Race Changes for Ar'Arkaedon
Why are they different?
Most races in Ar'Arkaedon are not different at all. Although magic runs rampant in this world, not all races are not changed. The ones that are, generally have an evolutionary reason, magical one, or something was changed because it was stupid. Some races have been granted bonus abilities, this is due to lore in the world and while it is still being playtested, so far it has been nothing but fun.
Aarakocra
Aarakocra are vitually identical in Ar'Arkaedon, notibly they have longer lives here than any other realm.
Age. Aarakocra reach maturity by age 3. They have a similar lifespan to humans after that, reaching no more than a century in age.
Aasimar
Aasimar of Ar'Arkaedon inherit more of the agelessness of their angelic progenitors. They also have different angelic guides here.
Age. Aasimar age similar to humans, seeming to stop aging at a certain age. They can live upwards near a millennium given the right circumstances.
Angelic Guide Table
| d6 | Angelic Guide |
|---|---|
| 1 | Arcaynose - The Prophet |
| 2 | Taaran - The Demonbane |
| 3 | Ymtal - The Frozen Beauty |
| 4 | Rikkael - The Arsenal |
| 5 | K'Val - The Black Wing |
| 6 | Omann - The Maelstrom Blade |
Soldier of the Heavens. Angels are gifted weapons bonded to their soul that they can summon at will. Aasimar have inherited this ability to a lesser extent. At level 3 they can begin to summon this weapon. This Heaven Weapon or Heaven Blade is part of who they are. Most of the time the weapon looks the same every summon, changing generally only in extreme circumstances. (Those under the guide of Rikkael however are taught to always have the right weapon for the job.)
You can use your action to create a weapon in your empty hand. This weapon may change each time you summon it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.
Your weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
These weapons appear gold with black angelic runes etched in them.
(You can transform one Magic Weapon into your weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.)
(Pact of the Blade Warlocks can use their Heaven Weapon and their Pact Blade separately or dual-wield them. Consider the Heaven Weapon an extra pact blade for this purpose.)
Random Weapon Table
| d10 | Heaven Weapon |
|---|---|
| 1 | Longsword |
| 2 | Whip |
| 3 | Glaive |
| 4 | Greatsword |
| 5 | Warhammer |
| 6 | Greataxe |
| 7 | Mace |
| 8 | Rapier |
| 9 | Longbow |
| 10 | Spear |
You can roll on the above table or choose your own. (If you are wanting something that might be outside the normal, please consult your DM.)
(If your DM does not wish to allow you a Heaven Weapon, fear not, if you are looking for a lore reason just play if off as though you didn't inherit one through the lineage. Maybe even take it a step farther and become a Pact Blade Warlock to get what was never given to you. Be creative, and remember to respect the DM's choices.)
Dragonborn
Dragonborn from Ar'Arkaedon hail primarily from the desert and mountains of Chynar. Their close proximity to their dragon ancestors has given them an air of power and in some areas that revere the dragons, they are considered just under true nobility.
Breath Weapon. Magic runs rampant in Ar'Arkaedon giving them more access to their breath weapons. All dragonborn breath weapons recharge on a roll of 6 at the beginning of their turn each combat.
Age. Young dragonborn grow quickly. They walk hours after hatching. altain the size and development of a IO-year-old human child by the age of 3. and reach adulthood by 15. They Iive to be around 200-300.
Colors. Dragonborn of this realm can come in any colors found on actual dragons. Alignment has nothing to do with color, although how others perceive you might.
Winged Dragonborn
In Ar'Arkaedon, the royal blooded dragonborn from Chynar are gifted wings from their ancestors. There are two versions of this bloodline. All historical data on why they differ was lost. It is believed that one came from the god Ziirdraga's possible illegitimate children. The other lineage was believed to be created by the goddess Wystana to help protect the dragons.
Whatever the real reason these noble dragonborn exist, they are always met with reverence or awe. They are rare, about 1/100 dragonborn show these traits. The traits also seem to skip generations or appear in other families almost randomly. As such the more superstitious tribes consider it a blessing from the gods.
Ziir Dragonborn
Ziir Dragonborn are smaller in frame than most dragonborn generally 6 feet or under and weighing less than the average 250 pounds. They make up for that with their personality and mental traits. They tend to be more athletic than muscular. Most are born metallic. They are born with wings, and usually also a tail.
A Ziir Dragonborn uses the dragonborn traits in the Player's Handbook, with the following traits replacing the Ability Score Increase and Damage Resistance traits.
Ability Score Increase. Your Charisma Or Intelligence score increases by 2 and your Wisdom Score Increases by 1
Regal Presence. You can use your natural diplomatic nature to your advantage in conversation. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest.
Winged Flight. While wearing Light or No Armor, Ziir Dragonborn have a flight speed of 30. You lose that ability while wearing Medium or Heavy Armor. You can use your wings to assist your jumping. Your Strength Score is treated as having an additional 5 added to it for the purposes of determining jump rolls. You can also use your wings to slow your fall, you take no damage from falling in Light or No armor. (You can move 2 feet every 1 foot you fall.)
Wyst Dragonborn
Wyst Dragonborn are generally the bulkier of the winged variety. Most stand at the higher end of the 6 foot mark, some reaching 7 feet. They also tend to weigh on the higher end of the 250 pound mark, reaching upwards of 300 pounds. They tend to be proud of their size and strength with a muscular broad build. Most are born metallic. They are born with wings, seldom with a tail.
A Wyst Dragonborn uses the dragonborn traits in the Player's Handbook, with the following traits replacing the Ability Score Increase and Damage Resistance traits.
Ability Score Increase. Your Strength Or Constitution score increases by 2 and your Constitution Score Increases by 1
Retribution Strike. When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can't do so again until you finish a short or long rest.
Winged Flight. While wearing Light or No Armor, Wyst Dragonborn have a flight speed of 30. You lose that ability while wearing Medium or Heavy Armor. You can use your wings to assist your jumping. Your Strength Score is treated as having an additional 5 added to it for the purposes of determining jump rolls. You can also use your wings to slow your fall, you take no damage from falling in Light or No armor. (You can move 2 feet every 1 foot you fall.)
(As always remember your DM has final say if they are going to allow the playing of a race or homebrew. Knowing the popularity of winged dragonborn, and the lore in the world of Ar'Arkaedon these were created with that particular world in mind. Giving players the ability to fly early on can be dangerous or game changing. As with all flying races, DM discretion is advised.)
Genasi - (The Ancients)
In Ar'Arkaedon Genasi are referred to as The Ancients. It is thought that humans and similar races all descended from them at some point. Their ancient culture is one of a mixture of elemental divinity and monastic tradition. At birth they appear almost human or elvish, small differences here and there based on lineage. At the age of 2 they start displaying their elemental affinity, and generally by the age of 5 look like they belong to the Ancient (Genasi) people.
Age. They age similar to humans, although they can live well into their second century.
Kenku
Kenku generally have no differences on this plane, except for a subspecies which generally does not get as large. They also tend to live longer here.
Age. Kenku age similar to humans, and can live as long as 80 years of age.
Pigmy Kenku
In some parts of Ar'Arkaedon a subspecies of Kenku has been known to appear. They tend to be almost exaclty like normal Kenku with the acception of size.
A Pigmy Kenku uses the Kenku traits in the Player's Handbook, with the following traits replacing them.
Size. Pigmy Kenku average about 3 feet tall and weigh about 50 pounds. Your size is Small.
Speed. Base walking speed is 25 feet.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Quick Little Bugger. Pigmy Kenku have learned to be quick to react to danger, as their smaller size makes them appealing to large beasts. You have advantage on Dexterity Saving Throws.
Lizardfolk
Lizardfalk are identical in almost all things here compared to anywhere else they may be found. They tend to live longer in this world, be it the inherent magic or some other reason.
Age. Lzardfolk reach maturity around 14, and rarely live longer than 80.
Orc
Orcs tend to be similar on just about every plane of existance. On Ar'Arkaedon their lifespans are generally longer.
Age. Orcs tend to reach adulthood at around 16 and live as long as 100 years of age.
Simic Hybrid - (Mutant or Talent)
A major difference on this plane is that there is no Simic Guild. This race is refered to as a Mutant (if visibly different) or Talent (if almost identical to their base race.) In adition the name change, they are generally the result of experimentation or evolution. As such, they tend to live in solitude, or venture off and join a mutant community in a town that accepts them.
In addition to Human, Elf, or Vedalkin you can also take the base race appearance any of the following races in the table. Refer to the table below for adjustments to traits.
| Race | Size | Adjustments | Added Traits |
|---|---|---|---|
| Halfling | Small | Base Speed: 25 | Halfling Nimbleness |
| Gnome | Small | Base Speed: 25 | Artificer's Lore |
| Orc | Medium | None Changed | Powerful Build |
| Dwarf | Medium | None Changed | Dwarf Combat Training |
Shifter
Shifters are in essence the same in Ar'Arkaedon as they are in other worlds. They tend to age longer and due to the abundance of magic they also can shift more often.
Shifting Due to the availability of magic, shifters can recharge on a roll of 6 at the beginning of their turn each combat.
Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 90 years old.
Tabaxi
Tabaxi generally have no differences in this world, except for a subspecies which generally does not get as large. They also tend to live longer here.
Age. Tabaxi age similar to humans, and can live as long as 120 years of age.
Kit Tabaxi
In some parts of Ar'Arkaedon a subspecies of Tabaxi has been known to appear. They tend to be almost exaclty like normal Tabaxi with the acception of size.
A Kit Tabaxi uses the Tabaxi traits in the Player's Handbook, with the following traits replacing them.
Size. Kit Tabaxi average about 3 feet tall and weigh about 50 pounds. Your size is Small.
Speed. Base walking speed is 25 feet.
Purrrsuasion. As an bonus action on your turn you can use your kitten-like features to your advantage. Making your eyes big, purring, etc. You gain advantage on your next Charisma (Persuasion or Deception) check. Once you use this trait you cannot do so again until you have completed a short or long rest.
Tortle
Tortles in Ar'Arkaedon are generally the same as anywhere else, the main difference being the rate that they age. Their biology and the magical world have caused them to live much longer here, than anywhere else.
Age. Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by 15 and live well into 300. Some have even been reported as living over 500 years old!
Sea Tortle
Sea tortles are a subspecies of tortle that reside primarily on the Samaaran Islands in Ar'Arkaedon. They are very much like tortles in some aspects, however they have a rich island heritage, softer shells, and can swim very fast.
Sea Tortles have the following trait changes and additions.
Claws. Sea tortles have webbed hands and feet, but no real claws. They lose this feat.
Speed. Your base walking speed is 30 feet. You Also have a swim speed of 30 feet.
Hold Breath. You can hold your breath for up to 3 hours at a time. Sea Tortles aren natural swimmers, and they can remain underwater for some time before needing to come up for air.
Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 16 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal. Sea Tortles have softer shells than regular tortles, but not by much.
Explorer of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
That's all Folks
This list is entirely created for use by my players in our homebrew campaign. If you want to use it, you can, just remember that it's not 100% playtested outside the homebrew.
(As always remember your DM has final say if they are going to allow the playing of a race or homebrew.)
Cover Art: Skiorh
All races content copyright their original creators, I just put my homebrew spin on them.
More Credits
All the art belongs to their own creators. Credit to Wizards of the Coast for creating the content.