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# RACES ##### of Athas
## Aarakocra > *"What do you do when you see a flock of man-sized vultures heading your general direction? You find the nearest enclosed area, before you become carrion."* - Unknown Tyrian mercenary From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 6 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations. ### Sky Wardens Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away. ### Avian Mannerisms The resemblance of aarakocra to birds isn’t limited to physical features. Aarakocra display many of the same mannerisms as ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they might have picked up. Many aarakocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An aarakocra might become frustrated with people who fail to pick up on the nuances; an aarakocra’s threat might be taken as a jest and vice versa Confinement terrifies the aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop homes, they appear alert, with eyes moving and bodies ready to take flight. \columnbreak a
### Lost Purpose Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an exceptional circumstance for an aarakocra to leave his or her tribe and undertake the adventurer’s life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the aarakocra adventurer’s chosen path. ### Aarakocra Names As with much of their speech, aarakocra names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names. **Male Names:** Akthag, Awnunaak, Cawthra, Driikaak, Gazziija, Kraah, Krekkekelar, Nakaaka, Thraka. **Female Names:** Arraako, Kariko, Kekko, Lisako, Troho. **Tribal Names:** Cloud Gliders, Sky Divers, Peak Masters, Far Eyes, Brothers of the Sun. **Nicknames:** Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, Zeed. > [Home](https://www.gmbinder.com/share/-MNV0Pf8qWd_PhWQY9zO) > > [Races of Athas](https://www.gmbinder.com/share/-MNYjxa6DeM7WPPizLIJ) > > [Classes of Athas](https://www.gmbinder.com/share/-MN_dWcmtfF-4W57MfFl) > > [Psionics of Athas](https://www.gmbinder.com/share/-MNax9ADSvlxvu3vx9WQ) > > [Backgrounds of Athas](https://www.gmbinder.com/share/-MNwVyJJQUR_kFZ4RRC_) > > [Equipment of Athas](https://www.gmbinder.com/share/-MO1zs6X63osWFQ4LEBn) > > [Magic, Wild Talents, Survival, and Feats](https://www.gmbinder.com/share/-MO5tGl2qOSri4eVkc0O) \pagebreak ### Aarokocra Traits As an aarakocra, you have certain traits in common with your people. ***Ability Score Increase.*** Your Dexterity score increases by 2 and your Wisdom score by 1. ***Age.*** Aarakocra reach maturity by age 3 and rarely live past the age of 40. ***Alignment.*** Aarakocra typically follow the alignment of their tribe leader. Regardless of alignment, aarakocra are generally not inclined to help outsiders. ***Size.*** When standing fully upright, aarakocra can be as much as 6 feet tall and weigh 100 pounds. Your size is medium. ***Speed.*** Your base walking speed is 25 feet. ***Flight.*** You have a fly speed of 25 feet. To use this speed, you can't be wearing medium or heavy armor. You have a wingspan of 20 feet. At 5th level, this speed increases to 50 feet. ***Talons.*** Your talons 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. ***Language.*** You can speak Common and Auran. Aarakocra speak Auran. Aarakocra have no written language of their own, though some of the more sophisticated tribes have borrowed alphabets from their land‐bound neighbors. \columnbreak ## Dray > *"What you see now is your destiny, human. To become a dragon is to become divine."* - Pyrrin, Dray warrior With draconic visages, sharp claws, and leathery scales, dray are the attempts of the Sorcerer-King Dregoth to fulfill what he saw as mankinds destiny of becoming dragons. Mutated yet noble, dray are an entirely artificial race, created by twisted magic. Their dragon-like appearance is a source of both reverence and fear. Dray are extraordinarily rare and only two generations of their kind exist. The first generation were all imperfect experiments of Dregoth. These dray are far more monsterous and malformed, with twisted spines and horrific faces. The second generation are far more refined, with a more noble and dragon-like appearance. ### Draconic Anatomy Standing at approximately 7 feet tall, dray possess a variety of characteristics depending on their mutations. Universally, they all share the appearance of a humanoid-dragon hybrid, but that is where the similarities start and end. Some have scales that rival even metal armor in protection, while others possess sharp claws and teeth. Resistance to the elements is common, and rumors persist of a rare few dray with the ability to breathe fire, fly, and command fear from those around them. ### Destruction of Giustenal The ancient city of Giustenal once sat proud at the edge of the Sea of Silt, till one day the Sorcerer-King Dregoth was murdered. On that fateful day, all but the first-generation dray left the city, choosing to remain in the slowly crumbling ruins. Eventually Dregoth was resurrected, with his first order of business being to exile each and every first-generation dray within the city. As the first generation were scattered to the wind, Dregoth began work both on building a new city underneath the remains of Giustenal and creating the second generation of dray. Many of the dray adventurers belong to the first generation, betrayed and disillusioned with their master and destiny, though some second generation adventurers do exist. ### Dragon Supremacy Dray see all other races--except for humans--as inferior. According to them, it is the destiny of humans to become dragons. By extension, the more dragon-like a dray is, the more "superior" they are. This creates a divide even among the dray, where the more noble and dragon-appearing second generation sees itself as a seperate class from the twisted first generation. Despite their arrogant and sometimes even cruel nature, the dray are lawful and honorable to a fault. A dray never forgets and ally, nor forgives a foe. \pagebreak ### Dray Names First generation dray often use human names, but second generation dray are more likely to use draconic names. **Male Names:** Arjhan, Balasar, Bharash, Donaar, Ghesh, Hesken, 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 ### Dray Traits When creating your dray character, consider which generation you come from. Do you come from the first generation, betrayed by Dregoth and left to waste in the sands? Or do you belond to the second generation, a once loyal servant who left their post for some inscrutable purpose? ***Ability Score Increase.*** Your Strength, Constitution, and Intelligence scores all increase by 1. ***Age.*** Dray mature at the same rate as humans, but tend to have longer lifespans, living upwards to 120 years. ***Alignment.*** Dray are almost always lawful. Due to their association with the Sorcerer-King Dregoth, they are often neutral or evil as well. ***Size.*** Dray tend to stand about 7 feet tall and can weigh upwards to 250 pounds. Your size is medium. ***Speed.*** Your base walking speed is 30 feet. ***Mutations.*** You have a variety of mutations. Roll twice on the Dray Mutations table to determine your mutations, rerolling if you get the same result twice. At DM discretion, you may instead choose your traits instead of rolling. ***Languages.*** You speak Common and Draconic. Draconic is an artifical language, made to convey or inscribe magical ideas. \columnbreak ###### Dray Mutations | d8 | Trait | |:---:|:-----------:| | 1 | ***Dragon Hide.*** You have hardened scales, jagged teath, and razor sharp claws. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. Your bite and claws are natural weapons, with which you can use to make unarmed attacks. They deal 1d6 + your Strength modifier piercing (bite) or slashing (claw) damage on a hit. | | 2 | ***Dragon Fear.*** As an action, you can release a menacing roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. A creature has disadvantage on their save against this effect if you are at no more than half your hit point maximum. Once you use this feature, you cannot use it again until you complete a short or long rest. | | 3 | ***Dragon Breath.*** You can use your action to exhale destructive energy in front of you. Choose either a 15 ft. cone or a 5 ft. wide 30 ft. long line. Each creature in the area of the exhalation must make a Dexterity saving throw (DC 8 + your Proficiency bonus + your Charisma modifier). A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 5d6 at 5th level, 7d6 at 11th level, and 9d6 at 17th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.| | 4 | ***Dragon Wings.*** You have a fly speed of 15 feet while you aren't wearing medium or heavy armor and a wingspan of 20 feet. This speed increases to 30 feet at 5th level. | | 5 | ***Dragon Fury.*** 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. | | 6 | ***Forceful Presence.*** You gain proficiency in Intimidation and Persuasion. Additionally, when you make a check using either of those skills, 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. | | 7 | ***Darkvision.*** You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | 8 | ***Draconic Constitution.*** You have resistance to fire damage. Additionally, you only need half the water a normal creature your size needs to survive each day. \pagebreak ## Dwarf > *“The worst thing you can say to a dwarf is ‘It can’t be done.’ If he’s already decided to do it, he may never speak to you again. If he hasn’t decided to take up the task, he may commit himself to it simply out of spite. ‘Impossible’ is not a concept most dwarves understand. Anything can be done, with enough determination.”* - Sha’len, Nibenese trader On Athas, dwarves are not subterranean miners but rather, a long-lived, slowly dying race known for their relentless focus on a task to the single exclusion of all others. Life in the Athasian wastes makes them rugged, tanned, and callused. Dwarves are hairless and find the very idea of it repulsive. A dwarf’s chief love is toil, and one is never happier when tasked with a cause he can approach with a stoic, single-mindedness for weeks, months, years, or even decades. Once his mind is committed to a task, it is near impossible to sway him away from it as he will fail to listen to reason. Dwarves live for their focus, for those who die unable to complete a focus return from the dead to haunt their unfinished work. A dwarf rarely divulges his focus to anyone. ### The Focus A dwarf’s relation is often a function of his focus. Those who help him are respected, sensible companions. Those who hinder him are obstacles that must be removed. There is very little room for compromise in a dwarven mind. > **Focus** > > Focus is the central point of your existence, and no simple job will suffice. Work with your DM to come up with a starting focus and a new one if completed. None should be easy to complete and should take at least 1 week or longer to finish to be worthwhile. ### Dwarven Society Dwarves are close-knit, formed around clans and focused on family. Ties of blood are honored above all but the focus. Family honor or dishonor is passed down to generations. A community is led by the Urhnomous (over-leader), and each clan by an uhrnius (leader). There are 3 main dwarven settlements in the Tablelands: Kled, near Tyr, and the twin villages of North and South Ledopolus on the southwestern edge. Dwarven oral tradition shares that they were once a mighty people living in vast cities, and many of these ancient ruins are still out there, buried and forgotten. \columnbreak ### Dwarf Names Names are granted by the clan leader, the uhrnius, after completing one's first focus. Dwarves do not have a surname and like many on Athas prefer just one name, using a town (Drog of Kled) if distinction is needed. **Male Names:** Baranus, Biirgaz, Bontar, Brul, Caelum, Caro, Daled, Drog, Fyra, Ghedran, Gralth, Gram, Jurgan, Lyanius, Murd, Nati, Portek, Rkard, Sa’ram, Sult, Veso. **Female Names:** Ardin, Erda, Ghava, Greshin, Gudak, Lazra, N’kadir, Palashi, Vashara. ### Dwarf Traits Dwarves are nonmagical by nature and abhor arcane casters. Their priests lean towards steady earth and avoid chaotic air, and they take to psionics with a vengeance. Dwarves leave villages at times to further a focus and to search for ancient dwarven ruins. They are highly prized as mercenaries because once contracted, their loyalty will never change. ***Ability Score Increase.*** Your Constitution score increases by 2, and your Strength score increases by 1. ***Age.*** Dwarves mature around age 35 and live up to 250 years, though the dangers of Athas often claim them well before this time. ***Alignment.*** Dwarves tend lawful and good to neutral. Their devotion to an established hierarchy in villages means they tend to follow rules even to the point of ridicule. ***Size.*** A typical dwarf stands about 4 ½ to 5 feet tall and weighs 200 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 25 feet. You are not slowed by wearing heavy armor. ***Dwarven Focus.*** When making an ability check directly related to your Focus, you are considered proficient. ***Dwarven Resilience.*** You have Advantage on poison saves and resistance to poison damage. ***Dwarven Combat Training.*** You have proficiency with two simple or martial weapons of your choice and light armor. **Tool Proficiency.** You gain proficiency with the artisan's tool of your choice: smith's tools, brewer's supplies, or mason's tools. ***Dwarven Toughness.*** Your hit point maximum increases by 1 and it increases by 1 every time you gain a level. ***Languages.*** You can speak Common and Dwarvish. Dwarves keep a long and proud oral history, and they have an old written language mostly used for writing history that they will never share to outsiders. Their native language is deep and throaty, full of guttural sounds and harsh exclamations that cause most non-dwarves to get raw throats if spoken for long. \pagebreak ## Elf > *"Honor? The word does not exist in the elven language.”* – Tharak, human guard > ___ > *“Better to die with a spear in your hands than to live with shackles around your wrist.”* – Elven adage Athas’ wilderness is home to the long-limbed elves, a race of traders, herders, and fast moving raiders. Running is the key to acceptance and respect amongst them. Elves who are injured and cannot run are often left behind to die. Most rarely stay in one place for long, both physically and emotionally, and this is seen as a sign of strength in their people - an absolute freedom. Elf culture, while savage, is also rich and diverse. They have turned celebrating into an art form, and elf song and dance is captivating and seductive to non-elves. Elven war parties are greatly feared in the deserts, for they are a deadly force of endurance and maneuverability. Others see elves as dishonest and lazy; generally, a fair assessment. Elves idle for days until compelled to exert themselves, but they can run for days without complaint. No self-respecting elf will ride an animal, and it is a severe dishonor to do so. Custom dictates those who cannot keep up are left behind, and this includes the pregnant and the elderly. Elves prefer to live short, happy lives rather than long, boring ones. Unlike traditional settings, Athasian elves rarely live past 140 years. Seeing the future as a dark, deadly place, they prefer to live in the “here and now.” They thrive in open spaces and tend to wither in captivity, making them poor choices on the slave block. ### Long and Lean Elves are long-limbed sprinters who stand between 6 ½ and 7 ½ feet tall with slender yet muscular builds, averaging 175 pounds. They have deeply etched features with rugged skin as varied as the other races of Athas. They grow no facial hair but the locks atop their heads comes in from lightest blond to darkest black. They dress in garb designed to protect them from the elements. ### Trust is for the Fools Elves keep to their own tribe – there is no racial unity - and the rare friend, unless there’s an angle to be gained. Strangers are potential enemies waiting to take advantage of an elf, so they look to get the advantage first. If a companion shows promise, the elf devises a series of “tests” of trust that allows them to prove their friendship is “stronger than the bonds of death,” as elves say. Once gained, one is forever a friend, but if that trust is betrayed, it is gone forever. In the tribe, elves are all equals, except the Chief. The Chief is elected and rules for life, making all major decisions for the tribe, and elves are expected to tithe a choice piece of loot. Holding out suggests a lack of loyalty to the tribe. Your natural enemy are the thri-kreen who view your people as a delicacy. \columnbreak ### The Run Those who cannot keep up die, and freedom in all matters is life. Most elves don't lie, cheat, or steal out of malice. They see an opportunity and the gullible can't keep up. In their culture, an elf is rewarded for being faster, both in wit and running. If you stop running, if you settle down, you wither. ### Home is Where You Run Elves are nomads by nature, though they maintain semi-permanent settlements in the wilderness. Their ability to cover vast distances makes them master raiders, and they consider anywhere their legs can take them as their territory to take from as they see fit. Elves may flippantly adventure for wanderlust, but those who persist often do so for a desire for profit, glory, revenge, or loyalty. They like to boast about their accomplishments, weaving these into song. Elves often take keepsakes from memorable raids and sew these into their cloaks. Elves are pleased by flaunting a stolen item before an owner. Elven custom dictates the victim congratulate the thief on his possession of such an attractive item (those who don’t are poor sports). Unlike most other races, elves have no issue with defiling magic and arcane practice. ### Elf Names Naming of young runners is a sacred responsibility, given after the first interesting thing the child does while learning to run. With the right name, an elf child can grow to greatness, but the wrong name may cause one to vanish in the wastes. A child’s name can be changed because of an extraordinary deed performed during the rite of passage. Elves take the surname of their tribe. **Male Names:** Botuu (Water Runner), Coraanu (First Elf, the Warrior Thief), Dukkoti (Wind Fighter), Haaku (Two Daggers), Lobuu (First Runner), Mutami (Laughs at Sun), Nuuko (Sky Hunter), Traako (Metal Stealer). **Female Names:** Alaa (Bird Chaser), Ekee (Wild Dancer), Guuta (Singing Sword), Hukaa (Fire Leaper), Ittee (Dancing Bow), Nuuta (Quiet Hunter), Utaa (Laughing Moon) **Tribe (Clan) Names:** Clearwater Tribe (Fireshaper, Graffyon, Graystar, Lightning, Onyx, Sandrunner, Seafoam, Silverleaf, Songweaver, Steeljaw, Wavedivers, Windriders clans); Night Runner Tribe (Dark Moons, Full Moons, Half Moons, Lone Moons, New Moons, Quarter Moons clans); Shadow Tribe; Silt Stalker Tribe (Fire Bow, Fire Dagger, Fire Sword clans); Silver Hand Tribe; Sky Singer Tribe (Dawnchaser, Dayjumper, Twilightcatcher clans); Swiftwing Tribe; Water Hunter Tribe (Raindancer, Poolrunner, Lakesinger clans); Wind Dancer Tribe (Airhunter, Breezechaser clans) \pagebreak ### Elf Traits Elves tend to any profession and trade that let's them act freely. This makes them poor students of the rigorous study of psionics, and rarely does anything but Air draw them to clerical study. ***Ability Score Increase.*** Your Dexterity score increases by 2, and your Charisma increases by 1. ***Age.*** Elves reach physical maturity at the same rate as humans but must pass the tribe’s rites of initiation before being recognized as adults, typically around 20. Elves can live to 140 years. ***Alignment.*** Elves tend chaotic because of their love of freedom, variety and self-expression. They tend neutrality, though they tend good (self-sacrifice) when the tribe is concerned. Although they will steal everything in sight, they are not murderous and avoid unnecessary violence. ***Size.*** A typical elf stands about 6 1/2 to 7 1/2 feet tall and around 175 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 35 feet. ***Burst of Speed.*** Your heritage allows you to move in sprints. 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’t use it again until you move 0 feet on one of your turns. ***Elven Resilience.*** You are conditioned to the extreme weather of the wastelands and have advantage on all saves against extreme heat and cold. ***Mask of the Wild.*** You can attempt to hide even when you are only lightly obscured by terrain, weather, or other natural phenomena. ***Elf Run.*** You have advantage on saving throws to avoid exhaustion from a forced march. ***Languages.*** You can speak Common and Elvish. Each tribe has a distinct dialect. The language is filled with short, clipped words, run with a rapid staccato pace difficult for others to pick up. They disdain the slow, tedious languages of others but condescend to learn Common. Elves that learn other tongues hide it to gain advantage. \columnbreak ## Genasi > *"Now that I think of it, have I ever told you about the half-elementals? The ones in the Sea of Silt? No? Well, settle in, friend. Their tale is one I suspect you will enjoy.*" - Biirgaz, dwarven sage The reclusive half-elementals, also known as genasi, are little more than legend, and tales told by travelers who claim to have encountered them are often dismissed as outright lies. The genasi are unknown to most people inhabiting the Tyr Region, and for good reason. They make their homes on the tiny islands rising from the vast Silt Sea spreading out to the east, far from the city-states and their trade routes. The genasi have nothing but disdain for civilization, sneering at the sorcerer-kings and their despotic rule. They have no love for the mortal races, and their arrogance is equaled only by their tempestuous personalities. They are a people apart, content to struggle in the swirling dust storms and having no part in the plight faced by the despotic regimes that define the Tyr Region. Or so people have believed until now. For the first time in memory, the half-elementals have begun an exodus from their hidden redoubts and are now exploring the lands they abandoned years ago. What they seek, and why they have chosen this time to venture into the realms of the sorcerer-kings, no one knows. But their emergence is unmistakable, and those who live along the shores of the Silt Sea wonder if this trickle presages a greater and more terrible flood. ### Primordial Connection Most genasi make the bold claim that they once ruled over the entirety of Athas, appointed by the primordial elements themselves, before being overthrown by the other races. The most bold among them will even claim the genasi are the ones responsible for the vast ecological destruction across the realm--and be proud of it. Though their historical claims are dubious, what isn't doubted is their innate connection to elemental magic and forces, clearly proven by their mere visage. Many genasi become clerics, dedicating themselves to the primordial energies in both body and spirit. ### 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. \pagebreak ### Arrogance Many genasi come off as arrogant, especially in relations with other races. This manifests in several ways, from superiority and savior complexes to outright xenophobia. The more kind-hearted among the genasi may possess a naive notion that they may be the ones to save the people of Athas, but often forget their distant neighbors across the Sea of Silt have tried for thousands of years to solve their own problems; one genasi won't be enough to save them all. ### Genasi Names Genasi names are originally in their native tongue of Primordial, though they often adopt nicknames when associating with non-genasi folk. **Primordial Names:** Thera, Tempus, Flurris, Disaris **Nicknames:** Flame, Ember, Wave, Onyx, Gust, Terra ### Genasi Traits The following traits reflect your elemental heritage. ***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 6 feet tall. Your size is Medium. ***Languages.*** You can speak Common and Primordial. ***Subrace.*** Several different varieties of genasi exist on Athas: Earth, Fire, Wind, Ember, Magma, Sand and Sun. #### Earth 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. ***Earth Walk.*** You can move across difficult terrain made of earth or stone without expending extra movement. ***One With Stone.*** You know the mold earth cantrip. Once you reach 3rd level, you can cast the earth tremor spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the meld into stone spell as a 3rd-level spell; you must finish a long rest in order to cast the spell again using this trait. Constitution is your spellcasting ability for these spells. #### Fire 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. Fire genasi voices 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. ***Fire Resistance.*** You have resistance to fire damage. ***Reach to the Blaze.*** You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 2nd-level spell, and you regain the ability to cast it this way when you finish a long rest. Once you reach 5th level, you can also cast the heat metal spell as a 3rd-level spell; you must finish a long rest in order to cast the spell again using this trait. Constitution is your spellcasting ability for these spells. #### Wind Changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long. Wind genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some wind 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. ***Cold Resistance.*** You have resistance to cold damage. ***Mingle with the Wind.*** You know the gust cantrip. Once you reach 3rd level, you can cast the levitate spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the wind wall spell as a 3rd-level spell; you must finish a long rest in order to cast the spell again using this trait. Constitution is your spellcasting ability for these spells. \pagebreak #### Ember Your elemental nature is death and destruction. You are the aftermath of a volcanic eruption, the wreck¬ age left by flame. ***Ability Score Increase.*** Your Charisma increases by 1. ***Endless Breath.*** You no longer need to breathe. ***Ashfall.*** As a reaction whenever you take damage, you can burst into a cloud of fiery ash. You take only half the triggering damage and you disappear, as if banished to a harmless demiplane, and fiery ash covers the space you left, plus an additional 10 foot radius beyond that. The cloud is heavily obscured and creatures inside are blinded and cannot breathe as ash chokes them. Whenever a creature enters the cloud for the first time or starts their turn there, they must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier), taking 2d6 fire damage on a failed save, or half as much on a success. The damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. At the end of your next turn, you reappear in a space within the ash cloud and the cloud immediately disappears. Once you use this feature you cannot use it again until you finish a long rest. #### Magma You are the world’s fiery core, the molten iron that forever burns. Your footsteps ignite the ground, and heat radiates in waves from your body. ***Ability Score Increase.*** Your Strength increases by 1. ***Fire Resistance.*** You have resistance to fire damage. ***Flowing Lava.*** As a bonus action on your turn, you can enter an aspect of magma. Each creature within 5 feet of you must make a Dexterity saving throw, taking 2d6 fire damage on a failed save or half as much on a success. Then, until the end of your next turn, your speed is halved, but your speed cannot be reduced my magic or by difficult terrain, you have immunity to fire damage, and you have advantage on saving throws to resist being stunned or paralyzed. The fire damage increases at higher levels, to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. Once you use this feature, you cannot use it again until you complete a long rest. \columnbreak #### Sand You are one with the desert wastes. You are the mighty dune and the terrible sandstorm, the silt swirling in the estuaries and basins in the east. ***Ability Score Increase.*** Your Wisdom increases by 1. ***Nimble Escape.*** You have advantage on Dexterity (Acrobatics) checks made to escape a grapple. ***Sandslide.*** As a bonus action, your body becomes an insubstantial mass of sand. Until the end of your turn, you can pass through other creatures spaces without expending additional movement, your movement does not provoke opportunity attack, and you can pass through a space as narrow at 1 inch without squeezing. Once you use this feature, you cannot use it again until you complete a short or long rest. #### Sun You are the incarnation of the crimson sun. You are the unforgiving hammer in the day’s sky, the burning sphere tracking across the dome of the world. ***Ability Score Increase.*** Your Charisma increases by 1. ***Elemental Resilience.*** You are conditioned to the extreme weather of the wastelands and have advantage on all saves against extreme heat and cold. ***Sun Flare.*** Whenever you are hit by an attack by a creature within 30 feet of you, you can use your reaction create a blinding flash of light to defend yourself. The target must make a Constitution saving throw, taking 2d6 radiant damage and becoming blinded until the start of your next turn on a failed save. On a success, a creature takes half damage and isn't blinded. The radiant damage increases at higher levels, to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. Once you use this feature, you cannot use it again until you complete a short or long rest. \pagebreak ## Half-Elf > *"People are no good. You can only trust animals and the bottle.”* – Delmao, half-elf thief. Unlike the parents of mules, elves and humans are often attracted to each other, but just as often, they are the unwanted product of a casual encounter. Born from two worlds but not welcome in either, they find an attraction to the solitary wastes. In conjunction with a lack of unifying culture, most turn into lonesome, self-sufficient folk. Elves have no tolerance for them (the mother is expected to get rid of the child or be cast out) and most, though not all, humans believe their ears make them just another lazy thief and trickster. When everyone sees you as the worst quality of your parent race, the half-elf turns away and has found a kinship in the animal world unmatched by either of their parent races. ### Mixed Heritage Half-elves are taller than most humans, standing 6 to 6 1/2 feet tall, bulkier than elves and able to pass themselves off more as humans than full elves. The men can grow beards and they have a full range of skin tones and hair colors. Some enjoy proving themselves better than humans or elves at a task, and others simply turn to different cultures, such as thri-kreen or muls, for friendship. They rarely maintain a friendship for long as it is their experience that everyone is going to let you down or betray you eventually, but at times it is necessary to ally or simply not be alone. ### No Culture Half-elves don't form communities despite their numbers, and they can reproduce with either parent race. Most will never know their elven parent and they aren't welcome in elven tribes, seen as an embarrassment who can't keep up. Their affinity to beasts leads them to be valuable animal handlers. Some find acceptance in the ranks of templars, where service to the sorcerer king or queen provides a welcome home. In adventuring parties, they tend to be aloof because it's likely to be a short-lived experience. ### Half-Elf Names Most have human names as they cannot run as elves to gain a given name, nor an accepted tribal name. Some warp the elvish custom and simply take a name, much to the anger of elves. Like most races, half-elves use only one name, though they may adopt a city or village surname, or a profession, to distinguish themselves. **Male Names:** Boaz, Brazin, Ero, Fyrian, Gathalimay, Laban, Lafus, Luris, Melestan, Mirch, Navarch, Poortool, Regg, Ruach, Solzak, Vok, Wek, Wheetan, Xutan. **Female Names:** Alie, Arya, Aso, Drewet, Feera, Feykaar, Krysta, Lorelei, Mila, Ranis, Sareka, Thania, Vaerhirmana. ### Half-Elf Traits Half-elves are influenced by both parents, even if not accepted by either race. ***Ability Score Increase.*** Your Wisdom score increases by 2, and two other ability scores of your choice increase by 1. ***Age.*** Half-elves mature as humans, reaching adulthood around 20, and some live to 130 years. ***Alignment.*** Lawful and neutral half-elves labor for acceptance from a parent race while chaotic ones have given up, rejecting a society that has rejected them. ***Size.*** A typical half-elf stands close to 6 ½ feet tall and weighs 140 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Nomadic Life.*** You have proficiency in the Survival and Animal Handling skills. ***Speak with Animals.*** You can communicate simple ideas with medium size or smaller beasts using sounds and gestures. This does not make the animal friendly to you or able to respond in kind. ***Animal Affinity.*** At 3rd level, you can you can use an Action to attempt to charm a medium size or smaller beast with Intelligence 3 or lower. You must be able to touch and talk to the beast. If your or your companions are fighting the beast, it cannot be charmed. It must pass a Wisdom save or be charmed for 24 hours. The saving throw is 8 + your proficiency bonus + your Wisdom modifier. If you or your companions do anything harmful to the beast, the charm ends. You cannot use this trait again until you complete a long rest. ***Languages.*** You can speak Common and Elvish, and if a city dweller, likely you adopt the distinct dialect of your home. \pagebreak ## Half-Giant > *“Mind of a child, strength of three grown men. I’ve seen a half-giant tear the walls out of a building because he wanted a better look at the tattoos on a mul inside.”* – Daro, human trader Legend holds in ages past a sorcerer king or queen used wizardry to beget a union of giant and human to make a race of powerful slaves. Whatever the truth, the half-giant race has thrived, able to reproduce with one another, and are sought out as gladiators, soldiers, guards and mercenaries across the tablelands. Because of their artificial origins, there is no half-giant culture, tradition, or homeland. They readily imitate customs and cultures of those they admire or associate with. They are very imitative, eager to fit into a world that is not built for their size. One observing a dwarf quarry might watch for a time then try his hand at it, moving on if he does not excel at it. Many find they excel at breaking bones and imitate those who are also skilled at this practice. ### Big and Strong Half-giants are enormous individuals, their height reaching upwards to 10 feet and their weight at 1200 pounds. Though they have human features, these tend to be exaggerated in some ways. Skin tones range from light brown to deep tan, like sand. They vary in hair color and tend to wear whatever hair style or fashion they currently are emulating. Absent that, their giant heritage makes for thick hair amenable to braids. There is no economy for half-giant stature, so their clothing would likely consist of several human-sized articles of clothing stitched together. A tavern would charge extra for filling enough plates for a half-giant sized appetite, and any armor would have to be specially crafted. Most nobles, templars, and merchant houses feel the investment is worth the return when they have over half a ton of enforcement at their command. \columnbreak ### Impressionable The most powerful warriors on Athas, half‐giants seem content to dwell in humanity’s shadow and drift towards charismatic leaders of all races. For example, if a half-giant village is near elven raiders, they are likely to emulate the guerilla tactics of the elves. However, this innate need to fit in is more than a whim. It is inherent to the half-giant's creation. A half-giant farmer's village might be raided, and he may soon adopt the morals of the invaders because they seem to know what they're doing, and the half-giant finds he's pretty good at smashing heads too. > **Alignment on a Whim** > One axis of your alignment will be fixed and the other subject to change, even daily, based on influential events or persons around you that you find a reason to emulate or admire. You will try out their morals or philosophies and perhaps stick with it for a time if you're good at it. This does not mean half-giants are unreliable - the influence must be strong for them to change, and they have a core philosophy that is fairly unchanging. A half-giant soldier might see a dwarven cleric of the sun and be impressed by her unflappable devotions. He may try shaving himself and praying to the sun until he finds he cannot stare at the sun without hurting his eyes and cannot make fire appear. > > This can make role-playing a half-giant a challenge. ### Half-Giant Names Slaves are given human names while free half-giants will take names based off the adopted culture. See other races for name suggestions. > **Resizing Items** > > Consult if your DM permits resizing of armor by a trained crafter (PHB 144). If so, the half-giant would still pay double the size of resizing the armor, which begins at 10 to 40% of the armor price, reflecting the extra materials needed. \pagebreak ### Half-Giant Traits Half-giants inherit a solid balance of their giant and human ancestry. ***Ability Score Increase.*** Your Strength score increases by 2 and your Constitution score by 1. ***Age.*** Half-giants mature around 24 years of age and can live up to 220 years. ***Alignment.*** Your alignment may fluctuate as described in Alignment on a Whim. You begin with one fixed alignment axis (good-neutral-evil or lawful-neutral-chaotic) that will never change. The other axis may change depending on who you are emulating. Subject to DM approval, when imitating a charismatic leader, select an appropriate Ideal or Flaw and replace your current one. If the new Ideal is tied to a non-fixed axis of your alignment, change that aspect of your alignment. ***Size.*** A typical half-giant stands 8 to 10 feet tall and weighs up to 1,200 pounds. Your size is medium. ***Giant's Endurance.*** You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest. ***Long Limbed.*** Your reach with melee attacks increases by 5 feet. ***Giant Body.*** You cannot wear ordinary gear sized for smaller creatures such as boots, gloves, and backpacks. All clothing and armor cost double for you. Additionally, you are considered one size larger for the purposes of the amount of food and water you much consumed each day to survive. ***Powerful Build.*** You count as one size larger when grappling and shoving, or when determining your carrying capacity and the weight you can push, drag, or lift. ***Natural Athlete.*** You have proficiency in the Athletics skill. ***Languages.*** You can speak Common. Your voice is always low, making it difficult for most to hear and understand more than a rumble. > **Size and Magic Items** > Magical gear adjusts for the size of the wearer from Small to Large. A half-giant or halfling can wear the same pair of boots if magical, but ordinary kank leather boots sized for a human simply won't fit. For creatures with an alien physique, such as a thri-kreen, certain items like boots will never work, magical or not. \columnbreak ## Halflings > *“Be wary of the forest ridge. The halflings who live there would as soon eat you alive as look at you. Chances are you won’t even notice them until you’ve become the main course.”* ―Mo’rune, half‐Elven ranger Halflings are masters of the jungles of the Ringing Mountains. They are small, quick and agile creatures steeped in an ancient and rich culture that goes back far into Athas’ past. Although they are not common in the Tablelands, some halflings leave their homes in the forests to adventure under the dark sun. While omnivores, halflings prefer raw flesh and let no meat go to waste, including that of enemies, humans, and other sentient creatures. Halflings have difficulty understanding others’ customs or points of view, but curiosity helps some halflings overcome their xenophobia. Little concerned with material wealth, halflings are more concerned with how their actions will affect other halflings. ### Small, Savage Halflings are small creatures, standing only about 3 1/2 feet tall and weighing 50 to 60 pounds. Rarely affected by age, halfling faces are often mistaken for the faces of human children, even the elderly among them. They dress in loincloths, sometimes with a shirt or vest, and paint their skins with bright reds and greens. Forest halflings rarely tend to their hair, and some let it grow to great lengths, though it can be unkempt and dirty. ### Ancient Culture Halfling culture dominates their relations with others and predates human civilization. Rarely will they ever draw the blood of another halfling. Halflings of different tribes share a tradition of song, art and poetry, which serves as a basis of communication. Creatures that do not know these cultural expressions are often at a loss to understand a halfling’s expressions, analogies and allusions to well–known tales. Halflings can easily become frustrated with such “uncultured” creatures lose patience with outsider intolerance of their ways, such as eating other humanoids. They abhor slavery and most halflings will starve themselves rather than accept slavery. \pagebreak ### Xenophobia Halflings have no desire to see their home become like the rest of Athas. They are fierce and merciless in its defense, uncaring about the struggles and excuses of other races. Halflings’ bond with nature extends into most aspects of their culture. A shaman or witch doctor, who also acts as a spiritual leader, often rules their clans. This leader is obeyed without question. Halfling fighters willingly sacrifice themselves to obey their leader, leaving outsiders to perceive them as fanatics when halflings dearly love and enjoy life. Exploring the Tablelands gives curious halflings the opportunity to learn other customs. Although they may at first have difficulty in understanding the numerous practices of the races of the Tablelands, their natural curiosity enables them to learn and interact with others. Other halflings may be criminals, renegades or other tribal outcasts, venturing into the Tablelands to escape persecution by their kin. Most tribes reject arcane magic, but a few have preserver chieftains who would sacrifice an entire tribe to keep one defiler out. ### Halfling Names Halflings have only one name assigned at birth. **Male Names:** Basha, Cerk, Derlan, Drassu, Entrok, Kakzim, Lokee, Nok, Pauk, Plool, Sala, Tanuka, Ukos, Zol. **Female Names:** Alansa, Anezka, Dokala, Grelzen, Horga, Jikx, Joura, Nasaha, Vensa. ### Halfling Traits Halfling traits reflect their savage nature. ***Ability Score Increase.*** Your Dexterity score increases by 2 and your Wisdom score by 1. ***Age.*** Halflings reach adulthood at the same rate as humans and live to be about 120 years old. ***Alignment.*** Halflings tend towards law and evil. Uncomfortable with change, halflings tend to rely on intangible constants, such as racial identity, family, clan ties and personal honor. Halflings generally have little respect for the laws of the big people. ***Size.*** Halflings average around 3 ½ feet tall and 50 to 60 pounds. Your size is Small. ***Speed.*** Your base walking speed is 30 feet. ***Halfling Nimbleness.*** You can move through the space of any creature that is of larger size than yours. ***Savage Attacks.*** When you score a critical hit with a melee attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. ***Fury of the Small.*** When you damage a creature at least one size larger than you with an attack, you can cause the attack to add extra damage equal to your level. Once you use this trait, you cannot use it again until you finish a short or long rest ***Ancient Customs.*** You gain proficiency in the Survival and Nature skills. Additionally, you never become sick from eating fresh raw meat. ***Languages.*** You can speak Halfling and Common. Your culture uses drawings and tales rather than a written language. Halflings rarely teach others their language, but some individuals of the Tablelands have learned the wild speech. Halflings found in the Tablelands learn Common to survive, but it is generally unknown past the Ringing Mountains. ### Human > *“Humans are fools and hopelessly naïve as well. They outnumber us; they are everywhere, and yet they have no more sense of their strength than a rat. Let us hope that the Datto stay that way.”* ―Dukkoti Nightrunner, elven warrior Humans are the dominant culture in the explored parts of Athas, known for their versatility and adaptability. Most tend to be ambitious and individualistic; even the tyranny of sorcerer kings hasn’t stamped out this diversity. Other races often don’t know what to expect when meeting a human for the first time because predicting their behavior based on cultural norms is difficult. “It’s human nature” is a common saying when humans appear to take action for no apparent reason. Humans tend to get along well with races they comingle with (most often dwarves and muls). Half-giants and thri-kreen are seen as dangerous monsters. Elves and half-elves are considered flighty and untrustworthy. Halflings are exotics. Humans often serve as a go-between when one race deals with another. ### Diverse Men average 6 feet tall and 200 pounds while women range around 5 ½ feet tall and 140 pounds. They tend to dark-skin and bronzed tones with darker hair, though all colors exist with nobility tending to the greatest variety. Humans are prone to mutations, and it is not uncommon to find exaggerated features, webbed feet, or even extra digits on hands and feet. ### Mutations Centuries of abusive magic have taken their toll on the human body. Some humans have marked alterations to their appearance, such as a bizarre symmetry, exaggerated facial feature, pointed ears, no facial hair, unusual skin coloration like copper or grey, etc. Humans are familiar and generally unsurprised by such differences. Ultimately, these give no benefits or hindrances in gameplay and are for flavor. \pagebreak ### Human Names Human names vary by region. For most a single name suffices. A noble will have a family surname but often revert to use of one name. Freemen occasionally refer to their occupations to avoid being taken for laborers or slaves, such as “Barek the Weaver.” **Tyr/Urik Male Names:** Agis, Amilanu, Baal, Banoc, Duzi, Ea, Gulkishar, Igigi, Markduk, Rim-Sin, Sargon, Silani, Tithian, Utuaa, Zu **Tyr/Urik Female Names:** Amata, Bau, Belili, Damkina, Gula, Ishtar, Kishar, Mummu, Mylitta, Neeva, Ninsunu, Rubati, Shala, Zakiti. ### Human Traits Humans are hard to generalize. ***Ability Score Increase.*** Your ability scores all increase by 1. ***Age.*** Humans tend to reach adulthood in their late teens and can live to around 80 years. ***Alignment.*** Humans tend to no particular alignment. The best and worst are found among them. ***Size.*** Men average 6 feet tall and 200 pounds while women range around 5 ½ feet tall and 140 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Skilled.*** You gain proficiency in one tool and skill of your choice. ***Determination.*** Whenever you fail an attack roll, ability check or saving throw, you can choose to reroll, but must take the new result. Once you use this feature, you cannot use it again until you complete a short or long rest. ***Languages.*** You can speak, read, and write Common and one extra language of your choice. \columnbreak ## Mul > *“See, the trick is to break their will. Not too much, mind you. Nobody wants to watch a docile gladiator, and muls are too expensive to waste as labor slaves. But, you don’t want them trying to escape every other day. Would you like to tell the arena crowd that their favorite champion will not be appearing in today’s match because he died trying to escape your pens?"* ―Gaal, Urikite arena trainer Born from the unlikely parentage of dwarves and humans, a mul (pronounced “mull”, from the dwarven word “mulzhennedar” which means “strength”; “mule” is used as a derogatory pronunciation) combines the height and adaptable nature of humans with the musculature and resilience of dwarves. Muls enjoy traits that are uniquely their own, such as their robust metabolism and almost inexhaustible capacity for work. The hybrid has disadvantages in a few areas as well: sterility, and the social repercussions of being created for a life of slavery. Humans and dwarves are not typically attracted to each other. The only reason that muls are so common in the Tablelands is because of their value as laborers and gladiators: slave-sellers force-breed humans and dwarves for profit. While mul-breeding practices are exorbitantly lucrative, they are often lethal to both the mother and the baby. Conception is difficult and impractical, often taking months to achieve. Even once conceived, the mul takes a full twelve months to carry to term; fatalities during this period are high. As likely as not, anxious overseers cut muls from the dying bodies of their mothers. ### Strength and Endurance Second only to the half‐giant, the mul is the strongest of the common humanoid races of the tablelands. Muls grow as high as seven feet, weighing upwards of 250 pounds, but carry almost no fat at all on their broad muscular frames. Universal mul characteristics include angular, almost protrusive eye ridges, and ears that point sharply backwards against the temples. Most muls have dark copper–colored skin and hairless bodies. They are always sterile. \pagebreak ### Bred to Slavery Muls are bred to fight or labor. Most mul laborers master the conventions of slave life, figuring out through painful experience who can be trusted and who cannot. Muls learn from their mistakes in the slave pits to a greater extent than other races not because they are cleverer, but because unlike slaves of other races they tend to survive their mistakes, while other slave races are less expensive and therefore disposable. Only the most foolish and disobedient mul would be killed. Most masters will sell a problem mul slave rather than kill him. Their mastery of the rules of slave life and their boundless capacity for hard work allows them to gain favor with their masters and reputation among their fellow slaves. ### Life of a Slave All gladiators who perform well in the arenas receive some degree of pampered treatment, but muls receive more pampering than others. Some mul gladiators even come to see slavery as an acceptable part of their lives, being given good food, good housing, and mates. However, those that acquire a taste of freedom will fight for it. Stoic and dull to pain, muls are not easily intimidated by the lash. Masters are loath to slay or maim a mul who tries repeatedly to escape, although those who help the mul’s escape will be tormented in order to punish the mul without damaging valuable property. Once a mul escapes or earns his freedom, slavery remains a dominant part of his life. Most muls are heavily marked with tattoos that mark his ownership, history, capabilities and disciplinary measures. Even untattooed muls are marked as a potential windfall for slavers: it is clearly cheaper to “retrieve” a mul who slavers can claim had run away, than to start from scratch in the breeding pits. ### Mul Names Muls are given names, and for gladiators, Draji names with harsh tones are favored to strike fear. Lacking families, a mul might use a place for a surname, such as “Mersten of Nibenay.” **Male Names:** Aram, Athalak, Borthomar, Bost, Darok, Darus, Durn, Eben, Erekard, Gard, Harask, Marok, Morg, Rikard, Sanozar, Tomak, Uskan, Zedath, Zorus. **Female Names:** Aisa, Aivel, Brithis, Callia, Demosis, Elina, Faivel, Himithis, Laivi, Mersten, Narisel, Raina, Reshel, Saditha, Tirshel, Uisel, Zerima. \columnbreak ### Mul Traits The mul is bred for physical attributes but can inherit a parent's quick mind. ***Ability Score Increase.*** Your Constitution score increases by 2 and your Strength score by 1. ***Age.*** Muls have similar lifespans to humans, reaching adulthood in their late teens and living less than a century. ***Alignment.*** Most Muls remain neutral on the good-evil axis, but tend towards either lawful or chaotic, with the divide being stuck between those adapted to and accepting of the indignities of slavery, and those who are rebellious and revolutionary, ***Size.*** Muls stand a fair bit taller than humans, upwards toward 7 feet tall, and weighing up to 250 lbs. ***Speed.*** Your base walking speed is 30 feet. ***Inexhaustable.*** You ignore the penalties for exhaustion until you have 5 or more levels of exhaustion. ***Incredible Toughness.*** Whenever you start your turn and are are stunned or paralyzed, you can choose to end one effect causing either of those conditions. Once you use this feature, you cannot use it again until you complete a long rest. ***Tireless.*** Doing menial labor counts as light activity for you. Additionally, you only need to sleep for 2 hours each day. ***Languages.*** You can speak Common and Dwarven. Being bred to be slaves, muls are the least likely of any race to be literate. \pagebreak ## Thri-Kreen > *“This one does not speak with the quivering soft shells that lay about all night. This one might eat you, but never speak.”* ―Tu’tochuk Thri‐kreen ("kreen" for short) are the strangest of the intelligent races of the Tablelands. These insectoid beings born from eggs possess a mindset very different from any humanoid being encountered. They roam the wastes in packs, hunting for food day and night, since they require no sleep. Thri‐kreen are quick and agile and make fearsome fighters, feared throughout the wastes. They refer to thri-kreen who have become city dwellers as “tohr-kreen,” meaning “settled person,” whereas thri-kreen means “wanderer-person.” ### Insect Body Mature Thri‐kreen stand about 7 feet tall, with a rough body length of 11 feet. Their four arms end in claws; their two legs are extremely powerful, capable of incredible leaps. However, kreen are unable to jump backwards. Their body is covered with a sandy– yellow chitin, a tough exoskeleton that grants the Thri‐kreen protection from blows. Their head is topped with two antennae, and their two eyes are compound and multifaceted. The kreen mouth consists of small pincers. Male and female Thri‐kreen are physically indistinguishable. Thri‐kreen usually do not wear clothing, but wear some sort of harness to carry weapons and food. Many wear leg or armbands, or bracelets. Some attach rings on different places on their chitin, though this requires careful work by a skilled artisan. While most thri-kreen appear identical to non-kreen, their nuances of exoskeleton development render them quite unique in their view. Pheromones release modifies their eye coloration: light for pleasant feelings and dark for distress. They are carnivores and become sick if eating plants, the only exception being a handful of common spices and fruit-based potions. ### Sleepless Since Thri‐kreen do not require sleep, they have difficulty understanding this state of “laziness” in others. Other behaviors of humanoids seem unnecessarily complex. A keen’s life is simple: hunt prey. Kreen live for the hunt, and own only what they can carry. Their knowledge is largely passed by an instinctual racial memory shared with the clutch. At birth, they already know what animals make the best prey and ways to catch them. \columnbreak ### Alien Perspective The pack mentality dominates a keen’s relation with others. Kreen hunt in small groups and will move to other areas rather than depopulate an area of prey. A kreen that joins a group of humanoids will often try to establish dominance in the group. This can be disconcerting to those unaware of the keen’s behavior, since establishing dominance usually means making threatening gestures. Once the matter is settled, they will abide by the outcome. Thri‐kreen view humanoids as possible sources of food but rarely hunt them as humanoids are not simple prey. Many kreen have a particularly fond taste for elves; as such, meetings between these two races are often tense. However, once part of a clutch, Thri‐kreen will never turn on their humanoid friends, even in the worst of situations. Kreen have a severe fear of any water smaller than a puddle as they cannot swim or float. They have no idea how to ride another creature and find the concept alien and non-sensical. ### Racial Memory Contrary to the variety of humans, thri-kreen are largely predisposed to tasks due to their racial memory. They have no wizards; their lack of natural sleep and need to hunt makes it impractical, but kreen take to psionics as a way of life and the hunt. They revere the elements and ancestral memory causes them to revere the Great One, a legendary leader from many clutches past. ### Thri-Kreen Names The Kreen language is very different from those of the other intelligent races. They have no lips or tongues, and so cannot make the same sounds humanoids make. Kreen language is made up of clicks, pops, or grinding noises. They do not distinguish male and female names. **Names:** Cha'ka, Chuka-tet, Drasna, Drik-chkit, Hakka, Ka'cha, Ka'tho, Klik-chaka'da, Lakta-cho, Qhak'cha, Qhik-ik-cha, Sa'Relka, T'Chai, Tak-tha. \pagebreak ### Thri-Kreen Traits Kreen physiology gives it several natural advantages that compensate for not being able to utilize items commonly worn by other races. ***Ability Score Increase.*** Your Dexterity score increases by 2, and your Wisdom score increases by 1. ***Age.*** A thri-kreen is born from an egg and becomes fully mature at 6 years. They demonstrate no effect of aging until they reach the end of their life cycle around 30 years. Sensing their death, such thri-kreen go on a final hunt. ***Alignment.*** Most Thri‐kreen are chaotic, acting in whatever fashion benefits the pack mentality, and this rarely leads them to philosophies of good and evil. ***Size.*** A typical thri-kreen is 7 feet tall, 10 feet long, and weighs 450 pounds. Unlike other races, variation in height and weight is nominal and a few inches or pounds at most. Your size is medium. ***Speed.*** Your base walking speed is 35 feet. ***Carapace.*** Your chitinous plates provide a natural armor class of 13 + Dexterity modifier. You can use a shield and still gain this benefit. ***Thri-kreen Physiology.*** You only require 1 gallon of water per week. ***Powerful Build.*** You count as one size larger when grappling and shoving, or when determining your carrying capacity and the weight you can push, drag, or lift. ***Sleepless.*** You require no sleep and are immune to effects that would put you to sleep. You are not required to make saves for a Forced March. ***Thri-kreen Weapon Training.*** You are proficient with the gythka and chatkcha ***Natural Weapon.*** Your mandibles and claws are natural weapons, with which you can use to make unarmed attacks. They deal 1d6 + your Strength modifier piercing (mandibles) or slashing (claw) damage on a hit. ***Poisonous Bite.*** Whenever you hit with an attack using your mandibles, you can attempt to poison the target. The target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be poisoned for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on a success. Once you use this feature, you cannot use it again until you complete a short or long rest. ***Additional Arms.*** You have two ancillary arms below your main ones. Each of these weaker arms can hold items but not effectively wield weapons, shields, or for the somatic components of a spell. You can draw or stow one object as a bonus action using these arms on each of your turns. ***Leap.*** You are always considered to have a running start whenever you make a long jump, and your jump distance is tripled. ***Languages.*** You can speak Thri-Kreen and Common. Thri-Kreen is a language composed of clicks and whirring, antennae movements, and pheromone emissions that non-kreen find too difficult to interpret and impossible to duplicate. When you speak other languages, you use a high-pitched voice. \columnbreak ## Custom Lineage Instead of choosing one of the game's races for your character at 1st level, you can use the following traits to represent your character's lineage, giving you full control over how your character's origin shaped them: ***Ability Score Increase.*** You can increase two different ability scores by 1. ***Creature Type.*** You are a humanoid. You determine your appearance and whether you resemble any of your kin. ***Ancestry.*** Choose one race of your choice. You are considered that race for the purposes of prerequisites, such as racial feats and magic items. This doesn't mean that you are necessarily that race, just that someone in your ancestry may have been from that race. ***Size.*** You are Small or Medium (your choice). ***Limited Feat.*** You gain one feat of your choice for which you qualify. The list of feats you may get this way is limited (see below). ***Variable Trait.*** You gain one of the following options of your choice: - Darkvision with a range of 60 feet. - The powerful build trait. - Proficiency in one skill or tool of your choice. ***Languages.*** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character. #### Custom Lineage Feats Whenever you gain a feat from your custom lineage, you may choose one of the following feats from this list: ___ - Tough - Skilled - Tavern Brawler - Backstabber - Cannibal - Skulker - Observant - Linguist - Keen Mind - Durable - Athlete - Alert - Actor - Squat Nimbleness - Second Chance - Prodigy - Dwarven Fortitude - Dragon Hide ___