Races of Alynth

by technowhiz34

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Big Bad Book of Races

This is a collection of the multitude of races found in my world. Several of them are good, others bad, and others barely understand good and evil, and have an orange and blue mentality. There are (x) races in this book, with (y) subraces between them all.

Preface

This compendium was made by me with a little bit of help from my players to be used in our campaigns. I wanted to have a really diverse world, branching out beyond the Eurocentric fantasy I was familiar with. These races all exist in one world, but can easily be inserted into another with minimum to no changes. I tried to use traits that already existed or were very similar to others within Dungeons and Dragons, and I mostly succeeded at that. Some of these traits are taken from other homebrew. Most of these are in line with the races in the Dungeons and Dragons Player's Handbook, with the exception of the variant human race. There are a few changes, most of which are in my opinion for the better. No race gets a feat at level one, which I believe incentivizes that race above others, especially from an optimizing standpoint. I also gave many races more options in their ability score increases, which allow them to viably play more classes. Several of these races, much like the Unearthed Arcana Centaur race, should logically be a large race. However, in my opinion, there is no way to balance a large race in Dungeons and Dragons, for a multitude of reasons. If you want to use any of these races, you are more than welcome to, whether it's only one or all of them. I would be glad my group isn't the only one using them.

Note on Balance

The races within this compendium are partially balanced against a chart that that can be found here. Under this system, the races fall within the range of scores within the Dungeons and Dragons Players Handbook, and are in my (subjective) opinion balanced, though many are on the more powerful side. All of these races receive three ASIs, which is intentional, and none receive a feat, which is also intentional. As I stated earlier, it is my opinion that giving a feat of choice at level one is unbalanced, and that if it is done, it should only be a half-feat. If you have any concerns about balance, or you spot something you think shouldn't be there, let me know at u/technowhiz34 on reddit.

Note on Origin

Almost everything in here is either taken from or based off of something else, with only a few exceptions. The following is a non-exhaustive list of what they may be based off of, but it's only the ones I intentionally made use of, and does not account for what I subconsciously used. This document is not for sale, and is only intended for personal use, and was created by u/technnowhiz34.

Chronicles of Narnia, C.S. Lewis.

Dungeons and Dragons, Wizards of the Coast.

The Elder Scrolls V: Skyrim, Bethesda

The Lord of the Rings, J.R.R. Tolkein.

Pathfinder, Paizo Publishing

https://homebrewery.naturalcrit.com/share/QBgQAKatL

Note on Artwork

When I get around to it, I will add artwork to this compendium. At that point, there will be a list of art credits at the end. If you do not wish for your art to be used in this, shoot me a message at u/technowhiz34 on reddit. I do not own any of the art I use.

Accalia

Accalia resemble large bipedal wolves. They possess the long snouts of wolves as well as mouths filled with sharp teeth. They have long pointed ears that tend to stick straight up. They have long tails that tend to be rather large. Their fur tends to be grey, red, black, or white. Their eyes are often bright blue or white.

Names

The Accalia make use of the Latin namebase.

  • Male Names: Alanus, Demipho, Firminus, Phygia, Saturio.
  • Female Names: Cosconia, Isidora, Lucia, Olcinia, Theodora.
  • Surnames: Arruntius, Balduinus, Iacomus, Terenteius, Ventor.

Accalia Traits

Your Accalia character shares a number of traits with all other Accalia.

Ability Score Increase. Your Strength, Dexterity, and Wisdom scores each increase by 1.

Age. Accalia age like humans, but live slightly longer, usually dying around 110 or so.

Alignment. Accalia tend to become lawful, due to strict social rules. Inherently, they do not lean towards evil or good, though many tend to be good as a result of their upbringing.

Size. Like humans, they vary widely in height and build, most standing well over 6 feet tall, and weigh around 175 pounds. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Darkvision. With your wolfish eyes, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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.

Natural Weapons. Your sharp teeth are enough to tear through the flesh of most creatures. These serve as natural 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.

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

Avnis

Avni are descended from the great phoenixes of legend, who rarely take mortal form. Either your parent was a phoenix, or one of your ancestors was. Avni generally resemble humans in appearance, although there are noticeable differences. The most notable of these differences is that they sometimes publicly display their wings, and how pointed their ears are. Their skin is typically a pale white, and takes on a hue to match their ancestor. Their hair is typically black or red, and is typically the same color as their eyes.

Avnis Traits

You share many traits in common with all other Avni.

Ability Score Increase. Your Dexterity and Charisma scores each increases by 1, and one ability score of your choice increases by 1.

Age. The body of an Avnis matures by around age 20, although they do not consider themselves adults until reaching 100. Avnis typically live for around 500 years, however there are those among them that live much longer due to being in tune with their innate regeneration.

Alignment. Avnis typically lean more toward the side of law than the side of chaos. They have an extreme inclination towards good or evil, and often wholeheartedly support one side.

Size. Avnis tend to be slightly taller than the humans who birthed them, ranging from around 5 feet tall to about 6 and a half feet tall. 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 not discern color in darkness, only shades of grey.

Of Sky, Fire, Ice, and Shadow. You have resistance to the damage type associated with your ancestry.

Vestigial Wings. As an action, you can summon or dismiss wings reminiscent of your ancestor. With or without wings, you have a flying speed of 30 feet, however, you must land at the end of your turn or begin falling.

Rise From the Ashes. Much like a phoenix, it is difficult to keep an Avnis down. When an attack would lower your HP to 0, but does not kill you outright, you can instead choose to drop to 1 HP instead. Once this ability has been used, it can not be used again until finishing a long rest.

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

Subraces. There are four types of Avni, Arclight, Fire, Ice, and Shadow ,each descended from a different type of phoenix. Choose of these subraces.

Arclight

You are related to the quick-moving arclight phoenixes.

Born of the Sky. Your ancestry type is lightning.

Fire

You are descended from the hot and passionate fire phoenixes.

Born of Fire. Your ancestry type is fire.

Ice

Your ancestor was a cold and tough ice phoenix.

Born of Fire. Your ancestry type is cold.

Ice Glide. While flying, if you end your turn touching water or ice, it counts as having landed that turn. You do not begin falling if this occurs.

Shadow

You are related to the cunning and manipulative shadow phoenixes.

Born of Fire. Your ancestry type is necrotic.

Superior Darkvison. Your darkvision has a range of 120 feet.

Bregða

Bregða is a wide encompassing term for the shifter races, who can turn from human form to an animal form in the blink of an eye. They mostly resemble humans, but a well-trained eye would notice their slightly pointed ears, or their nature, which is typically reminiscent of their beast form, such as a wolfish grin, or exceptionally good eyesight in the case of birds.

Bregða Names

Bregða use different names depending on which type they are. Fendyr(wolves), Bjorn(bears), Hræfn(ravens), use norse

Starlings use celtic

Sobki and Mau use egyptian

Bregða Traits

Your Bregða character has some traits in common with all other Bregða.

Age. Bregða age like humans, but live significantly longer, dying around 600 or so.

Alignment. Bregða tend towards lawful alignments, as a result of their tendencies to group in packs and the like, but the best and worst can be found among them, and they do not have a tendency to be either good or evi.

Size. Bregða have either smaller and more slender forms for those that take after birds, to taller and heavier for those that can shift into larger animals. Regardless of your position in this range, your size is Medium.

Speed. You have a base walking speed of 30 feet.

Animal Nature. Using gestures and sounds, you can communicate simple ideas with the animal type of your subrace.

Two Forms. s an action, you can transform yourself into your animal form. You stay in the form until you choose to end it as an action. Your subrace specifies the traits and abilities of your form, but the following rules apply:

  • You retain all your game statistics in this form, including your ability scores, hit points, and skill and saving throw proficiencies.
  • You can't wield weapons or cast spells that require somatic or material components.
  • You can only speak to communicate with animals of your type or creatures that can understand animals of your type.
  • You retain the benefits of any features from your class, race, or other source if your new form is physically capable of doing so, and you retain any of your special senses, such as darkvision.
  • Beginning at 3rd level, you can choose whether your equipment transforms with you or falls to the ground at your feet. Equipment that merges with you has no effect until you leave the form. Before that, it doesn't transform with you.
  • Beginning at 5th level, you can partially transform, manifesting certain traits while maintaining your human form. Your subrace specifies what this allows you to do.

Subraces. There are many different types of Bregða, who each inherit traits from their animal form. Choose one of these subraces.

Bjorn(bear)

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 not discern color in darkness, only shades of grey.

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

Unstoppable. Not much can stop a bear. When an attack would lower your HP to 0, but does not kill you outright, you can instead choose to drop to 1 HP instead. Once this ability has been used, it can not be used again until finishing a long rest.

Two Forms Benefits.

Fendyr(wolf)

Ability Score Increase. Your choice of your Strength or Dexterity score increases by 2, and your Wisdom score increases by 1.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can not discern color in darkness, only shades of grey.

Hunter’s Lore. You have Two Forms Benefits. You can turn into a wolf. While in your wolf form, the following rules apply:

  • Your size is Medium, and you are quadrupedal.
  • Your AC equals 12 + your Dexterity modifier, and you have the wolf’s (MM) Keen Hearing and Smell trait.
  • You have a strong jaw with razor sharp teeth. Your teeth are a natural melee weapon, which have the finesse property. You can use them to make unarmed strikes. On a hit, your deal 1d6 + your choice of your Strength or your Dexterity modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
  • Your base walking speed is increased to 40 feet.

Vamor(shark)

Ability Score Increase.

Wanbli(eagle)

Leopard

Boar

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

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

Unstoppable. Not much can stop a boar. When an attack would lower your HP to 0, but does not kill you outright, you can instead choose to drop to 1 HP instead. Once this ability has been used, it can not be used again until finishing a long rest.

Two Forms Benefits. You can turn into a boar. While in your boar form, the following rules apply:

  • Your size is Medium, and you are quadrupedal.
  • Your AC equals 11 + your Dexterity modifier.
  • You have a powerful tusks. Your tusks are a natural melee weapon, which you can use to make unarmed strikes. On a hit, your deal 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
  • When you move at least 20 feet in a straight line towards a creature and hit them with a melee attack in a single turn, you can force the creature to make a Strength save against your charge DC or be knocked prone. Once you use this ability, you can not use it again until finishing a short or long rest.

Charge DC = 8 + Proficiency Bonus + your Strength Modifier

  • Your base walking speed is increased to 40 feet.

Panther

Vulture

Centaur

Centaurs resemble

Cureuil Names

Cureuil make use of the French namebase, as a result of their aristocratic internal culture.

  • Male Names: Antoine, Constantin, Gaylord, Laurent, Phil.
  • Female Names: Bernadette, Isabelle, Marie, Roxane, Simonne.

Cureuil Traits

You Cureuil character has these traits in common with all other Cureuil.

Ability Score Increase. Your Dexterity and Intelligence scores each increase by 1, and one ability score of your choice increases by 1.

Age. Cureuil mature around age 5, and can live into their 80s.

Alignment. Cureuil have a strong sense of community and order, and tend to be lawful. They are also raised to be kind-hearted, and are generally good.

Size. Cureuil usually stand between 3 to 4 feet tall and weigh around 45 pounds. Your size is Small.

Speed. Your base walking speed is 35 feet.

Changeling(Half Fae, not shapeshifters)

Cureuil resemble bipedal squirrels. They have snouts, with long ears

Cureuil Names

Cureuil make use of the French namebase, as a result of their aristocratic internal culture.

  • Male Names: Antoine, Constantin, Gaylord, Laurent, Phil.
  • Female Names: Bernadette, Isabelle, Marie, Roxane, Simonne.

Cureuil Traits

You Cureuil character has these traits in common with all other Cureuil.

Ability Score Increase. Your Dexterity and Intelligence scores each increase by 1, and one ability score of your choice increases by 1.

Age. Cureuil mature around age 5, and can live into their 80s.

Alignment. Cureuil have a strong sense of community and order, and tend to be lawful. They are also raised to be kind-hearted, and are generally good.

Size. Changelings typically stand on the larger or smaller end of the human spectrum, from just under 5 feet to well over 6. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Cureuil

Cureuil resemble bipedal squirrels. They have snouts, with long ears

Cureuil Names

Cureuil make use of the French namebase, as a result of their aristocratic internal culture.

  • Male Names: Antoine, Constantin, Gaylord, Laurent, Phil.
  • Female Names: Bernadette, Isabelle, Marie, Roxane, Simonne.

Cureuil Traits

You Cureuil character has these traits in common with all other Cureuil.

Ability Score Increase. Your Dexterity and Intelligence scores each increase by 1, and one ability score of your choice increases by 1.

Age. Cureuil mature around age 5, and can live into their 80s.

Alignment. Cureuil have a strong sense of community and order, and tend to be lawful. They are also raised to be kind-hearted, and are generally good.

Size. Cureuil usually stand between 3 to 4 feet tall and weigh around 45 pounds. Your size is Small.

Speed. Your base walking speed is 35 feet.

Tooth and Claw. Your sharp claws and teeth that are enough to rip through skin. These serve as natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing or piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, you have a climb speed equal to your walking speed.

Naturally Stealthy. Nobody looks for, or expects to find, a small creature, or a squirrel. You have proficiency in the Stealth skill.

Squirrels Bounds. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start. Additionally, you have proficiency in the Acrobatics skill. Additionally, your proficiency bonus is doubled for any ability check you make that uses this skill.

Death Defying. As a reaction to hitting the ground, you take no falling damage and can land on your feet.

Languges. You can speak one language of your choice and Cureuil. Cureuil is an odd language, filled with chirps and squeaks.

Dhampir

When a female is fed upon by a vampire but is not turned, there is a change that any offspring of hers will be born a dhampir. The chance is increased if she is pregnant while it happens. Some vampires will go out of their way to find dhampir "children" of theirs and recruit them, yet others want nothing to do with them and will in some cases attempt to murder them.

Dhampir Names

Dhampir are usually given a name of the human culture they were raised in.

Dhampir Traits

You Dhampir character has these traits in common with all other Dhampirs.

Ability Score Increase. One ability score of your choice increases by 1.

Age. Dhampirs mature at the same rate as a human. However, around 20 or, a dhampir stops aging, and will stay that way for several hundred years, at which point their will simply dessicate and die.

Alignment. Due to their vampiric lineage, many dhampirs tend towards evil, though some cling to their humanity. It mostly depends on whether they abhor their heritage or embrace it.

Size. Dhampir are the same size as humans, varying widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Vampiric Resistance. You have resistance to necrotic damage.

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 not discern color in darkness, only shades of grey.

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

Bite. Much like vampires, Dhampirs possess sharp fangs that serve as natural weapons. These serve as 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.

Exsanguinate. If you hit with your bite attack on a humanoid or giant creature that is willing, unconscious, stunned, grappled, paralyzed, restrained, incapacitated, or charmed, you can choose to drink their blood, dealing an additional 1d6 necrotic damage, and you regain hit points equal to the total damage dealt.

The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.

Subraces. There are four different subraces of Dhampirs, depending on their vampire parent and the conditions of their birth.

Black

Ability Score Increase. Your Intelligence and Charisma scores each increase by 1.

Vampiric Magic. You have a semblance of the magic many black vampires possess. You know the minor illusion cantrip. Beginning at 3rd level, you can cast the charm person spell once, and you regain the ability to do so following a long rest.

Daywalker

When a mother thinks she is giving birth to a dhampir, she will sometimes have the baby blessed by a priest before, during, and after the birth. If done by a real divine servant, the baby will be born a Daywalker, able to walk in the light without consequence.

Ability Score Increase. Your Dexterity and Charisma scores each increase by 1.

Regular Darkvision. Your darkvision only has a range of 60 feet, instead of 120. Additionally, you do not have the Sunlight Sensitivity trait.

Vampiric Talents. While not a true vampire, you have some of the abilities of them. You have proficiency in the Persuasion and Stealth skills.

Red

Red vampires are ruthless and strong, as well as near impossible to keep down. They're reckless, knowing that can survive almost anything.

Ability Score Increase. Your Strength and Constitution scores each increase by 1.

Inhuman Toughness. You can take hits no mere mortal could. When an attack would lower your HP to 0, but does not kill you outright, you can instead choose to drop to 1 HP instead. Once this ability has been used, it can not be used again until finishing a long rest.

Jade

Jade vampires are a rare species of vampire who follow the spirit of their agreements, not merely the letter. They're honorable, and fighter using speed and strategy instead of raw strength and brutality.

Ability Score Increase. Your Dexterity and Wisdom scores each increase by

Sharp Eyes. You have proficiency in the Perception skill.

Vampiric Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can not use it again until you move 0 feet on one of your turns.

Doppelganger

Many are scared of Doppelgangers, and for good reason. Know as the "face-stealers" in some circles, there is a lot of misinformation about just what, exactly, Doppelgangers can do. The true form of a Doppelganger is an unnaturally pale and long limbed humanoid, with black or white voids for eyes. However, this form is rarely seen, and many Doppelgangers will choose a humanoid and take it for their own. Others yet will wear masks and cloaks to disguise themselves even further.

Doppelganger Names

Dragonborn

Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. The result of half-dragon blood diluted through the generations, dragonborn are still a force

Dragonborn Names

Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.

  • Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn

  • Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit

  • Childhood Names: Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous

  • Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit

Dragonborn Traits

Your dragonborn character sharees many traits in common with all other dragonborn.

Ability Score Increase. Your choice of your Constitution or Charisma score increases by 1, and your Strength 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 well over 400 years, with some more in tune with their draconic ancestry living even longer.

Alignment. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil.

Size. Dragonborn are taller and heavier than humans, standing significantly over 7 feet tall and averaging almost 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Dragon Hide. A dragonborn's scales, while not quite as a thick as a true dragon's, can divert most blow. When you are not wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Claws. 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.

Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon, damage resistance, and choice of ASI are determined by the dragon type, as shown in the table. This will also be your subrace.

Draconic Ancestry
Dragon Damage Type Breath Weapon ASI
Adamantine Thunder 5 by 30 ft. line (Dex. save) Cha/ Con
Black Acid 5 by 30 ft. line (Dex. save) Dex/ Int
Blue Lightning 5 by 30 ft. line (Dex. save) Wis/ Cha
Brass Fire 5 by 30 ft. line (Dex. save) Cha/ Con
Bronze Lightning 5 by 30 ft. line (Dex. save) Dex/ Cha
Brown Fire 5 by 30 ft. line (Dex. save) Str/ Int
Copper Acid 5 by 30 ft. line (Dex. save) Cha/ Int
Gold Fire 15 ft. cone (Dex. save) Dex/ Cha
Gray Acid 5 by 30 ft. line (Dex. save) Wis/ Cha
Green Poison 15 ft. cone (Con. save) Int/ Wis
Mithral Radiant 5 by 30 ft. line (Dex. save) Con/ Wis
Purple Psychic 15 ft. cone (Wis. save) Int/ Wis
Red Fire 15 ft. cone (Dex. save) Str/ Cha
Silver Cold 15 ft. cone (Con. save) Str/ Int
Steel Force 5 by 30 ft. line (Dex. save) Cha/ Int
White Cold 15 ft. cone (Con. save) Str/ Wis

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. A creature takes 2d6 + your proficiency bonus damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can not use it again until you complete a short or long rest.

Breath Weapon DC = 8 + The Modifier of the the ability score you selected to increase from your main racial traits + Proficiency Bonus.

Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.

Languages. You can speak, read, and write Minor Anguis and one additional language of your choice.

Subrace. All dragonborn are descended from either a metallic or chromatic true dragon, and sometimes multiple. Choose a subrace, which represents your scale color and racial traits.

Adamantine

You are descended from the proud and short-tempered Adamantine dragons of the Underway.

Booming Scales. You can release the thunder stored in your scales. You know the thunderclap cantrip. The ability score used by your Breath Weapon is your spellcasting ability modifier for it.

Draconic Strength. You have proficiency in the Athletics skill.

Extra Language. You know the Kostebek language.

Black

You are related to the evil-tempered and vile black dragons, who live in the swamps and remains of ancient kingdoms.

Amphibious. You can breath both air and water, and have a swimming speed of 30 feet.

Vile Nature. Black dragons live in disgusting filth, and have adapted accordingly. You have advantage on checks to resist disease.

Blue

You are related to the vain and territorial blue dragons, who live in the deserts and coasts, far from society.

Desert Dweller. You ignore the effects of extreme heat, and have advantage on Constitution checks and saving throws made to resist exhaustion.

Horn. Like blue dragons, you have a very prominent horn on your head. Your horn is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d8 + your strength modifier, instead of the bludgeoning damage normal for unarmed strikes.

Brass

Your ancestors were the gregarious and fast learning brass dragons, who live in arid regions.

Sleep Sand. You can't unwillingly be put to sleep.

Fast Learner. You have a knack for learning new things, even without proper instruction. You know two additional languages of your choice, and have proficiency in the Persuasion skill.

Bronze

You are descended from the friendly and just bronze dragons, who live by the coast.

Amphibious. You can breath both air and water, and have a swimming speed of 30 feet.

Insightful. You are good at reading people. You have proficiency in the Insight skill.

Brown

You are related to the reserved and content brown dragons, who live beneath the sand in the desert.

Sandy Life. You ignore difficult terrain caused by sand, and you have advantage on saving throws and ability checks against quicksand.

Ambusher. You are good at getting the jump on people. You have proficiency in the Stealth skill.

Copper

Your ancestors were copper dragons, who delight in pranks and tricks.

Friend of the Beasts. Through sound and gestures, you may communicate simple ideas with small or smaller beasts.

Climber. You are skilled at scaling cliffs and walls. You have a climbing speed of 30 feet.

Gold

You are related to the powerful and majestic gold dragons. They dwell underwater or in other hard to reach places, and enjoy the natural beauty of the world.

Amphibious. Gold dragons can live on breath air and water, and so can you. You can breath both air and water.

Golden Gaze. When you lock eyes with a creature, you can flare your eyes with unnaturally bright light. When you make an attack roll, you may choose to do so with advantage. A creature is immune to this effect if it can't see. You regain the ability to do so after finishing a short rest or long rest.

Gray

Your ancestor was a venal and brutish gray dragon, who live in caves and ravines near badlands and dry prairies.

Basilisk Hunter. You are an ancient rival of the Basilisks, and have adapted accordingly. You have advantage on saving throws against spells and effects that would petrify you.

Sharp Eyes. You have proficiency in the Perception skill.

Climber. You have a climbing speed of 30 feet.

Green

You are related to the cunning and treacherous green dragons, who roam the ancient forests.

Amphibious. Green dragons can live on land and underwater, and so can you. You can breath both air and water, and have a swimming speed of 30 feet.

Draconic Resilience. You have advantage on saving throws to resist being poisoned.

Mithral

Your ancestor was one of the most powerful of all the dragons, a mithral dragon. They live mostly in the Astral Sea, and hide from those powerful enough to kill them.

Second Eyelids. You have adapted to dealing with blinding lights. You have advantage on saving throws against being blinded.

Divine Authority. You know the word of radiance cantrip.

Small Dragon in a Big Sea. You've gotten good at hiding from those who would hunt you. You can't unwillingly be detected or perceived by divination magic or magical scrying sensors.

Purple

You're descended from the forgotten and deadly purple dragons, who made their homes deep in the Underway.

Strong Mind. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Additionally, you know the mind sliver cantrip. The ability score used by your Breath Weapon is your spellcasting ability modifier for it.

Extra Language. You know the Kostebek language.

Red

You're descended from the strong and greedy red dragons, who live in the mountains.

Draconic Strength. You're large, even for a dragonborn. You count as one size larger for determining carry, push, pull, and drag weight.

Arrogant. You have advantage on saving throws to avoid being frightened.

Draconic Nature. You've learned to leverage your size against others. You gain proficiency in the Intimidation skill.

Silver

You're related to the friendly and cheerful silver dragons, who live in the freezing mountain peaks.

Ice Walk. You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

Seeker of Knowledge. You have proficiency in the Arcana and History skills.

Steel

You are descended from the sociable steel dragons, who enjoy the company of humans more than other dragons. As a result of this, they frequently live in large human cities, masquerading as wealthy human nobles or merchants.

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

City Learning. You have proficiency in one of the following skills: Arcana, Deception, History, Perception, and Persuasion.

White

Your ancestors were the animalistic white dragons, who dwell in frigid climates and savagely take down their prey.

Ice Walk. You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

Swimmer. You have a swim speed of 30 feet.

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

Dragonborn Variant: Turtleborn

Some Dragonborn are descended from the rare dragon turtles of the sea. Turtleborn have a large, spiked shell on their backs, and a head akin to that of a dragon turtle.

Ability Score Increase Your subrace grants you the choice of Constitution and Strength.

Speed. Your base walking speed is 25 feet.

Draconic Ancestry. Your breath weapon is a 15 ft. cone requiring a Dex save, and being underwater doesn't grant resistance against this damage. Your breath weapon and resistance type is fire.

Natural Armor. Turtleborn have a thick shell that is near-impossible to penetrate. When you are not wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Natural Divers. Turtleborn are descended from the great dragon turtles, who are only rivaled by the krakens for control of the deeps. You have a swimming speed of 30 feet. Additionally, you can breathe both air and water, and ignore the effects of extreme depths.

Extra Language. You can speak, read, and write Altuzan(Aquan) in addition to your other languages.

Variants to Come: Faerie, Shadow, Basilisk, Polychromatic, and Platinum

Flora Colossus

Forsaken

Giantborn

Genasi

Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.

The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don’t face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit—whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.

During these visits, a mortal might catch a genie’s eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal–genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that’s lain dormant for generations.

































Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.

Heirs to Elemental Power

Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.

Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).

Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.

Art by Mike Schley

Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents.

Wild and Confident

Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self- confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.

Too much failure can chip away at even a genasi’s sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.

Genasi Lands

As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.

Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends.

Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.

Genasi Names

genasi are named by the culture that they're raised in, though some have been known to take the names of an elemental or a distinctive name to show off their heritage.

Genasi Traits

Your genasi character has certain characteristics in common with all other genasi.

Ability Score Increase. Your Constitution score increases by 2.

Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

Alignment. Independent and self-reliant, genasi tend toward a neutral alignment.

Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 7 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Altuzan and one language of your choice. Various dialects of Altuzan are spoken by all elementals.

Subraces. There are sixteen known types of genasi and possibly more, each corresponding a different element, mix of elements, or mix of elements and positive and negativity. Choose one of these subraces.

Air

As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.

Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.

Ability Score Increase. Your Dexterity score increases by 1.

Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.

Wind Sprint. You always run with the wind at your back. Your base walking speed is increased to 40 ft.

Wind's Grace. You are always under the effects of the feather fall spell

Listen to the Wind. You learn one additional language of your choice.

Mingle with the Wind. You know the gust cantrip. Once you reach 3rd level you can cast the gust of wind spell 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 these spells.

Earth

As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.

Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.

Ability Score Increase. Your Strength 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 not discern color in darkness, only shades of grey.

Legacy of the Dao. You have advantage on saving throws against spells and effects that would petrify you.

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

Earth Walk. You can move across difficult terrain made of earth or stone without spending extra movement.

Earth's Embrace You know the mold earth cantrip. When you reach 3rd level, you can cast the maximilian's earthen grasp spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Water

The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.

Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.

Ability Score Increase. Your Wisdom score increases by 1.

Acid Resistance. You have resistance to acid damage.

Liquid Form. Undines have movements resembling flowing water, and can move with ease through places others might have difficulty. You can move through occupied spaces without costing additional movement, and you count as one size smaller for the purposes of squeezing.

Born of the Deeps. You can breath air and water, and have a swimming speed of 30 feet.

Call to the Waves. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. When you reach 5th level, you can cast the moonbeam spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Art by Wizards of the Coast

Fire

You have a connection to the Elemental Plane of Fire, and its hot tempered but intelligent efreet. Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal- black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. The voice of a fire genasi might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.

Ability Score Increase. Your Intelligence score increases by 1.

Fiery 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. Your connection to the Elemental Plane of Fire makes your darkvision unusual: everything you see in darkness is in a shade of red.

Fire Resistance. You have resistance to fire damage.

Heated. Whenever you make a successful unarmed strike, you may deal fire damage instead of the normal bludgeoning damage. Additonally, as an action, you can magically ignite a flammable object you touch with your hand, as long as that object is not being worn or carried.

Reach for the Flames. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. When you reach 5th level, you may cast the scorching ray spell once with this trait, and you regain the ability to do so following a long rest. Constitution is your spellcasting ability for these spells.

Ice

Ice genasi are related to the freezing Frostfell, where only a select few Marids and Djinn dwell. Ice genasi tend towards sharp and angular features, with bits of frost falling off their skin as they walk, and pale blue skin.

Ability Score Improvement. Your choice of your Dexterity or Wisdom score increases by 1.

Icy Origin. You have resistance to cold damage, and you have advantage on checks to see through blizzards and snow storms.

Freezing Soles. You can move across difficult terrain created by ice or snow without expending extra movement.

Additionally, you can move across water during your turn without falling during the move, as the water freezes under your feet.

Cutting Cold. You know the frostbite cantrip. Once you reach 3rd level, you can cast the ice knife spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. When you reach fifth level, you may cast the armor of Agathys spell as a 2nd level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Magma

Magma genasi are taken by many to be stupid. In fact, the opposite is the case. Magma genasi are quite intelligent, leading many to become philosophers, or for those with magical tendencies, magical researchers. Some become artisans, which is a good fit as the plane they're closely tied to is sometimes called the Fountains of Creation. Magma genasi are quite large, with skin that glows red hot, and sometimes even cracks in it showing off their fiery insides. Their hair is usually

Ability Score Increase. Your choice of your Intelligence or Strength score increases by 1.

Fire Resistance. You have resistance to fire damage.

Lava Bath. You can swim through lava and magma without spending extra movement or taking damage. You can also breath while submerged in lava.

Heated. Whenever you make a successful unarmed strike, you may deal fire damage instead of the normal bludgeoning damage.

Fiery 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. Your connection to the Elemental Plane of Fire makes your darkvision unusual: everything you see in darkness is in a shade of red.

Magma Magic. You know the firebolt cantrip. Once you reach 3rd level, you can cast the earth tremor spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. When you reach 5th level, you may cast the heat metal spell once with this trait, and you regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Ooze

The Swamp of Oblivion, also known as the Plane of Ooze, Elemental Cesspit, and several less polite names, is a giant swamp at the intersection of the Elemental Planes of Earth and Water. Populated by hags, slaads, swarms of mosquitos, and oozes, few beings willingly live in the swamp, unless they go to extreme lengths to be left alone. There are few settlements, as a result of the lack of solid ground. Many powerful artifacts have been rumored to have been thrown into the Swamp over the years, which has led to some dragons and more than a few adventurers to try their luck in it over the years, with many of them never returning. Ooze genasi are covered in a layer of slime or mud, giving them a repulsive appearance. Many are bloated, and have droopy, black eyes, and worst of all, have a personality to match their appearance.

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

Acid Resistance. You have resistance to acid damage.

Muddy Maneuvers. You ignore difficult terrain caused by bogs, marshes, swamps, and otherwise muddy terrain.

Slimy Form. You have advantage on checks or saving throws made to escape or avoid being grappled or restrained. You also count as one size smaller for the purposes of squeezing.

Mud Magic. You know the acid splash cantrip. Once you reach 3rd level you can cast the grease spell at 1st level once with this trait and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Smoke

The Plane of Smoke, more commonly known as the Great Conflagration, is a mostly shapeless plane lacking solid ground. The only places capable of producing a settlement are rare instances where the ash has become sol thick it solidified. The plane is also almost as hot as the Plane of Fire, and is also impossible to see through

Ability Score Increase. Your choice of your Dexterity or Intelligence score increases by 1.

Gaseous Form. You are always under the effect of the feather fall spell. When you do so, your body turns to smoke and drifts slowly down. Additionally, you have resistance to fire damage, and can breath through smoke and other airborne toxins without difficulty.

Smoky 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. Your connection to the Elemental Plane of Steam makes your darkvision unique: you can see through smoke and airborne ash.

Smoke in the Wind. Once you reach 3rd level, you can cast the fog cloud spell once with this trait. When you do so, the spell manifest smoke instead of fog. Once you reach 5th level, you can also cast the misty step spell once with this trait and regain the ability to do so when you finish a long rest. When cast this way, you turn to smoke and are blown 30 feet. You must finish a long rest to cast these spells again with this trait. Constitution is your spellcasting ability for these spells.

Lightning

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Ability Score Increase. Your choice of your Dexterity or Intelligence score increases by 1.

Storm's Embrace. You have resistance to lightning damage.

Light-footed. You connection to the element of air lends you supernatural grace. Your movement speed is increased to 35 ft.

Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.

Inner Lightning. You know the shocking grasp cantrip. When you reach 3rd level, you can cast thunderwave as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Mineral

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Ability Score Increase. Your Strength score increases by 1.

Hardened Skin. When you are not wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

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.

Mineral Connection. You have advantage on saving throws against spells and effects that would petrify you.

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

Hard as a Rock. You punch as hard as the earth. When you hit with an unarmed attack you deal 1d6 plus your Strength modifier bludgeoning damage.

Earth's Bounty. You are naturally proficient with Jeweler's Tools. Additionally whenever you make an ability check using your Jeweler's Tools related to the value and properties of gemstones and other minerals, you are considered proficient in this check and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Earth Walk. You can move across difficult terrain made of earth or stone without spending extra movement.

Radiance

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Ability Score Increase. Your choice of your Intelligence or Cha score increases by 1.

Artistic Pursuits. You gain proficiency in one type of Artisan's Tools.

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. Your ties to the Plane of Radiance make your darkvision unusual; you can discern color in darkness.

Inner Light. Light burns within you. You have resistance to fire damage, and advantage on saving throws against being blinded.

Well of Radiance. You know the word of radiance cantrip. Once you reach 3rd level, you can cast the cure wounds spell once. Once you reach 5th level, you can also cast the lesser restoration spell once. You must finish a long rest to cast these spells again with this trait. Constitution is your spellcasting ability for these spells.

Steam

The Plane of Steam is at the intersection of the Elemental Plane of Water and the Positive Energy Plane. Steam genasi, also known as Lanterns of the Mist,

Ability Score Increase. Your Dexterity score increases by 1.

Steamy 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. Your connection to the Elemental Plane of Steam makes your darkvision unusual: you can also see through steam.

Curious Nature. You have proficiency in Investigation.

Amphibious. You can breathe both air and water.

Steamy Form. You are partially incorporeal, and can move through the space of any Medium or larger sized creature. You also have resistance to fire damage.

Condensation. You know the gust cantrip. Once you reach 3rd level, you can cast the fog cloud spell once. When cast this way, the spell manifests steam instead of fog. You must finish a long rest to cast these spells again with this trait. Constitution is your spellcasting ability for these spells.

Ash

The Elemental Plane of Ash is a cold, dark place, where only the strong and smart survive.

Ability Score Increase. Your Wisdom score increases by 1.

Ashy Reslience. You have resistance to poison damage, and advantage on saving throws against being poisoned. You can also hold your breath indefinitely while you’re not incapacitated.

Ashy 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. This darkvision is also unique, as it allows you to see through ash clouds.

Harsh Life. You have a preference and natural affinity with the wildest and harshest environments. You have proficiency in the Survival skill.

Ember's Legacy. Once you reach 3rd level, you can cast the fog cloud spell once with this trait and regain the ability to do so when you finish a short or long rest. When cast with this trait, the spell manifests a cloud of ash instead of fog. Constitution is your spellcasting ability for this spell.

Dust

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Ability Score Increase. Your choice of your Dexterity or Intelligence score increases by 1.

Sands of Time. You have proficiency in History, and can speak, read, and write one additional language of your choice.

Born of Dust. You have resistance to necrotic damage and don't need to breath. Additionally, you can't unwillingly be put to sleep.

Dusty Legacy. You know the gust cantrip. When you reach 3rd level, you can cast the shatter spell as a 2nd level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Salt

Placeholder flavor

Ability Score Increase. Your Wisdom score increases by 1.

Necrotic Resistance. You have resistance to necrotic damage.

Amphibious. You can breathe air and water.

Desiccation. When you damage a creature with an attack or a spell, you can cause the attack or spell to deal extra necrotic damage to the creature as you suck the moisture out of their body. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Salt in the Wound. You know the vicious mockey cantrip. When you reach 3rd level, you can cast the blindness/deafness spell as a 2nd level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Void

Void genasi are born are the Plane of the Void, also known as the Great Vaccuum, Great Divide, or Blind Eternities, though that is the technical term for an entirely different section of the Multiverse. As a result of their pale skin or dark gray skin, unnaturally colored eyes, which can be black, gray, yellow, or violet, and inability to breath, they are sometimes mistaken for vampires or half wraiths. Their hair tends to the extremes, and is either a pale white, or a deep black.

Ability Score Increase. Your Dexterity or Intelligence scores increases by 1.

Void Speech. Given that there's no sound in the void, you can speak in other ways. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language.

No Air in Space. You do not need to breathe, and you can survive in hard vacuum.

Crushing Loneliness. Used to the crushing infinity of the void, you have resistance to psychic damage.

No Sound in the Void. When you reach 3rd level, you can cast the silence spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Half Hag

Born of a strange union between man and hag, these unusual children walk a thin line between both worlds. Most often raised by their hag mothers, it is uncommon to see them in civilized society, although occasionally they may be taken in by others.

Half Hags typically take after what their mothers appeared as to their their fathers in appearance. They typically boast skin of rich natural shades, typically brown or green, with green or black hair that sometimes grows ivy, and their eyes are almost always a brilliant verdant shade of green.

Half Hag Names

Almost always born female, half hags are almost always named by their mothers after plants. If a male is born, they are named after their human father.

  • Female Names, Acasia, Belladonna, Briar, Camellia, Ivy, Gladiolus, Narcissa, Rose,

Half Hag Traits

Ability Score Increase. Your Strength and Constitution scores each increase by 1.

Age. Half Hags live longer than their human fathers, but not as long as their hag mothers. Half Hags reach maturity around age 18 and can live 110 to 130 years.

Alignment. Half Hags tend towards lawful alignments, as a result of having strict rules growing up.

Size. Half hags are similar to humans in size. Your size is Medium.

Darkvision. Your eyes are acclimated to the darkness of the wilderness, inherited by your hag mother. 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.

Speed. Your base walking speed is 30 ft.

Claws. You can grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.

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

Subrace. The three main kinds of half hags, that differ slightly depending on their hag mother. Choose one of these subraces.

Green Hag

You were mothered by a green hag, and your magic and innate traits reflect this.

Ability Score Increase. Your Charisma score increases by 1.

Mimicry. You can mimic animal sounds and humanoid voices, to a limit. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Amphibious. You can breath air and water.

Illusionary Nature. You know the minor illusion cantrip. Beginning at 3rd level, you can cast the invisibility spell once with this trait, and you regain the ability to do so after a long rest. Charisma is your spellcasting ability modifier for these spells.

Extra Languages. You can speak, read, and write Major Anguis and Sylvan.

Night Hag

You were mothered by a night hag, who are so evil and twisted they were banished to the Negative Planes.

Ability Score Increase. Your Intelligence or Charisma score increases by 1.

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

*Spell Resistance. While not quite as resistant to magic as true night hags, some magic slides off you. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Extra Languages. You can speak, read, and write Altuzan, Gehennic, and Purgatic.

Sea Hag

Ability Score Increase. Your Strength score increases by 1.

Aquatic Nature. You can breath air and water, and have a swim speed of 30 feet.

Horrific Appearance. While most half-hags are beautiful beyond belief, as a result of their mother's magic, your appearance is almost as horrifying as the sea hag that spawned you. You are proficient in the Intimidation skill. Additionally, your proficiency bonus is doubled for any ability check you make that uses this skill.

Extra Languages. You can speak, read, and write Altuzan(Aquan), and Gotnar.

Extra subraces, dusk, bheur, and annis

Magic Item: Heartstone

https://imgur. com/gallery/nOMU9BT Night hags are frequently in posession of a heartstone, and as a scion of one, a half-hag of night hag descent can use one as well. When not used by its creator, treat a heartstone as the following item.

Heartstone

Wondrous Item, very rare (requires attunement by a half hag of night hag descent)

Variant Sea Hag: Sea Fury

Some half-hags are birthed by a rare type of sea hag known as a Sea Fury, who

Half Wraith

Hrafn

Hrafn are one of the mighty Zaltozi, who can shift between bird and human forms. Despite resembling humans, Hrafn are a

Hrafn Names

The Hrafn make use of the different namebases depending on the subrace. Eagle and falcon Hrafn use the Elizabethan namebase, while parrot Hrafn use the Spanish namebase, and raven Hrafn use the Norse namebase. Raven Hrafn also use no surname, instead having names denoting their parent of the same sex. Hence, males have names ending in -sson, and females have names ending in -dottir. However, all types of Hrafn have been known to take or be given a compound last name signifying their deeds.

  • Male Eagle and Falcon Names: Adam, Edwarde, Gerard, Joseph, Roger.
  • Female Eagle and Falcon Names: Ann, Cicely, Helen, Lucy, Priscilla.
  • Eagle and Falcon Surnames: Crane, Holt, Pecke, Ramsey, Wiseman
  • Male Parrot Names: Abraham, Ferran, Leo, Mateo, Samuel.
  • Female Parrot Names: Ariadna, Cristina, Lina, Silvia, Veronica.
  • Parrot Surnames: Aisa, Ferrer, Hidalgo, Madrid, Rivera.
  • Male Raven Names: Anlaf, Gaut, Kisping, Nefstein, Skurfa, Vigi.
  • Female Raven Names: Asvor, Grimhild, Helga, Thora, Yngvild.

Hrafn Traits

Human

Humans are one of the most common and versatile species that inhabit Alynth. From the shores of Tortuga, to the spires of Corynth. They are generally smooth skinned, which can range from a pale white to ebony, and their hair is usually brown, blonde, or black, with a minority of the posessing red hair. Their eyes are most often brown, although blue and green are not terribly uncommon.

Human Names

There are four main groupings of humans, each making use of a different namebase. Alynth uses the Elizabethan namebase, while Corynth uses the Bosnian namesbase, Morraine uses the Hungarian namebase, and Svitheim uses the German namebase.

  • Male Alynth Names: Adam, Edwarde, Gerard, Joseph, Roger.
  • Female Alynth Names: Ann, Cicely, Helen, Lucy, Priscilla.
  • Alynth Surnames: Crane, Holt, Pecke, Ramsey, Wiseman
  • Male Corynth Names: Adin, Danis, Emrah, Haris, Mirsad,
  • Female Corynth Names: Adna, Almira, Emina, Medina, Sara
  • Corynth Surnames: Abdic, Adilovic, Dudic, Guzo, Haskic,
  • Male Morraine Names: Alex, Jakab, Martin, Norbert, Rudolf.
  • Female MorraineNames: Beatrix, Daniella, Kata, Liliána, Veronika.
  • Morraine Surnames: Barna, Fekete, Miksa, Somogyi, Vass.
  • Male Svitheim Names: Eric, Kilian, Leon, Louis, Sven.
  • Female Svitheim Names: Astrid, Emilie, Fiona, Irene, Sigrid.
  • Svitheim Surnames: Ackner, Augenstein, Blanke, Rosengart, Stuhr.

Human Traits

Humans are a diverse bunch, but your human shares the following traits with other humans.

Ability Score Increase. Your choice of two ability scores each increase by 1.

Age. Humans reach adulthood in their teen years and usually live less than a century.

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

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Human Versatility. You gain proficiency in two skills of your choice. You also gain one tool proficiency of your choice.

Languages. You can speak, read, and write the language of your culture and one other language of your choice.

Subrace. There are four main types of humans, spread across four countries and each have very separate cultures.

Alynth

The people of Alynth are generally a very open and welcoming people. They share their country with the Centaurs, and are often open to new people and ideas.

Ability Score Increase. Your Charisma score increases by 1.

Alynthian Weapon Training. The people of Alynth are often trained to use weapons to defend themselves, should they need to. You have proficiency with longsword, pike, warpick, and heavy crossbow.

Trade Partners. You have proficiency in the Persuasion skill. Additionally, you have advantage on Persuasion checks made to convince someone to initiate or accept a trade with you.

Corynth

The people of Corynth are well-learned, and have lots of experience interacting with diverse groups of people.

Ability Score Increase. Your Intelligence score increases by 1.

Magical Learning. Most children in Corynth recieve a rudimentary instruction in magic.. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability modifier for it.

Tinker. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

At your DM's discretion, you may make other objects with effects similar in power to these. The Druidcraft, Prestidigitation, and Thaumaturgy cantrips are a good baseline for such effects.

Extra Language. You learn one additional language of your choice.

Morraine

The people of Morraine are generally very reserved and closed towards people. Their country is often unaccepting of other peoples, particularly those who have an outlandish appearance or who are unknown to them.

Ability Score Increase. Your Wisdom score increases by 1.

My God Will Shield Me. You know the word of radiance cantrip. Wisdom is your spellcasting ability for this spell.

Relgious Learning. You have proficiency in the Religion skill. Additionally, you have advantage on checks relating to religious rites and writing.

Svitheim

The people of Svitheim are generally disliked by the mainland, due to their penchant for raiding and pillaging. Their country is closed to most either races, believing them to be weak and for it to be shameful to live with them.

Ability Score Increase. Your Strength score increases by 1.

Cold Homeland. It is very cold in Svitheim. You ignore the effects of extreme cold.

Glory Before Death. When an attack would lower your HP to 0, but does not kill you outright, you can instead choose to drop to 1 HP instead. Once this ability has been used, it can not be used again until finishing a long rest.

Lenal

Several centuries ago, Veles, the God of Trickery and Deception, thought he would have a little laugh. He transformed

Merfolk

Merfolk like a combination of a human and a large fish. Their upper body is humanoid, with smooth skin that varies in colors, from pale to tanned, and white to ebony. Some types of merfolk have ears that resemble fins, as well as fins protruding from their forearms and occasionally shoulders. They have gills on the sides of their chests, which cause them to wear loose clothing when they wear clothing at all. Their armor is made of choral, kelp pods, and/or the teeth and bones of various sea creatures, as most metalworking is extremely impractical underwater.

Merfolk Names

Merfolk make use of the French namebase, with their last names being ancestral family names from the Elemental Planes, not neccesarily just water.

  • Male Names: Antoine, Constantin, Gaylord, Laurent, Phil.
  • Female Names: Bernadette, Isabelle, Marie, Roxane, Simonne.
  • Surnames: Adella, Arista, Aveline, Dubois, Héroux, Saunier, Veil.

Merfolk Traits

Your merfolk character has a number of traits in common with all other merfolk, no matter the location.

Ability Score Increase. Your Constitution score increases by 1.

Age. Merfolk mature around age 35, and live for about 250 years above water. Underwater however, they will continue to age forever, until they give up.

Alignment. Merfolk have no inclination towards any alignment, and there exist Mermaids at all points on the spectrum.

Size. Merfolk are typically shorter than humans, ranging from about 5 feet to about 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Merfolk live deep underwater, where light does not reach. 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 not discern color in darkness, only shades of grey.

Aquatic. Merfolk live underwater, and possess gills and fins. You have a swimming speed of 30 feet. Additionally, you can breathe both air and water, and are resistant to the effects of extreme depths.

Elemental Legacy. You are are intimately connected with water, and as such, you have a limited amount of control over water. You know the shape water cantrip. You select either Wisdom or Charisma as your spellcasting ability for these spells, however once chosen, the ability can not be changed.

Longing. Many Merfolk are consigned to the sea, as their tails make traveling on land extremely difficult. However, some have learned magic that allows them to alter their bodies and swap their tails for legs. You are one such Merfolk. As an action, you can swap between having your tail or your legs. You must have your tail to be able to use your swim speed. You must have your legs to use your walking speed.

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

Subraces. There are four main types of merfolk, depending on how they spend their time.

Explorer

Despite specific instructions not to do so, you spend your days exploring shipwrecks and abandoned ruins.

Ability Score Increase. Your Intelligence score increases by 2.

Screw the Consequences. Despite being told not to venture into abandoned ruins, you do it anyway. You have advantage on saving throws against being frightened.

Acquired Learning. You've learned a lot from delving into shipwrecks and ruins. You have proficiency in the Investigation and History skills.

Siren

You spend your days attempting to lure sailors to their doom, partly out of curiosity, and partly out of intolerance for their short lives.

Ability Score Increase. Your Charisma score increases by 2.

Alluring Voice. Merfolk often make use of magic, typically to control their surroundings or lure people to their doom. When you reach 3rd level, you can cast charm person once with this trait and regain the ability to do so after finishing a long rest. When you reach 5th level, you can cast shatter once with this trait and regain the ability to do so after finishing a long rest. You select either Wisdom or Charisma as your spellcasting ability for these spells, however once chosen, the ability can not be changed, and the same ability is used for all of these spells.

Sirensong. You have proficiency in your choice of the Performance or Persuasion skills.

Explorer Variant: Deep-touched

You had a close encounter with something down below, and it left its mark on you. You may replace the History proficiency from your Acquired Learning trait with the following trait.

Psychic Resistance. You have resistance to psychic damage.

Spy

You spend your days gathering information on both the surface world and other sea creatures, either by masquerading as a diplomat, or sneaking about.

Ability Score Increase. Your Dexterity score increases by 2.

Spy Versatility. You gain proficiency in one skill of your choice.

Spy Weapon Training. You have proficiency with the longsword, shortsword, trident, and hand crossbow.

Extra Languages. You learn two additional languages of your choice.

Warrior

You serve your ruler as either a guard, or a fighter, training everyday for the chance to prove yourself in battle.

Ability Score Increase. Your Strength score increases by 2.

Merfolk Weapon Training. You have proficiency with the lance, longsword, shortsword, and trident.

Constitution of the Deeps. Merfolk warriors are hardier than most, a trait they attribute their intense training. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Minotaur

Minotaurs are imposing half-man, half-bull creatures, known for their strength and ferocity.

Minotaur Names

Minotaurs make use of the Spanish namebase.

  • Male Names: Abraham, Ferran, Leo, Mateo, Samuel.
  • Female Names: Ariadna, Cristina, Lina, Silvia, Veronica.
  • Surnames: Aisa. Ferrer, Hidalgo, Madrid, Rivera.

Minotaur Traits

Ability Score Increase. Your Strength and Constitution scores increases by 1.

Age. Minotaurs mature by age 20, and live for around 80 years.

Alignment. Minotaurs place a high value on strength, and tend to be neutral. Their pursuit of strength leads many to become evil, although most are neutral.

Size. Minotaurs often have towering and imposing figures, ranging from over 6 feet to about 8 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Due to their bovine eyes, minotaurs can see in the dark. 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 not discern color in darkness, only shades of grey.

Powerful Build. Minotaurs have large frames and thick bones. You count as one size larger for determining carry, push, pull, and drag weight.

Subraces.

Monojin

Monojin can be found almost anywhere, from bustling cities to small villages, and even at sea. They resemble a small human in shape, but given their fur, tails, and fangs, it's quite difficult to mistake the two.

Monojin Names

The Monojin tend to use short names, emphasizing "o" and "aah" sounds.

  • Male: Aaran, Angada, Daar, Dvivida, Kesari, Oorak, Rama, Taar, Vaark, Vali, Vemook, Yana

  • Female: Aaylo, Anjana, Nala, Nila, Ooru, Rooma, Seeta, Sooshena, Sugriva, Tara, Vanna

Monojin Traits

Mousefolk

Selkie

Selkies are a rare type of fae seal who can take on human form. While in either of theirs forms, it is near impossible to

Selkie Names

Selkie names use the Celtic namebase.

  • Male: Chulainn, Diarmuid, Fearghas, Fergus, Kylian, Lorcan, Sean, Mór

  • Female: Aednat, Aibhlinn, Aileen, Cera, Duana, Kayln, Orlaith

Selkie Traits

Your Selkie character has many traits in common with other Selkies.

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

Age. Selkies reach maturity around 15 years old, and live to be around 200.

Alignment. Selkies usually tend toward neutrality in both good and evil, and also in law and chaos. However, there are some outliers, as some prefer to be tricksters, while others like the idea of following rules. This is generally influenced by how they were raised.

Size. Selkies are more slender and shorter than humans, ranging from just under 5 feet to 5 and a half feet. Your size is Medium.

Speed. Your base walking speed is 30 feet in human form.

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

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.

Insulated Pelt. You have resistance to cold damage.

Child of the Waves. Using gestures and sounds, you can communicate simple ideas with any beast or fey that has an innate swimming speed.

Seal Form. As an action, you can transform yourself into a seal. You stay in the form until you choose to end it as an action. While you are transformed, the following rules apply:

  • Your AC is equal to 11 + your Dexterity modifier, you have a swimming speed of 40 feet, and you have a walking speed of 10 feet.
  • Your teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • You retain all your game statistics in this form, including your ability scores, hit points, and skill and saving throw proficiencies.
  • You can't wield weapons or cast spells that require somatic or material components.
  • You can only speak to communicate with seal or creatures that can understand seals.
  • You retain the benefits of any features from your class, race, or other source if your new form is physically capable of doing so, and you retain any of your special senses such as darkvision.
  • When you transform, you choose whether your equipment transforms with you or falls to the ground at your feet. Equipment that merges with you has no effect until you leave the form.

Languages. You can speak Selkie and one other language of your choice. Selkie is a beautiful language, known only to Selkies and some other dwellers of the sea.

Valkyrie

Valkyries generally resemble human females, although they definitely tend to be on the tall and beautiful side. Sometimes, either willingly or unwillingly, a Valkyrie will forsake her wings, immortality, and much of her magic to journey as a mortal. The skin of a Valkyrie is almost always a very pale white. Their hair is often brown, blonde, or black, although there are occasionally those among them with red hair. The eyes of a Valkyrie are often blue, green or brown, however there are cases where Valkyries will have gold or silver eyes.

Valkyrie Names

The Valkyries make use of the Norse namebase.

  • Female Names: Asvor, Grimhild, Helga, Thora, Yngvild.

Valkyrie Traits

Your Valkyrie character shares a number of traits with all other Valkyries.

Ability Score Increase. Your choice of your Strength or Dexterity score increases by 2, or your Strength and Dexterity scores each increase by 1. Your Wisdom score increases by 1.

Age. Valkyries mature by age 20 and tend to live forever, but while in mortal form, live around 400 years.

Alignment. Valkyries are accustomed to upholding a strict moral code. This results in them almost always being lawful. Valkyrie do not naturally lean more towards good or evil and are more commonly neutral than not.

Size. Valkyries are typically a good deal taller than humans, ranging from 5 and a half feet to nearly 7 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Celestial Nature. You have resistance to radiant damage.

Unnatural Toughness. You're sturdier than any human. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Deny the Father. You know the spare the dying cantrip.

Valkyrie Weapon Training. Valkyries know how to use many different weapons. You are proficient with three of the following weapons: handaxes, spears, battleaxes, greataxes, lances, longswords, shortswords, longbows, and shortbows. If you chose spears, while wielding a spear, the weapon is treated as having the finesse property for you.

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

Vectrene

Vectrene are the descendants of the legendary sea serpents. While they could concievably be mistaken for a human or an elf, they find the notion insulting that they would be mistake for a less superior life form. Vectrene live in cities near the coastline, and have a deep-rooted hatred of pirates, though they respect some of them for their love of the sea. Their skin is a pale shade of white or grey, with some who spend their days above the waves tanning. Their eyes are typically dark shades of brown or black, although they are sometimes green.

Vectrene Names

Vectrene names use the Celtic namebase.

  • Male: Chulainn, Diarmuid, Fearghas, Fergus, Kylian, Lorcan, Sean, Mór

  • Female: Aednat, Aibhlinn, Aileen, Cera, Duana, Kayln, Orlaith

Vectrene Traits


Your Vectrene character shares a number of abilities with others of its kind.

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

Age. Vectrene grow and mature slower than humans, reaching growing to their full size around 35, and reaching adulthood around 50, and living upwards of 600 years.

Alignment. Vectrene will honor any agreement they make, whether they want to or not, and are almost always lawful. They value the survival of themselves, the sea, and each other, in that order, and are usually lawful or neutral.

Size. Vectrene stand between 5 and 6 feet, and weigh 140 on average. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Vectrene have the enhanced vision of their ancestors. 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 not discern color in darkness, only shades of grey.

Natural Swimmer. Vectrene almost always live in coastal shores and cities. You can breathe air and water. Additionally, you have a swimming speed of 30 feet.

Aquatic Legacy. Due to a layer of slippery muscus covering your skin, you have advantage on saving throws and ability checks against being grappled. Additionally, you have resistance to lightning damage.

Extra Trait.

Languages. You can speak, read, and write Vectrene, Altuzan(Aquan), and one additional language of your choice.

Wazowski

Wazowski very loosely resemble humans, although their differences are quite noticeable. Wazowski share many features with frogs. Their arms and legs are covered in a skin like that of a frog, and they produce a large amount of mucus from it. This skin can be nearly any color, coming in the same variety as frogs themselves, from green to blue yellow, and many more. Their hands and feet also resemble those of frogs, granting them a fair amount of mobility. Their hair can be almost any color, although green, red, and blue are most common. The eyes of a Wazowski are mostly solid in color, with no whites, and can be just about any color. Their pupils resemble those of a frog. Wazowski are native to the swamp of Flynbilch.

Wazowski Traits

Your Wazowski character shares a number of traits with all other Wazowski.

Ability Score Increase. Your choice of your Strength or Dexterity score increases by 2, or your Strength and Dexterity scores each increase by 1. Your Charisma score increases by 1.

Age. Wazowski mature by age 20, and live for around 250 years.

Alignment. Wazowski highly value their freedom, and are most often chaotic. They value the protection of their home in the swamps and their people, and tend towards good more often than not.

Size. Wazowski tend to be fairly short, ranging from barely 3 feet tall to a little under 4 feet tall. Your size is Small.

Speed. Your base walking speed is 25 feet.

Amphibious. Wazowski often live incredibly close to water, and spend much of their time in it. You can breathe both air and water.

Frog Legs. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.

Swimmer. You spend your days swimming, both to travel and for fun. You have a swimming speed of 30 feet.

Naturally Poisonous. Wazowski have naturally adapted to avoid the poisons in their environment, and often carry trace amounts of these poisons in their mucus. You have advantage on saving throws against poison, and you have resistance to poison damage.

Slimy Skin. Wazowski are coated in a layer of mucus. You have advantage on checks made to resist or escape being grappled.

Sticky Touch. Your fingers are covered in a sticky adhesive, which you use to great effect. You have a climb speed of 30 feet.

Tongue. Wazowski have exceptionally long and sharp tongues. This serves as a natural weapon, which you can use to make unarmed strikes, which also possess the reach property. If you hit with it, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

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

Racial Feats

Languages

As you may have noticed, there is no reference to Common in this compendium. That was intentional. Instead, every race was given the option to pick a language of their choice, and between the languages given by races, classes and backgrounds, everyone should have the ability to share a language. The total choice of languages, as well as who uses them, is below. If a language is exotic, you have to ask me if you can take it, as you may be physically incapable of speaking it.

Language Name Used by Additional Notes Normal D&D Equivalent
Sanguis Vampires Exotic N/A
Minnisiat All Beastfolk and many merchants Trade language N/A
Minor Anguis Dragonborn, dragons Most vocal cords are incapable of pronunication Draconic
Major Anguis Dragons Exotic Draconic
Elenil People of Corynth N/A Common, or any human racial language
Kaeru Wazowski N/A N/A
Vectrene Vectrene, some Sea Serpents Exotic N/A
Altuzan Elementals Exotic Primordial
Merfolk Merfolk Exotic N/A
Morrish People of Morraine N/A Common, or any human racial language
Svitheim People of Svitheim N/A Common, or any human racial language
Alynthian People of Alynth N/A Common, or any human racial language
Gotnar Giants, Sea Hags, Giantborn N/A Giant
Gehennic Night Hags, Demons, some cultists Exotic Abyssal/ Infernal
Purgatic Night Hags, Demons, some cultists Exotic Abyssal/ Infernal
Sylvan Fey, Green Hags, Exotic Sylvan
Zaltozi Zaltozi N/A Quori
Okari Accalia Exotic N/A
Hinotori Avnis, Phoenixes, Exotic Celestial
Kostebek Creatures in the Underway Exotic, trade language Undercommon

Altuzan Alynthian Elenil Chthonian Gehennic Gotnar Hinotori Kaeru Kostebek Minnisiat Minor Anguis Morrish Major Anguis Okari Purgatic Sanguis Svitheim Sylvan Vectrene Zaltozi

Art Credit

None of the art used here is mine

Thanks to the Spectre Creations Discord server for their help with this project, specifically DeltaSigma1, ChromosomeChorus,

Races of Alynth is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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