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Tserofal's Ethnological Studies
##### Credits: #### Pictures Made With [HeroMachine3](http://www.heromachine.com/heromachine-3-lab/) #### [u/5ash](https://www.reddit.com/user/5ash/posts/) for [The Scroll of Strange Races : Living Heirloom](https://www.dmsguild.com/product/226339/B5-The-Scroll-of-Strange-Races) which is the inspiration for the Eplihati race (so check it out). ##### Thanks To: ##### [u/SamuraiHealer](https://www.reddit.com/user/SamuraiHealer "title") ##### [u/WeirdoWhoever](https://www.reddit.com/user/WeirdoWhoever "title") ##### [u/Manorian](https://www.reddit.com/user/Manorian "title") ##### [u/90sMemelord](https://www.reddit.com/user/90sMemelord "title") ##### [u/Mheros](https://www.reddit.com/user/Mheros "title") ##### [u/yazatax](https://www.reddit.com/user/yazatax "title") ##### For Their Big Contribution. ## Made By [u/Biozard01](https://www.reddit.com/user/Biozard01)
\pagebreak ## [Andran](https://www.gmbinder.com/share/-LKlNgi_skBSpiYY3YW6) ##### "Andrans are fascinating people, with a deep history and alot of mysteries." — Tserofal, Apostle of the Sun. ### History ___ They appeared from The Far Realm a long time ago, sent by Elder Gods in an attempt to prepare for the colonization of the prime Material Plane. In so, andrans are known adventurers, they roam the lands fascinated by all the other creatures and cultures and will often be seen mimicking local traditions. Recently, all contact with their creators was abruptly lost for some unknown reason, causing big changes in andran tribes behavior, this change might encourage bold andrans to finally leave their tribe to live their own adventure. ### Appearance ___ Andrans are gender-fluid they can choose or not to be male or female (or both) most of them take a definitive gender when they reach adulthood, although exception exist. Their skin can go from bright flashy pink to deep dark purple. ### Andran Names ___ Andran names are various and diverse like andrans, but here are some exemple of typical andran naming. **Neutral Names:** Torrad, Sylliar, Larenar, Thanis, Trent, Ambrosa, Emilly, Corakaia, Nysalis, Lilera, Orinielle, Kelyra, Delona ### Andrans Traits ___ Your andran character has the following racial traits. **Ability Score Increase.**. Your Strength score increases by 2. **Age.** Andrans age slowly, they reach adulthood in the first month of their life. The oldest andrans reach 200 years old. **Alignment.** Andrans often tend to be neutral, not caring that much about the outside world, while still curious about it. **Size.** Andrans are medium in size, ranging from 5 to 7 feet tall. **Speed.** Your base walking speed is 30 feet. **Darkvision.** Your eyes give you 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, you only see in shades of blue. **Survivor.** You gain proficiency with the Survival skill. **Alien Mind.** You have advantage on roll on saving throws against the frightened and charmed condition. **Languages.** You can speak, read, and write Common, Deep Speech and you can read qualith. **Telepathy.** You can also speak andran telepathically in a 30 foot radius around you, creatures that don't speak andran hear distant whispers. \columnbreak **Subraces.** Many subraces of andrans populate the worlds of D&D. Choose one of these subraces.
#### Beholderkin. The beholderkin were made in the image of beholders, with eye tentacles and a large eye located in the middle of their forhead. **Ability Score Increase.** Your Charisma score increases by 1. **Watching.** Due to your many eyes you have proficiency with the Perception skill. **Beholder's Legacy.** As a spawn of beholders, you have succeeded their ability to shoot magical rays from your eyes. You know the ***fear ray*** from the list below that you can use twice per short rest. When you reach 3rd level, you learn the **confusion ray**, you can only use it once per short rest. When you reach 5th level, you learn the **wounding ray**, you can only use it once per long rest. Charisma is your spellcasting ability for these rays. \pagebreakNum As an action, you can use one of the ray you know, some rays require the target to make a saving throw.
**Spell Save DC** =
8 + your proficiency bonus +
your Charisma modifier
***Fear Ray.*** A creature that you can see within 30 feet of you must succeed on a Wisdom saving throw or becomes frightened of you until the end of its next turn. ***Confusion Ray.*** A creature that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, it cannot take reactions until the end of its next turn. On its next turn turn, it can take only an action or a bonus action, but not both. ***Wounding Ray.*** A creature that you can see within 30 feet of you must make a Constitution saving throw. The target takes 3d6 necrotic damage on a failed save, or half as much on a successful one. The damage increases to 4d6 at 11th level, and 6d6 at 16th level.
#### Mindflayerkin The mindflayerkin are the results of Elder Gods attempt to copy the mindflayers psionic abilities. **Ability Score Increase.** Your Intelligence score increases by 1. **Tentacles.** You have a tentacle or several tentacles that you can control allowing you to hold and interact with multiple objects, this allows you to have advantage on checks to grapple targets. **Psionics Spellcasting.** You know the *vicious mockery* cantrip. When you reach 3rd level, you can cast the *dissonant whispers* spell once per day. When you reach 5th level, you can also cast the *crown of madness* spell once per day. Intelligence is your spellcasting ability for these spells.
#### Chullkin Chullkin are the results of the evolution of andrans that lived underwater for centuries, they have two additional arms, the hand on these arms are crab-like pincers. **Ability Score Increase.** Your Constitution score increases by 1. **Natural Armor.** You have tough, chitinous skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. **Underwater Breathing.** You can breathe underwater. \pagebreakNum **Pincers.** Because of your pincers, you can't hold items or weapons in those additional arms. Your pincers are natural weapons, which you are proficient with, you can use them to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. ## [Rodentfolk](https://www.gmbinder.com/share/-LOraaog4dptz5LKhl7y) ##### "I didn't honor a debt I owed to M.M, and look at what this mousefuck did !!! He cut my ear off !!!" — Eddie The Coward. ### History ___ Rodentfolks have always lived secluded from other races, mostly humans and elves, focusing themselves on their traditions and history. With the years passing by, more and more younger rodentfolks started the adventuring life, often looking to make their society evolve and be more accepting of other races despite their conflicted past. ### Appearance ___ Has the name implies, rodentfolks look like different types of rodents, beaverfolks looks like humanoid beaver, etc... ### Rodentfolk Names ___ Most rodentfolk carry a nickname often given in accord with their looks (Most rodentfolk have human or elven names). **Nickname.** Peanut Butter, Ozzie, Honey, Buttercup, Zoom, Hammy, Skiwee, Ganondorf ### Rodentfolk Traits ___ Your rodentfolk character has the following racial traits. **Ability Score Increase.**. Your Dexterity score increases by 2. **Age.** Rodentfolks reach adulthood at age 5 and can live up to 60 years but rarely do so. **Alignment.** Rodentfolk society rely on loyalty, bravery and hierarchy making common rodentfolks tend toward lawful alignments, though, some rodentfolk decide to live in the underground of major cities and in doing so, tend more toward chaos and are generally on the "evil" side of things. **Size.** Rodentfolks are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small. **Speed.** Your base walking speed is 30 feet. **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. **Rodenticide.** You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9 of the PHB). **Languages.** You can speak, read, and write Common and Undercommon. **Subraces.** Many subraces of rodentfolks populate the worlds of D&D. Choose one of these subraces. #### Beaverfolk Beaverfolks camps can be found near forests and rivers. **Ability Score Increase.** Your Wisdom score increases by 1. **Speed.** You now also have a swimming speed of 30 feet. **Hold Breath.** You can hold your breath for up to 30 minutes at a time. **Bite.** Your beaver fangs serves has a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You also deal double damage to wooden objects. #### Mousefolk Mousefolks establishment can be found near big cities and are often working with wizards and other magic users. **Ability Score Increase.** Your Intelligence score increases by 1. **Perceptive.** You gain proficiency with the Perception and Insight skill. **Wizard Pupil.** You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. **Speech of The Small Beast.** You have the ability to communicate in a limited manner with beasts and you can fully talk to rodents. They can understand the meaning of your words, though you have no special ability to understand them in return, unless they are a rodent. You have advantage on all Charisma checks you make to influence them. #### Ratfolk Ratfolks tribes can be found in sewers or swamps. **Ability Score Increase.** Your Constitution score increases by 1. **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Relentless Endurance.** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hitpoint instead. You can’t use this feature again until you finish a long rest. **Underground Environment.** You have advantage on rolls to find your way if you are underground or in a cave, you also can't get lost (meaning that you always know which way is north), except by magical means. #### Hamsterfolk Hamsterfolks community can be found in small towns working has entertainers or maids. **Ability Score Increase.** Your Charisma score increases by 1. **Artist.** You gain proficiency with either one Gaming set or one Musical instrument. You also learn one additional language. \pagebreakNum **Natural Charm.** You have advantage on saving throws against being charmed. **Nimbleness.** You can move through the space of any creature that is of a size larger than yours. ## [Udora](https://www.gmbinder.com/share/-LPBqjVHfrGsiwBJSLor) ##### "I tend to not work with udoras and the likes, heard that they ate babies !!!" — Eddie The Coward. ### History ___ According to ancient legends, the Udoras were born by accident. Formerly an ancient clan of High-Elves, devoted exclusively to a worship of Olbium, the god of mischief and change. But Kione, the goddess of torture who wanted worshipers of the cult, fomented a trick to take the place of Olbium in the elven cult, and thus be able to convince many elves to worship to her. Kione devoured Olbium, who in the intestine of this filthy God was transformed, then digested before being defecated. These remains then gave birth to Azros, god of hatred, a tortured and monstrous being, who then got banned from High-Elves beliefs. The ruse of Kione only deceived a small group of Wood-Elves, who became the Dark-Elves, who let themselves be duped and made themselves known and followed her in the Underdark. Guided by their prophet Nymzyr Godearn, the Dark-Elves initiated themselves to the worship of Kione and later became the Drows. Those who remained faithful to Olbium remained, underwent a similar mutation to represent the lost and transformation of their god, and became the Udoras. The Udoras then created small bastions nestled in the mountains of provinces while others formed communities, where most of the udoras now live. ### Appearance ___ Udoras are similar to elves in nature, but have black or deep red skin and sharp canines. ### Udora Names ___ Here are some examples of udoran naming : **Male Names** Dukk, Rhokk, Dun, Bug, Brugvoll, Rabrokk, Dhagrag **Female Names** Bham, Bhof, Sing, Bhan, Ghougvah, Dhuthran, Ginse ### Udora Traits ___ Your udora character has the following racial traits. **Ability Score Increase.** Your Constitution score increases by 2. **Age.** Although udoras reach physical maturity at about the same age as humans, like elves, the understanding of adulthood goes beyond physical growth to encompass worldly experience. An udora typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old **Alignment.** Udoras don't really care about conflict not related to them, but they will go to many length to achieve vengeance on those who wronged them. They usually have no mercy for elves. Udoras are usually chaotic neutral **Size.** Udoras are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium. **Speed.** Your base walking speed is 30 feet. **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. **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Trance.** Udoras 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 Udora. **Subraces.** Many subraces of udora populate the worlds of D&D. Choose one of these subraces. #### Full-Blooded Udora Full blooded udoras are the most basic and common form of udoran representation. **Ability Score Increase.** Your Dexterity score increases by 1. **Martial Training.** You are proficient with two martial weapons of your choice and light armor. **Aggressive.** 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. #### Olbian Olbian are udoras whose elven nature have resurfaced blessing them with a surprisingly keen intellect. **Ability Score Increase.** Your Intelligence score increases by 1. **Tactical Slash.** When you hit a creature with a melee weapon attack, you can attempt once per short rest to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach, If the original attack roll would hit the second creature, it takes damage equal to half the original damage. The damage is of the same type dealt by the original attack. \pagebreakNum #### Half-Udora Half-udoras most often live among udoras, of the other races, humans are most likely to accept half-udoras. **Ability Score Increase.** Your Charisma score increases by 1. **Relentless Endurance.** When you are reduced to 0 hit points but not killed outright. you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. **Other Half** You choose your other half between : human, tiefling, elven. ##### Human **Skills** You gain proficiency in one skill and language of your choice. ##### Elf **Fey Ancestry.** You have advantage on saving throws against being charmed, and magic cannot put you to sleep. ##### Tiefling **Hellish Resistance.** You have resistance to fire damage. > ##### Villainous race options > The race option below let you create a specific villainous archetype: an evil berserker creature. Talk to your DM before choosing this option. #### Dral'En Some udoras fell to Kione corruption, those udoras went under a different type of evolution and embraced the tortured nature of Kione. Working as bodyguards for drows and other worshipers of Kinoe **Ability Score Increase.** Your Strength score increases by 1 **Abyssal Tongue** You can now speak and read Abyssal. **Unbridled Fury.** As a reaction to being hit by a melee attack, you can make one melee weapon attack against the attacker. You can use this trait only once per short rest. ___ ## [Eplihati](https://www.gmbinder.com/share/-LZzI80uTVp_eVHcrV71) ___ ##### "My main archpriest is an eplihati, they're the only person I could trust my life with." — Tserofal, Apostle of the Sun. ___ ### History ___ Since an eplihati is immortal, it is likely for them to outlive their families. An eplihati without ties will search for a new purpose, often finding a settlement to guard, a new family to serve, or a group of adventurers to join. Their loyal nature makes them stalwart allies and dependable friends. \columnbreak ### Eplihati Names ___ An eplihati is often given a name after it has awoken, according to the race or culture of the family it has awoken around. ### Eplihati Traits ___ Your eplihati character has the following racial traits. **Ability Score Increase.** Your Wisdom score increases by 2. **Age.** Eplihati reach full sentience after 3 years. An eplihati's body can be cared for and repaired, therefore they don't age. **Alignment.** Eplihati serves to the best of their ability. They tend towards lawful alignments. **Size.** Depending on what they have awoken in, an eplihati can stand anywhere from 4 feet to 7 feet tall and weigh upwards of 150 pounds. Your size is Medium. **Speed.** Your base walking speed is 30 feet. **Languages.** You can speak, read, and write Common and Primordial. **Sentient Construct.** Even though you are made from nonorganic material, you are a sentient lifeform. You are immune to diseases and you don't need to eat or breathe. You don't require sleep, but you must enter an inactive state for 8 hours to gain the benefits of a long rest. **Bloodless.** You are immune to poison damage and the poisoned condition. **Subraces.** Many subraces of eplihati populate the worlds of D&D. Choose one of these subraces. #### Statue You have awoken within a stone statue. For a statue to awake, it must have a head, body, arms, and legs. **Ability Score Increase.** Your Strength score increases by 1. **Skillful Depiction.** You gain proficiency in one skill of your choice. **Stony Exterior.** Your body is completely made from stone, granting you a +1 bonus to your Armor Class if you are wearing no armor, light or medium armor. #### Mannequin You gained your consciousness in the body of a mannequin. You have sat idly through the years, modeling hundreds of articles of clothing and wigs of all kinds. **Ability Score Increase.** Your Charisma score increases by 1. **Talented Speaker.** You gain proficiency in one of the following skills: Deception, Intimidation, Performance, or Persuasion. When you finish a long rest, you can choose to replace the proficiency you gained from this trait with one of the other skills listed. \pagebreakNum **Masquerade.** You can cast the disguise self spell with this trait, using Charisma as your spell casting ability for it. You can cast this spell a number of times equal to your proficiency bonus. After you use this trait, you can't use it again until you finish a long rest. #### Armor Set You awoke in a suit of full plate armor, watching silently over your family. For a suit of armor to awake, it must be a suit of full plate. **Ability Score Increase.** Your Constitution score increases by 1. **Innate Combat Prowess.** You gain proficiency with either three martial weapon of your choice or shields. **Fully Plated.** Due to the fact that you are a sentient set of armor, you are ill-suited to wearing additional armor. However, you have a base AC of 18 and disadvantage on Stealth checks. You gain no benefits from wearing additional armor, but if you are using a shield, you can apply the shield's bonus as normal.