The races of Towergirls
The following is a compilation of races from the Towergirls fantasy setting adapted into the 5th edition of Dungeons and Dragon
Beastfolk
Ummm..... Meow?
General Beastfolk Traits
As a Beastfolk, you generally have the following traits:
Age. Beastfolk live more or less with the same lifespan as humans, although some Dogfolk use a ritual called the Wild Pact to combine their mortal years with a partner.
Alignment. While plentiful and diverse in cultures and morals, some Beastfolk lean slightly towards chaotic alignments due to The Great Rebellion.
Size. Beastfolk come in all shapes and sizes. Your size is Medium or Small, although some subraces may limit you to Small or Large.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Beast Tongue. Beast Tongue is a wild, animalistic language with many dialects depending the race speaking it.
Dogfolk
Coming from the Eastern Lands of The Alabaster Shrub, you sport dog-like bodily features and an unsettlingly strong sense of loyalty to your friends, as well as the cursed strength of the oasis.
Ability Score Increase. Your Strength Score increases by 2, and one other score of your choice increases by 1.
Bite. Your canine teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Oasis Vigor. Whenever you fail a death saving throw, you can instead choose to succeed it. Once you use this ability, you can't use it again until you complete a long rest.
Shride's Blessing. You have proficiency in the Athletics skill, and are immune to extreme heat from hot climates.
Uncanny Devotion. You have advantage on saving throws against being charmed or frightened as long as an ally creature is within 10 feet of you.
Frogfolk
Raised above and below The Emerald Glade, your upbringing has made you a master of traversing dangerous waters with your trusty tongue and innate hydromancy powers.
Ability Score Increase. Your Wisdom Score increases by 2, and one other score of your choice increases by 1.
Small. Your size is Small.
Hydromancy. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water 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 water walk spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Amphibious. You can breathe air and water.
Frog Mobility. You have a swimming speed of 30 feet, and you can add up to 10 extra feet whenever you jump.
Tongue. Your long tongue is a natural weapon, which you can use to make unarmed strikes that have a reach of 10 feet. If you hit with it, you deal bludgeoning damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Catfolk
Trained to strike against the ever threatening wilds of the Torrential Bloom, you are armed with feline characteristics honed with a hunter's experience.
Ability Score Increase. Your Dexterity Score increases by 2, and one other score of your choice 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.
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 Reflexes. You ignore the first 10 feet you fall when falling from a dangerous height.
Hunter's Training. You have proficiency with the blowgun, javelin, shortbow, longbow, spear, and sling.
Nyamaturgy Lore. You have proficiency with Woodcarver's tools. additionally, you can spend one minute with woodcarver's tools and a Small or larger deceased creature to turn its bones into one of the following items: 2 javelins, a spear, 5 arrows, 10 blowgun darts or sling bullets, or a musical instrument. Weapons and ammunition made from Nyamaturgy break after damaging a target.
Mousefolk
Born in perfect tandem with the chimes of The Great Central Clock, your little stature is overshadowed by your incredible capacity for invention.
Ability Score Increase. Your Intelligence Score increases by 2, and one other score of your choice increases by 1.
Small. Your size is Small.
Institutional Learning. You gain proficiency with either two artisan's tools of your choice or thieves' tools.
Makenus's Alacrity. You have proficiency in the Sleight of Hand skill, and your base walking speed increases to 35 feet.
Perfect Timing. You always know what time it is, and can measure time flawlessly.
Mousy Tinkering. You have proficiency with tinker's tools. Using those tools, you can spend 10 minutes and 25 gp worth of materials to create an invention to use later. You can only have three inventions at a time, and can spend 1 minute to disassemble one back into the materials it's made of. Whenever an invention's effect calls for a saving throw, the DC equals 8 + your Intelligence modifier + your proficiency bonus.
When you create an invention, choose one of the following options:
Clockwork Squire. A small, cute, mechanical person that can be switched on or off. As an action, you can switch the squire on, causing it to attempt to run into and hinder the closest hostile creature within 30 feet of it. If it collides with a creature, it must succeed a Strength saving throw or be grappled by the squire until the end of its next turn. Once the squire is no longer grappling a creature or takes damage, it breaks.
Black Powder. A 1 pound bag of mysterious, combustible powder that only made in The Clockwork Territory's borders. As an action, you can throw this bag at a point within 30 feet of you. Each creature within 5 feet of where it lands must succeed a Dexterity saving throw or take 3d4 fire damage from the explosion.
Steam Booster. A pressurized device that propels its user with blasts of steam. As an bonus action, you can use this invention to take the dash action or gain a flying speed of 20 feet. The flight only lasts briefly; you fall if you end your turn in the air and nothing else is holding you aloft. Once you use this invention, it breaks at the end of your turn.
Variant Rule: Cogborn
Rather than be destined to institutes to learn trades, some mice are born into a lower caste known as the Cogborn to be shunned into working the most dangerous and depraved parts of The Clockwork Territory. You can reflect this in your character by replacing the Institutional Learning trait with the following:
Pollution Conditioning. You have advantage on saving throws against poison, and you have resistance against poison damage.
Rabbitfolk
Being one of the many denizens for The Cotton Vineyard, your abilities to trade commerce and help raise a family have imprinted you with many skills with also just a hint of luck.
Ability Score Increase. Your Charisma Score increases by 2, and one other score of your choice increases by 1.
Rabbit Mobility. You have a burrowing speed of 20 feet, and you can add up to 10 extra feet whenever you jump. You cannot see creatures above ground while burrowing unless you have external senses, like tremorsense.
Vineyard Lore. You gain proficiency with two of the following skills of your choice: Insight, Medicine, Nature, and Persuasion.
Winery Tools. You have proficiency with brewer's supplies and cook's utensils.
Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.
Lucky Foot. Whenever you make an attack roll, an ability check, or a saving throw, you can use a reaction to add or subtract 1 or 2 from the roll. Once you use this ability, you can't use it again until you complete a long rest or roll a 1 on an attack roll, ability check, or saving throw.
Variant Rule: Jackalopes
Found south of the main grape fields of The Cotton Vineyard, some relative kin of the Rabbitfolk know as Jackalopes roam the desert freely. Hailing from an entirely different culture, these horned rabbits carry differing skills. If your character is a Jackalope, replace Vineyard Lore and Winery Tools with the following:
Badlands Lore. You gain proficiency with two of the following skills of your choice: Medicine, Nature, Perception, and Survival.
Desert Tools. You have proficiency with herbalism kits and potter's tools.
Dragonkin
The remains of a sad and broken queen
Dragonkin Traits
As Dragonkin, you have the following traits:
Age. While their draconic origins reinforces their vitality, a Dragonkin's human blood shackles them to live only around 60 years or so.
Alignment. Dragonkin morals are stained by the influence of The Dragon Queen's treatment, making them favor evil alignments.
Size. While diluted, the blood of dragons still make Dragonkin stand at 6 to 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Ability Score Increase. Your Constitution score increases by 2.
Dragon Scales. Your flesh is lined with tough scales. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your dragon scales 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 dragon scales.
Breath Weapon. You can use your action to unleash a destructive blast with your breath. Your subrace determines the details of this blast. When you use your breath weapon, the DC for any saving throws it triggers equal 8 + your Constitution modifier + your proficiency bonus.
After you use your breath weapon, you can't use it again until you complete a short or long rest.
Dreaded. You have proficiency in the Intimidation skill.
Languages. You can speak, read, and write Common and Draconic. Draconic is an ancient, twist speech that strikes fear into most races not descendant of The Dragon Queen.
Ruby
Your bloodline is related to the Dragon Queen's youngest daughter, giving you red scales and a maw of burning flames.
Ability Score Increase. Your Dexterity score increases by 1.
Fire Resistance. You have resistance to fire damage.
Breath Weapon: Fiery Cone. Your breath attack spews intense fire in a 15 foot cone, forcing each creature in the area to make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The damage increases by 1d6 for every two levels you gain.
Treasure Hoarder. You can detect the presence of valuable metals, coins, and gems within 60 feet of you, although you do not know the exact location of them. Additionally, you can consume half a pound worth of gold or treasure, treating it as 1 day's worth of food.
Sapphire
Your bloodline is related to the Dragon Queen's second youngest daughter, blessing you with blue scales and a frigid heart.
Ability Score Increase. Your Intelligence score increases by 1.
Cold Resistance. You have resistance to cold damage.
Breath Weapon: Permafrost Beam. Your breath attack blows an icy gale in a 5 foot wide, 30 foot long line, forcing each creature in the area to make a Constitution saving throw. A creature takes 2d6 cold damage on a failed save, and half as much damage on a successful one. A creature that fails the save has its speed reduced by 20 feet until the beginning of it's next turn. The damage increases by 1d6 for every two levels you gain.
Relic Archiver. You have proficiency in the Arcana and Religion skills, and have advantage on checks related to holy magic items or holy spells when using these skills.
Jade
Your bloodline is related to the Dragon Queen's middle daughter, yet you've abandoned her army to avoid a caustic undeath.
Ability Score Increase. Your Wisdom score increases by 1.
Plague Resistance. You have resistance to acid and poison damage, and have advantage on saving throws against poison. Additionally, you are immune to damage from your own Breath Attack.
Breath Weapon: Ruinous Haze. Your breath attack forms a 10 foot radius cloud of smoke of acid or poison (your choice) within a point you can see 20 feet away from you, forcing creatures that start their turn or enter the smoke for the first time on a turn to make a Constitution saving throw. A creature takes acid or poison damage equal to your Constitution modifier on a failed save. The cloud lightly obscures its area and lasts for 1 minute. The damage increases by an addition +1 for every two levels you gain.
A Friend?... You have advantage on saving throws against being frightened or driven to madness.
Dwarves
I am a Dwarf and I'm digging a hole!
Dwarf Traits
As a Dwarf, you have the following traits:
Age. A Dwarf ages the same rate as a human, but can live for up three and a half centuries.
Alignment. Most Dwarves are lawful good, having close ties to the taboos and codes of their clans while aiding other races near the mountains.
Size. Dwarves are stout, standing somewhere around 4 and half feet tall, weighing about 150 pounds on average. You size is Medium.
Speed. Your base walking speed is 25 feet, and your speed is not reduced by wearing heavy armor
Ability Score Increase. Your Constitution score increases by 2.
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.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency. You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is a language of restraint, only truly yelled loudly in times of battle, rage, or drunkenness.
labyrinth Dwarf
Your kin hail from maze-like passages of the Labyrinthian Mines, toughened by years of work digging for riches.
Ability Score Increase. Your Dexterity score increases by 1.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Thicket Dwarf
Having somehow drunkenly stumbled out of the afterlife and back into the mortal world, you still are prepared for the world's end.
Ability Score Increase. Your Strength score increases by 1.
Dwarven Armor Training. You have proficiency with light and medium armor.
Dworc
Long since traveled to the Orphan Islands, the Dwarves of The Earthen Forge work through frost and fire to impress their one eyed princess.
Ability Score Increase. Your Wisdom score increases by 1.
Cold Resistance. You have resistance to cold damage.
Natural Herder. You have proficiency in the Animal Handling Skill.
Elves
From Dusk til' Dawn... And other time puns.
Elf Traits
As an Elf, you have the following traits:
Age. Elves mature around the same years as Humans but can live for centuries without hindrance.
Alignment. Elves are a kindred race, favoring good alignments, although whether they are good or evil depends on which kingdom they hail from. Some embrace the unruly wilderness, while others prefer order despite their fae roots.
Size. Elves are similar in size to humans, but are naturally lighter. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Ability Score Increases. Your Dexterity Score is increased by 2
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 grey.
Supernatural Reflexes. Whenever you make a Dexterity saving throw, you can reroll the results, using the new roll instead. Alternatively, you can use your reflexes to take a second reaction instead. After you use your reflexes in either way, you cannot use them again until you complete a short or long rest.
Keen Senses. You have proficiency in the Perception Skill.
Fey Touched. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Languages. You can speak, read, and write Common and Elvish. Elvish is a graceful and flowing language heavily diluted from its fey origins.
Dawn Elf
Empowered by the rising sun, your closer ties with the fey in your homeland has improved your innate magic and artistic skills.
Ability Score Increase. Your Charisma Score increases by 1.
Fey Magic. You know the message cantrip. When you reach 3rd level, you can cast the sleep spell once with this trait. When you reach 5th level, you can cast the misty step spell once with this trait. You regain the ability to cast these spells when you finish a long rest or when the sun dawns. Charisma is your spellcasting ability for these spells.
Artistry. You gain proficiency with one of the artisan's tools of your choice: calligrapher's supplies, glassblower's tools, or painter's supplies.
Dusk Elf
Drawing strength by the moon's ascent, Your kin have long since distanced themselves from the fey, choosing a more grounded life instead.
Ability Score Increase. Your Wisdom Score increases by 1.
Druidic Lore. You know the druidcraft cantrip, and can speak, read, and write Druidic
Dusk Craftsmanship. You gain proficiency with two of the artisan's tools of your choice: carpenter's tools, cobbler's tools, leatherworker's tools, or woodcarver's tools. Whenever you use any artisan's tools during dusk, you add 1d4 to the check.
Stitchwork Mastery. You have proficiency with weaver's tools, and whenever you make a check to use weaver's tools, add double your proficiency bonus to the check instead of your normal proficiency bonus.
Twilight Elf
Long since been driven to the seas by vile fey despite your kin's magical prowess, you have learned to coexist with the waterkin under the waves.
Ability Score Increase. Your Intelligence Score increases by 1.
Sea Bearing. You have a swimming speed of 35 feet, and you can hold your breath for up to 20 minutes at a time.
Twilight Surge. Whenever you land an weapon or spell attack on a creature, you can cause it to deal extra force damage equal to your level to it and one creature within 15 feet of it. Once you use this trait, you can't use it again until when the sun dawns or dusks.
Ruins Lore. You have proficiency in the Arcana and History Skills.
Half Amazon
The spawn of an Elf and a Amazon, you are of both a mighty and magical kinship that The Jungle Colosseum has the right to fear.
Ability Score Increase. Your Strength Score increases by 1.
Amazon Blood. You have proficiency in the Athletics skill, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Jungle Magic. You know the thorn whip cantrip. When you reach 3rd level, you can cast the jump spell once with this trait. When you reach 5th level, you can cast the pass without trace spell once with this trait. You regain the ability to cast these spells when you finish a long rest. Strength is your spellcasting ability for these spells.
Giant's Tongue. You can speak, read, and write Giant.
Fairies
Honestly more of a test for extra smol doods
Fairy Traits
As a Fairy, you have the following traits:
Age. The way time affects fairies is unknown, as they seemingly have been around for centuries, and only die of "age" when desired by themselves.
Alignment. Like most intruding fey, fairies are chaotic neutral, although some may lean towards good or evil based on how they're treated.
Size. Fairies are fairly diminutive, being only roughly a foot tall. Your size is Tiny.
Speed. Your base walking speed is 20 feet.
Ability Score Increase. Your Dexterity and Charisma scores increases by 2.
Fey Touched. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Flight. You have a flight speed of 35 feet. While airborne, you must use an action to stay aloft, or else you harmlessly fall 30 feet downwards at the end of your turn. To use this speed, you can't be wearing medium or heavy armor.
Passive Flight. You do not require using an action to stay aloft while flying as long as you are within 5 feet from the ground. Flying this way ignores flight restrictions for wearing medium armor.
Fairy Magic. You know the minor illusion cantrip. Additionally, you know one of the following spells: color spray, faerie fire, sleep, hideous laughter, or enlarge/reduce (reduce only). You can cast this spell once using this trait, and regain the ability to cast it when you finish a short or long rest. Charisma is your spellcasting ability for this spell.
Nimble. You have proficiency in the Acrobatics Skill.
Languages. You can speak, read, and write Common and Sylvan. Sylvan is convoluted, being the language that most fey creatures chatter and joke to each other in at a bewildering pace.
Warning
While the mechanics of D&D 5e never address the idea of a player character that is Tiny sized, various rules in both the Player's Handbook and the Dungeon Master's Guide do handle some game mechanics for creatures of various sizes that this rule block is based on. Do note that some spells and other effects clearly are not suited for Tiny players. Consult with your DM before making a Tiny character to ensure that your character does not conflict with the campaign, and to make sure that appropriate items can be found for your character (such as undersized gear).
Tiny Player Rules
A Tiny player is subjected to the general rules, now applying being Tiny sized:
- Your carrying capacity is your Strength score multiplied by 7.5. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 15 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.
- A target that you grapple must be no more than one size larger than you, and it must be within your reach.
- you can move through a hostile creature's space as if difficult terrain if the creature is at least two sizes larger or smaller than you.
- You an only wear armor that is undersized. Undersized armor weighs 1/8th of its normal counterpart.
- You have disadvantage on attack rolls with a weapon that is sized for a larger creature, and you cannot use oversized weapons if they have the heavy property.
Weapons made for Tiny creatures are undersized. An undersized weapon deals one dice size smaller for damage rolls (To a minimum of 1), has half its range for the thrown or ranged properties, and weighs 1/8th of its normal counterpart.
- You can squeeze through spaces as narrow as 6 inches.
- You require 1/4th a pound of food and 1/4th a gallon of water (1/2 a gallon in hot weather) a day to survive.
Giantkin, Lesser
Some pretty large doods.
Lesser Giantkin Traits
As Lesser Giantkin, you have the following traits:
Age. Those who are of weaker decent from the gigants mature in their late teens, and can live up to 500 years.
Alignment. Most giantkin share a sense of order that makes them lawful, although their morals depend on race and location.
Size. With the exception of some princesses of this heritage, most Lesser Giantkin stand around 10 feet tall, and weigh between 375 to 500 pounds. Your size is Large.
Speed. Your base walking speed is 35 feet.
Ability Score Increases. Your Strength Score increases by 2.
Languages. You can speak, read, and write Common and Giant. Giant is one of the ancient languages of the world, with its very words said to have shaped the mountains eons ago.
Amazon
The apex creatures of The Jungle Coliseum, your kind are a purely female breed of swarthy giantkin.
Ability Score Increases. Your Dexterity Score increases by 1.
Hunter's Training. You have proficiency with the blowgun, javelin, shortbow, longbow, spear, and sling.
Jungle Lore. You gain proficiency with one of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Longpig Griller. You have proficiency with cook's utensils. Amazons are often mistaken for cannibals.
Primal Aggression. Whenever you make a melee weapon attack, you can add 1d6 to the roll. Once you use this ability, you can't use it again until you finish a long rest.
Ogre
Despite the brutish horns and slow uptake, your kin is well versed from centuries of traveling the farthest reaches of the world.
Ability Score Increases. One score of your choice increases by 1, and your Intelligence score is reduced by 2.
Dull Savant. Whenever you spend your downtime to learn a new language or tool proficiency, you only require half as many workweeks.
Foreign Training. You gain proficiency with either two artisan's tools or two weapons of your choice, and know one extra language of your choice.
Thick Skin. Your skin is dense and hard to pierce. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your thick skin 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 thick skin.
Warning
While the mechanics of D&D 5e never address the idea of a player character that is Large sized, various rules in both the Player's Handbook and the Dungeon Master's Guide do handle some game mechanics for creatures of various sizes that this rule block is based on. Do note that some spells and other effects clearly are not suited for Large players. Consult with your DM before making a Large character to ensure that your character does not conflict with the campaign, and to make sure that appropriate items can be found for your character (such as oversized gear).
Large Player Rules
A Large player is subjected to the general rules, now applying being Large sized:
- Your carrying capacity is your Strength score multiplied by 30. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 60 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.
- A target that you grapple must be no more than one size larger than you, and it must be within your reach.
- you can move through a hostile creature's space as if difficult terrain if the creature is at least two sizes larger or smaller than you.
- You can only wear armor that is oversized for Large creatures. Oversized armor for Large creatures weigh triple of its normal counterpart.
- You do not have disadvantage on attack rolls with a weapon that is sized for a large creature.
Weapons made for creatures larger than Medium are oversized. An oversized weapon made for a Large creature deals double the damage dice for damage rolls and weighs triple its normal counterpart.
- You can squeeze through a space that is large enough for a creature one size smaller than you.
- You require 4 pounds of food and 4 gallons of water (8 gallons in hot weather) a day to survive.
Goblins
Lewds and bdsm slavery abound!
Goblin Traits
As a Goblin, you have the following traits:
Age. Goblins are a fast breeding race, becoming adults by their mid teens and living up to 70 years old, although mutations and alchemical shenanigans often shorten or lengthen this number by a fair bit.
Alignment. Goblins lead lives of hedonism and vices, making most of them skewed towards chaotic alignments.
Size. Most Goblins stand around 3 and a half feet tall and weigh between 40 and 80 pounds, although mutations may vary this measure. Your size is small.
Speed. Your base walking speed is 30 feet.
Ability Score Increase. Your Charisma score increases by 2.
Flaunt. Whenever you make a Charisma skill check, you can add a d4 to the roll. Once you use this trait, you can't use it again until you finish a short or long rest.
Pollution Conditioning. You have advantage on saving throws against poison, and you have resistance against poison damage
Slyness. You have proficiency in the Stealth skill.
Languages. You can speak, read, and write Common and Goblin. Goblin is an illicit language filled with innuendos and compliments, often spoken fast to disorient newcomers that are learning it.
Factory
Having been raised to revel in The Fertile Factory, you know your way around that funny set of beakers just as well as a cuffed person.
Ability Score Increase. Your Intelligence score increases by 1.
Alchemy Experience. You have proficiency with alchemist's supplies.
Subjugator. Whenever you grapple a prone creature, it becomes restrained until it breaks the grapple or if you move them.
Hobgoblin
Broken free of slavery from your greener cousins, you are left only with your labored body to save your from whatever the world throws at you.
Ability Score Increase. Your Strength score increases by 1.
Hardy. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Slave's Tenacity. You have advantage on saving throws against being exhausted.
Blossom
Twisted by fairy folk, you have developed a more wild appearance and the ability to cast mischievous magic.
Ability Score Increase. Your Dexterity score increases by 1.
Fey Touched. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Fey Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the catapult 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 blur 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.
Variant Rule: Gremlins
The crossbreed of a fey creature and a Goblin, gremlins are small tricksters that love to snack on sweets and kidnap people for a laugh. A player can create a Gremlin character by choosing a blossom goblin and replacing Fey Magic with the following trait:
Odd Strength. While grappling, you are considered to be Medium. Additionally, your speed increases by 10 feet while grappling a creature.
Variant Rule: Foglins
Exiled to the toxic storms of the third Dragon Princess's tower, Foglins are Goblins who have let themselves be changed beyond what even The Fertile Factory is willing to put up with. To make a Foglin, make a Factory Goblin and replace Flaunt and Subjugator with the following traits:
Freakish Mutation. Choose a trait from another race that isn't spellcasting. You now have that trait.
Poisonous Gasps. You know the poison spray cantrip. Charisma is your spellcasting ability for it.
Golems
Beep!
Golem Traits
As a Golem , you have the following traits:
Age. Being created from clay and metal, Golems become "mature" in experience within a few months of being made, and can function for centuries.
Alignment. Golems, like most constructed creatures, tend to lean towards lawful alignments.
Size. The size a Golem often depends on its creator, with Dwarven ones being stout while wizard crafted ones being taller than most men. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Ability Score Increase. Your Constitution score increases by 2.
Constructed. Being not a creature of flesh and blood, you gain the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You are immune to disease.
- You don't need to eat, drink, or breathe.
Charging Key. Instead of sleeping, you must rewind your key for 6 consecutive hours in order to benefit from a long rest. While doing so, you are incapacitated and cannot move until you stop winding. all other rules for long rests still apply.
Clay Body. Your form is made of magical clay. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your clay body 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 clay body.
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. Due to your constructed origins, everything you see in darkness is tinted blue.
Languages. You can speak, read, and write Common and one other language of your choice.
Variant Rule: Steiners
Not quite alive or undead, Steiners are golem-like people from The Midnight Mansion region. To make a Steiner, remove Charging Key and Clay body from the base traits and use following subrace traits:
Ability Score Increase. Your Intelligence score increases by 1.
Biologist. You have proficiency in the Medicine skill..
Electromancy. You know the shocking grasp cantrip. When you reach 3rd level, you can cast the witch bolt 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 elemental weapon spell (lightning only) once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Dwarf-Born
Your design was made by Dwarven methods, their mastery in rune magic practically making you one of them.
Ability Score Increase. Your Wisdom score increases by 1.
Reinforced. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Dwarven Lore. You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.
Wizard-Born
You were manufactured haphazardly by wizards to fulfill their selfish deeds, although you've managed to avoid such a fate.
Ability Score Increase. Your Strength 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.
Wizard's Touch. You have proficiency in the Arcana skill.
Golem-Born
A rare miracle, you where born not by Dwarves or wizardry, but rather by the hands of your own people
Ability Score Increase. Your Intelligence score increases by 1.
Golem Artifice. You gain proficiency with one tool of your choice. This tool is internally built into you, allowing your body to be used in place of said tool.
Curious. You have proficiency in the Investigation and Perception skills, and can take the Search action as a bonus action.
Variant Rule: Cloth Golems
Although normally not related to Golem lore or intelligent, Cloth Golems from The Endless Fields can be a player option with some tweaks. To make a Cloth Golem, remove Charging Key and Clay body from the base traits and use following subrace traits:
Ability Score Increase. Your Charisma score increases by 1.
Sewing Lore. You have proficiency with weaver's tools.
Mischief Maker. You gain proficiency with two of the following skills of your choice: Deception, Intimidation, Performance, Sleight of Hand, and Stealth.
Needlepoint Fury. Whenever you score a critical hit against a creature, your deal additional damage to it equal to your level.
Harpies
Birbs!
Harpy Traits
As a Harpy , you have the following traits:
Age. Harpies live a bit shorter than humans, maturing in their mid teens and living around 60 years or so.
Alignment. Free flowing and carefree on the winds, Harpies tend to be of chaotic alignments.
Size. Being a bit taller than others, Harpies stand around 6 to 7 feet tall, but only weigh around 100 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Ability Score Increase. Your Dexterity score increases by 2.
Flight. You have a flight speed of 30 feet. While airborne, you must use an action to stay aloft, or else you harmlessly fall 30 feet downwards at the end of your turn. To use this speed, you can't be wearing medium or heavy armor.
Scout's Eye. You have proficiency in the Perception Skill.
Languages. You can speak, read, and write Common and Beast Tongue.
True Harpy
Your kin come from cliffs of the Ivory Skytop, and possess the best of your race's ability to soar.
Ability Score Increase. Your Wisdom score increases by 1.
Strong Wings. Your base flying speed increases to 50 feet.
Mountain Roost. You're acclimated to high elevations, and are immune to their effects.
Siren
Although weaker than your larger cousins, your kind have the ability to beguile others with song.
Ability Score Increase. Your Charisma score increases by 1.
Small. Your size is Small.
Siren Song. You can cast the charm person as a 3rd level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. A target hat cannot hear you automatically succeeds the saving throw if it can't hear you. Charisma is your spellcasting ability for this spell.
Puffpy
Surviving the cold wastes of the Frozen Church has left your breed hardy and unflinching to the cold.
Ability Score Increase. Your Constitution score increases by 1.
Cold Resistance. You have resistance to cold damage.
Sea Bird. You have a swimming speed of 30 feet.
Humans
Buncha damn morons I say.
Human Traits
As a Human , you have the following traits:
Age. Humans grow into adulthood around their late teens, and can live just under a century if careful.
Alignment. Humans are some of the most spread of all races in morals, having no innate alignment to shift towards.
Size. Human vary much in height and weight, ranging from under 5 feet to well over 6 feet. Your size of Medium.
Speed. Your base walking speed is 30 feet.
Ability Score Increase. Your ability scores each increase by 1.
Languages. You can speak, read, and write Common and two other languages of your choice.
Hill
Whether it be from where the moon knights dwell yonder or where mere men wrestle giants, you are a human who stands for justice and honor.
Courage. You have advantage on saving throws against being frightened.
Battle Ready. You are proficient with three martial weapons of your choice and with light armor.
Guardian. Whenever an ally you can see within 15 feet of you is damaged by an attack or spell, you can use your reaction to move up to half your movement speed towards the creature that harmed them and make a single weapon attack against it.
Forest
Birthed in the center of The High Forest Kingdom, your ancestors have done unspeakable evils that your abilities reflect.
Treachery's Legacy. You have proficiency in the Deception, Intimidation, and Stealth skills.
Deft Footwork. You can take the Disengage action as a bonus action on each of your turns.
Dark Impulse. Whenever you damage a creature that is incapacitated with a weapon attack, you gain 1d4 temporary hit points until the end of combat
Field
Being from The Endless Fields, you are naught but a simple farmer human... Perhaps a little too simple to be just normal.
Farmer's Experience. You have proficiency in the Animal Handling, Medicine, and Nature skills.
Tools Of The Trade. You gain proficiency in three tools of your choice.
Needlepoint Fury. Whenever you score a critical hit against a creature, your deal additional damage to it equal to your level.
Insectfolk
"Oh no, not the bees! Not the bees! Auuuugh! They're in my eyes! My eyes! Aaaauuuurrrrgh!"
General Insectfolk Traits
As a Insectfolk, you generally have the following traits:
Age. Insectfolk are explosive in population, maturing around the early teens and living around half a century long, although ones with royal ties may live much longer.
Alignment. Most Insectfolk live in strict castes or social roles, making them heavily favor lawful neutral.
Size. Most Insects stand around 3 feet tall and weigh between 35 and 45 pounds, with some being double that. Your size is Small, although some races may restrict you to Medium.
Speed. Your base walking speed is 25 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
Exoskeleton. The outside of your flesh is lined with bony plates. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your exoskeleton 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 exoskeleton.
Languages. You can speak, read, and write Common and Tunneltalk. Tunneltalk is a series of buzzing and vibrations that can be expressed in the air or travel through long tunnels to "talk" to others.
Antfolk
As the most common folk of the Insect races, your the backbone of The Long Hive's workforce.
Ability Score Increase. Your Dexterity Score increases by 2, and your Strength Score increases by 1.
Four Armed. You have an additional two arms that can be used for object interactions, holding items, or grappling creatures. These arms do not grant you any additional attacks actions or attacks from two weapon fighting. If you wield a weapon with the heavy property with all four arms, you ignore that property.
Tunneler. You have a burrowing speed of 25 feet. You cannot see creatures above ground while burrowing unless you have external senses, like tremorsense.
Swarm. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Beetlefolk
Titans among other Insects, your kin of The Glorious Horn are both living weapons and armor by birthright.
Ability Score Increase. Your Strength Score increases by 2, and your Constitution Score increases by 1.
Medium. Your size is Medium.
Zeradeus's Shell. Instead of a mere exoskeleton, your body is well protected by a thick carapace, you giving you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Horns. Your horns are natural melee weapons, which you can use 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.
Beetle's Rhythm. You have proficiency with musical instruments (drums).
Beefolk
You and your kind are a mellow and fluffy race of Insects, exploring the world for new flowers for alchemy.
Ability Score Increase. Your Dexterity Score increases by 2, and your Intelligence Score increases by 1.
Flight. You have a flight speed of 25 feet. While airborne, you must use an action to stay aloft, or else you harmlessly fall 30 feet downwards at the end of your turn. To use this speed, you can't be wearing medium or heavy armor.
Stinger. Your tail's stinger is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Additionally, whenever you damage a creature with a sting attack, you can choose to have the attack deal extra poison damage equal to your level. Once you use this poison, you can't use it again until you finish a long rest.
Florist. You have proficiency in the Nature skill.
Ambersmith. You have proficiency with your choice of either alchemist's supplies or glassblower's tools.
Variant Rule: Hornets and Wasps
While Beefolk are rather friendly Insects, their less fluffy cousins tend to be less about the art of flowers and more about stabbing people. To make a Wasp or Hornetfolk, make a Beefolk and replace Florist and Ambersmith with the following traits:
Four Armed. You have an additional two arms that can be used for object interactions, holding items, or grappling creatures. These arms do not grant you any additional attacks actions or attacks from two weapon fighting. If you wield a weapon with the heavy property with all four arms, you ignore that property.
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.
Kobolds
Patch's favorite!
Kobold Traits
As a Kobold , you have the following traits:
Age. Kobolds tend to live half as long as most humanoids, reaching adulthood in their early teens and living roughly up to 50 years long.
Alignment. Kobolds tend to be of all morals and alignments, with some being lawful and upstanding to their clans while others are chaotic and curious.
Size. The average Kobold stands around 2 or 3 feet tall, and weigh between 25 and 35 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet.
Ability Score Increase. Your Dexterity score increases by 2.
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.
Distract. As an action on your turn, you can cause a spontaneous diversion to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see or hear you. Once you use this trait, you can't use it again until you finish a short or long rest
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Languages. You can speak, read, and write Common and Kobonic. Kobonic is like Draconic, albeit a more rough, simple version that mixes in some verbal yips here and there.
Canopy
Accustomed to life under the Canopy Cave and its stony trees, you are familiar with both the rainforest and the bounty of minerals it holds.
Ability Score Increase. Your Wisdom score increases by 1.
Stone Tree Lore. You have proficiency in the Animal Handling and Nature skills.
Gem Mastery. You have proficiency with jeweler's tools, and whenever you make a check to use jeweler's tools, add double your proficiency bonus to the check instead of your normal proficiency bonus.
Knocker
Having been bred by human nobles in a past age, your ancestor's pedigree has granted you a small pair of wings and an ill temper.
Ability Score Increase. Your Strength Score increases by 1.
Flight. You have a flight speed of 20 feet. While airborne, you must use an action to stay aloft, or else you harmlessly fall 30 feet downwards at the end of your turn. To use this speed, you can't be wearing medium or heavy armor.
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.
Monoloke
Tainted by the the influence of the Unseelie Court, your hide has long since become pale and waxy with fey magics.
Ability Score Increase. Your Charisma Score increases by 1.
Fey Touched. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Fey Magic. You know the minor illusion cantrip. When you reach 3rd level, you can cast the color spray 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 mirror image 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.
Furbold
Hailing from the Maiden's Spine, you have not only survived the cold of the Permafrost Basin, but also wield its numbing power.
Ability Score Increase. Your Constitution Score increases by 1.
Cold Resistance. You have resistance to cold damage.
Ice Magic. You know the frostbite cantrip, and can cast the spell Snilloc's snowball swarm once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell
Mimics
Is this page a mimic?
Mimic Traits?
As a Mimic, you have the following traits?:
Age?. Being an illusive and unmeasurable race, scholars can only assume that mimics can live for centuries on end.
Alignment?. Mimics care only for their next meal, with them being neutral at best and chaotic evil at worst.
Size?. Mimics can be all manners of size and shape, with their limits being unknown. Your size is either Medium or Small.
Speed?. Your base walking speed is 30 feet.
Ability Score Increases?. Your Charisma score increases by 2, one other score of your choice increases by 1, and your Intelligence score is reduced by 2.
People Mimicry?. As an action, you can change your appearance to that of another humanoid race that is Medium or Small, or that of your true form. You have fine control over the details of your new form, but none of your game stats change, as well as any worn or carried equipment you have. If a creature closely inspects you, you must succeed a a Deception check contested by its Insight or Perception check or else the creature sees through your mimicry. You automatically revert to your true form if you are incapacitated, die, or touch at least one ounce of salt.
Object Mimicry?. As an action, you can change yourself into a nonmagical object that is Medium or smaller, or that of your true form. This trait follows the same rules as People Mimicry?. While mimicking an object, you can't move, and taking any actions or damage reverts you back to your true form.
Mimic Maw?. Your true form is a natural melee 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.
Surprise Attack?. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra damage die to it.
Languages?. You can speak, read, and write Common and two other languages of your choice.
Slimes
Duke says: YES! YES! YES!
Slime Traits
As a Slime , you have the following traits:
Age. Having their souls encased in life pearls, a Slime could theoretically live for centuries without issue if they kept well fed and safe.
Alignment. With only a fragmented past and little sense of law, Slimes lean towards chaotic neutral.
Size. Slimes are around the same size of a human in gallons, albeit a good bit heavier from their density. Your size is medium.
Speed. Your base walking speed is 25 feet.
Ability Score Increase. Three ability scores of your choice increase by 1.
Acid Resistance. You have resistance to acid damage.
Dissolve. Creatures you have grappled take 1d4 acid damage at the start of your turn, and you can choose to deal acid damage instead of bludgeoning damage when using unarmed attacks.
Semi-Amorphous. You can move through spaces as narrow as 2 feet without squeezing. Additionally, you can squeeze through spaces as narrow as 6 inches, moving 1 foot a minute.
Languages. You can speak, read, and write Common and Melding. Melding is a form of communication where Slimes use scents and other subtle effects to telepathically communicate.
Acidic
Your ooze is hazardous and eats through things, like people, easily.
Corrode. The grappling damage from your dissolve trait becomes 1d6, and you can use it to eat through nonmagical metal at a rate of 1 inch per 10 minutes.
Threatening. You have proficiency in the Intimidation skill.
Sweet
You taste as good as you smell, and also are good at talking.
Diplomat Skills. You gain proficiency with two of the following skills of your choice: Deception, Intimidation, Persuasion, and Performance.
Trader's Tongue. You learn two languages of your choice.
Sterile
Your insides are unaffected by your natural acids and biomass, making you a walking(?) laboratory.
Internal Brewery. You have proficiency with alchemist's supplies and brewer's supplies. Additionally, your body can be used in place of these tools.
Living Tank. You can store up to 10 gallons of nonhazardous liquid inside yourself.
Taurfolk
There's like half a dozen taur' races.
Holstaur
Having somehow escaped the human clutches of The Glistening Farmland, you wander the world outside your gilded cage with naught but the horns on your head and your cowish physique.
Holstaur Traits
As a Holstaur , you have the following traits:
Age. Given their comfortable lives a servants, most Holstaurs live the same age as human, if not slightly longer.
Alignment. Pacified from years of conformative enslavement, Holstaurs are mostly lawful neutral, although one that has wisen up to their capture might be more chaotic.
Size. Holstaurs bodies are somewhat heavier than humans, but are still around the same height as them. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Beast Tongue. Beast Tongue is a wild, animalistic language with many dialects depending the race speaking it.
Ability Score Increase. Your Strength and Constitution Score increase by 2.
Horns. Your horns are natural melee weapons, which you can use 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.
Charge. If you move at least 20 feet in a straight line towards a target and then hit it with a horns attack, it takes an additional 1d6 piercing damage and is shoved 10 feet away from you.
Domesticated Instincts. You have advantage on saving throws against being frightened, but also disadvantage on saving throws against being charmed.
Bovine Anatomy. You gain one of the following traits depending if you are male or female:
Bull's Might (Male). You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, your horns and charge traits use d8's instead of d6's for damage rolls.
Maiden's Respite (Female). Whenever you take a short rest, you can choose up to six creatures resting with you and restore a number of hit points equal to your level to each one. Once you use this ability, you can't use it again until you complete a long rest.
Equines
Unlike other Taurfolk races, your entire lower half is that of a horse's entire body.
Equines Traits
As a Equines , you have the following traits:
Age. Much like other Taurfolk, Equines live around the same lifespan as a human's.
Alignment. Bound by honor and lore of their kin, Equines are found in lawful alignments that lean towards good at times.
Size. Equines tower somewhat over other races, their horse-like bodies elvating them around 7 or 8 feet tall. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Languages. You can speak, read, and write Common and Beast Tongue. Beast Tongue is a wild, animalistic language with many dialects depending the race speaking it.
Ability Score Increase. Your Constitution Score increases by 2.
Quadruped Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag, as well as when creature mounts you.
Additionally, you cannot mount creatures, and you must use 4 feet for every 1 foot traveled when climbing.
Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Overrun. Whenever you take the Dash action, you can move through creatures that are your size or smaller. You can choose to trample a creature when doing so, using a reaction to make a hooves attack against it.
Lorekeeper. You have proficiency in the History skill.
Centaur
A warrior from birth, you charge forth from your birthplace of The Stamping Moorlands, wise with the knowledge of many weapons.
Ability Score Increase. Your Strength Score increases by 1.
Centaur Battle Training. You have proficiency with the glaive, halberd, shortbow, and longbow.
Unwavering. You have advantage on saving throws against being knocked prone or forcibly moved.
Unicorn
A scholar by heart, you have read hundreds of books from The Spiraling Library since you were but a mere horned foal.
Ability Score Increase. Your Intelligence Score increases by 1.
Well Versed. You have proficiency with any combination of two skills, tools, or languages of your choice.
Magic Horn. You know one cantrip of your choice from the wizard spell list. When you reach 3rd level, You learn one 1st level spell of your choice from the same list and can cast it once with this trait. Once you cast the spell, you can't cast it again this way until you complete a long rest. Intelligence is your spellcasting ability for these spells.
Undead of The Haunt
I'm sp00ked.
General Haunted Traits
As a Haunted Undead , you have the following traits:
Age. No longer mortal by normal means, the Undead can live for centuries if allowed the materials to preserve themselves.
Alignment. While The Haunt may twist some into mindless creatures of evil, Undead who retain their sanity are neutral.
Size. An Undead creature's height and weight greatly vary on their previous life, although Skeletons and Ghosts are much lighter. Your size is either Small or Medium.
Speed. Your base walking speed is 25 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
Spooky. You have proficiency in the Intimidation skill.
Undead. Not being quite alive, you gain the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You are immune to disease.
- You don't need to eat, drink, or breathe.
- You cannot die from being decapitated, and you can reattach any limbs severed from you as an action.
Languages. You can speak, read, and write Common and one other language of your choice.
Skeletons
You are the bony remains of some other creature that have been resurrected by The Haunt's influence.
Ability Score Increase. Your Dexterity score increases by 2, and one other score of your choice increases by 1.
Cold Resistance. You have resistance to cold damage.
Collapse. As an action, you can collapse yourself into a pile of bones that is one size smaller than you. While collapsed, you can't move, and the only action you can take is to reform yourself.
Zombies
You are a walking corpse, risen by The Haunt or Goerica's blessing.
Ability Score Increase. Your Constitution score increases by 2, and one other score of your choice increases by 1.
Necrotic Resistance. You have resistance to necrotic damage.
Zombie Bite. Your undead teeth are natural melee weapon, which you can use 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.
Additionally, whenever you damage a creature with a zombie bite attack, you can choose to gain a number of temporary hit points equal to your Constitution modifier (minimum of 1). Once you use this trait, you can't use it again until you finish a short or long rest.
Ghosts
Still clinging to the mortal world, you are a literal ghost of your former self.
Ability Score Increase. Your Charisma score increases by 2, and one other score of your choice increases by 1.
Incorporeal Waltz. As a bonus action, you can give yourself a flight speed of 20 feet until the end of your turn. While having this flight speed, you can move through creatures and objects as if they were difficult terrain, taking 1d10 force damage and being shunted into the nearest empty space if you end your turn inside either.
Once you use this trait three times, you can't use it again until you finish a long rest.
Unburdened. Your base walking speed increases to 35 feet.
Items
Bonus page!!!
Humble Trident
Weapon (trident) Very Rare (Requires Attunement)
You have a +1 bonus to attack and damage rolls made with this magic weapon.
As an action, you can touch this trident against a creature in an attempt to transform it into a more humanoid form. An unwilling creature can make a DC 15 Charisma saving throw to resist the effects, and is only transformed for 1 hour if it's unwilling. A creature that is a shapechanger or has legendary actions cannot be unwillingly changed.
Upon being transformed, a creature transforms into a Medium or Small humanoid race that the DM deems fit for it (For example, a Catoble would become a Holstaur). If the creature's true form is a humanoid race, it instead becomes a human (A fairy would become a colorful, short human for example).
A creature transformed into humanoid retains any abilities it had as long as its new anatomy allows it (A Catoble might still retain its metal hide, while a Hulking Cerebellus may not be able to consume intelligence).
Using the trident on a transformed creature reverts it back to its true form.