. One could only wonder why Iona's churches witness such high attendance rates -- and the beds of spouses sometimes absent a partner.

Iona is depicted as a woman with orange hair like the sunlight. She wears a warm grin that would unfurl even the hardest of hearts along with transluscent, ornate robes revealing a svelte alabaster figure underneath. Though if they were to look into that amber gaze, they would see a flicker of this raw, carnal desire within them.

Zolonah

Every night, Zolona is said to release the twinkling lights that aids sea-farers and . Across the dark expanse these lights place themselves, and those still among the living need only look up to see them arranged like a map of sorts, guiding them towards their next destination -- whether it be in this world, or across the planes.

The Goddess teaches that souls are flames that burn within us all. When the time comes for the mortal souls to depart, comfort those in mourning, reminding them that the flame does not wither away, but only takes up new form with the night's coming.

The avatar of Zolona is often described as a woman with pale skin and a winged, gray cloak that billows on the wind along with her locks of silvery hair. Many horse-riders have claimed to have seen her in the late hours before sunrise. Some have tried to catch her -- all have failed.

Farron & Faris

The together, the twin prince and princess of the wood represent its multiple aspects. Farron is said to represent the calm babbling brooks, the serenity of the forests as he plays relaxing melody on his flute. Faris represents the harsher laws of nature -- the dominion of one beasts over another, and the primal chaos that is always in flux with the hunt.

Farron is often represented as a lithe boy with an almost effeminate frame, a flute in his hands and a sword always nearby. Faris is represented with armor made of bark and wielding a bow with a quiver full of thorned arrows.

Versha

Goddess of Thieves and the Scorpion. Versha is chiefly worshipped in the East among catfolk, but has seen a growing popularity amongst various thieve's guilds in the West. Rogues often pray to Versha to protect them with a veil of shadow as they attempt their next heist or merchants for luck with their next form of enterprise.

Versha is depicted as a dark-skinned catfolk with amber eyes and bejeweled golden robes that show off her shapely hips. Some have said to have spotted her walking amongst the dunes with a scorpion's tail.

Morne

Where Huln might have laughed in the face of the demonic invasion, it is Morne who most likely wept. Despite follower's claims of the Goddess of Tears being a compassionate being, others have come to see the Goddess' blessings as hexes despite the prayers of her devoted following. Some say that Morne actually guides others to misfortune, secretly relishing in the pain that her followers endure.

Morne is depicted as a woman with numerous chains and locks across her body, and silver nipple rings hanging from her large breasts.

PART I

Character Creation & Races

House Rules

Character Creation

In addition to the races presented in this guide, all races featured in the D&D 5E Player's Handbook are available for play, except: Gnomes, Halflings, and Dwarves (Dwarvish ruins as well as the language have a place in the setting, it's just that the people themselves no longer exist).

For stats you have three options:

  • Roll 4d6 a total of six times, drop the lowest value dice for each of those six rolls, then add them up until you get a sum for each 4d6. Once that is done, distribute those 6 individual stat points however you wish.

  • Point Buying with 27 points to spend, with costs shown in the chart here:

Ability Score Point Cost
Score Cost
8 0
9 1
10 2
11 3
Score Cost
12 4
13 5
14 7
15 9

Equipment

All starting equipment including weapons, armor, and other adventuring gear will be determined by your class and background.

Bringing the Party Together

For this adventure, each player character is required to establish a bond with at least one other character in the party that answers the question -- How do you both know each other?

Are you friends? Relatives? Are you both companions from a recent adventure?

This document here by Freewolf can give you more inspiration as to what bonds you might be interested in:

On Playing Evil Characters

If there is anyone in the group who is interested in playing a "Dark Knight" sort of character, I have soft recommendations to ensure that you mesh well with the rest of the party:

I would recommend that you take some inspiration from Clone Wars-era Palpatine/Darth Sidious in Star Wars.

Yes, he is evil, but you don't see him shooting force lightning at every random off-comer in Coruscant just because he can. He tempers these sadistic Sith urges in order to maintain his upstanding public image while strategically manipulating the Senate with the end goal of achieving greater ambitions such as ruling the galaxy.

I'm not saying all evil characters have to be run like cunning politicians, but I ask that you meet me halfway on this for the good of the adventure and have them to be able to blend into society and also cooperate with the rest of the party.

These other 3-4 players will be your possible friends -- stepping stones for your greater ambitions -- your second family. If nothing else, they are assets. It is in your enlightened self-interest that you keep these assets alive and maintain good standing with them in order to better ensure your survival against others who might wish to foil your plans. And the demons who wish to have your soul.

Combat

Revealing Enemy AC

When a successful attack roll is made against an enemy, their AC is revealed to the entire party.

Additional Action Options

The Climb onto a Bigger Creature, Disarm, Overrun, Shove Aside, Tumble Actions, and Mob Attack/Cleave rulings from the Dungeon Master's Workshop are in effect.

Centauri Lance

Starting at level 4, Centauri players can invest in a feat that allows them to always count as mounted for the purpose of using the lance.

Split-Side Initiative

I would like for us to give 'split-side initiative' a try for one whole combat. At the end of it, I want you, the players, to decide if it's a house rule worth keeping.

How split-side initiative works is this:

1.) Determine Surprise. The GM determines whether anyone involved in the combat encounter is surprised.

2.) Establish Positions. GM decides where all the characters and monsters are located. Given the adventurers’ Marching Order or their stated positions in the room or other location, the GM figures out where the adversaries are, how far away and in what direction.

3.) Players Roll vs Monster Initiative. GM declares monster initiative (one initiative is shared for a whole group of monsters) and players individually roll 1d20 + DEX modifier against it.

4.) Higher or Equal rolls go first. In any order. Players who roll higher or equal to the monster's initiative get to act first and are set into group 'A' they get to take their turns in whatever order they choose.

5.) The Monsters Strike Back. All monsters act.

6.) Group B Retaliates All players who rolled lower than the initiative go next, taking their turns in whatever order they wish.

Health

Potion Consumption

Players can have 5 potions attached to their belts. They can consume any one of them as a bonus action in combat. All other potions require an action to retrieve from the pack and use in combat.

Human

These were the stories of the relentless people who long ago took to the seas and rivers in long boats. First to pillage and terrorize, then to settle. Yet there was an energy. a love of adventure. that sang from every page. Long into the night Liriel read. lighting candle after precious candle. She'd never given much thought to humans. but these stories fascinated her. In these yellowed pages were tales of bold heroes. strange and fierce animals. mighty primitive gods. and a magic that was part and fabric of that distant land. -Elaine Cunningham. Daughter of the Drow

A Broad Spectrum

With their penchant for migration and conquest. humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale. and hair colors from black to blond (curly. kinky. or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood. revealing hints of elf. ore, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.

Lasting Institutions

Where a single rodezan or dragonborn might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While lupine clans and lapine elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death’s clutches) they achieve it by ensuring that they will be remembered when they are gone. Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of non-humans compared to the proportion of humans who live in nonhuman lands.

Exemplars of Ambition

Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.

Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, most often elvish (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the naming traditions of their ancestors. The material culture and physical characteristics of humans can change wildly from region to region.

Everyone's Second Best Friend

Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.

Elves. “Proper haughty bastards the lot of them can be. But once if you can get past that exterior of theirs, you really get to appreciate not being on the opposite side of that bow.”

Lapines. "Ain't nothin' like a Lapine's home cooking. So long as long as you don’t bump the ol' head on the ceiling — good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.”

Human Traits

Ability Score Increase. Your ability scores each increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Alignment. Humans reach adulthood in their late teens and live less than a century.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range. your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions.

Variant Human

Human Variant is available for selection.

Half-Elf

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes o f the elves. Som e half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the throes adventuring .

Of Two Worlds

To humans, half-elves look like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and som etim es grow beards to m ask their elven ancestry. Half-elven coloration and features lie som ewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.

Diplomats or Wanderers

Half-elves have no lands of their own, though they are welcom e in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans might interact, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.

Of Two Worlds

In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that com es of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.

Half-Elf Names

Half-elves use either human or elven naming conventions. As if to emphasize that they don’t really fit into either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names.

Exceptional Ambassadors

Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other).

Half-Elf Traits

Ability Score Increases. Your Charisma score increase by 2, and two other ability scores of your choice each increase by 1.

Age. Half-elves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years.

Alignment. Half-elves share the chaotic bent of their elven heritage. They both value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. They are good and evil in equal numbers, a trait they share with their human parents. Size: Half-elves are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. Weight approximately 120 lbs

Darkvision. Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim 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 darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Skill Versatility. You gain proficiency in two skills of your choice.

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

Centauri

"I look into the vast green expanse. Over the rolling pastures and through the patches of woods. How the northern gale hits my ears and the windswept grass tickles at my hooves as the smell of morning dew fills the air. It's a reminder that all of this is real and waiting to be explored. In a land of spirits that coalesce and a horizon that seems to stretch on forever and ever."
- Veloris, Sea of Green


In the eastern glades, travelers would often hear the thundering of hooves under the mid-day sun and witness the ultimate combination of man and beast speeding through the dry grasslands, the gale ever present in their hair, bow and lance at the ready as they pursue their prey.

Patrons of Culture

The Centauri are known to be a nomadic people, starting as pastoral communities that soon evolved into tribes as the years went on. While the centaurs themselves possessed relatively spare materials, most tribes enjoyed the products of more settled societies such as silk, cloth, fine jewelry, ect. Whether these niceties would be procured through trade or raiding would be up to the tribe. The general belief is that the more of these items the tribe's leader would be able to require, the more loyalty the tribe would give for being lead to greater heights of status and wealth.

Between various tribes, this wealth would be perceived in many different forms: food, water, treasures -- human slaves to fill each tribe member's tents during the night.

A Free People

Due to their way of life, Centauri are more sexually "loose" as a race compared to others. Tribesmen and women alike are expected to have multiple sexual life partners over their lifespan. While some fellow humanoids might view their man-beast hybridism as abominable, the one unifying thread among most if not all Centauri tribes is to take pride in their bodies. When out of their armor, it's very common to see all centaurs forgoing all clothing and displaying their bodies for all to see.

Wanderlust, Conquest, Ambition

It would come as no surprise that most Centauri would be eager to take up the adventuring life, motivated by a desire to bring honor to their tribe -- seeking treasures from the settled world, or even just for the sake of adventuring itself. Other Centauri might seek to avenge a long-standing wrong that the tribe had suffered or perhaps retrieve a weapon wielded by a fierce ancestor whose name was once renowned and feared among the steppes and beyond.

Centauri Names

Two names are granted to a Centauri at birth -- their main name, and then their clan name. At the age of 15, when they are deemed mature, most Centauri are placed through a trial and at the end of this trial, they are given a name based on their most notable achievement from birth up until that age.

Male Names: Aegron, Borros, Cairn, Elias, Farondis, Ganathus, Hulnar, Ignus, Jhoraldin, Kyros

Female Names: Amalthea, Artemis, Boralda, Ceris, Dorathia, Elsea, Faera, Galathia, Helseia

Clan Names: Etherleaf, Galerunner, Plainstrider, Windbreaker, Windrunner, Arrowgale, Quiverhoof, Ashenmane, Skychaser, Starseeker, Stonelance, Wildtalon, Farblade, Gladewind, Whisperwind


Centauri Traits

Your Centauri has a variety of traits inherited as part of your hybrid nature.

Ability Score Increase. Your Wisdom score increases by 2.

Age. Centauri mature faster compared to humans but have a lifespan of 140 years due to their hybrid physiology.

Alignment. Most centauri tend towards either neutral or chaotic alignments, having a firm belief in their own independence and a freedom to explore. Though whether those same freedoms should be extended to all varies among the tribes.

Size. Centauri stand between 5.5-7 feet tall. Plains Centauri average around 2,000 pounds while Forest Centauri average around . Your size is Medium.

Speed. Your base walking speed is 40 feet.

Equine Physique. Any climb speed that requires hands and feet is especially difficult for you due to your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. You move at the pace of a horse during overland travel. Your creature type is both humanoid and fey.

Centauri Weapons Training. You are proficient with the lance, pike, spear, and shortbow.

Hooves. Your hooves are natural melee weapons, with which you're proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d6 + your Strength modifier.

Languages. You can speak, write, and read Common, Sylvan, and 1 additional language.

Subrace. Two main subraces of centauri populate the Prime World: Plains Centauri and Forest Centauri. Choose one of these subraces.

Plains Centauri

As a Plains Centauri, your life on the dry steppes has served you well in thickening your skin against the harshest of weathers and surviving the longest of raids or bandit-infested trade routes.

Ability Score Increase Your Strength Score increases by 1.

Stampede. If you move at least 20 feet in a straight line towards a target then hit it with a melee weapon attack on the same turn, you can add 1d6 bludgeoning damage + your Strength modifier to your damage roll if the attack lands . You can use this ability up to an amount of times equal to your Strength modifier. Once all uses are expended, you can't use it again until you complete a short or long rest.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag.

Cavalry of the Plains

As a Plains Centauri, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.

Forest Centauri

As a Forest Centauri, your empathy with the wilds have been bolstered due to your long time spent in the deep woods as opposed to the open planes. Unlike their more muscular cousins, the Forest Centauri are more slender in build, most resembling elks or deer. Their spines are not as suited to carrying heavier loads nor people.

Ability Score Increase. Your Dexterity Score increases by 1.

Keepers of the Wood. You gain access to the Druidcraft cantrip. Your spellcasting ability for this cantrip is Wisdom.

Sylvan Lore. When you make a Wisdom (Survival) check related to transformative items/ingredients, fey, or weather predictions, you can add twice your proficiency bonus.

Elf

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry.

Slender and Graceful

With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.

Elves’ coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.

A Timeless Perspective

Assuming they don't perish before their time, Elves are capable of living for thousands of years, granting them more than enough time to devote their training to any one skill.

Eating, drinking, reading, playing music, cooking, crafting; Weeks to several years pass by almost in an almost endless loop of repetition as muscle-memory is developed for each task without too much mental strain. A waking dream some might call this phenomenon.

Though this is considered an ideal to elven society, other short-lived races consider it to be maddening: Political decisions that take years before any resolution is reached, slowness in both speech and task that could almost be confused for some sort of lethargy.

With this outlook on life tends to instill a more intimate respect for the teachings of their ancestors and an earnest will to refine them.

Though more rare, some elven memories can date back all the way to the first kindling of the world and before the first coming of the darkness that sought to devour it whole.

With these stories firmly etched into their minds, elves have a much broader perspective on long-term events such as corruption and might be prone to taking more decisive actions with a longer-term goal in mind.

Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.

Elf Names

Elves are considered children until they declare themselves adults, most often around the age of 60.

Male Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis

Female Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia

Family Names: (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)

Elf Traits

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim 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 darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Pale Elf

Walking across the earth with skin of unmatched alabaster, the pale elves are the direct descendants of the sun elves and were once regarded as noble and compassionate guardians of the world against corruption, but some have had their noble character shift into pride, hubris and paranoia, eager to assert what they believe might be best for the world at large.

Ability Score Increase. Your Intelligence score increases by 1.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Extra Language. You can speak, read, and write one extra language of your choice.

Wood Elf

Unlike their more sorcery-wielding cousins, the wood elves have a predilection for harnessing the gifts of the nature gods themselves. With the highest affinity for life-giving magic itself, wood elves are the most numerous out of the three subraces -- also thanks in no small part to their primal urges.

Ability Score Increase. Your Wisdom score increases by 1.

Skill Proficiency. An wood elf can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.

Fleet of Foot. Your base walking speed increases to 35 feet.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Dark Elf

Often reputed to be the most sadistic of the three elven races, the dark elves' past is fraught with the some of the first inquiries into darker eldritch sorceries that have brought both welfare and strife.

Ability Score Increase. Your Charisma score increases by 1.

Dark Elf Magic. You know the mage hand cantrip. When you reach 3rd level, you can cast charm person once, and it recharges after a long rest. When you reach 5th level, you can cast hold person once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.

Dark Elf Weapon Training. You have proficiency with longswords, scimitars, shortbows, and longbows.

Lupine

A BOOM OF THUNDER SOUNDED OVERHEAD

as Tsorig went tumbling across the deck and smacked right into the ship's railing as a torrent of rain showered down upon him like thousands of silver needles from the dark gray skies. The boy pushed the wet mop that was his bangs out of view only to set his eyes upon the rising dark water in the distance that made his body freeze as it grew taller and taller like the widening jaws of a beast about to devour prey.

So entranced was he by the rampant sound of the waves that only a harsh clap of a furred hand on his small shoulders. He looked up and saw an older lupine with graying fur looking down at him with those steel hazel eyes.

"Don't you check out on me yet, boy!" The man's grip on his shoulder tightened as he bellowed over the howling winds, "Focus!"

With a harsh push, Tsorig was guided right over to the helm where at least 3 other of the child's fellow packsmen -- twice his height -- were all clutching the wheel's grips with white-knuckled hands as the captain came over to assist, barking out to them all, "That's it! Hard to larboard! I'll be damned if she's gobblin' us up without a fight!"

Tsorig's own feet carried him forth before he could fully rationalize. But as he pushed on the wheel -- pushed with as much might as his tiny muscles would grant, he soon came to realize what this fire was. The very same fire that burned in them all even on the isles.

The will to survive.

-- Tyrant of the Sea, Earl Flint

Islanders and Seafarers

There's a saying that lupines are born in three places: On the shattered cold isles, on the mainland, or out on the wild sea. Regardless of where they were born, all are expected to carry their culture close to their hearts and pass down these teachings to their young.

Stoic and Proud

Brave and prideful, lupines are hailed a cross the Prime World as skilled warriors with a good head for trade. Decades of conflict with orcish warbands have allowed them to refine their sword techniques to an unmatched edge. Often standing at heights ranging from 5 and a half feet to at least 6 and a half feet.

Lupine pelts often vary from white as snow or black as midnight to the lightest of browns and tans.

Lupine Names

Lupine names vary based on the locations that they were brought up in. If they are born at sea, then they are often named after what star they are directly under. If they are born on the mainland or on the Gray Isles, their names are more in-line with Skelligan. Regardless, all are given a clan name.

Male Names: Aedin, Etrig, Gundur, Guntar, Ingveld, Ragir, Sigimund, Thorjborn,

Female Names: Agnis, Adonja, Boadice, Kaverra, Koviri, Riva, Vez

Clan Names: Ashenclaw, Ebonpaw, Greymane, Iceheart, Redblade, Stonepaw, Stonemane, Silvermist, Silvermane, Tempestbreaker, Waveseeker

Lupine Traits

Your lupine character has a number of traits in common with all other Lupines.

Ability Score Increase. Your Wisdom score increases by 2. Your Strength score increases by 1.

Age. Lupines grow and mature at a faster rate compared to humans and are considered adults at the age of 15. The usual maximum lifespan for a lupine is 120 years of age.

Size. Lupines stand from 5-6 and a half feet tall and average about 180 pounds.

Darkvision. Your canine senses allow you to seek out your foes even in dark and dim conditions. You can see in dim light within 60 ft ahead of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Cold Resistance. You are resistant to cold damage.

Keen Senses. You have proficiency in the Perception skill.

Explorers of the Sea. You are proficient with the Navigator's Tools.

Languages. You can speak, read, and write Common as well as Skelligan.

Feral Lupine Variant

The following replaces the Lupine ability score trait.
Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.

Skelligan Lineage

Despite hailing from one cold island, the Lupinian clans differ in terms of values as well as how up and coming pups might be trained. Choose one of the following disciplines to determine what sort of values your clan instilled in you:

Loyal Protector. When an ally within 5 feet of you must make a strength saving throw, you may spend your reaction to have the effect target you instead. This feature can only be used twice per short rest.

Berserker of the North. Heavy martial training has taught you how to channel your inner feral rage. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Warden of the Pack. Your instincts have been refined to a sharp edge, making you an asset to the pack in hunting and gathering. You gain proficiency in the Survival skill.

Dragonborn (Wyvernians)

AT THE BASE OF THE SPIRE,

Sira watched as her older brother made his journey up the thousands of slab-like stairs that wrapped around the rocky face of the Stormblood Spire. Multiple stone statues were erected along the path, depicting numerous warriors who have come before them, weapons all raised into the the curtain of clouds above that crackled with lightning while swirling about at the top of the mountain like a rift. Even though the skies were darkening, she knew that daybreak was just on the horizon. One day, Sira would also have what makes her brother Dragon.

-- Rovakuld, Stormblooded

Descended from the dragons, wyvernians are a people of pride. Their heritage is often said to have descended back to some of the very first dragons ever forged by Dwarven Makers in the ruins then formed as hatchlings from their eggs.

Children of Dragons

Similar to their winged ancestors, wyvernians often tower over other races at heights reaching up to 6 and a half feet. Small, fine scales decorate the muscles that run across their muscular bodies, all culminating in an athletic frame that surely weights at least 300 pounds or more. Talons and claws line their hands and feet and toes/fingers to each limb. From their rears they may or may not grow a scaled, dull, prehensile tale fully capable of performing various tasks.

Blood ties are a major phenomenon with all wyvernian families, their scales often taking after that of a certain dragon ancestor.

Greatness in all Endeavours

At times it is said that the pride of a wyvernian could outrival that of a minotaur or an orc. Whether it be a mundane activity like guarding a Dwarvish ruin or the exhiliration of battle, a wyvernian realizes that their their actions reflect upon not just themselves, but also their families as well as the dragon ancestors who came before them. As such, mastery of a skill -- any skill -- is an honor that all wyvernians hope to seek. And when there character is found worthy, they will inherit the greatest title of all: Dragon.

Heirs to a World of Flame

A common belief among the dragonborn clans is that they are destined to preside over the world as their forebears once did and bring about a new Age of Cinder. What this new 'Age' should be differs from clan to clan and even wyvernian to wyvernian.

Dragonborn Names

Wyvernians have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.

Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn

Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit

Childhood Names: Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous

Clan Names: Armorwing, Bloodwyrm, Dawndrake,Windreaver, Stormblood, Stormwing, Silvershield, Thundertalon

Dragonborn Traits

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

Age. Young wyvernians grow quickly and can live up to about 200 years of age.

Alignment. Wyvernians tend to absolutes concerning what might be a righteous cause, though these views differ from wyvernian to wyvernian.

Size. Wyvernians are taller and heavier than humans, standing well over 6 feet tall and averaging almost 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry.

The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Dex. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Dex. save)
White Cold 15 ft. cone (Dex. save)

Half Orc

THERE UPON THE HILL,

Count Calarius sat atop his charger gripping the reins as a maddening chill assaulted his bones. Axe and blade rended a thick swath through the air, leaving behind a trail red viscera that stained the battlefield as rank after rank of the Hakkon regulars fell to them like wheat to a scythe. Even from this distance the rancorous roars barraged his ear drums as the mad storm of green let loose.

Commander Boscogne rode up next to him, "How do you see it m'Lord? Gold well spent, would you say?"

"Raiding about they may no longer be, but a mad beast is still a mad beast all the same. Never before have I seen a more savage people."

-- Breaking Tudor, War Historian Landrin

Whether united under the leadership of a mighty warlock or having fought to a stand-still after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to combat the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers or mercenaries, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.

Scarred and Strong

Half Orc pigmentation varies from grays to greens, prominent teeth and towering, muscle-laced builds being a fine blessing of their orcish heritage.

Half-orcs stand between 6 and 7 feet tall and usually weigh between 180 and 250 pounds.

Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark a half-orc as either a former slave or a disgraced exile. Any who have lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living among humans might display these scars proudly or hide them in shame.

A Perpetual Struggle

Orcs first came into this world from the First Interstice. A coalescing of chaotic demonic energies formed the first orcs. Even to this day, a small portion of corruption churns within their minds. Even when an axe or a sword isn't in their hands, the life of both orcs and half-orcs alike could be interpreted as not just a physical battle, but a mental one as well.

Every wound across their bodies burning like acid. Every fit of rage they go into a mad firestorm. And every bout of sadness like some endless void. For half-orcs, their human blood suppresses this nature, but even they aren't completely immune to this inner darkness that threatens to take them over.

On the upside, their bodies are amplified by the partaking in simple pleasures of the flesh: sex, dancing, drinking that fills their hearts with a fulfilling warmth. It's lead to a popular opinion amongst their peers that they can fuck and party just as well as they fight.

Tribes and Slums

Most half-orcs spend their lives amongst regular orcs due to having a lack of a place to belong amongst other races. Some human cultures might be loathe to accept them, but others might be more hospitable. Among the most accepting of races to half-orcs are minotaurs who often see them as fitting rivals to test their own martial prowess against.

Half-Orc Names

Half-orcs usually have names appropriate to the culture in w hich they w ere raised. A half-orc who wants to fit in among humans might trade an orc name for a human name. Some half-orcs with human names decide to adopt a guttural orc name because they think it makes them sound more intimidating.

Male Half-Orc Names: Deneh, Feng, Gell, Henk, Holg, Imsh, Kelh, Krusk, Mhurren, Ront. Shump. Thokk

Female Half-Orc Names: Baggi, Emen, Engong. Kansif. Myev. Neega. Ovak, Ownka, Shaulha, Sulha. Vola, Volen, Yevelda

Half-Orc Traits

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Alignment. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined towards good. Half-orcs raised among orcs and willing to lives out their tives among them are usually more inclined towards more malevolent tendencies.

Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to 7 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your ore blood. you have superior vision in dark and dim conditions. You can see in dim tight within 60 feet of you as if it were bright tight. and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Menacing. You gain proficiency in the Intimidation skill.

Relentless Endurance. When you are reduced to O hit points but not killed outright. you can drop to I hit point instead. Vou can't use this feature again until you finish a long rest.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it lo lhe extra damage of lhe criticaI hit.

Languages. You can speak. read, and write Common and Orcish. Orcish is a harsh, grating language with hard consonants and written with crude symbols.

Warriors in a Begrudging World

Despite having "civilized" blood running in their veins, half-orcs are still met with prejudice and hatred across various other kingdoms. Through the wise use of theri strength and determination, it might be possible to alter their reputation for the better.

Minotaur

The head legionnaire strode up and down the ranks with a stark look on his face as he inspected the ranks of the phalanx, the scent of blood thick on his nose as he noted arrows lodged in shields and red viscera across armor. The sound of distant artillery fire from the trebuchets thundered across the battlefield, ringing into the minotaur's ear. Even as the coarse sands billowed against their armor and the oppressive sun bore down upon them like a flaming tyrant, the Third Legion would stand firm. Only an act of the gods themselves could break such a formation.

-- Siege of Chardan, Legionnaire's Treatise on Discipline

Stout and Colossal

With a towering physique and an imposing gaze to match, Minotaurs loom over others with unmatched presence at a dominant 6 to 8 feet tall, bodies laced with thick muscle that speaks to their endurance. They lumber forth with toned, digitigrade legs that end in clovine hooves. Most only pray that such a presence doesn't grace the field of battle. Minotaur skin ranges from pale deep browns and darks to paler, sun-kissed hues.

Males are endowed with up to 8-9 inches of equine cock length, increased testicle sizes, and shorter refractory periods on average compared to that of other races.

Female clitoral organs are more pronounced and lubrication is doubled, resulting in a shimmering pink orifice ready to accept any cock willing to enter.

Gods Made Manifest

Spread amongst most minotaurs is the belief that the body is a temple forged by the gods themselves, so that they too will follow in their hoofsteps. Each in and of themselves weapons of war. Branded by fate, the minotaurs believe themselves beholden to the very lands that they stand tall over and survey. And it is through unmatched martial prowess and overwhelming strength that all will see this claim as irrefutable. For the path made to this goal will be made by the strong and paved by the bodies of the weak.

Tempered by Honor

Even in the midst of conquest, the concept of "honor" is not removed from a minotaur's mind. Laid beneath a burning desire for domination is an inclination towards integrity of many things: of household, of self, and of country. Where most would find minotaurs as brash and abrasive, those who manage to establish bonds with one will find a lifelong friend.

Minotaur Names

Minotaur are granted a name at birth. Upon reaching adolescent age, they are subjected to a test of might unique to that family. Upon completion of that trial, they then earn the right to their clan/house name as well.

Male Names: Arganon, Balmung, Aldrich Dorian, Dion, Grunbeld, Ialos, Thoraxus, Vaso, Xandros, Xyrox, Zodd

Female Names: Amalthea, Mirris, Riva, Tyva, Vetrix, Xeris

House Names: House of Bladetusk, House of Bladehorn, House of Blackhoof, House of Stormshield

Minotaur Traits

Ability Score. Your Constitution score increases by 2.

Age. Minotaurs can live upwards to 150 years, but most tend to survive only up to 80.

Alignment.

Size Minotaurs on average stand from 6'5 to 7 feet tall in height. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. Any climb speed that requires hands and feet is especially difficult for you due to your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Horns. Your horns are natural weapons with which you are proficient. If an attack is made with them, they deal 1d6 piercing damage + your Strength modifier. Your horns grant you advantage on all checks made to shove a creature, but not when a creature is attempting to shove you.

Goring Rush. When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action. The target must be standing at least 10 feet away.

Hammering Horns. When a successful melee attack is made with your horns, you can attempt to shove a creature with your horns as a Reaction. The target creature can be no more than one size larger than you and must be at least 10 feet away. The creature must make a Strength (Athletics) saving throw against a DC of 8 + your proficiency modifier + your Strength modifier. You cannot use this shove attempt to knock a creature prone. If it fails, you push it up to 5 feet away from you.

Menacing. You gain proficiency with the Intimidation skill.

Hybrid Nature. You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

Languages. You can speak, write, and read Common as well as Minoan.

Subrace. Two subraces of Minotaurs exist in the world. Choose one of these subraces.

Highlander Minotaur

As a minotaur native to the highlands, you have gained keen instincts and increased resilience from your time in the mountainous regions.

Ability Score Increase. Your Strength score increases by 1.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Cave Minotaur

Ability Score Increase. Your Wisdom score increases by 1.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim 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 darkness, only shades of gray.

Labarynthian Sense. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks when searching for secret or concealed doors. When inside caves, you can always retrace your steps back to the closest entrance or exit.

Catfolk

Hailing from lands beyond the army-eating Kratia Desert, catfolk are as enigmatic as the very sands that they hail from. Princess-ruled states are established among oases where farming is conducted while rare transformative spices are cultivated then exported off into border territories for a fine price.

Slender and Calculating

In some circles, catfolk might be regarded as the "elves of the desert". However, most prefer this to be said in hushed tones, lest they risk attracting the piercing gaze of those scar-shaped or witnessing the ever so slight twitch in their retractable claws.

While they can be used as weapons, most catfolk keep them sheathed in order to prevent damage to possible allies and even lovers alike.

Shifty like the Sands

It doesn't take being a catfolk to know how harsh desert life can be, but it's another thing learning how to survive in one. Most catfolk spend their time paying lip-service to the "Trade Princesses" who rule various parts of the desert in what are known as "principalities" in order to acquire status, but few of these gestures are considered genuine. Though with how practiced some catfolk might be with it, it would be difficult to tell the difference anyhow. Outside of the Trade Princesses, the prevailing word of the day is that "today's enemy could be tomorrow's grand investment."

Matriarchal Tendencies

In catfolk society, women are a much more commonplace sight than males. Hermaphrodites are much rarer than either gender. Pregnancies often result in a litter of female kittens and one male on occasion. From a young age, societal expectations drive males into the more 'passive' roles of craftsmen, caretakers, and academics, while women are set to more riskier pursuits such as military service, adventuring, and other tasks that might bring them far beyond the safety of home.

There are no official rules dictating that these roles are set in stone, but a male wishing to break this pattern might face some discouragement. Depending on the preferences of each state, males might denied any sort of political roles or inclusion in matters having to do with the principality.

Catfolk Names

Typically the names of the young are chosen by the mother upon birth. In addition, a name corresponding to the environment around them at the time of birth might be given.

Male Names: Arjun, Ardeshir Aarav, Ikram, Jandras ,Jabbar, Kaivan, Ganishka, Rahul, Rajesh, Rohan, Rahim, Sharif, Silat Hasan, Zahir

Female Names: Adhira, Arwa, Anita, Alisha, Byakira, Laaya, Krishna, Kali Riya, Rhea, Nicta, Nitara, Naira, Naisha, Shiva, Sylena, Shanaya, Savarah, Verusha, Vjorna, Zaira, Zoya, Zolona

Environment Names: At Midnight, of Summer, of Winter's Dawn, of Autunm's End, of Black Sands

Catfolk Traits

Your catfolk character has inherited a number of skills from their time around the world.

Ability Score Increase. Your Dexterity score increases by 2. Your Charisma score increases by 1.

Age. Catfolk mature at the age of 13 and the maximum lifespan is comparable to that of a human's.

Darkvision. You have a cat’s keen senses especially in the dark. You can see in dim 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 darkness only shades of gray.

Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Feline Agility. your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Cat's Talent. You have proficiency with Perception and Stealth.

Catfolk Variants

Your Feline Agility and your secondary ability score are replaced when you select one of the following variants.

Tigran

Living on the edges of civilization, many have heard tales of these legendary amazons and their ferocity. Rumor has it that there are few, if any males among them, a good portion having been spotted, human-like phalluses with felinian texturing. Whether or not this is true remains a mystery even among other catfolk.

Ability Score Increase. Your Strength score increases by 1.

Huntress's Rancor. When combat is initiated, you may add half of your proficiency rounded down when making an initiative roll. You may only use this feature twice per short rest.

Panthirin

Natives of the darkforests, the Panthirin pride themselves on the art of ambush, stalking their prey through the forests with nary a sound.

Ability Score Increase. Your Wisdom Score increases by 1.

Glade Stalker. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Lapine

Food and drink to fill the belly and a simple warm bed after a day of hard work is a life that the average lapine might look forward to. But for others there might be this desire to seek opportunities beyond the comforts of the meadows. Surrendering themselves to an unknown, almost alien world where the only sense of home might be an inn, or the wagon in their posession.

Short yet Agile

Standing just under 5 feet in height, laquines are graceful yet spry. What might bring them lack of notice due to their smaller statue is negated by their slender forms found desirable by most. Long rabbit ears emerge from the top of their skull that they can swivel and flex at will. Further down the body are highly developed calf and thigh muscles as well. They have paw-like feet with which they can adopt either a plantigrade or a digitigrade stance at will, utilizing their innate speed to outmaneuver their predatory neighbors.

For Warren, for County

Lapines are widespread among multiple countries due to their easy-going, amicable nature, but even the most city-adjusted lapines might long their much simpler, rural origins. Typically, lapines are arranged in budding, independent communities sometimes referred to as "shires" or "counties." Generally, these shires tend to be on the edges of kingdoms, reluctant to partake in the day-to-day conflicts of the greater kingdoms around them, but always open to gaining allies who might ensure their safety from those who might do the shire harm.

Lapine Names

Typically Lapines are given a name at birth that can range from the most common of namings to one derived from a local folk hero.

Male Names: Alan, Conri Finnan, Gilligan Lawliet, Merron, Puck, Quincy, Roland, Solas

Female Names: Anri, Callia, Elisa, Lily, Faris, Milanna, Phira, Shanna,

Family Names: Blackpaw, Hilltail, Goodhollow, Silvertail, Shirehall Undertail Valleyshine,

Lapine Traits

Your laquine character has developed multiple talents from their time in the warrens.

Ability Score Increase. Your Dexterity Score increases by 2.

Age. Laquines mature slower than humans and live up to around 100 years of age.

Alignment. Most laquines might tend towards a lawful alignment due generations of tight-knit communal living in the warrens fostering a general belief of contributing towards building a well-structured and ordered community.

Size. Laquines stand between 4 to 4 and a half feet tall and average at 120 pounds. Your size is Small.

Speed. Your base walking speed is 30 feet.

Lapine's Cunning. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Graceful Leap. You can use your Dexterity modifier instead of your Strength modifier to determine how far you can jump. When you perform a standing jump, your jump distance is not reduced. The distance you can jump increases by a number of feet equal to your proficiency modifier.

Fast Escape. You may use your Reaction to impose disadvantage on an attack of opportunity made against you.

Languages. You can speak, read, and write Common and Sylvan.

Subrace. Two subraces of Laquines populate the Primal World. Choose between these two subraces.

Meadowtail Lapine

Reserved to their provinces, meadowtail lapines are more than aware of the trying times that face their communities in wake of all the conflicts around them. They are much slower to conflict and prefer more peaceful, non-lethal resolutions for their benefit.

Ability Score Increase. Your Charisma score increases by 1.

Amicable. You have proficiency in the Persuasion skill.

Seasoned Diplomat. You may choose up to one extra language of your choice.

Marshpaw Lapine

Native to the swamps, floodplains, and wetlands, facing predators day in and day out is a reality every marshpaw has to face, leading them to be more adventurous and aggressive compared to their meadow-loving cousins and form bonds with animals around them to better ensure their survival.

Ability Score Increase. Your Wisdom score increases by 1.

Bravery. You have advantage on saving throws against becoming frightened.

Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

Rodezan

THERE IN THE SUNLESS REALMS

Tharjo's dark skin was bathed in the blue-green gleam of the crystals on the walls as he sat there in the pool of water. A hum of arcane emanated from them, reverberating all across his skin. His posture loosened as the unseen arms enveloped him.

Gazing out the window, he looked on into the vast expanse. It was filled with rocky spires in the distance. All of them rose from a great lake, striving reaching upwards towards the fonts of light that came from the surface world. Multiple pathways criss-crossing between them with not a single hint of unrefined pebbles or dents along their smooth surfaces as wagons passed along them to and fro. All of them twinkled like blue-green stars in the dim lighting. An occasional flicker of orange sparks came from the carvings on their faces.

Not carvings...buildings...?

-- Alaric Thrine, Crystal Beginnings

Slender and Furry

Small, slender, and with short fur, rodezans carry many similarities with their more quadraped-inclined cousins. They possess large dish-shaped ears, allowing for sharp hearing and short, mouse-like muzzles. Their legs are plantigrade in structure with hardened tendons and bone due to a long life spent underground.

A Hunger for Knowledge

An inclination for modifying and bettering the crystal warrens to suit specific needs has always been a part of Rodezan culture. In the race's early days, it was agreed upon that to survive and thrive in the Deep, they had to understand the Deep. And thus birthed this innate desire to tinker with the materials around them and uncover sorceries from the magic within them.

Burrow and Hearth

Rodezans establish their burrows on the edges of widespread valleys as well as from caves embedded into the base of mountains. While the rules of each burrow might differ due to certain circumstances. Most colonies tend to be very tight-knit. It is not uncommon for familial bonds to extend beyond bloodlines and for up-and-coming "bucks" and "pinkies" to be raised communally.

Due to their underground homes often having a lack of natural food aside from Rothe cattle, caravans function as the lifeblood for their subterranean way of life, selling rare minerals and crafts in exchange for other necessities. These caravans are often are often targets of opportunity for bandits.

Rodezan Names

When a Rodezan is old enough to read, speak and write, they are taken by their parents and their elders to the warren's resident arcanum. There they are educated on the lore and histories of their people. With the help of the parents and the elder, the child invents their own name or adopts the name of a past famous master in the arcane arts.

Male Names: Aynswald, Alus, Auron, Boris, Berwynn Cornyx, Cornello, Delas, Elric, Flynn,

Female Names: Amarna, Brayelyn, Brielle, Cora Elisa, Faris, Maria, Nerrin, Rosalia, Rona Sirris, Sylvia, Verris

Historical Names: Albus, Hoenheim, Magnus, Trismegis, Grimwold, Silverbell, Larkarius, Taryn

Rodezan Traits

Ability Score Increase. Your Dexterity score increases by 2.

Age. Rodezans mature at the same rate as humans, and most are expected to settle into adult life at the age of 40. Due to arcane influences, most can live up to 200 years on average.

Alignment. Rodezans vary in terms of temperament from warren to warren. While there are sages, engineers, researchers, and scholars who might tend towards law, both frustrated student and scholar alike might be swayed to darker purposes by the arcane powers they often come into contact with.

Size. Rodezans are between 3.5 - 4.5 feet tall and they weigh around 80 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim 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 darkness, only shades of gray.

Rodezan Cunning. You have advantage on all Intelligence, Wisdom and Charisma saving throws against magic.

Knowledge is Power. You may select one of these skill proficiencies: Arcana, History, Persuasion, Deception

Languages. You can read, speak, and write Common and Undercommon.

Subrace. Two. subraces of Rodezan exist in the world. Choose one of these two subraces.

Crystal Rodezan (Sunless Realms)

Crystal Rodezans hail from a large coalition of warrens that have come to be known as the "Sunless Realms," a cultural mesa for tinkerers, engineers, and scholars. Your time spent learning from the many scholars and wizards here have served your intellect well, giving you an edge in topics concerning the arcane.

Ability Score Increase. Your Intelligence score increases by 1.

Honed Studies. You may choose one additional cantrip from the Wizard spell list. Intelligence is your spellcasting ability for this spell.

Artificer's Lore. You can add double your proficiency score on Intelligence (Arcana) checks to find details on magical items, transformatives, and weapons.

Deep Rodezan

Deep Rodezans hail from a collection of warrens that were once enslaved by the dark elves. Your time deeper in the abyss has altered your short fur to become more darker and your hands and feet more claw-like. Scarlet eyes and horns are more commonplace among your people as side effects of dark-elven experimentation.

Ability Score Increase. Your Charisma score increases by 1.

Natural Talent. You know the Minor Illusion Cantrip from the Sorcerer spell list. Charisma is your spellcasting ability for this spell.

Weapons Training. You are proficient with the shortsword, sabre, rapier, and hand crossbow.

Felstari

Journeying from one corner of the Primal World to the next, scorn and hatred will follow after the infernal-kin like a dark shadow. All of this spurned forth from a single infestation over which they had no control.

A People Shorn of Fate

Tainted from the lingering effects of the First Interstice, the infernal heritage is etched onto their very being. The most obvious being the large horns that extend from their heads in a variety of shapes, from curled to straight to upward spirals. Some might possess thick tails 4-5 feet long that are prehensile and fully capable of multiple tasks that the Fel might reserve their hands for.

They perceive the world around them with an emissive gaze that can range from the deepest of red to the lightest of amber. Their skin complexion runs the full gamut of human skin pigmentation, but on top of that there might be shades of grays and reds.

Usually flowing behind their horns are locks of dark hair ranging from blacks to reds to even dark purples. Other hair colors might be available depending on the parent.

Infernal Urges

Haunted by the very carnel forces that run through their demonic forebears, a Fel's battle isn't just one for acceptance within society, but also one with their own mind. Thoughts of their bare flesh rubbing up against that of another, the sensation of their seeds filling a victim to the brim as they squirm and moan under them. A fitting respite from the scorn and hatred that they face on the daily basis.

Felstari Names

Felstari bloodlines primarily have their roots in both human and elven lineages, the infernal powers infused within them granting longer lifespans. Naturally, Felstari names are often derived from human or elven culture. Some infernal-kin who are more proud of their heritage might embrace giving themselves and their children names derived from the infernal language.

Male Infernal Names. Arn, Alastor, Baal Carthus, Londor, Nergin, Orthon Vetis

Female Infernal Names. Ariandel, Apollyon, Cirris, Izalith, Lilith, Nija, Naamah, Sirris, Saryn, Tharja, Ulyth, Vapula,

Felstari Traits

Ability Score Increase. Your choice of Charisma score increases by 2. Your choice of Dexterity or Intelligence score increases by 1.

Age. Felstari mature at the same rate as humans, but life a few years longer.

Alignment. Felstari have deep inclinations towards lust, but not necessarily evil. It is up to each individual to determine if the stereotypes of their race actually carry any weight.

Size. Felstari are about the same size and build as humans. Your size is Medium.

Speed. Your base walkign speed is 30 feet.

Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim 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 darkness, only shades of gray.

Hellish Resistance. You have resistance to fire damage.

Infernal Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common and Infernal.

Dark Beginnings

Unlike other races, as a Felstari, you begin the game with +10 Corruption.

Please note that given the context of the campaign, player characters of this race will be subject to more social disadvantages compared to others at first, though as they gain more fame and renown, public perception of the Felstari can be altered.

Backgrounds

Keep in mind, these backgrounds are meant to give provoke ideas and give you more options for what your characters pasts might have been in the context of the campaign.

If you wish to customize your own background, please follow this format:

  • 2 Skill Proficiencies
  • 2 tool proficiencies or 2 languages, or a single tool and a single language.
  • Up to 4 miscellaneous tools and a pouch of 10-15 gp.
  • A feature that impacts mostly only the roleplay aspects of the game and allows for additional quest hooks and the like. The feature shouldn't give you any distinct mechanical advantages, such as advantage on persuasion checks. (We can work on this together, comparing proposed features to ones already in the PHB.)

Courtesan

Nobles, criminals, politicians, criminals, farmers; in your profession, you have found that even the finest "paragons" of society aren't above succumbing to their more base desires. Whether this path was through a cruel twist of fate, it has endowed you with a unique skill set: the art of seduction.

Skill Proficiencies: Insight, Persuasion

Tool Proficiencies: Disguise kit

Languages: One standard language of your choice.

Equipment: A seductive set of fine clothes, pouch containing 15gp, 15 feet of hempen rope, a bag of five contraceptives.

Sisters Before Misters

You have a unique way of identifying other harlots in the area based on their behavior. The courtesan profession has a unique are more willing to help you other out in terms of local rumors on what people might be looking for "companionship" or a place for the party to stay while they get some of their own companionship as well.

Preferred Clients

d8 Preferred Clients
1 Artisans
2 Clergy
3 Entertainers
4 Farmers
5 Merchants
6 Nobles
7 Criminals
8 Soldiers

Suggested Characteristics

d10 Personality Trait
1 I am highly flamboyant; I like to exaggerate my movements and mannerisms.
2 I keep silent about any shortcomings I may be experiencing. I can't stand being pitied.
3 I find people fascinating, so I enjoy spending time with them.
4 I hate leaving behind debts to repay.
5 I am extremely flirtatious, even with friends.
6 I am quite embarrassed about discussing my profession with non-clients.
7 I am unafraid to get up-close and "personal" with some people or situations.
8 I love being the center of attention, but I don't envy those who take that from me.
9 I quite am nonchalant about discussing the intricacies of my profession.
10 I'm not one for small-talk or foreplay; I'm very to-the-point.
d6 Ideal
1 Comfort: Through my profession, I can provide warmth and an ear for those who wish to share their woes. (Good)
2 Independence: I work for myself and no one else. (Chaotic)
3 Power: I use my charm to get ahead and exert power over others. (Evil)
4 Pleasure: I enjoy sharing my body with the world and in turn experiencing all the pleasures the world has to offer me. (Any)
5 Variety: Why sleep with the same person over and over? It gets boring after a while. (Chaotic)
6 Order: The things I do helps uncover criminal plots in ways that the everyday guardsman cannot. (Lawful)
d6 Bond
1 I feel a strong kinship to others in my profession.
2 My family disapproves of my profession and I wish to reconcile with them.
3 One of my clients is my fiance.
4 A priest sheltered me when I needed help most. I now do everything I can to make him proud.
5 Despite the stigma, the outfit is my most prized possession.
6 I was forced into this profession to pay off some serious debts and rescue someone precious to me.
d6 Flaws
1 There is little I won't do when there is coin to be made
2 I try to avoid ugly and old people as much as I can.
3 I am just as likely to be blinded by lust as my clients are.
4 I enjoy doing business with married clients and boasting to their spouses about it.
5 Flattery is the easiest way for others to get something from me.
6 I love indulging myself with purchases of fine goods.

Transformative Expert

You have spent years rifling through gathered manuscripts, scrolls, and apprenticeships learning the intricacies of transformative items and the effects that they can have on the mortal body. You know what affects most combinations of herbs might have and have this unrelenting urge to manufacture and refine them to perfection. During your studies, you've also gained enough knowledge to perform most medical procedures.

Skill Proficiencies: Nature, Medicine

Tool Proficiencies: Alchemist's Supplies and your choicse of Herbalism Kit, Healer's Kit, Poisoner's Kit, or Brewer's Supplies

Equipment: Alchemist's Supplies, a glass bottle, a set of common clothes, a random Uncommon transformative that you made, a pouch containing 15 gp.

Suggested Characteristics

d8 Personality Trait
1 I encourage others to define me by my work. I have no need to brag.
2 I've mastered the art of transformatives -- or I like to boast that I have.
3 I've garnered a major addiction for transformatives, eager to seek out herbs and brews wherever and whenever I can.
4 I enjoy pushing the boundaries of what the mortal body is capable of.
5 I like morphing myself because I believe I was born into the wrong race.
6 I set high standards for myself and I expect others to follow my example.
7 I talk down to others when they speak on transformatives that I believe myself to be knowledgeable in.
8 I am honest to a fault; All parties knowing all information is the only way to make an accurate assessment.
d6 Ideals
1 Evolution: Transformatives are the route to achieving one's true potential. (Neutral)
2 Aid: Transformatives aid those who were born into this world with disadvantages from birth. (Good)
3 Excitement: Fuck it. Our normal bodies are generic and boring. (Chaotic)
4 Experimentation: All life are just mere tools for my experiments. The world is my grand laboratory. (Evil)
5 Efficiency: Transformations could lead to a bright future for medical research. It is my duty to learn all that I can. (Lawful)
6 Discovery: We can't chain ourselves to these bodies when transformatives offer a world of infinite possibilities. (Chaotic)
d6 Bonds
1 I wish to prove that transformatives are just as valid a science as other, more traditional fields.
2 I improve my transformatives for the sake of aiding others.
3 I am dedicated to realizing the goals of the master I apprenticed under.
4 My life's work is a series of tomes related to transformatives.
5 I believe that transformatives might be the key to achieving immortality.
6 I sold my soul in exchange for knowledge. I will go to great lengths to win it back.
d6 Flaws
1 I am easily distracted by the promise of further transformatives.
2 I will put myself and otherds at risk to obtain rare ingredients.
3 Unlocking ancient secrets about transformation is worth the price of civilization.
4 It's never enough. My transformations can always be better.
5 My love of trying transformatives often leads me into trouble with deceptive types.
6 I overlook obvious solutions in favor of complicated ones.

Monster Hunter

You own a business that specialises in the hunt, capture, and incapacitation of dangerous creatures. Troubled shop-owners, nobles, commoners, and kings alike have sought out your services in dealing with monster problems, and you (mostly) deliver on your promises.

Skill Proficiencies: Animal Handling, Survival

Tool Proficiencies: Herbalism Kit, 1 Artisan's Tool of your choice

Equipment. Hunting trap, Mess kit, knife, 1 tent, and a pouch containing 15 gp.

Good Preparation

Monster Hunters loosely congregate in "Chapters" to exchange information, tell stories, acquire jobs, and generally socialize. The average monster hunter tends to be either boisterous, boastful, and expressive, or withdrawn, sullen, and surly, so Chapters tend to be on the outskirts of civilization, away from "normal" folk. Hunter Chapters tend to come stocked with a full bar, beds, and moderate defenses against your average flora and fauna, including monster hunters themselves. A Chapter will tend to give sanctuary to any Monster Hunter and her companions unless you bring trouble to their doorstep. Monster Hunters are bonded by a common trade, but some might retain individualistic personalities that emphasize self-preservation over the common good.

Suggested Characteristics

d8 Personality Traits
1 I always enjoy the thrill and challenge of the hunt.
2 I prefer to leave my prey alive.
3 I measure myself base on how many monsters I've captured/killed.
4 Monster attacks could occur at any time. Vigilance must be maintained at all times.
5 I relish in the surge of power I feel when I assert dominance over creatures stronger or larger than I am.
6 Organized society doesn't have much to offer me. I prefer the wilds to the rigid walls of a city or town.
7 Whilst hunting, it is always beneficial to be part of a pack.
8 Although I may kill beasts, I feel a strong connection to the natural world, and will seek vengeance on those that damage it without good cause.
d6 Ideals
1 Profiteer: The pay is good and the work is abundant. Can't ask for more. (Neutral)
2 Protection: I hunt monsters in order to ensure the safety of the common people. (Good)
3 Duty: As per my oath to my order, I am tasked to carry out its tenets. (Lawful)
4 Power: With each monster slain, I gain more power and wealth to exert over others who might stand in my way.
5 Honor: Even monsters deserve a fair fight. (Lawful)
6 Fun: There is nothing I love more than the freedom of the hunt. Nobody can take that from me. (Chaotic)
d6 Bonds
1 The monsters I hunt are responsible for bringing slaughter and destruction upon my village. I won't stop until every last one of them are slain.
2 I wish to end the suffering of a friend who has turned into a monster.
3 My huntmaster has fallen ill and I wish to bring fame and glory in their stead.
4 My fellow hunters are like the family and friends that I've never had. I'd do anything for them.
5 I do what I do to protect the weak and innocent.
6 I am devoted to purging a specific species of monster from this world.
d6 Flaws
1 I use hunting as an excuse to attain the violence I so desperately crave.
2 I mock those who rely on the creature comforts in towns instead of going out and facing the beasts themselves.
3 I have difficulty socializing with civilized peoples.
4 I despise the sight of other hunters pursuing my quarry and devote more time to hindering them.
5 I often lie about my successes on the hunt to convince my clients that I am truly up to the task.
6 I tend to let beasts squirm and writhe a bit before fully finishing them off.

PART II

Transformatives

Appearance

Just like in the original Corruption of Champions by Fenoxo, the player is able to consume certain items that alter their physical appearance, allowing for customization throughout the game.

Most of the player's body can be altered by increasing/decreasing points in certain attributes or by changing the type of specific body parts. Under the correct conditions, their race can change as well.

While it is possible to acquire these items in town stores, most of transformatives will be found extracted off of monsters, as herbs, or even in dungeons.


As it stands, the current attributes that the player can modify are:

Attribute What can be modified
Height Height.
Eyes Type, color
Lips Type, color
Face Type
Hair Type, color, length, style
Beard Type, length, style
Eyes Type, color
Ears Type, length
Femininity/Masculinity Male, Female, Herm
Horn Type, number, length
Antennae Type, number
Tongue Type, length
Arms Type
Leg Type
Tail Type, number
Penis Type, color, size, number
Testicle Size, number
Vagina Type, color, capacity
Asshole Capacity
Clit Length, number
Chest Size, number
Nipple Size, color, number, type
Hips Size
Butt Size
Milk Type
Cum Type

How will TF's Affect Gameplay?

Whenever a player decides to consume a transformative, they will be instructed by the DM (Vale, that's me) to roll a designated die. In most cases, depending on what number the die lands on, a specific effect will occur.

For the purpose of balancing, consuming transformatives does not alter player stats (STR, DEX, CON, WIS, INT, CHA) in any way until a certain threshold is reached. Just like in CoC and TiTs, this threshold is known as "racial score."

What is Racial Score?

Racial score is a way for the game to keep track of how heavily altered a PC is and how they appear to other NPCs in the world. Depending on how many alterations the character has of a specific creature, they have the option of benefiting from some of that creature's racial attributes in exchange for discarding some of their old ones.

What is lost and what is gained?

When the player decides to switch to another race, they only gain that race's natural abilities (Darkvision, Acclimatized, ect. Trading your ASI's for another race's is optional and not mandatory). The player still keeps all tool proficiencies, skill proficiencies, languages, and spell racials from their original race regardless of how many times they transform.

For example, say a human player decides to shift into a lupine. In order to achieve the racial score threshold for lupine, the PC would need to have these conditions and achieve a value of 4:

Conditions Score
Has canine ears +1
Has long, fluffy, and furred canine tail +1
Has canine arms +1
Has two plantigrade canine legs +1
Has a canine-like face +1
If canine score is greater than 0 and PC has fur +1

Upon satisfying these racials, the player gets the option of trading their race's previous natural racial attributes in exchange for the Lupine race's 60ft. Darkvision, Keen Senses, and Cold Resistance.

The player also has the option of trading their original racial Ability Score Increase for a Lupine's, but they can retain their own if they wish.

PART III

Sex

I Wanna Fuck

What most of the game's players are probably here for. For Corruption of Champions 5E, the following systems will be used when you start reaming NPCs as well as your fellow players within the world and the consequences that may follow.

Before the game is started, all players are expected to answer the following questions posed by the DM:

  • What are your favorite kinks?
  • What are your least favorite kinks?
  • What sort of physical attributes would you as well as your character favor on NPCs?

Depending on the situation or how much time the party has, the GM might choose to accelerate the sex scene in order

Seduction

Sometimes the party might take advantage of an NPC's "baser instincts" in to satisfy a greater purpose. It could be as innocent as simply getting into their pants or more conniving such as bedding a local lord and initiating a scandal. Whatever the case may be, these rolls assume that the NPC isn't completely closed off to sex with the NPC, but rather they might require some convincing.

When an attempt is made to seduce an NPC with either a Deception or Persuasion Check (player's choice), the check is made against a base Seduction DC of 10. This base DC is then modified according to their sexual orientation as presented on the table below.

d20 Orientation Base DC Modifier
1 - 3 Heterosexual +10 if seducer is of the same sex
4 - 7 Mostly Heterosexual +5 if seducer is of the same sex
8 - 11 Heterosexual-leaning +2 if seducer is of the same sex
11 - 14 Bisexual No modifier
15 - 17 Homoesexual-leaning +2 if seducer is of a different sex
16 - 19 Usually homosexual +5 if the seducer is of a different sex
20 Exclusively homosexual +10 if seducer is of the opposite sex.

Getting Reamed

There might be times where the party might find themselves suffering a crippling defeat at the hands of a monster, but not all battles might necessary end in death saving throws.

If the monster in question possesses a cock or similar phallic object and proceeds to fuck the player, they might have to pass a Constitution DC of 15 or gain 1 level of exhaustion.

Pregnancy

Upon insemination, sperm into the womb (however else certain races reproduce), the receiving partner must pass a Constitution DC check to see determine whether or not they are indeed pregnant. Like other checks, PCs have an option of failing the check on purpose if pregnancy was their ultimate intention all along. The following formula is utilized to determine Pregnancy DC:

Pregnancy DC = 10 +/- Fertility rating modifier + Virility modifier.

Pregnancy Features

Fertility. Some races are more fertile than others and this is determined by fertility rating. How high or low the fertility rating is raises and lowers the DC as a result. Minotaurs and Lapines start off with +2 to their fertility modifiers while all other races begin with +1.

Virility. On the other end of the spectrum, the impregnating partner also possesses a starting virility modifier. Minotaurs begin with a +2 virility modifier while others begin with +1


Birth and Gestation. In CoC D&D, different races gestate for different lengths of time as shown on the table below. The table also shows the average number of children born to a mother (whether it be through delivery of a fetus or eggs laid) Higher and lower numbers are possible depending on TF consumption.
At the end of gestation, the player holding the baby goes into labor. The labor lasts for 3d6 hours. Egg-laying races have a shorter term of pregnancy and their labor lasts only half as long.

Gestation Length and Average Number of Offspring
Race Gestation Number (average)
Aasimar 11 months 1 child
Catfolk 4 months 1d4 children
Centauri 10 months 1 child
Dragon 12 months 2d4 eggs
Dragonborn 5 months 1d3 eggs
Elf 24 months 1 child
Fey 7 months 1d2 children
Felstari 7 months 1d2 children
Fiend 7 months 2d3 children
Goblinoid 5 months 2d3 children
Goliath 10 months 1 child
Gnoll 6 months 2d3 children
Half-elf 11 months 1 child
Half-orc 7 months 1d3 children
Human 9 months 1 child
Kobold 4 months 2d4 eggs
Lapine 1 month 1d3 children
Lizans 6 months 2d3 eggs
Lupine 4 months 1d2 children
Minotaur 9 months 1d3 children
Merfolk 9 months 1d2 children
Orc 6 months 2d2 children
Rodezan 1 month 1d2 children
Triton 9 months 1 child

PART IV

Corruption and Purity

Art by Vempire

Battling your Inner Demon

Throughout the game, there will be a meter known as the "corruption meter." The corruption meter is a measure of how much exposure the character's soul has to the demonic taint that plagues various areas of the world. Upon starting the game, all players begin with 0 corruption.

Even the most innocent of characters could expose themselves on purpose for a myriad of reasons: An impatient apprentice wizard looking for a shortcut in their training; A paladin wishing to use its power to defeat a greater evil. A daunting task that might not be possible with their powers alone.

Indeed, evil intent isn't required to walk the dark path. For those who do, they will tread a treacherous road, but one that isn't without its rewards -- for a price, of course.

Corruption is easy to accumulate, but difficult to lose. Every day that passes, corruption goes down by 1. If there is a paladin, monk, or cleric in the group, party members can choose to partake in meditation/prayer during a short or long rest and the corruption goes down by 5 upon completion of that rest.

How is Corruption Accumulated?

Corruption is gained from activities such as: the consumption of certain items, certain social interactions, raping/getting raped by certain demons, and more.

Corruption is measured with these thresholds below:

Corruption Value Description
0 Pure
10-19 Sullied
20-49 Tainted
50-99 Corrupted
100 Demonic

Power Redefined

Just like in CoC, being corrupted will grant the player access to unique perks, weapons, armor, social opportunities, and abilities that would be otherwise unobtainable.

With this demonic power comes inherent risk. Upon reaching 100 corruption, the player must make a WIS saving throw DC of 15. If the saving throw fails, the corrupted player must roll a 1d100 and one of the following effects on the next table occurs.

1d100 Effect (lasts 1d10 + 10 hours) Description
1-10 Hallucinations The character experiences shattered demonic whispers in their ear and is prone to intense and sudden fits of lust. You have disadvantage on all Wisdom checks.
11-20 Distracted Your mind has grown scattered and easily clouded. You have disadvantage on Intelligence ability checks.
21-30 Sadistic Tendencies You suffer irresistable, aggressive urges at the sight of the helpless. If any creature you can see is incapacitated (friend or foe), you must spend your turn moving directly toward that creature and attempting to have sex with it, if possible.
31-40 Paranoia You no longer trust anyone, even your closest allies. You no longer count as a "friendly" creature to anyone, nor does anyone coutn as a "friendly" creature to you, in regards to spells or abilities. The only creature your beneficial spells and abilities can target is yourself.
41-50 Dark Curse All healing that a character would regain via spells is halved.
50-59 Hoarder You feel compelled to collect anything and everything of mild value that you can. Simple trinkets stumbled across must be gathered and carreid, if able, until at carrying capacity.
60-66 Eldritch Tremors The character experiences uncontrollable eldritch energies that rattles their very bones. Disadvantage on Attack rolls, Ability Checks, and Saving Throws that involve Strength or Dexterity.
67-75 Moaning Mania You feel an intense sensation rubbing against your cock/pussy that causes you to moan out every now and then. You have a disadvantage on Dexterity/Stealth Checks.
76-85 Amnesia The character suffers from partial amnesia. The character knows who he or she is and retains Racial Traits and Class Features, but doesn’t recognize other people or remember anything that happened before the madness took effect.
96–100 Loss of Consciousness The character falls Unconscious. No amount of jostling or damage can wake the character.
41

Credits

  • Firstly, I would like to thank my friend, WannabeAdventurer, for their stalwart support with this project and inspiring me to keep pushing forward. Their CoC-inspired 5E Campaign, "Crimson Campaign", has served as a vital inspiration during the creation of this document.

  • The same can also be said for Ecnalab and their "Return to Mareth" campaign that runs under the Dungeon World system. Check it out here!

  • To all of FenCo's staff, writers, and coders for making an incredible series and maintaining a forum beloved by many.

  • To Gary Gygax, Dave Arneson, and Wizards of the Coast for creating an amazing RPG.

Artist's Works Used

Now, granted this isn't credit for the complete array of pictures that I used. Citations for landscape photos are missing. Between pinterest, and google images, some artists were harder to track down than others. But for those found and those I still have yet to find, thank you all for your amazing work!

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.