Towergirls Races - Gen 1

by TheDukeOfSlimes

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Races of Towergirls: Gen 1

The following is a list of player races for Dungeons and Dragons (5th Edition), using the fantasy races of the Towergirls setting found in the first generation of princesses.

Warning: Non-Standard Player Sizes

While the mechanics of D&D 5e never address the idea of a player character that is Large or 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 non-standard sized players. Consult with your DM before making a character to ensure that your size does not conflict with the campaign, and to make sure that appropriate items can be found for your character (such as fitting sized gear and rations/water).

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.

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.

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.

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.

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.

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.

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.

Mermaids

Feesh.

Mermaid Traits

As a Mermaid , you have the following traits:

Age. Mermaids tend to live around the same years as humans.

Alignment. Although corruption is rife in the Coral Metropolis, most Merfolk are good aligned.

Size. Due to the ocean's environment, most Mermaids are around 8 to 10 feet tall. Your size is Large.

Speed. Your base walking speed is 20 feet.

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

Swim Speed. You have a swimming speed of 60 feet.

Aquatic Combatant. You have proficiency with the dagger, net, spear, trident.

Hydromancy. You know the shape water cantrip, and can cast the create or destroy water spell as a 1st-level 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.

Water Dependency. You can breathe air and water, but require 6 gallons of water a day to survive normally. Being submerged in clean water for at least one minute also fulfills this need.

Languages. You can speak, read, and write Common and Merish. Merish is a hard language to learn due to the nature of the merfolk's domain.

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, non-siren 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 that cannot hear you automatically succeeds the saving throw. 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.

Orcs

They're green and mad

Orcs Traits

As an Orc, you have the following traits:

Age. Orc age somewhat faster than most men, maturing in their early teens and living around 80 years old.

Alignment. While old history has portrayed Orcs as raiders from the wilds, they have long turned to more friendly ties as a chaotic good race.

Size. The stature of the common Orc tends to be larger than average folk, with them being 6 to 7 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

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

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.

Bloodlust Frenzy. When you start your turn, you can choose to gain advantage on all weapon attacks until it ends. Once you use this trait, you can't do so again until you finish a long rest.

Menacing. You are trained in the Intimidation skill.

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

Languages. You can speak, read, and write Common and Orcish. Orcish is a primal script which uses some grammar and rules stolen from other languages long ago.

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 land, 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.

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.

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.

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.

Succubi and Incubi

NSFW (Not Safe for Warriors)

Cubi Traits

As a Cubi, you have the following traits:

Age. Due to their dragon blood, most Cubi mature like humans but can live up to 300 years old.

Alignment. The demons of the Sandy Seraglio prefer to stay out of the way of others and embrace life's pleasures, causing them to be neutral.

Size. Cubi are usually somewhat taller and far more voluptuous then humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

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

Desert Dancer. You have proficiency in the Performance skill.

Demonic Vigor. Whenever you become exhausted, you require two levels of exhaustion to suffer the effects of one.

Fire Resistance. You have resistance to fire damage.

Mystic Temptation. You know the minor illusion cantrip, and can cast the charm person spell as a 1st-level spell once with this trait and regain the ability to do so when you finish a short or long rest. When casting charm person this way, the target automatically succeeds the save if it cannot see you. Charisma is your spellcasting ability for these spells.

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.

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.

Driders

AHHHHHHHHHHHHHHHH

Drider Traits

As a Drider, you have the following traits:

Age. Most driders can live a few decades beyond what most humans can.

Alignment. Despite their terrifying appearance, most Driders are neutral good.

Size. The denizens of the Cold and Dark Kingdom often stand around 6 to 7 feet tall due to their spidery halves. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Ability Score Increases. Your Strength, Dexterity, and Constitution scores each increase 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.

Creep. You have proficiency in the Intimidation and Stealth skills.

Drider 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, can climb upside down or difficult surfaces without making ability checks, and ignore movement penalties from webbing.

Spider Climb. You have a climbing speed equal to your base walking speed.

Web Spinner. As a bonus action, you can produce 10 feet of silk rope, or create a 10 foot area of webbing that counts as difficult terrain that can support up to 200 lbs. You can use this ability a number of times equal to your Constitution modifier. You regain all uses after you finish a long rest.

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

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.

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.

 

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