Newhaven Races

by Agathist

Search GM Binder Visit User Profile
Brantar's Newhaven Brews

Races

Dark Ones:

Beings of the Shadowfell since time immemorial, Dark Ones have existed as plagues on the Shadar-kai and the Krinth alike. Many of the Dark Ones become rogues of some sort, and not for no reason: They as a race are naturally predisposed to stealth, with soft hooves for sneaking around the harsh, shadowy terrain.

Dark One Traits:

Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age: Dark Ones age at a rate consistent with humans, reaching maturity in their late teens and typically reaching an age of 100.

Alignment: Dark Ones tend to look after their own, bucking tradition and order. They tend to be Chaotic Neutral in alignment.

Size: Dark Ones stand from 4-6 ft tall, and weigh from 90-150 pounds. Your size is medium.

Speed: Your speed is 30 ft.

Superior Darkvision: You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Cover of Darkness: You can attempt to hide when in dim light as a bonus action.

Naturally Stealthy: Your heritage grants you natural sneaking abilities. You are proficient in the Stealth skill. Additionally, at 3rd level you gain the ability to cast the Invisibility spell once per long rest, without consuming a spell slot or requiring any components. Wisdom is your spellcasting ability for this spell.

Shadowfell Born: You have resistance to Necrotic damage.

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

`

Far Spawn:

Nobody is quite sure as to the nature of Far Spawn. Eldritch abominations that often spawn from normal races, they are seen much like tieflings are as abominations against the natural order. Some rumor them to be children, either biologically or by mental manipulation, of beings from the Far Planes, Great Old Ones and other such abominations. Whatever their lineage, the Far Spawn themselves will not say or do not know, and continue to use their Eldritch powers in pursuit of their own interests.

Far Spawn Traits:

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

Age: Far spawn age at a rate consistent with humans, but to date there are no records of one dying of old age.

Alignment: Being from out of our plane originally and not caring much for the conflicts between Good and Evil, Far Spawn tend towards Neutral alignments.

Size: Far Spawn stand at about 5-7 feet tall, and weigh anywhere from 90 to 250 pounds. Your size is medium.

Speed: Aided by tendrils from the Abyss, your walking speed is 30 ft and you have a swim speed of 30 ft.

Darkvision: 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.

Eldritch Eyes: From your heritage and supernatural vision you gain advantage on Intelligence (Investigation) checks to see through illusions.

Airless Sustenance: Nobody knows what Farspawn subsist on. Not even them. But, it’s not air. As such you do not need to intake air and as such are immune to suffocation and drowning. You do still require normal amounts of food and water, however.

Alien Magics: From your heritage you were blessed with inherent powers. As such know the encode thoughts cantrip. At 3rd level, you can cast dissonant whispers as a first-level spell once long rest. Once you reach 5th level you can also cast enthrall once long rest. Charisma is your spellcasting ability for these spells.

Languages: You can speak, read, and write in Common and Deep Speech.

Human (Newhaven)

Humans of the world Newhaven resides in long ago deviated from each other, adapting to different environments. To the Southern Deserts of the mainland, natural pyromancy evolved, taught to their servants in humanity by the demons during the Blood Wars. To the West, the jungle regions, humans learned the ways of poisons and tracking. To the North, in the bitter colds, humans found themselves in constant struggle for survival with fierce beasts and giants...and then the Yakfolk came and fought in a great war against them.

Human Traits

Ability Score Increase: One score of your choice is increased by 2, and one other score of your choice is increased by 1.

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

Alignment: Humans tend toward no particular alignment. The best and the worst are found among them.

Size: Your size is medium.

Speed: Your speed is 30 ft.

Tools of the Traders: Humans have among the most varied studies of all races, becoming adept at fulfilling many tasks for their societies. You gain proficiency in two tools and one skill of your choice. You can swap one or both tool proficiencies for a proficiency in a musical instrument.

Languages: You can read, speak, and write in Common and two languages of your choice.

Subrace: Divides among the human populations centuries ago led to divergent evolution in their abilities and cultures.

Northerners:

Icy Homes: You are naturally acclimated to cold climates, as described in Chapter 5 in the Dungeon Master's Guide. Because of this, you ignore difficult terrain caused by snow or ice, and have resistance to cold damage.

Warrior's Heart: You gain proficiency in Medium and Heavy armor and two Martial Weapons of your choice.

Desert Dweller:

Shifting Sands: You are naturally acclimated to hot climates, as described in Chapter 5 in the Dungeon Master's Guide. Because of this, you ignore difficult terrain caused by sand.

Natural Pyromancer: The desert peoples of New Eden have long held sacred the arts of Pyromancy. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the flaming sphere spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.

In addition, you have resistance to fire damage.

Islanders:

Jungle Dwellers: You are naturally acclimated to hot climates, as described in Chapter 5 in the Dungeon Master's Guide. Because of your heritage as a jungle dweller, you ignore difficult terrain caused by thick jungles.

Natural Poisons: Used to the many poisonous creatures of the jungle, you have advantage on saving throws against poison, and resistance to poison damage.

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

Progenitor:

A proto-elf from a long-fallen empire, the Progenitors are believed to have been the creators of the original Warforged scattered throughout the world. A very rare race, these once-proud beings had only a few members of their entire race left...found in stasis in jungle ruins throughout Newhaven. Usually powered by odd, glowing crystals, the Progenitors have numerous biological enhancements left over from their Age of Prosperity built into their bodies.

Progenitor Traits:

Ability Score Increase: Your Intelligence score increases by 1.

Age: Most Progenitors are ancient, in the range of 1000 years old. As an infertile race, it has been a long time since any were children and thus, all are of mature age. Their lifespan, in light of their upgrades, is unknown but postulated to be indefinite.

Alignment: Most Progenitors care not for the goings-on outside of themselves, and tend towards Neutral in alignment.

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

Speed: Your base walking speed is 30 ft. Additionally, you have a swim speed and climb speed of 30 ft.

Magical Upgrade. A being with biomechanical augmentations, you don't need sleep but instead can fill your long rests with light activity. You still must complete long rests in order to gain their benefits. In addition, you know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.

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

Subrace: Progenitors come in two different evolutions, both attempts to gain immortality that succeeded.

Arcanic:

Ability Score Increase. Your Intelligence score increases by 1 and your Wisdom score increases by 1.

Darkvision. 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.

Sensors. You become proficient in your choice of the Arcana or Nature skill. In addition, you can cast certain spells innately. At 3rd level, you can cast detect magic once per long rest. Once you reach 5th level you can also cast find traps once per long rest. Intelligence is your spellcasting ability for these spells.

Mechanic:

Ability Score Increase. Your Strength score increases by 2.

Enhanced Body. Your base movement speed is increased to 35 feet, and you have a Climb speed equal to your walking speed. In addition, choose one type of climate, as described in chapter 5 of the Dungeon Master's Guide. You are acclimated to this climate and do not suffer ill effects of its temperature.

Durable. Due to your mechanical upgrades, your unarmored AC is 13+your dexterity modifier. You can use a shield and still get this benefit. In addition, you count as one size larger for the purposes of determining carry capacity.

Satyr

Beings from the Feywild with a penchant for song, the Satyrs are known best for their raucous celebrations and fervent reverence towards nature. Satyrs are known to be just as wild personally as their parties are, and it's not uncommon to see a group of satyrs traveling together in bands, going place to place to spread joy and merriment.

Satyr Traits:

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

Age: Satyrs age at a rate comparable to humans but with a longer lifespan, reaching maturity in their teens and typically reaching an age of around 250.

Alignment: Satyrs are naturally pure of heart and carefree, tending towards Chaotic and Good alignments.

Size: Your size is medium.

Speed: Your speed is 30 ft.

Blessing 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.

Cloven Hoof: You ignore nonmagical difficult terrain.

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

Pipes of the Faun: You gain proficiency in your choice of one of the following instruments: Pan Flute, Flute, or Horn. In addition, you know one cantrip of your choice from the Bard spell list. Charisma is your spellcasting ability for it.

Languages: You can read, speak, and write in Common, Sylvan, and one language of your choice.

Yakfolk

Mountain dwelling peoples from the North, the Yakfolk have recently shown up near Newhaven with refugees in greater numbers. Aggressive and warlike, the Yakfolk have been fighting in a bloody civil war for control of the Irenvale mountains on the mainland. Other races have learned to steer clear of Yakfolk encampments, wary of these warrior's cunning and battlefield prowess.

Yakfolk Traits:

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

Age. Yakfolk reach maturity in their mid-teens, and typically live into their 60's.

Alignment. Yakfolk are incredibly warlike, desiring dominion over all. They tend towards lawful and evil alignments.

Size. Your size is medium.

Speed. Your speed is 30 feet. In addition, as a natural dweller of cliffs and mountains you have a climbing speed of 20 feet.

Aggressive. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.

Goring Horns. You can use your horns as a natural weapon. These horns do 1d6 piercing damage.

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

Tough Hide. Due to your thick skin, your unarmored AC is 13 + your dexterity modifier. You can use a shield and still get this benefit. In addition, your hitpoint maximum increases by 1, and increases again by 1 every time you gain a level.

Subrace Curses

Sometimes an adventurer is cursed along the way by their travels. The form of this curse, be it Lycanthropy, Vampirism, or becoming a Revenant. The following options replace the subrace option for the susceptible races. Susceptible races are:

  • Elf
  • Dwarf
  • Human (Newhaven)

All other races have a natural immunity to these curses. Apply one of these, instead of a subrace, to a character afflicted.

Lycanthrope

Having been viciously attacked by a werecreature and savaged by their bite, you now begin to transform under the full moon like them.

Ability Score Increase. Your choice of either your Strength or Dexterity increases by 1.

Lycan's Blessing. Your movement speed is increased to 35 feet.

Tracker. You have advantage on Wisdom (Survival) and Wisdom (Perception) checks made to track a target you have spent at least 1 minute within 30 feet of.

Transformation. Choose one of the following beasts based on what lycanthrope passed on their curse to you: bear, boar, rat, tiger, wolf, raven, or bat. You can assume the form of this creature as a bonus action on your turn, replacing your game statistics with those of the beast.

Beginning at 3rd level, you can instead choose to assume a hybrid form. While in this hybrid form, you gain temporary hitpoints equal to your level, any fly, swim, or burrow speeds the creature has, and a natural weapon that does 1d8 slashing damage. Attacks you make while in this form are considered magical for the purpose of overcoming resistance.

You can maintain this transformation for an hour, or choose to end it early as a bonus action.

Vampire

Having been bitten by a vampire, you have died and become arisen again in the twisted blessing of undeath. As a vampire, you now seek power and wealth from which you can easily amass victims.

Ability Score Increase. Your Charisma score increases by 1.

Blood Awakening. You count as both Humanoid and Undead for the purposes of spell effects. In addition, you do not require breath, and are immune to suffocation and drowning. However, you must drink blood from humanoids for sustenance, instead of eating normal food. You must consume at least 1 liter every 24 hours, or be subjected to starvation rules as normal.

Vampire's Charm. Whenever you fall, you are subject to the feather falling spell, without requiring your reaction to cast it, a material component or consuming a spell slot.

In addition, once per long rest you can cast the charm person spell. Once you reach 5th level, you can also cast the fly spell on yourself once per long rest. Charisma is your spellcasting ability for these spells.

Revenant

Having met a cruel and undeserved end, you have returned to the realm of the living. As a revenant, you thirst for revenge against those who wronged you in life, or seek to complete a final, critical task you left unfinished.

You might take this race if your character is slain. In that case, your character rises from the dead with its original subrace replaced, filled with a determination to seek vengeance or complete its mission.

Ability Score Increase. Your Constitution score is increased by 1.

Arisen from Beyond. You count as both Humanoid and Undead for the purposes of spell effects. In addition, you do not require breath, food, or drink, and are immune to starvation, dehydration, suffocation and drowning.

Aggressive. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.

Borne from Death. You have resistance to necrotic damage.

Relentless Nature. Your DM assigns a goal to you—typically, one related to your character's death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits:

  • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point.
  • If you die, you return to life 24 hours after death. - If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it.
  • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence.

Spells:

Apple of Narcissus

5th-level enchantment (Bard, Cleric, Wizard)


  • Casting Time: 1 minute
  • Range: 60 ft.
  • Components: V, S, M (a silver mirror worth 10 GP, and an apple which the spell consumes)
  • Duration: Until Dispelled

You target one humanoid that you can see within range. The target must make a Charisma save or be instantly enamored with their own reflection, causing them to become Incapacitated. At the end of their next turn they may make another Charisma saving throw, ending the spell on a success. If it fails, the creature is turned into a clay replica of themselves and Petrified. A greater restoration spell or similar magics will reverse this effect.

Items

Item Traits:

The following traits apply to firearms:

Blast. Weapons with the Blast property emit a thunderous boom audible out to 300 feet every time you make an attack. Blast weapons fire cartridges or shells, which cannot be recovered after they are used.

Muzzle Loader. Muzzle loading firearms are packed with blackpowder and a lead ball, both of which are consumed when you make an attack. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Loading or reloading a firearm with this property takes a full minute.

Bayonet. (Martial weapon) Special: You can affix a bayonet to a Musket. When affixed, the bayonet has the Reach and two-handed properties, loses its Finesse and Light properties, does 1d10 piercing damage, and counts as a polearm for the purposes of the polearm master feat.

Ships

Characters in Newhaven have the opportunity to make purchases of various goods, services, and properties. Among the most useful and arguably most cost-effective choices a player character can make is to purchase a vessel for sea travels. Expensive and powerful, most ships are marvels and masterworks of engineering, and well-respected captains with the vessel to match are priceless.

Shipboard Weapons

Included in the cost of building a ship (the price found in Ghosts of Saltmarsh) is the price to add on various weapons. For extra gold, however, a character in possession of a ship can replace their existing, built-in weapons with other types of seige equipment for ship-to-ship combat.

Weapon Types

Weapons can have a type, which describes the size and weight of the weapon in comparison to other ship-mounted weapons. The Ship Types section contains rules on how many weapons of each type can be mounted on a vessel.

Weapon Cost Source Type
Rail Pivot 20gp Homebrew Light
Swivel Gun 50gp Homebrew Light
Ballista 100gp DMG Medium
Cannon 250gp DMG Medium
Mangonel 300gp DMG Heavy
Triple-Gun 650gp Homebrew Heavy
Rail Pivot

A position for a musket to be mounted, allowing extended range.

Shot. Ranged Weapon Attack +6 to hit, range 300/1200 ft., one target. Hit: 12 (2d10) piercing damage.

Swivel Gun

A small cannon designed for short ranges, the Swivel Gun is a formidable weapon against small, maneuverable targets.

Swivelball. Ranged Weapon Attack: +8 to hit, range 400/1200 ft., one target. Hit: 18 (4d8) bludgeoning damage.

Ballista

A ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed.

Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Cannon

A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds. A cannon is usually supported in a wooden frame with wheels. Before it can be fired, the cannon must be loaded and aimed.

Cannon Ball. Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.

Mangonel

A mangonel is a type of catapult that hurls heavy projectiles in a high arc. This payload can hit targets behind cover. Before the mangonel can be fired, it must be loaded and aimed.

Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. Hit: 27 (5d10) bludgeoning damage.

Triple Gun

A Triple Gun is a type of cannon, a precursor to the Gatling gun designed to fire rapidly and in quick succession. As a result, it fires smaller cannonballs than its contemporaries, but makes up for that in rate of fire.

Multiattack. The Triple Gun makes 3 Cannon Shot attacks.

Cannon Shot. Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 17 (5d6) bludgeoning damage.

Ammunition

Weapons require ammunition to fire. Sometimes, ammunition can be modified, whether through magic or through alchemy.

Ammunition Cost Tool to Craft Weapon type
Basic Light (10) 20gp Smith's Light
Grapple Shot 10gp Tinker's Light
Basic Medium (10) 40gp Smith's Medium
Chain Shot 20gp Tinker's Medium
Basic Heavy (10) 80gp Smith's Heavy
Firebomb 40gp Alchemist's Heavy

Grapple Shot. Range 50 ft. Fires a grappling hook with chain onto an enemy vessel, allows boarding.

Chain Shot. Designed to take down masts and rudders. Does double damage to a ship's Sails or Helm on a hit, but half damage to the Hull.

Firebomb. Explodes on impact. Enemies within 20 ft. must make a DC 17 Dexterity saving throw, or take 2d10 fire damage.

Art Credits
 

This document was lovingly created using GM Binder.


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