\pagebreakNum
## Gnoll
hyena people
### Gnoll Traits
Your hyena character has an assortment of inborn abilities.
***Ability Score Increase.*** Your Strength score
increases by 2, and your Constitution score increases by 1.
***Age.*** ???
***Alignment.*** Due to a terminal case of not giving a fuck most Gnolls are neutral or chaotic. they were still created by a demon so they tend to be evil.
***Size.*** Your size is Medium.
***Speed.*** Your base walking speed is 30 feet.
***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
***Natural Weapons.*** You have natural weapon of teeth and claws, when you make an attack with your teeth or claws your damage is 1d6 + str, and deals peircing or slashing damage respectivly.
***Rampage.*** When you reduce a creature to 0 Hp you may use a bonus action to move up to half your speed and make a single weapon attack
***Languages.*** You can speak, read, and write Common and Gnoll
## Mind Flayer
Davy Jones People
anyway you were a humanoid who got turned into a mind flayer
### Mind Flayer Traits
Your squidward character has an assortment of inborn abilities.
***Ability Score Increase.*** Your INT score
increases by 2, and your Wis score increases by 1.
***Age.*** varies depending on OG race
***Alignment.*** Hive mind = law, evil = evil.
***Size.*** Your size is Medium.
***Speed.*** Your base walking speed is 30 feet.
***The Big Think (Psionics).*** At 1st level you learn the Mage Hand cantrip, and it is invisble when you cast it with this feature, additionally at 1st level you can cast detect thoughts 1/rest, at 3rd level you may cast levitate on yourself 1/day. these require no components and use INT as your spellcasting mod
***Bigger Think (Mind Blast).*** 1/Day As an action you may think real hard and project a 15 foot cone of psychic energy, each creature within this cone must make an INT save (dc 8 + prof + INT) creatures that fail the save take damage that at 1st level is equal to
2d8 psychic damage, and are stunned until the end of your next turn, creatures that pass the save take 1/2 damage and are not stunned. the damage increases to 3d8 at 5th level, and 4d8 at 9th level
***Languages.*** You can speak, read, and write Common, Undercommon, and Qualith (read and write only).
## Rakshasa
Tiberious from paladins but with backwards hands
### Rakshasa Traits
Your tiger character has an assortment of inborn abilities.
***Ability Score Increase.*** Your Charisma score
increases by 2, and your Constitution score increases by 1.
***Age.*** uhhh lets just say they can live to be about 1000, sound good?
***Alignment.*** I genuinly dont care about this section, iguesslawfulevil
***Size.*** Your size is Medium.
***Speed.*** Your base walking speed is 30 feet.
***backwards hands*** Your hands bend backwards
***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.
***Limited Magaic immunity*** you are immune to spells of 0th level (cantrips) unless you wish to be affected by them. you also have advantage on saving throws against spells and other magical effects.
***Languages.*** You can speak, read, and write Common, and Infernal.
## Scarecrow
you can now t-pose and still be in character
### Scarecrow Traits
you are a scarecrow that got a soul stuck inside you
***Ability Score Increase.*** Your Charisma and Dexterity scores both
increase by 1,
***Age.*** ???
***Alignment.*** ???
***Size.*** Your size is Medium, and you can weigh anywhere between 15 and 30 pounds.
***Speed.*** Your base walking speed is 30 feet.
***Constructed Nature.*** Your don't require air, food, drink, or sleep. you are immune to poision damage and the poisioned condition.
***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.
***False Appearance*** When you are not moving you are indistinguishable from a normal scarecrow
***Made of Hay.*** You have Resistance to bludgeoning damage from nonmagical weapon attacks.
***Aversion to Fire.*** If you take fire damage, you has disadvantage on attack rolls and ability checks until the end of your next turn.
***Languages.*** You can read, and write Common, and one other language (You are unable to speak).
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## Oozefolk
you get to be a slime-person
### Oozefolk Traits
It is unknown what unholy magics created the oozefolk but their presence is tollerated by most races and they are looked on with curiosity rather than fear or hate. you might get some stink eyes at churches though.
***Ability Score Increase.*** Your Constitution score
increases by 3,
***Age.*** ???
***Alignment.*** ???
***Creature Type*** The fact that you are a combination of both human and ooze makes your creature type both ooze and humanoid
***Size.*** Your size is Medium.
***Speed.*** Your base walking speed is 30 feet.
***Acidic Nature.*** while you do not require food, drink, and sleep, your body can dissolve and safely digest almost anything you shove into it, poision not included. You are resistant to acid damage, and your unarmed strikes deal 1d4 acid damage.
***blindsight.*** You have blindsight out to a range of 5 feet.
***Amorphous*** You can move through spaces as narrow as 1 inch without squeezing but your gear wont fit with you
***Hard to Kill.*** It's not that attacks don't hit you, it's just that they don't do as much, you gain +1 more hp per level.
***Languages.*** You can speak read, and write Common,
## Earth Elemental
you get to be a rocky boi
### Earth Elemental Traits
It is unknown when intelligent earth elementals came to be. As the legend goes a lone desert hermit shaped the stone and breathed life into them
***Ability Score Increase.*** Your Constitution score
increases by 2, and your Strength score increases by 1
***Age.*** ???
***Alignment.*** ???
***Size.*** Your size is Medium.
***Speed.*** Your base walking speed is 30 feet, you also have a burrowing speed of 10 feet.
***Elemental*** Your creature type is Elemental instead of Humanoid
***One with the Earth.*** At first level you learn the *Mold Earth* cantrip, at third level you may cast *Meld Into Stone* at will targeting only yourself.
***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.
***Being of Stone*** You Do not require air, food, drink, or sleep.
***Languages.*** You can speak, read, and write Common, and Terran
## Thri-Kreen
4-armed ant people
### Thri-Kreen Traits
You learned how to speak normally, and started interacting with other humanoid races
***Ability Score Increase.*** Your Dexterity score
increases by 2.
***Age.*** Thri-Kreen can live to be about 30
***Alignment.*** Thri-Kreen arent as prone to emotional outbutrsts as other races and generally tend to neutrality.
***Size.*** Your size is Medium.
***Speed.*** Your base walking speed is 35 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.
***Sleepless.*** You don't require sleep and can spend entire rests on alert and doing light activity
***4-Armed.*** You have 2 extra arms. These extra arms can do anything your normal arms can do except: preform the somatic components of spells, and hold shields as well as non-light weapons.
***Languages.*** You can speak, read, and write Common and you can speak Thri-Kreen
***Subraces*.** Thri-Kreen have 2 available subraces, Psion, and Warrior
### Warrior
You have put more effort to martial training then your fellow Thri-Kreen
***Ability Score Increase*** your Strength increases by 1
***Standing Leap*** You can long jump up to 30 feet, and high jump up to 15 feet, with or without a running start.
***Martial Training.*** You gain proficency in, Gythka (detailed later), and Chatkcha (detailed later), and can make these as part of a long rest provided you have access to the materials, wood and stone or some kind of metal, and a relevant artisans tool, such as smiths tools.
***Natural Armor.*** You have a natural carapace which grants you an unarmored AC of 13 + your dexterity mod.
### Psionic
you have developed psionic abilities and have learned to use them effectively
***Ability Score Increase*** Your Wisdom Score increases by 1
***Telepathy*** you have telepathy out to a range of 60 feet. to telepathically communicate with a creature, you have to see them. You don't need to share a language with creature you telepathically communicate with but you both need to understand at least one language.
***Innate Spellcasting (psionics)*** Your Innate Spellcasting modifier is Wisdom, and spells you cast with this feature don't require components. At 1st level you learn the Mage Hand cantrip, and it is invisble when you cast it with this feature. at 3rd level you may use this feature to cast Magic Weapon 1/day.
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## Lamia
Centaurs 1/2 cat brothers
### Lamia Traits
***Ability Score Increase.*** Your Strength score
increases by 2, and your Charisma score increases by 1.
***Age.*** up to 500 years
***Size.*** 6-7 feet tall. Your size is Medium.
***Monstrosity.*** Your Creature type is Monstrosity rather than Humanoid
***Speed.*** Your base walking speed is 30 feet.
***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
***Claws.*** Your claws are natural melee
weapons, with which you’re proficient. If you hit
with a claw, the target takes slashing
damage equal to 1d6 + your Strength modifier.
***Leonine Build.*** You count as one size larger
when determining your carrying capacity and
the weight you can push or drag.
***Innate Spellcasting.*** When you cast a spell using this feature you don't require material components. at 1st level you may cast disguise self 1/day to take any humanoid form. at 3rd level you may cast charm person 1/day, and at 5th level you may cast suggestion 1/day
***Languages.*** You can speak, read, and write Common and Abyssal.
## Treants
"if homebrew is free, a big talking tree, welcome to *A Crap Guide to DnD"* -Jocat
### Treant Traits
***Ability Score Increase.*** Your Strength score
increases by 1, and your Constitution score increases by 2.
***Age.*** up to 1000 years
***Size.*** 10-13 feet tall feet tall. Your size is Large
***Plant.*** Your Creature type is Plant rather than Humanoid
***Speed.*** Your base walking speed is 30 feet.
***Arboreal Nature.*** You don't require air. In lieu of food, drink, or sleep you must spend 24 hrs/ week in an inactive, motionless state while rooted in dirt or another type of fertil soil.
***Natural Armor.*** your bark grants you an armor class of 13 + your Constitution modifier, you cant wear traditional armor. You can not use a shield and still gain this benifit.
***Aversion to Fire.*** If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of its next turn.
***False Appearance.*** when you aren't moving you are indistinguishable from a normal tree
***Subraces.*** Treants have 3 available subraces: Oak, Cypress, and Pine.
***Languages.*** You can speak, read, and write Common, Druidic, and Sylvan.
### Oak
***Improved natural armor.*** Your natural armor trait improves to 16 + Constitution mod, all other restrictions still apply
### Pine
***Mountain Born.***
You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
***Resistant to cold.*** you have resistance to cold damage
### Cypress
***Cypress Knees.*** You have a natural weapon of your knees. your knees have a range of 10 feet and deal 1d6 + STR bludgeoning damage.
***Free Vaccine.*** you are immune disease, and have advantage on saves vs being poisoned. You also have resistance to poison damage.
## Tarrasqueheart
*Spongebob Narrator Voice:* uhhhhhhhh
### Tarrasqueheart Traits
Hey Kids, you like the tarrasqe, because heres a playable race based off that.
***Ability Score Increase.*** Your Strength score
increases by 1, and your Constitution score increases by 2.
***Age.*** ???
***Size.*** 6-7 feet tall. Your size is Medium.
***Monstrosity.*** Your Creature type is Monstrosity rather than Humanoid
***Speed.*** Your base walking speed is 30 feet.
***Reflective Carapace.*** Any time the you are targeted by a *magic missile* spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 4, the spell hits as normal. On a 5, you are unaffected, and on a 6 you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.
***Limited Regeneration.*** 1/long rest you may use an action and spend up to half your Hit Dice. For each Hit Die spent in this way, your roll the die and adds your Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.
***Languages.*** You can speak, read, and write Common
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## Jacanis
Literally just lucario from Pokemon
### Jacanis traits
fur color can range from various shades of brown, to blue or gold specifically.
***Ability Score Increase.*** Your Dexterity score
increases by 1, and your Wisdom score increases by 2.
***Alignment.*** For a minor appearance, the alignment section makes a comeback. With a generally strong sense of justice, as well as extreme pride and loyalty the Jacanis are usually lawful good.
***Age.*** ???
***Size.*** standing smaller than the average humanoid, you are about 3-4 feet tall. Your size is small.
***Speed.*** Your base walking speed is 35 feet.
***Innate Spellcasting.*** Your Innate Spellcasting modifier is Wisdom. At 1st level you learn the *Soul Sphere* cantrip (detailed in the footnotes section), and at 3rd level you may cast Detect Thoughts once per rest.
***Spirit Insight.*** As an action you may touch a creature and magically knows the creature's current emotional state. Additionally, while touching them and as a bonus action you may have the target make a Charisma saving throw against your innate spelcasting DC, if the target fails this save then you also knows the creature's alignment.
***Languages*** You can speak, read, and write common and one other language.
## Dragonborn (Revised)
Mainly just here to fix the breath weapon.
### Dragonborn Traits (Revised)
***Ability Score Increase.***
Your Strength score increases by 2, and your Constitution score increases by 1.
***Age.***
Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
***Alignment.***
Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.
***Size.***
Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
***Speed.***
Your base walking speed is 30 feet.
***Darkvision*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
***Draconic Ancestry*** This feature remains exactly the same as it is in the PHB, please refer to that for the specifics of your breath weapon and resistance.
***Breath Weapon.*** You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 6th level, 5d6 at 11th level, and 6d6 at 16th level. You may use this feature a number of times equal to your Constitution modifier, and regain expended uses of it at the end of a long rest.
***Damage Resistance.***
You have resistance to the damage type associated with your draconic ancestry.
***Languages.***
You can speak, read, and write Common and Draconic.
## Pixie
"Petal gowns and acorn caps are so last Summer." - Rivergleam, pixie fashonista.
### Pixie Traits
***Ability Score Increase.***
Your Strength score decreases by 2, your Charisma score increases by 1, and your Dexterity score increases by 2.
***Age.***
???
***Alignment.***
Nicer than sprites, and generally against violence pixies lean to chaotic good.
***Size.***
About 1 foot tall. Your size is Tiny.
***Speed.***
Your base walking speed is 10 feet, and you have a base flying speed of 30.
***Fey.*** Your Creature Type is Fey instead of Humanoid
***Magic Resistance.*** You have advantage on saves vs spells and other magic effects.
***Innate Spellcasting.*** Your Innate spellcasting mod is Charisma. You learn the Druidcaft cantrip, and additionally you may cast the following spells 1/long rest each requiring no material components: at 1st level, Sleep at 3rd level Invisibility, and Fly at 5th level.
***Languages.***
You can speak, read, and write Common and Sylvan.
\pagebreak
## Myconoid
Walking mushroom people from the underdark.
### Myconoid Traits
***Ability Score Increase.***
Your Wisdom score increases by 2, and your Constitution score increases by 1.
***Age.***
???
***Alignment.***
???
***Size.***
About 5 feet tall. Your size is medium.
***Speed.***
Your base walking speed is 30 feet.
***Plant.*** Your Creature Type is Plant instead of Humanoid
***Superior Darkvision.*** You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
***Sunlight Sickness.*** You die if you spend more than 4 hours in direct sunlight.
***Myconoid Spores.*** You gain the following three spore options to release as actions 1/long rest each, spore save DC is equal to 8 + your Constitution Modifier, + your Proficiency bonus:
***Rapport Spores.*** A 30-foot radius of spores extends from the you. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
***Pacifying Spores.*** The you ejects spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw or be charmed by you for 1 minute. The target can repeat the saving throw at the end of each of its turns, or whenever it takes damage, ending the effect on itself on a success.
***Hallucination Spores.*** You eject spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, or whenever it takes damage, ending the effect on itself on a success.
***Languages.***
You can speak, read, and write Common and Undercommon.
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## Harpy
More humanoid aarakocra.
### Harpy Traits
***Ability Score Increase.***
Your Wisdom score increases by 2, and your Constitution score increases by 1.
***Age.***
???
***Alignment.***
???
***Size.***
About 5 feet tall. Your size is medium.
***Speed.***
Your base walking speed is 20 feet, and you have a flying speed of 40
***Monstrosity.*** Your Creature Type is monstrosity instead of Humanoid.
***Luring Song.*** As an action you may sing a magical melody. Every humanoid and giant of your choice within 300 ft. of you that can hear the song must succeed on a Wisdom saving throw, the save DC is equal to is equal to 8 + your Charisma Modifier, + your Proficiency bonus, or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if you are incapacitated. While charmed by you, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.
A target that successfully saves is immune to the song for the next 24 hours.
***Languages.***
You can speak, read, and write Common.
\pagebreak
## Troglodyte
Disgusting sewage lizard-people.
### Troglodyte Traits
***Ability Score Increase.***
Your Wisdom score increases by 2, and your Constitution score increases by 1.
***Age.***
???
***Alignment.***
???
***Size.***
About 5 feet tall. Your size is medium.
***Speed.***
Your base walking speed is 30 Feet
***Chameleon Skin.*** You has advantage on Dexterity (Stealth) checks made to hide.
***Stench.*** Any creature that you choose that starts its turn within 5 feet of you must succeed on a Constitution saving throw (DC 8 + Prof + Constitution Mod) or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to this trait for 1 hour.
***Sunlight Sensitivity.*** While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
***Languages.***
You can speak, read, and write Common.
\pagebreak
# Footnotes:
### Oozefolk Anatomy
* Oozefolk don't Inherently have the same limb structure as other humanoids. while they are limited to a maximum of 2 arms, 2 legs, a torso, and a head (they cannot see beyond their blindsight range without a head/eyes) they dont inherently need them and can opt to shift their shape around to whatever strikes their fancy (no statistics are changed regardless of what the Oozefolk looks like. Additionally, if they lose a limb, their head, or something of the like (such as via a vorpal sword) they need only re-asorb the lost mass into their body.
### Scarecrow Anatomy
* The Scarecrows are an odd bunch. Like the Oozefolk they don't need any of their limbs to function; however unlike the Oozefolk they can operate their limbs regardless of if they are attached to their bodies or not. for example if a scarecrow removes their own hand, or has their head cut off (such as via a vorpal sword) then the hand can still crawl around, or they can still see through their eyes while they make the body react to having its head removed.
### Thri-Kreen Weaponry
* The Thri-Kreen have 2 weapons exclusive to their warrior subrace. These weapons, the Gythka and Chatkcha resemble a sort of dual bladed glaive, and shurikens respectivly, additionally proficency in martial weapons does not grant proficency in these, they are exclusive to this race. the Gythka deals 1d10 slashing damage on a hit, and has the 2-handed, and special properties. the Chatkcha deals 1d6 slashing dmagae on a hit, and has the finesse, light, and thrown (range 20/60) properties. Gythka Special Property: If you attack with a Gythka as part of the *Attack* action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d6 slashing damage on a hit, instead of 1d8.
### New Cantrip: Soul Sphere
#### Soul Sphere
*Evocation cantrip*
___
- **Casting Time:** 1 action
- **Range:** 90ft
- **Components:** S
- **Duration:** Instantaneous
- **Classes:** None
___
You create a blue ball of force in the palm of your hand and hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 force damage.
This spell deals more damage when you reach higher levels: 2d12 at 5th level, 3d12 at 11th level, and 4d12 at 17th level.
\columnbreak
### New Feat: Mega Evolution
You have unlocked your inner potential and can now bring it out in combat
*Prerequisite: Jacanis Race*
Once per short or long rest as a bonus action you may mega-evolve. until the start of your next turn you gain the following benefits:
- Your speed increases by 15
- The first time you hit with a weapon attack or a spell that requires an attack roll, you can roll one of the damage dice an additional time and add it as extra damage of the appropriate type.
### Art Credit: Ricardooze Milos
* This beautiful piece of art was made by reddit user u/Bved123 who you can find [Here](https://www.reddit.com/user/Bved123 "Bved"), or you could check out their (completely unrelated) [youtube channel](https://www.youtube.com/channel/UCxoWmxmwvuHCrVkqKaRIu4w/videos?disable_polymer=true "title")
### Pixie Dust
* When visible, a shower of sparkling dust follows in a pixie's wake like the glittering trail of a shooting star. A mere sprinkle of pixie dust is said to be able to grant the power of flight, confuse a creature hopelessly, or send foes into a magical slumber. Only pixies can use their dust to its full potential, but these fey are constantly sought out by mages and monsters seeking to study or master their power.
Pixie Dust (item) found on page 35 of *Storm King's Thunder:*
* One pinch of the pixie dust can substitute for the material components of any enchantment spell of 3rd level or lower. The pixie dust has other magical effects as well. If a pinch of pixie dust is sprinkled on a creature, roll percentile dice and consult the Pixie Dust table to determine the effect.
| d100 | Effect |
|:---:|:-----------:|
| 01-70 | The creature sprinkled with dust gains a flying speed of 60 feet for 10 minutes |
| 71-80 | he creature sprinkled with dust must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. The creature awakens if it takes damage or if it is shaken or slapped as an action. |
| 81-90 | The creature sprinkled with dust must succeed on a DC 11 Wisdom saving throw or be affected by a confusion spell. |
| 91-00 | The creature sprinkled with dust becomes invisible for 1 hour. Any equipment it is wearing or carrying is invisible as long as it is on the creature's person. The effect on the creature ends if it attacks, deals any damage, or casts a spell. |
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