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Races and Cultures
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# Table of Contents
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3
Chapter 1: Step by Step Process
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4
Chapter 2: Aid for the DM
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4
Races
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5
Cultures
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Chapter 3: Races
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Aarakockra
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Aasimar
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Bugbear
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Centaur
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10
Changeling
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Dhampir
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12
Dragonborn
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13
Dwarf
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Elf
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Fairy
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Firbolg
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Genasi
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Gith
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Gnome
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Goblin
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Goliath
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Halfling
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Harengon
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Hexblood
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Hobgoblin
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Human
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Kalashtar
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Kenku
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Kobold
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Leonin
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Lizardfolk
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Loxodon
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Minotaur
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Orc
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Reborn
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Satyr
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Shifter
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Simic Hybrid
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Tabaxi
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Tiefling
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Tortle
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Triton
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Vedalken
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44
Warforged
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45
Yuan-Ti
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46
Racial Feats
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47
Appendix A: Example Cultures
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Burrows
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Centauri
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49
Githyanki
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50
Githzerai
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51
Gladsia
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Human Realms
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53
Appendix B: Culture Traits Compendium
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57
Appendix C: Changelog
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58
Appendix D: Art Sources
](#p58)
\pagebreakNum # Chapter 1: Character Creation Step by Step ### Step 1: Stats Stats are decided in the normal ways, using Point Buy, Standard Array, rolling or any other method your DM allows. Once your stats are decided you can alter them in 1 of the following ways: * +2 to 1 stat and +1 to another * +1 to 3 different stats. ### Step 2: Race Your race defines your biological traits. Chapter 3 contains a list of races available. You gain all traits listed by your race. Your DM may offer additional races or disallow some of the races listed. #### Halfraces (Only on DM aproval) As every trait has a numerical value attached to it, a halfrace can easily be created by taking traits from both races that add up to a power rating of 8. Halfraces are considered to be a member of both races (e.g. a human-elf halfrace can be found with the locate person spell when looking for a human or an elf). If one or both of the races have subraces, you can only take traits from 1 of these subraces for each of them. Lastly some traits have Improvement at the end of their name, these are improvement traits. Improvement traits improve an already existing trait of said race, being split up to make creating half-races easier. You can only take an Improvement trait if you also take the base trait.
### Step 3: Level 1 Class Classes are as normal for 5e. ### Step 4: Culture Your character is also part of a culture, which shaped them in some way. Unlike your race, your character does have some choice in how they are molded. You gain 10 + Int modifier culture points which you can spend to get cultural traits from the culture your character is from. You cannot take the same cultural trait multiple times unless otherwise noted. Your DM will tell you what cultures are available. [Appendix A](#p45) contains the cultures I use in my game as example cultures. \columnbreak Using these culture points you can gain traits listed with your culture or you can become proficient in any skill, tool, language, weapon or armor. Your culture will prefer some of these, listed in the preference section of the culture, making them easier to learn. The costs are as follows: | Trait | Cost if Preferred | Cost Otherwise |:---:|:---:| :---:| | Skill | 2 | 4| | Skill Expertise (if already proficient) | 3 | 5| | Tool | 1 | 2| | Tool Expertise (if already proficient) | 2 | 4| | Language | 0 | 1 | | 3 Simple Weapons | 1 | 2| | 2 Martial/Simple Weapons | 1 | 2| | Armor | 2 | 5| > ##### Armor Proficiencies > Armor proficiencies need to be acquired in order (Light→Medium→Heavy). When you gain proficiency with Medium armor you also gain proficiency with Shields. ### Step 5: Background Lastly your background is your characters personal story. From this you gain 50 gp to be spend on equipment as you wish. You also gain traits that equal to a power rating of 2 (meaning as strong as a single proficiency, cantrip or advantage on a rare check/saving throw). Work together with your DM to determine your background traits. #### Variant: Quick Background For one shots or other short campaigns the normal method for backgrounds may not be worth the effort. Instead you can take traits from a race or culture that add up to 2 points. ### Step 6: Higher Levels Leveling is as normal for 5e. \pagebreakNum # Chapter 2: Aid for the DM ## Races The races of chapter 3 can easily be dragged and dropped into your world though you are of course welcome to tinker with them. For a guideline to power scores use [Detect Greater Balance](https://docs.google.com/spreadsheets/d/1XQ9shwsH5tu2s4Nt4J2Lie-pY4_G8CYhjB-yuJ7FlTk/edit?usp=sharing) created by thoroughlysketchy. ### Adapting my races to better fit your setting The races listed in this document are based on the races in my setting and might differ from the same races in your setting. Kobolds in your world may not be dragons or the gith being telekinetic and telepathic just doesn't work with how gith function in your world. In this case remove or change the traits that do not work and add the ones you wish. Do make sure that the race still has a total power score of 8. ### Adapting a race to this system If you have a race designed for normal 5e and you wish to adapt it to this system I advice doing it in the following steps: #### 1. Separate biological from cultural Go through the entire race and take out any trait that is cultural, aka learned. If you have difficulty distinguishing the 2, try to imagine what a member of this race would be capable of if they grew up in a foster home at the other end of your world. Anything that both this member and a normal member of said race can do would be a biological trait. You can add the cultural traits to a culture later. #### 2. Determine power scores Go trait per trait and determine what the power score of said trait would be. Try to see each trait in a vacuum, if this is not possible, make it an improvement trait of the ability it requires. Then score the base trait in a vacuum and both together in a vacuum. The improvement trait then has a power score equal to that of both minus that of the base trait. #### 3. Balance This is the time where you add, remove or change traits such that the race has a total power score of 8.
* For adding I suggest getting inspiration from other races that are like the one you are trying to add. If such doesn't exist in 5e have a look at previous editions or other gaming systems.
* For removing try to remove the traits that define your race the least. If you still have to take out quite a few traits that you consider to be race defining, think about making a new racial feat that has these traits. #### 4. Making improvements If any traits can be split up, either in 2 separate traits or 1 base trait and an improvement trait, do so. This gives your players more options when they are making half races with this race. If this race cannot have a half race, ignore this step. \pagebreakNum ## Cultures While races can easily be dragged and dropped into different games, cultures are a lot more difficult as this goes against my reasoning for introducing them in the first place. Your players characters having a culture is supposed to make them feel more like they are a part of your world. As such I highly recommend to create your own using the cultures I use, listed in [Appendix A](#p45), as examples. ### Creating a new Culture Sadly there is no perfectly mathematical way to create cultures but these are the steps I used. #### 1. Worldbuild Without first going into any mechanics, who are these people? Are they militaristic, religious, mercantile? What do they value? Do they have any special items, magics or rituals? Write yourself a small prompt that you can expand into the fluff text later. #### 2. Fill in the preferences If you have a good idea what your culture is like, start by filling in its preferences. I personally use a 25 point point buy system to keep it balanced-ish. | Preferred Trait | Point Cost | |:---:|:-----------:| | Skill | 2| | Tool | 1 | | Language | 1| | Simple Weapon | 1/3| | Martial Weapon | 1/2 | | Armor | 3 | #### 3. Add traits Next you should think about what traits this culture should have, feel free to steal traits from other cultures. Another good place is looking at the races that make up the majority of this culture and look what cultural traits they have in various editions of DnD and other systems.
If this culture favors certain classes it is appealing to add features of that class as cultural features. This is a trap as it makes it in fact less appealing to play that class in that culture. Instead give features that invoke the feeling of that class without giving outright class features (magic songs for bards, alchemical potions for artificers etc...). You can have class features that are options though like fighting styles, metamagic and eldritch invocations.
Lastly you need to figure out the power score of each of these traits. They use the same scale as races, namely [Detect Greater Balance](https://docs.google.com/spreadsheets/d/1XQ9shwsH5tu2s4Nt4J2Lie-pY4_G8CYhjB-yuJ7FlTk/edit?usp=sharing). Use this scale as a guideline, not as hard rules. Heat adaptation, giving you advantage on saves against exhaustion from heat, will be worth more if your campaign is situated in the desert than in the frozen tundra. \columnbreak ### Rules of Thumb for cultures Here are some more rules of thumb to aid you for your cultures. * Have about 3-5 cultures, you can add more later but this is enough to give your players plenty of choice at first. Alternatively ask your players where they are from and only build the mechanical portion of the cultures your player's characters are from, allowing you to involve your players in the creation process. * Keep each culture limited to 1 page, half for fluff and half for mechanics. * Adjust the size of your cultures to the size of your world. For example, my cultures span the entire world so most cultures are the size of a country. If the campaign for example would have been limited to a single country, the cultures might be the size of a province. This can go all the way down to a campaign consisting of a single city where the cultures are organizations in this city. You could also have your cultures be more akin to 5e backgrounds if the campaign only consists of 1 cultural people. \pagebreakNum # Chapter 3: Races ## Aarakocra From below, aarakocra look like large birds and thus are sometimes called birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles. ### Aarakocra Traits **Type.** You are a Humanoid.
**Age.** Aarakocra reach maturity by age 3. They usually don't live longer than 30 years.
**Speed.** Your base walking speed is 30 ft.
**Size.** Aarakocra are about 5 feet tall. They have thin, lightweight bodies. Your size is Medium.
**Soaring Wings (Glide). (3)** You have large wings that allow you to glide. When you fall and aren't incapacitated or restrained, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. You must glide for at least 20 feet (descending 10 feet) during your turn in order to stay aloft.
**Soaring Wings Improvement. (1)** As an action you can flap your powerful wings to generate lift, ascending up to 20 feet. You do not need to move the 20 feet to stay aloft this turn.
**Talons. (2)** Your legs end in talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6+Str slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
**Dive Attack (Talons Improvement). (2)** When you dive at least 20 feet straight at an enemy and then hit them with a Talons attack you deal an extra 2d6 damage and if the target is 1 size larger than you or smaller, it must succeed on a strength save (DC 8+Prof+Str) or be knocked prone.
\pagebreakNum ## Aasimar Aasimar are humanoids that are possessed or used to be possessed by a celestial spirit. This celestial changes the body slowly overtime, making them look more and more like the celestials true form. This means that there is a large variety in looks for aasimar, going from almost indistinguishable from a normal member of their ancestral race, to being so close to the celestials true form that the original race is unrecognizable. ### Aasimar Features **Type. (-1)** You are a Celestial Humanoid.
**Age.** Aasimar live about 50% longer than their ancestral race.
**Speed.** Your base walking speed is 30 ft.
**Size.** Aasimar tend to be slightly larger than their ancestral race. Your size is Medium.
**Ancestral Legacy.** Your bloodline has a non-aasimar ancestral race. You are considered a halfrace of aasimar and your ancestral race.
**Light Bearer. (1)** You can manifest a halo. As an action you create a circular light above your head that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This halo lasts until you dispel it (no action needed) or you go unconscious.
**Celestial Resistance. (2)** You have resistance to radiant damage.
**Healing Hands. (2)** As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
**Heavenly Radiance. (4)** You can use your bonus action to unleash the divine energy within yourself, you choose one of the following ways it transforms you. Each transformation lasts for 1 minute or until you end it as a bonus action. Once you transform, you can't use this trait again until you finish a long rest. * **Radiant Soul.** Your eyes start to glimmer and two luminous, incorporeal wings sprout from your back. You have a flying speed of 30 feet. * **Radiant Consumption.** A searing light radiates from you, pouring out of your eyes and mouth, threatening to char you. You shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each other creature within 10 feet of you takes radiant damage equal to your level divided by 2, rounded up. * **Haunting Shroud.** Your eyes turn into pools of darkness and two skeletal, ghostly, flightless wings sprout from your back. A creature that starts its turn within 10 feet of you must succeed on a Wisdom saving throw (DC 8+Prof+Cha) or become frightened of you until the start of its next turn. On a success the creature is immune to your Haunting Shroud for the next 24 hours.
\pagebreakNum ## Bugbear Bugbears are the largest of the goblinkin, being about a head taller than hobgoblins and dwarfing the normal goblins. bugbears only slightly resemble their other kin, their fur giving them a more feral look. Though what will most likely grab the attention is their elongated arms, coming all the way to their knees when they stand upright. Though they have longer claws than most humanoids, they lack the sharpness to be used as weapons. ### Bugbear Features **Type.** You are a Humanoid (Goblinoid).
**Age.** Bugbears reach adulthood at age 16 and live up to 80 years.
**Speed.** Your base walking speed is 30 ft.
**Size.** Bugbears are between 6 and 8 feet tall. Your size is Medium.
**Low-Light Vision. (2)** You can see in dim light within 60 feet of you as if it were bright light.
**Long-Limbed. (6)** When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. \columnbreak
\pagebreakNum ## Centaur Centaurs look life half horse and half man. To be more specific a humanoid head and torso placed on the torso of a horse. ### Centaur Features **Type. (-1)** You are a Fey Humanoid.
**Age.** Centaurs mature and age at about the same rate as humans.
**Speed. (6)** Your base walking speed is 40 ft.
**Size. (-1)** Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Large.
**Equine Build. (-1)** Any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
**Hooves. (2)** Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6+Str, instead of the bludgeoning damage normal for an unarmed strike.
**Trample. (3)** When you take the dash action you may run through an amount of spaces occupied by a creature smaller than you up to your proficiency bonus. Each creature whose space you enter this way must succeed on a strength saving throw (DC 8+Prof+Str) or be knocked prone and they cannot make attacks of opportunity against you this turn. \columnbreak
\pagebreakNum ## Changeling While changelings can look like anyone, they do have a true form that lacks detail or distinguishing features. Their skin tone is always pale, either white or light gray, and they tend to have slender bodies with limbs slightly longer in proportion to other humanoids. They have large colorless eyes circled by thick black rings. Their hair color is most commonly a light shade of silver followed by platinum and blonde. In rarer cases, their hair can be pale shades of green, pink, and blue. ### Changeling Features **Type.** You are a Humanoid.
**Age.** Changelings mature and age at about the same rate as humans.
**Speed.** Your base walking speed is 30 ft.
**Size.** Changelings are build like humans, but slightly leaner. Your size is Medium.
**Shapechanger. (2)** As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die. Once you've used this trait you can't do so again until you finish a long rest.
**Shapechanger Improvement. (3)** Shapechanger recharges after a short or long rest.
**Second Shapechanger Improvement. (3)** You can use Shapechanger at will. \columnbreak
\pagebreakNum ## Dhampir Dhampirs are humanoids who inherited some of a vampires tainted blood. Either one of their parents was a vampire, their mother was bitten while pregnant or they got corrupted in some other way. They tend to be thin and willowy, with pointed canines and red eyes. They experience the same bloodthirst vampires do, but a milder version meaning that not all dhampirs carry out the practice of drinking blood. ### Dhampir Features **Type.** You are a Humanoid.
**Age.** Dhampir's grow up as fast as their ancestral race but easily live 5 times as long.
**Speed.** Your base walking speed is 30 ft.
**Size.** Dhampir's are as tall as their ancestral race. Your size is Medium.
**Ancestral Legacy.** Your bloodline has a non-vampire ancestral race. You are considered a halfrace of dhampir and your ancestral race.
**Low-Light Vision. (2)** You can see in dim light within 60 feet of you as if it were bright light.
**Darkvision (Low-Light Vision Improvement). (2)** You can see in darkness within 60 feet of you as if it were dim light. You can't discern color in darkness, only shades of gray.
**Climbing Speed. (2)** You have a climbing speed of 30 ft.
**Spider Climb (Climbing Speed Improvement). (2)** You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
\columnbreak
\pagebreakNum ## Dragonborn Dragonborn look like the mix of a human and the mythical dragons, each color of dragonborn sharing features with their color of dragon. They have 3 claws and a rear claw on their feet and 3 claws with a thumb on their hands. Their eyes are usually red or gold in color. ### Dragonborn Features **Type. (-1)** You are a Dragon Humanoid.
**Age.** Dragonborn grow up quickly, reaching adulthood at 15 and living for up to 80 years.
**Speed.** Your base walking speed is 30 ft.
**Size.** Dragonborn are slightly larger than humans and have more bulk, standing between 5,5 and 7 feet. Your size is Medium.
**Draconic Ancestry.** You have a dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Draconic Ancestry table. This determines the damage type for your other traits, as shown in the table.
**Draconic Resistance. (2)** You have resistance to the damage type associated with your Draconic Ancestry.
**Breath Weapon. (3)** When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide or a 15 foot cone. Each creature in that area must make a Dexterity saving throw (DC 8+Prof+Con). On a failed save, the creature takes 2d10 damage of the type associated with your Draconic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (3d10), 11th level (4d10), and 17th level (5d10). Once you use this trait, you can't do so again until you finish a long rest.
**Breath Weapon Improvement. (4)** Your Breath Weapon recharges on a short or long rest. ##### Draconic Ancestry | Dragon Color | Dragon Type | Damage Type | |:---:|:-----------:|:-----------:| | Black | Chromatic | Acid | | Blue | Chromatic | Lightning | | Green | Chromatic | Poison | | Red | Chromatic | Fire | | White | Chromatic | Cold| | Amethyst | Gem | Force| | Crystal | Gem | Radiant| | Emerald | Gem | Psychic | | Sapphire | Gem | Thunder| | Topaz | Gem | Necrotic | | Brass | Metallic | Fire | | Bronze | Metallic | Lightning | | Copper | Metallic | Acid | | Gold | Metallic | Fire | | Silver | Metallic | Cold | \columnbreak
\pagebreakNum ## Dwarf Dwarfs are small bulky humanoids. They are not born like other humanoids but crafted out of stone, with a gem as a heart. Like humans, dwarves have a wide variety of skin, eye, and hair colors. ### Dwarf Features **Type.** You are a Humanoid.
**Age.** Dwarves reach adulthood at 18 and live for about 350 years.
**Speed. (-2)** Your base walking speed is 25 ft.
**Size.** Dwarves are a stout race, standing between 4 and 5 feet tall. Your size is Medium.
**Low-Light Vision. (2)** You can see in dim light within 60 feet of you as if it were bright light.
**Dwarven Resilience. (2)** You have advantage on saving throws against poison.
**Sturdy. (2)** You have advantage on checks and saving throws against being pushed back or knocked prone.
**Subrace.** Choose a subrace. A dwarves subrace depends on where the stone used to create them originates from. Hill dwarves are made from the weathered rock of the surface while duergar come from the magic infused stones in the deep caves.
#### Duergar **Light Sensitivity. (-2)** You have disadvantage on Wisdom (Perception) checks that rely on sight when trying to perceive something in an area of bright light.
**Darkvision (Low-Light Vision Improvement). (2)** You can see in darkness within 60 feet of you as if it were dim light. You can't discern color in darkness, only shades of gray.
**Enlarge. (4)** You can use an action to call on the magic stone that created you to magically increase your size for 1 minute or until you end it as a bonus action. During this time you gain the following benefits: * You are Large. * You have advantage on Strength checks and saves. * Your weapon attacks deal 1d4 extra damage. Once you've transformed you can't do so again until you finish a long rest. #### Hill Dwarf **Dwarven Toughness. (4)** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. \columnbreak
\pagebreakNum ## Elf Elves are slender humanoids with pointed ears. There are no natural subraces of elves but certain trees that the elves call ancestor trees can change them. ### Elf Traits **Type.** You are a Humanoid.
**Age.** An elf reaches adulthood at 18, chooses it's ancestor tree at 100 and lives for up to 750 years.
**Speed.** Your base walking speed is 30 ft.
**Size.** Elves range from under 5 to over 6 feet tall. Your size is Medium.
**Trance. (1)** Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
**Trance Improvement. (1)** Magic can't put you to sleep.
**Child of Cyndelius. (2)** You have advantage on saving throws against being charmed.
**Low-Light Vision. (2)** You can see in dim light within 60 feet of you as if it were bright light.
**Subrace.** Choose a subrace, an elven subrace depends around what ancestor tree they performed their coming of age ritual, or Shadar Kai if they have not performed it.
#### Alu (Sea) **Superior Deepsight (Low-Light Vision Improvement). (1)** 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, but only underwater. You can't discern color in darkness, only shades of gray.
**Child of the Sea. (1)** You can breathe air and water. #### Alura (Wood) **Fleet of Foot. (2)** Your base walking speed increases by 5 to a maximum of 35. #### Nevae (Dark) **Darkvision (Low-Light Vision Improvement). (2)** You can see in darkness within 60 feet of you as if it were dim light. You can't discern color in darkness, only shades of gray.
**Light Sensitivity. (-2)** You have disadvantage on Wisdom (Perception) checks that rely on sight when trying to perceive something in an area of bright light.
**Cloud of Darkness. (2)** As a bonus action you can create a 5 foot radius sphere of darkness from a point you can see within 60 feet that lasts until the end of your next turn. Once you've done so you can't use this trait again until you finish a long rest. #### Ora (Eladrin) **Seasonal Beings. (2)** After each long rest you may align yourself to a season, you add your proficiency bonus to a skill depending on what season you are aligned with: * **Autumn**: Persuasion * **Spring**: Performance * **Summer**: Intimidation * **Winter**: Stealth \columnbreak #### Shadar Kai **Meld in Shadow. (2)** You may take the Hide action even when you are not obscured as long as you are in dim light or darkness and remain motionless. You cannot do this while the creatures you are trying to hide from are observing you. #### Uanna (High) **Arcane Sense. (2)** The Uanna elves are naturally in tune with magic. As an action you can determine if an object or creature you touch is magical and/or affected by any spells and you learn its school of magic, if any.
\pagebreakNum ## Fairy Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings. ### Fairy Traits **Type. (-1)** You are a Fey Humanoid.
**Age.** Fairies slowly reach maturity at 40 years old and commonly exceed 800 years of age.
**Speed.** Your base walking speed is 30 ft.
**Size.** Fairies are some of the smallest sentient races, standing 2 to 3 feet tall. Your size is Small.
**Fairy Flight. (3)** Your wings are to small to carry your weight, but they can make you fall slower. As long as you're not incapacitated or restrained you can harmlessly fall down at 60 feet per turn.
**Fairy Flight Improvement. (4)** As long as your size is Tiny or smaller you have a flying speed equal to your movement speed and can hover.
**Fairy Magic. (2)** As an action you can call on your innate magic to decrease your size for 1 minute or until you end it as a bonus action. During this time you gain the following effects: * Your size is Tiny. * You have disadvantage on strength checks and saves. * Your weapon attacks deal 1d4 less damage. Once you've transformed you can't do so again until you finish a long rest.
\pagebreakNum ## Firbolg Firbolg are giant kin with blueish skin and hairy ears. They tend to have deep and smooth voices and great beards. ### Firbolg Traits **Type. (-1)** You are a Fey Humanoid (Giant).
**Age.** As other fey, firbolgs have a long lifespan. Growing to be an adult at 30 and living up to 500.
**Speed.** Your base walking speed is 30 ft.
**Size. (-1)** As a giant you are larger than most, standing between 7 and 9 feet tall. Your size is Large.
**Low-Light Vision. (2)** You can see in dim light within 60 feet of you as if it were bright light.
**Hidden Step. (3)** As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a long rest.
**Hidden Step Improvement. (3)** Hidden step recharges on a short or long rest.
**Dimmunition. (2)** As an action you may have yourself seem up to 3 feet shorter than you are. A creature can make an Intelligence (Investigation) check (DC 8+Prof+Wis) to see through the illusion. The illusion lasts until you go unconscious or end it (no action needed).
\pagebreakNum ## Genasi Genasi are humanoids that are possessed or used to be possessed by an elemental spirit. This elemental changes the body slowly overtime, making them look more and more like the elementals true form. This means that there is a very large variety in looks for a genasi depending on what kind of elemental possessed them and how far along the transformation they are. ### Genasi Traits **Type. (-1)** You are an Elemental Humanoid.
**Age.** Genasi live as long as their ancestral race.
**Speed.** Your base walking speed is 30 ft.
**Size.** Genasi are as tall as their ancestral race. Your size is Medium.
**Ancestral Legacy.** Your bloodline has a non-genasi ancestral race. You are considered a halfrace of genasi and your ancestral race.
**Subrace.** Choose a subrace. A genasi's subrace depends on the type of elemental that possessed them. #### Air **Unending Breath. (1)** You do not need to breath.
**Stormbreaker. (3)** You have resistance against lightning damage.
**Windwalker. (3)** As a bonus action you can give yourself a flying speed of 30 feet this turn. If you are in the air at the end of your turn, you fall.
**Control Air. (2)** As an action you create a harmless sensory effect using air or you can call forth a burst of air to push back a creature or an object that weighs less than 5 pounds that you can see within 60 feet and isn't being worn or carried. The creature must succeed on a strength saving throw (DC 8+Prof+Con) or be knocked back 5 feet in a direction of your choosing. An object always fails this save and is knocked back 10 feet instead. \columnbreak #### Earth **Earth Walk. (1)** You can move across difficult terrain made of earth or stone without expending extra movement.
**Control Earth. (2)** As an action you can excavate or shape a 5 foot cube of loose earth that you can see within 60 feet or cause it to become difficult terrain, or normal terrain if it already was difficult terrain.
**Sturdy. (2)** You have advantage on saving throws and checks against being pushed back or knocked prone.
**Murmurs of Earth. (4)** At the start of your turn you may half your speed. If you do you gain tremorsense for 30 feet until the start of your next turn. #### Fire **Fire Resistance. (3)** You have resistance to fire damage.
**Control Fire. (2)** As an action you can make a flame appear anywhere on your body that sheds bright light for 10 feet and dim light for 10 more. Or you can light or snuff out a candle, torch, campfire or other easily flammable object that fits in a 5 foot cube by touching it.
**Shimmering Heat. (4)** When you take the dodge action you can increase the temperature around you, causing heat shimmer. While you are dodging, every creature that attacks you with a melee weapon takes fire damage equal to your proficiency bonus. #### Water **Deepsight. (1)** 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, but only underwater. You can't discern color in darkness, only shades of gray.
**Acid Resistance. (3)** You have resistance to acid damage.
**Amphibious. (1)** You can breathe air and water.
**Swim. (2)** You have a swimming speed of 30 feet.
**Control Water. (2)** As an action you can move a 5 foot cube of water 5 feet or bend it into a shape or you can freeze it or thaw it if it is already frozen.
\pagebreakNum ## Gith Githyanki are tall and slender Humanoid with rough, leathery yellow skin and bright black eyes that are sunken deep in their orbits. They have long and angular skulls, with small and highly placed flat noses, and ears that are pointed and serrated in the back side. ### Gith Traits **Type.** You are a Humanoid.
**Age.** Gith mature and age at about the same rate as humans.
**Speed.** Your base walking speed is 30 ft.
**Size.** Gith are slightly large than humans, standing between 4'11" and 7'. Your size is medium.
**Telekinetic. (2)** As an action you can target an object that you can see within 30 feet that weighs less than 20 lbs and take a mental hold of it until the start of your next turn. At the start of your next turn you can use your action to extend the hold for another round. As part of the same action to take or maintain your hold, you can interact with the object or move it up to 30 feet. When you lose your hold on the object, it falls.
**Telekinetic Leap (Telekinetic Improvement). (1)** As an action you can use your telekinetic abilties to fling yourself or an ally you can see within 30 feet. You can move the target for 30 feet, this movement does not have to be along the ground. Once you've done so you can't use this trait again until you finish a long rest.
\columnbreak **Telekinetic Leap Improvement. (1)** Telekinetic Leap recharges after a short or long rest.
**Telepathic. (4)** You can speak telepathically to any creature you can see, provided the creature is within 60 feet of you. You need to share a language with the creature for it to understand your telepathic utterances.
\pagebreakNum ## Gnome Gnome look like a combination of dwarf and elf, being small in stature with pointed ears and high cheekbones. The skin of gnomes ran in hue from reddish tans to earthy browns or even shades of gray. Similarly, gnomish hair varied wildly in color from blond and brown to more exotic colors like white, orange, or even green. ### Gnome Traits **Type.** You are a Humanoid.
**Age.** Gnomes live longer than most, becoming an adult at 40 and living up to 500 years.
**Speed. (-2)** Your base walking speed is 25 ft.
**Size.** Gnomes are a small race, even dwarfed by dwarves, standing between 2'11" and 3'7". Your size is Small.
**Low-Light Vision. (2)** You can see in dim light within 60 feet of you as if it were bright light.
**Gnome Cunning. (2)** You have advantage on all Intelligence saving throws against spells.
**Gnome Cunning. (4)** You have advantage on all Wisdom saving throws against spells.
**Gnome Cunning. (2)** You have advantage on all Charisma saving throws against spells.
\pagebreakNum ## Goblin Goblins have flat faces, sloped back forehead, broad noses, pointed ears, and small, sharp fangs. Their eyes vary in color from red to yellow. Their skin color ranges from yellow through any shade of orange to a deep red, though they also come in shades of green. ### Goblin Traits **Type.** You are a Humanoid (Goblinoid)
**Age.** Goblins are some of the shortest living races, reaching adulthood at 8 and almost never making it past 60.
**Speed.** Your base walking speed is 30 ft.
**Size.** Goblins are between 3 and 4 feet tall. Your size is Small.
**Low-Light Vision. (2)** You can see in dim light within 60 feet of you as if it were bright light.
**Slippery. (4)** When you take the Disengage action it lasts until the start of your next turn. In addition when an enemy ends its turn within 5 feet of you during this time, you may move 5 feet away from them.
**Fury of the Small. (1)** When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. **Fury of the Small Improvement. (1)** Fury of the Small recharges after a short or long rest.
\pagebreakNum ## Goliath Goliath are big humanoids with most likely giant ancestry. Goliaths have noticeably bony or prominent supraorbital ridges above their eyes. Goliath eyes are often a bright blue or green and sometimes glow a little. ### Goliath Traits **Type.** You are a Humanoid.
**Age.** Goliath mature and age at about the same rate as humans.
**Speed.** Your base walking speed is 30 ft.
**Size.** Goliaths are massive, standing between 6 and 8 feet. Your size is Medium.
**Powerful Build. (1)** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
**Stone's Endurance. (3)** 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 long rest.
**Stone's Endurance Improvement. (4)** Stone's Endurance recharges after a short or long rest.
\pagebreakNum ## Halfling In many ways, halflings resemble small humans and usually have the same proportions as the typical human adult. Most halflings have dark hair and eyes, regardless of their skin complexion which, although commonly ruddy in hue have a similar range to humans. ### Hallfing Traits **Type.** You are a Humanoid.
**Age.** A halfling reaches adulthood at the age of 20 and generally lives into the middle of their second century.
**Speed. (-2)** Your base walking speed is 25 ft.
**Size.** Halflings are between 2,5 and 3,5 feet tall. Your size is Small.
**Halfling Nimbleness. (2)** You can move through the space of any creature that is of a size larger than yours.
**Halfling Nimbleness. (3)** Attacks of Opportunity against you have disadvantage.
**Naturally Stealthy. (5)** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you and you have advantage on the stealth check when there are 3 or more of such creatures within 5 feet of you.
\pagebreakNum ## Harengon Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. ### Harengon Traits **Type. (-1)** You are a Fey Humanoid.
**Age.** Harengon mature and age at about the same rate as humans.
**Speed.** Your base walking speed is 30 ft.
**Size.** Harengon come in a large variaty of size going from 2 to 7 feet. Your size is Small or Medium.
**Always Prepared. (2)** You may add your proficiency bonus to initiative checks.
**Lucky Footwork. (2)** When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.
**Rabbit Hop. (2)** As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. Once you use this trait, you can't do so again until you finish a long rest.
**Rabbit Hop Improvement. (3)** Rabbit Hop recharges after a short or long rest.
\pagebreakNum ## Hexblood Hexbloods are humanoids that made a deal with hags, changing them. ### Hexblood Traits **Type. (-1)** You are a Fey Humanoid.
**Age.** Hexbloods live as long as their ancestral race.
**Speed.** Your base walking speed is 30 ft.
**Size.** Hexbloods are as tall as their ancestral race. Your size is Medium.
**Ancestral Legacy.** Your bloodline has a non-hexblood ancestral race. You are considered a halfrace of hexblood and your ancestral race.
**Eerie Token.** As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows.
**Eerie Token Improvement. (2)** While the token is imbued with magic, as an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words.
**Eerie Token Improvement. (2)** If you are within 10 miles of the token and the token is imbued with magic, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed.
**Hex Curse. (2)** Your promises of ill fortune are more potent than others. As a bonus action you may curse a creature within 60 feet that can hear you for 1 hour. Choose Attacks, Checks or Saving throws, the creature removes 1d4 from any roll it makes of the chosen kind. Once you've done so you can't use this trait again until you finish a long rest.
**Hex Curse Improvement. (3)** Hex Curse recharges after a short or long rest.
\pagebreakNum ## Hobgoblin Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. ### Hobgoblin traits **Type.** You are a Humanoid (Goblinoid).
**Age.** Hobgoblin mature and age at about the same rate as humans.
**Speed.** Your base walking speed is 30 ft.
**Size.** Hobgoblins are as tall as humans, being between 5 to just over 6 feet tall.
**Low-Light Vision. (2)** You can see in dim light within 60 feet of you as if it were bright light.
**Hobgoblin Resilience. (4)** Whenever you are under an effect that allows you to make a saving throw at the end of your turn to end it, you can make that saving throw at the start of your turn instead.
**Always Prepared. (2)** You can add your proficiency bonus to your initiative checks.
\pagebreakNum ## Human If you wonder what a human looks like, look in the mirror. ### Human Traits **Type.** You are a Humanoid.
**Age.** Humans become an adult at 18 and live for up to a century.
**Speed.** Your base walking speed is 30 ft.
**Size.** Humans are between 5 and just over 6 feet tall. Your size is Medium.
**Cultural Adaptation. (5)** Choose a culture other than your own. You gain 5 culture points for it. (see Chapter 1: Character Creation→Step 4: Culture)
**Cultural Adaptation Improvement. (3)** Choose a third culture. You gain 3 culture points for it.
\pagebreakNum ## Kalashtar Kalashtar are possessed by a spirit. Though instead of taking over and transforming the body, it chooses to cohabit the body with the humanoid. In general Kalashtar are indistinguishable from their ancestral species. Small changes can occur like a strange eye or hair color and small behavior changes. ### Kalashtar Traits **Type.** You are a Humanoid.
**Age.** Kalashtar live as long as their ancestral race.
**Speed.** Your base walking speed is 30 ft.
**Size.** Kalashtar are as tall as their ancestral race. Your size is Medium
**Ancestral Legacy.** Your bloodline has a non-kalashtar ancestral race. You are considered a halfrace of kalashtar and your ancestral race.
**Dual Mind. (2)** You have resistance to Psychic damage.
**Telepathic. (4)** You can speak telepathically to any creature you can see, provided the creature is within 60 feet of you. You need to share a language with the creature for it to understand your telepathic utterances.
**Telepathic Improvement. (2)** As an action you can establish a bond with a creature you can see within 60 feet of you. While the bond persists you no longer need to see the creature to speak telepathically to it but it still must be within 60 feet, it can speak telepathically with you and you must make concentration checks as if you were concentrating on a spell. The bond lasts until you go unconscious, lose your concentration or choose to end it (no action required).
\pagebreakNum ## Kenku Kenku have no wings or capacity for flight. Instead, they have arms in place of wings and bird-like talons for hands and feet. Head and torso are covered with soft feathers, a dark russet-brown color, while their scrawny limbs are bare and scaled like a bird's. They most resemble ravens ### Kenku **Type.** You are a Humanoid
**Age.** Kenku live fast, being an adult at 12 and never making it past 60.
**Speed.** Your base walking speed is 30 ft.
**Size.** Kenku are slightly smaller than humans, going from 4,5 to 6 feet in size.
**Expert Forgery. (1)** You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce duplicates of existing objects.
**Mimicry. (2)** You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
**Flock Tactics. (4)** When you use the Help action you add 1d6 to the helped roll.
\pagebreakNum ## Kobold A kobold is a Dragonoid Humanoid with scaled skin between reddish brown and black in color and burnt orange to red eyes. Their legs are sinewy and digitigrade. They have long, clawed fingers and a jaw like a crocodile. Small white or tan horns protrude from their head, and they have rat-like tails. ### Kobold Traits **Type. (-1)** You are a Dragon Humanoid
**Age.** Kobolds grow up fast, being adult at 6 but can live a long life, living up to 120 years.
**Speed.** You have a base walking speed of 30 ft.
**Size.** Kobolds are between 2 and 3 feet. Your size is Small.
**Low-Light Vision. (2)** You can see in dim light within 60 feet of you as if it were bright light.
**Bite. (2)** Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal piercing damage equal to 1d6+Str, instead of the bludgeoning damage normal for an unarmed strike.
**Lesser Draconic Heritage (Bite Improvement). (2)** Choose a chromatic or metallic draconic heritage (see [Dragonborn](#p11)). When you hit with a bite attack, you can deal 1d6 extra damage of your draconic heritage type. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Once you use this trait, you can't do so again until you finish a long rest.
**Lesser Draconic Heritage Improvement. (3)** Lesser Draconic Heritage recharges after a short or long rest.
\pagebreakNum ## Leonin Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from gold to black. While their hands prove as nimble as those of other humanoids, leonin have retractable feline claws, which they can extend instantly. This, along with their ability to produce bone-shaking roars, gives most leonin an air that readily shifts between regal and fearsome. ### Leonin Traits **Type. (-1)** You are a Fey Humanoid.
**Age.** Leonin mature and age at about the same rate as humans.
**Speed. (2)** Your base walking speed is 35 ft.
**Size.** Leonin are larger than humans, being between 6 and 7 feet. Your size is Medium.
**Low-Light Vision. (2)** You can see in dim light within 60 feet of you as if it were bright light.
**Daunting Roar. (2)** As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw (DC 8+Prof+Con) or become frightened of you until the end of your next turn. Once you use this trait, you can't use it again until you finish a long rest.
**Daunting Roar Improvement. (3)** Daunting Roar recharges after a long or short rest.
\pagebreakNum ## Lizardfolk Lizardfolk are semi-aquatic reptilian humanoids. Their skin is covered in scales and varies in color from dark green through to shades of brown and gray. Lizardfolk have non-prehensile muscular tails that grow to three or four feet in length, and these are used for balance. They also have sharp claws and teeth. ### Lizardfolk Traits. **Type.** You are a Humanoid
**Age.** Lizardfolk mature at 14 and live up to 60 years.
**Speed.** Your base walking speed is 30 ft.
**Size.** Lizardfolk are a few inches taller than humans. Your size is Medium.
**Swimming Speed. (2)** You have a swimming speed of 30 feet.
**Bite. (2)** Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6+Str, instead of the bludgeoning damage normal for an unarmed strike.
**Hold Breath. (1)** You can hold your breath for up to 15 minutes at a time.
**Natural Armor. (2)** You have tough, scaly skin. When you aren't 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.
**Flexible Tail. (1)** Your tail is not just for show, you can use it to perform simple object interactions like pulling levers or opening doors. It cannot perform any action that requires dexterity or fingers and it cannot hold objects.
\pagebreakNum ## Loxodon Loxodons tower above most other humanoids, standing over 7 feet tall. They have the heads—trunks, tusks, ears, and faces—of elephants, and hulking bipedal bodies covered by thick, leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of elephants. Like that of an elephant, a loxodon's trunk is a useful appendage. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects. The trunk can be used to carry both food and liquid to the mouth and can even act as a snorkel. ### Loxodon Traits **Type.** You are a Humanoid.
**Age.** Loxodon are an adult at 18 and live up to 450 years.
**Speed.** Your base walking speed is 30 ft.
**Size. (-1)** Loxodon are large creatures, standing between 6,5 and 8 feet tall. Your size is Large.
**Natural Armor. (2)** You have thick, leathery skin. When you aren't 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.
**Trunk. (2)** You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
**Keen Smell. (3)** Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
**Earth Shake. (1)** As an action you can stomp the ground, making it shake. Each creature within 10 feet of you must succeed on a Dexterity saving throw (DC 8+Prof+Con) or be knocked prone. Once you done so you can't do so again until you finish a long rest.
**Earth Shake Improvement. (1)** Earth Shake recharges after a long or short rest.
\pagebreakNum ## Minotaur Minotaurs are large, muscular humanoids. They have the head of a bull and the body of a human. Their fur and hair typically ranges from brown to black. ### Minotaur Traits **Type. (-1)** You are a Monstrous Humanoid.
**Age.** Minotaurs become an adult at 17 and live up to 150 years.
**Speed.** Your base movement speed is 30 ft.
**Size. (-1)** Minotaurs are larger than humans, standing between 5,5 and 7 feet. Your size is Large.
**Horns. (2)** Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6+Str, instead of the bludgeoning damage normal for an unarmed strike.
**Hammering Horns. (4)** Immediately after you hit a creature within 5 feet of you that is your size or smaller with a melee attack on your turn, you can use a bonus action to attempt to shove that target with your horns. Unless it succeeds on a Strength saving throw (DC 8+Prof+Str) you push it up to 10 feet away from you.
**Charge. (4)** If you move at least 20 feet straight toward a target and then hit it with a melee attack on the same turn, that melee attack deals an extra 2d6 damage.
\pagebreakNum ## Orc Orcs of all kinds usually have grayish skin, coarse hair, stooped postures, low foreheads, large muscular bodies, and porcine faces that featured lower canines that resembled boar tusks. Many also have wolf-like ears that are pointed on the ends, similar to elves. Orcs are roughly the same size as Human, though usually robust and muscular. ### Orc Traits **Type.** You are a Humanoid.
**Age.** Orcs are tought to live short lives, most not seeing the second half of their first century.
**Speed.** Your base walking speed is 30 ft.
**Size.** Orcs are slightly larger than humans, standing between 5,5 and 6,5 feet. Your size is medium.
**Low-Light Vision. (2)** You can see in dim light within 60 feet of you as if it were bright light.
**Powerful Build. (1)** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
**Relentless Endurance. (5)** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
\pagebreakNum ## Reborn Death isn't always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they've been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. ### Reborn Traits **Type.** You are a Humanoid.
**Age.** Reborn do not age.
**Speed.** Your base walking speed is 30 ft.
**Size.** Reborn are the same size as their born race. Your size is Medium.
**Ancestral Legacy.** No one is born Reborn. You are considered a half-race of Reborn and your born race.
**Thick Blood. (2)** You have advantage on saving throws against poison.
**Restless Death. (1)** You don't need to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
**Restless Death Improvement. (1)** Magic can't put you to sleep.
**Undead Nature. (1)** You don't need to eat or drink.
**Undead Nature. (1)** You don't need to breath.
**Already Dead. (2)** You have advantage on death saving throws.
\pagebreakNum ## Satyr Generally, they look similar to humans, with a range of builds and features. But their goatlike horns, pointed ears, and furred lower bodies sharply distinguish them. Satyrs' solid horns connect to their heads at the base of their skulls, while their legs end in sturdy hooves. Thick fur covers their bodies from the waist down, shorter at the waist and longer below the knees. Short, soft hair grows down their neck and spine, along their shoulders, and on their forearms. ### Satyr Traits **Type. (-1)** You are a Fey Humanoid.
**Age.** Satyrs are an adult at 18 and live up to a century.
**Speed. (2)** Your base walking speed is 35 ft.
**Size.** Satyr's are as large as humans, being between 4,5 and 6 feet Your size is Medium.
**Lure of enchantment. (3)** As a bonus action you may sing a tune, attempting to charm a creature within 30 feet of you that can hear you. It must succeed on a wisdom saving throw (DC 8+Prof+Cha), on a fail it is subjected to 1 of the following effects (your choice): * You move the creature up to 15 feet, but not in a way that would provoke attacks of opportunity or into hazardous terrain. * The creature falls asleep for 1 minute or until it takes damage or another creatures uses an action to shake them awake. * The creature is frightened of a creature or object of your choice for 1 minute, it can retry the save at the end of each of its turns. Once you use this trait, you can't do so again until you finish a long rest.
**Lure of Enchantment Improvement. (4)** Lure of Enchantment recharges after a long or short rest.
\pagebreakNum ## Shifter Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. ### Shifter Traits **Type. (-1)** You are a Fey Humanoid.
**Age.** Shifters are an adult at 10 and live up to 70 years.
**Speed.** Your base walking speed is 30 ft.
**Size.** Shifters are slightly smaller than humans, being between 4,5 to just under 6 feet. Your size is Medium.
**Shifting. (2)** As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to half your level, rounded up, plus your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can't do so again until you finish a long rest.
**Shifting Improvement. (5)** Shifting recharges after a short or long rest. If you don't have a shifter subrace this trait has a powerscore of 3.
#### Beasthide **Shifting Feature. (2)** While shifted, you have a +1 bonus to your Armor Class. #### Longtooth **Shifting Feature. (2)** While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6+Str, instead of the bludgeoning damage normal for an unarmed strike. #### Swiftstride **Shifting Feature. (2)** While shifted, your walking speed increases by 10 feet. #### Wildhunt **Shifting Feature. (2)** While shifted no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated.
\pagebreakNum ## Simic Hybrid A hybrid's biological enhancements can change its appearance drastically, though most hybrids retain their basic physical form. All are augmented with characteristics of animals, mostly aquatic, reptilian, or amphibian creatures. These include crab claws, squid tentacles, wings or fins like those of manta rays, translucent or camouflaged skin, or shark-like maws filled with sharp teeth. ### Simic Hybrid Traits **Type. (-1)** You are a Monstrous Humanoid.
**Age.** Simic hybrids age slightly faster than their ancestral race.
**Speed.** Your base walking speed is 30 ft.
**Size.** Simic hybrids are as large as their ancestral race. Your size is Medium.
**Ancestral Legacy.** Your bloodline has a non-simic hybrid ancestral race. You are considered a halfrace of simic hybrid and your ancestral race.
**Animal Enchancement. (3)** Your body has been altered to incorporate certain animal characteristics. Choose one of the following options: * **Glide.** You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated or restrained, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. You must glide for at least 20 feet (descending 10 feet) during your turn to stay aloft. * **Nimble Climber.** You have a climbing speed equal to your walking speed. * **Underwater Adaptation.** You can breathe air and water, and you have a swimming speed equal to your walking speed. \columnbreak **Animal Enhancement Improvement. (6)** Choose one of the options you didn't take for Animal Enhancement (if you do this trait has a power score of 3), or one of the following options: * **Grappling Appendage.** You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6+Str, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment. * **Carapace.** Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor. * **Acid Spit.** When you take the Attack action on your turn, you can replace one of your attacks with a spray of acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw (DC 8+Prof+Con). This damage increases by 1d10 when you reach 5th level (3d10), 11th level (4d10) and 17th level (5d10). Once you use this trait you can't do so again until you finish a short or long rest.
\pagebreakNum ## Tabaxi Tabaxi's bodies are slender and covered in spotted or striped fur. Like most felines, Tabaxi have long tails and retractable claws. Tabaxi fur color ranges from light yellow to brownish red. Tabaxi eyes are slit-pupilled and usually green or yellow. ### Tabaxi Traits **Type.** You are a Humanoid.
**Age.** Tabaxi are an adult at 18 and live for about a century.
**Speed.** Your base walking speed is 30 ft.
**Size.** Tabaxi are slightly larger than humans, standing from just below 5 to 6,5 feet. Your size is Medium.
**Feline Agility. (5)** 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't use it again until you move 0 feet on one of your turns.
**Cat's Claws. (1)** your 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 bludgeoning damage normal for an unarmed strike.
**Climbing Speed. (2)** You have a climbing speed of 30 ft.
\pagebreakNum ## Tiefling Tiefling are Humanoids that are possessed or used to be possessed by an fiendish spirit. This fiend changes the body slowly overtime, making them look more and more like the fiends true form. This means that there is a very large variety in looks for a tiefling depending on what kind of fiend possessed them and how far along the transformation they are. ### Tiefling Traits **Type. (-1)** You are a Fiendish Humanoid.
**Age.** Tieflings age as fast as their ancestral race.
**Speed.** Your base walking speed is 30 ft.
**Size.** Tieflings are as large as their ancestral race. Your size is Medium.
**Ancestral Legacy.** Your bloodline has a non-tiefling ancestral race. You are considered a halfrace of tiefling and your ancestral race.
**Fiendish Tongue. (1)** You may have your voice boom 3 times as loud and/or talk with 2 voices at once.
**Hellish Resistance. (3)** You have resistance to fire damage.
**Infernal Wrath. (2)** As a reaction when you are damaged by a creature you can call on your infernal occupier for revenge. The creature must succeed on a Dexterity saving throw (DC 8+Prof+Cha) or take 2d10 fire damage, half on a success. Once you used this trait you can't do so again until you finish a long rest.
**Infernal Wrath Improvement. (3)** Infernal Wrath recharges after a short or long rest.
\pagebreakNum ## Tortle Tortles are reptilian-looking humanoids with large shells on their backs that are capable of containing their entire bodies. They have leathery skins that varies between olive-green to blue-green hues. The dorsal portion of their shells is usually darker than their skins, while the ventral portion is lighter, usually with yellowish tones. ### Tortle Traits **Type.** Your are a Humanoid.
**Age.** Tortles are a short lived race, becoming an adult at 15 and not seeing the second half of a century.
**Speed.** Your base walking speed is 30 ft.
**Size.** Tortles are about as large as humans, standing between 5 and 6,5 feet. Your size is Medium.
**Shell Amor. (2)** 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 14 (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.
**Shell Armor Improvement. (3)** The AC of Shell Armor is increased to 16.
**Second Shell Armor Improvement. (3)** The AC of Shell Armor is increased to 17.
\pagebreakNum ## Triton Tritons are a Humanoid race, notable in their many underwater adaptations that render them visually distinct from other humanoid races. Their skin is most commonly a deep-blue, but has also been known to appear as pearl, light green, or in rare cases, other mutant colors. Their hands and feet are webbed, and they have minor dorsal fins that run from their mid-calf and end at their ankles. They are notably shorter than humans, averaging around five feet tall. ### Triton Traits **Type.** You are a Humanoid.
**Age.** Triton are already an adult at 15 and live up to 2 centuries.
**Speed.** Your base walking speed is 30 ft.
**Size.** Tritons stand between 4,5 and 6 feet.
**Superior Deepsight. (2)** 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, but only underwater. You can't discern color in darkness, only shades of gray.
**Swimming Speed. (2)** You have a swimming speed of 30 feet.
**Amphibious. (1)** You can breathe air and water.
**Guardians of the Depths. (3)** Adapted to even the most extreme ocean depths, you have resistance to cold damage.
\pagebreakNum ## Vedalken Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and flat. ### Vedalken Traits **Type.** You are a Humanoid.
**Age.** Vedalken age slowly, being an adult at 40 and living for 5 centuries.
**Speed.** Your base walking speed is 30 ft.
**Size.** Vedalken stand between 5,5 and 7 feet. Your size is Medium.
**Mental Preperations. (3)** When you hold an action you may choose to also hold your bonus action. When the held action is triggered, you choose if the bonus action or action occurs first.
**Eureka. (2)** You have moments of genius. When you make an ability check that uses a skill you are proficient in, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. Once you use this feature, you can't do so again until you finish a long rest.
**Eureka Improvement. (3)** Eureka recharges after a short or long rest.
\pagebreakNum ## Warforged Warforged are a rare race of humanoid constructs created through powerful rituals. Warforged are made up of bulky (albeit resilient) metallic or stone bodies with wooden interiors. Extremely powerful and durable, warforged are able fighters. Unlike most constructs, warforged are fully self-aware and maintained mental faculties on par with other humanoid races. ### Warforged Traits **Type. (-2)** You are a Construct Humanoid.
**Age.** Warforged don't age.
**Speed.** Your base walking speed is 30 ft.
**Size.** Warforged heights vary wildly depending on their purpose. Your size is Small or Medium.
**Living Construct. (1)** You can be affected by healing spells that normally can't affect constructs.
**Constructed Resilience. (2)** You have advantage on saving throws against being poisoned.
**Constructed Resilience Improvement. (1)** You are immune to disease.
**Veins of Wood. (3)** You have resistance to poison damage.
**Machine Metabolism. (1)** You don't need to eat or drink.
**Endless Breath. (1)** You don't need to breath.
**Sentry's Rest. (1)** You don't need to sleep, when you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
\pagebreakNum ## Yuan-Ti Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti are corrupted into monsters by those rites, but some yuan-ti instead became a new people who mix characteristics of humans and snakes. ### Yuan-Ti Traits **Type. (-1)** You are a Monstrous Humanoid.
**Age.** Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.
**Speed.** Your base walking speed is 30 ft.
**Size.** Purebloods match humans in average size and weight. Your size is Medium.
**Low-Light Vision. (2)** You can see in dim light within 60 feet of you as if it were bright light.
**Poison Resistance. (3)** You have resistance against Poison damage.
**Poison Resilience. (2)** You have advantage on saving throws against poisons.
**Venom Spray. (2)** As an action you can spray venom out of your mouth against a creature within 10 feet. The creature must succeed on a Constitution Saving throw (DC 8+Prof+Cha) or take 1d12 poison damage, This damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
\pagebreakNum ## Racial Feats ## Due to the lowered powerlevel of races compared to standard DnD 5e, some options got a large part of their traits removed. If these were typifying biological traits a feat was created. ### Blessed Ancestry (Chromatic) *Prerequisite: Chromatic Dragonborn*
Your chromatic ancestry flows harder in you then most, you gain the following benefits: * Your strength or charisma is increased by 1. * As an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can't do so again until you finish a long rest. ### Blessed Ancestry (Gem) *Prerequisite: Gem Dragonborn*
Your gem ancestry flows harder in you then most, you gain the following benefits: * You can send telepathic messages to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them. * You can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can't do so again until you finish a long rest. ### Blessed Ancestry (Metallic) *Prerequisite: Metallic Dragonborn*
Your chromatic ancestry flows harder in you then most, you gain the following benefits: * Your strength or charisma is increased by 1. * You gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. Whenever you use this trait, choose one: * Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw (Con) or become incapacitated until the start of your next turn. * Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw (Con) or be pushed 20 feet away from you and be knocked prone. Once you use this trait, you can't do so again until you finish a long rest. \columnbreak ### Vampiric Bite *Prerequisite: Dhampir*
Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d6 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. Additionally when you hit a creature a that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice: * You regain hit points equal to the piercing damage dealt by the bite. * You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite Once you've empowered yourself this way, you can't do so again until you finish a short or long rest. ### Step of Changing Seasons *Prerequisite: Eladrin*
As a bonus action you can magically teleport up to 30 feet. An additional effect occurs depending on what season the Eladrin is currently alligned with: * **Autumn.** Immediately after you teleport, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it. * **Winter.** one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. * **Spring.** You can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you. * **Summer.** Immediately after you teleport, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage). When you use this feature you can't do so again until you finish a short or long rest. \pagebreakNum # Appendix A: Example Cultures ## Burrows **Majority Races:** Halfling
The rural community of the burrows is one of simple people and simple pleasures. ### Community reliant The burrows tend to be self reliant, because relying on others outside of the community might cause problems later. This means most are farmers, and there are only tanners, woodcarvers etc... if there are people locally able to produce the base materials. ### A Cavalcade of Gods To the people in the burrows, every village, every family and every landmark has their own gods. Asking for aid and giving praise to dozens, and telling many stories about the relations between all of them. After identifying over 30.000 mentioned deities, empire archivist have given up on cataloging all of them.
\columnbreak ### Burrows Cultural Traits #### Preferences **Preferred Skills:** Acrobatics, Animal Handling, Deception, Nature, Persuasion, Religion, Stealth
**Preferred Tools:** Carpenter's Tools, Cook's Utensils, Herbalism Kit, Musical Instrument, Potter's Tools, Woodcarver Tools
**Preferred Languages:** Common, Halfling, Human
**Preferred Simple Weapons:** Sickle, Light Hammer, Handaxe, Spear
**Preferred Martial Weapons:** Hand Crossbow
**Preferred Armor:** None #### Traits **Brave. (2)** You have advantage on saving throws against being frightened.
**Easily Dismissed. (2)** Other folk don't tend to take much notice of people from the burrows. When you are in a highly trafficed area you may take the Hide action. On a success you aren't hidden but other creatures simply don’t take particular notice of you, even though they can see you. This trait does not work on observers who have already seen you perform obtrusive or notable actions.
**Looking out for the Community. (2)** The small communities of the burrows take care of each other. You have advantage on wisdom (Insight) checks to determine if a friend of you is charmed, frightened or hiding wounds, be they physical or mental.
**Sling Mastery. (3)** The burrows favor the sling as a weapon, though most simply use their belt and any ammunition they can find. You can load any item that weighs 2 lbs or less into the sling. When you hit with such makeshift ammunition you deal the normal sling damage along with any extra effects from the flung item (like setting the target on fire with alchemist fire).
**Lucky Charm. (4)** You have a lucky charm that gives luck to anyone you give it to. When you give this lucky charm to another creature they become lucky for 24 hours or until they give it to someone else. While a creature is lucky, if they roll a 1 on an attack roll, ability check, or saving throw, they can reroll the die and must use the new roll.
\pagebreakNum ## Centauri **Majority Race:** Centaur, Leonin, Loxodon, Minotaur
The Centauri tribes are a nomadic and proud people. Tread carefully, and with respect, and you will likely encounter few issues within Centuari lands. ### The Power of Names Names are an incredibly sacred concept to the Centauri tribes. To give another a name is to claim dominance over them, and to accept is to accept subservience. Centauri names are in the form of "name" given by "giver" (e.g. Pelos given by Eudotis). A rare few Centauri who desire freedom above all else give themselves names, though to do so is to shun the clan. Others, who leave their clan involuntarily, may change their name to reflect the reason of their absence, along with the clan or individual who forced them out, in the form "clan/person reason" (e.g. Thunderhooves Warmonger). ### The Gods The Gods of the Centauri are beings of eternal knowledge and wisdom, trying to change their opinion with prayer or offerings is a fools errand. Instead simply do and you will know when they favor you. The gods of the Centauri are aptly nameless, as to attempt to name a god is to attempt to place yourself above them, a crime worthy of death in Centauri culture.
\columnbreak ### Centauri Cultural Traits #### Preferences **Preferred Skills:** Athletics, Animal Handling, Intimidation, Medicine, Nature, Perception, Survival
**Preferred Tools:** Herbalism Kit, Poisoner's Kit, Potter's tools, Woodcarver tools
**Preferred Language:** Sylvan
**Preferred Simple Weapons:** Spear, Javelin, Greatclub, Shortbow
**Preferred Martial Weapons:** Greatsword, Glaive, Lance
**Preferred Armor:** Light
#### Traits **Living of the Land. (2)** You know how to take care of yourself. While traveling you can acquire food and water for an amount of people up to your proficiency bonus, if enough edible plants, wildlife and water is available in the area you are traveling through.
**Savage Attacks. (2)** When you score a critical hit with a melee weapon 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.
**Favored by the Gods. (3)** When an attack misses you or you succeed on a saving throw, you may see that as a sign of the Gods favor, reinvigorating you for the fight. As a reaction you regain an amount of hitpoints equal to your level. Once you do so, you can't do so again until you finish a long rest.
**Favored by the Gods Improvement. (4)** Favored by the Gods recharges after a long or short rest.
**Aggressive. (4)** As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.
**Saving Face. (2)** Centauri are a proud people that do not want to show weakness If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a long rest.
**Saving Face Improvement. (3)** Saving face recharges after a long or short rest.
\pagebreakNum ## Githyanki **Majority Race:** Gith
Sandstorms in the distance are seen by most as a grave thing, and not because of the sand. The githyanki are the scourge of the gladsian desert. Collected into tribes, they form fleets of sand ships, staying always right in front of a sandstorm where the wind is strongest and the fastest speeds can be achieved. In the heaviest of sandstorms their sand ships are known to fly. ### Living in the Now Githyanki do not tend to care much about tomorrow or yesterday. All that matters is today, if you're hungry, go raid a village. Need water, move to an oasis. What once was can never be again and what might be may never be, so just enjoy today fully and worry about tomorrow when tomorrow becomes today. ### Loose Connections Githyanki have no solid social structures. While they tend to gather in fleets, no ship leads the others. Any ship can leave the fleet at any moment and any person can swap ship at anytime. This freedom also applies to their familial bonds, partners, siblings and parents can be changed on the daily depending on how the githyanki feel that day.
\columnbreak ### Githyanki Cultural Traits #### Preferences **Preferred Skills:** Athletics, Acrobatics, Investigation, Intimidation, Perception, Survival
**Preferred Tools:** Carpenter's Tools, Navigator Tools, Land Vehicles, Thieves' tools
**Preferred Language:** Common, Gith
**Preferred Simple Weapons:** spear, javelin, light crossbow
**Preferred Martial Weapons:** shorsword, longsword, greatsword
**Preferred Armor:** Medium
#### Traits **Desert Adaptation. (1)** You spend most of your life in the hot desert, giving you some extra resistance against the sundering heat. You have advantage on saving throws against exhaustion from heat.
**Gith Sign Language. (1)** You have learned the sign language of the gith. This sign language consists of exagerated arm waving, which while not exactly stealthy does allow for long range silent communication over the Gladsian dunes.
**Need for Speed. (3)** The exhilaration of going fast makes you less susceptible to mind altering effects. You have advantage on saves against the charmed or frightened condition if you moved 30 or more feet in your last turn.
**Telekinetic. (2)** You have learned how to move an object with your mind. As an action you can target an object that you can see within 30 feet that weighs less than 20 lbs and take a mental hold of it. At the start of your next turn you can use your action to maintain the hold for another turn or release it. As part of the same action to take or maintain your hold, you can move the object 30 feet.
**Telekinetic Improvement. (3)** You can take hold of an object that weighs less than 100 lbs but if you do so you can only move it 20 feet and you must make concentration checks as if you were concentrating on a spell. When you lose concentration, you lose your hold and the object falls.
**Second Telekinetic Improvement. (3)** You can take hold of an object that weighs less than 1000 lbs but if you do so you can only move it 10 feet, you must make concentration checks as if you were concentrating on a spell and your movement speed becomes 0 for as long as you are concentrating this way. When you lose concentration, you lose your hold and the object falls.
\pagebreakNum ## Githzerai **Majority Race:** Gith
### Towards a Better Tomorrow The current fate of the Githzerai is a poor one, stuck in a harsh desert, their reputation ruined by the Githyanki. That doesn't stop them from moving on. The turmoils of today are nothing compared to the glories of tomorrow. They've spend generations replanting a desert and have actually made a few small oasis this way. ### For the Next Generation Githzerai tend to take on large projects, requiring lifetimes to complete, knowing they will most likely never see the end result or receive any benefits from it. But their children or the children of their children may, and that's enough.
\columnbreak ### Githzerai Cultural Traits #### Preferences **Preferred Skills:** Acrobatics, Arcana, Investigation, Insight, Medicine, Nature, Perception, Persuasion, Stealth
**Preferred Tools:** Calligrapher's Tools, Painter's Supplies, Potter's Tools
**Preferred Language:** Gith
**Preferred Simple Weapons:** Spear, Shortbow
**Preferred Martial Weapons:** Whip, Shortsword, Morningstar, Maul
**Preferred Armor:** None #### Traits **Desert Adaptation. (1)** You spend most of your life in the hot desert, giving you some extra resistance against the sundering heat. You have advantage on saving throws against exhaustion from heat.
**Gith Sign Language. (1)** You have learned the sign language of the gith. This sign language consists of exagerated arm waving, which while not exactly stealthy does allow for long range silent communication over the Gladsian dunes.
**Inner Calm. (2)** You have spend years meditating, finding inner peace. When you are under an effect that charms or frightens you that allows you to make a save at the end of your turn, you may make a save against that effect at the start of your turn as well. If you do your movement speed is 0 until the start of your next turn.
**Telepathic. (4)** You can speak telepathically to any creature you can see, provided the creature is within 60 feet of you. You need to share a language with the creature for it to understand your telepathic utterances.
**Telepathic Improvement. (2)** As an action you can establish a bond with a creature you can see within 60 feet of you. While the bond persists you no longer need to see the creature to speak telepathically to it but it still must be within 60 feet, it can speak telepathically with you and you must make concentration checks as if you were concentrating on a spell. The bond lasts until you lose concentration, create another bond or end it (no action required).
**Second Telepathic Improvement. (3)** When you establish a bond, you can do so with a number of creatures up to your proficiency bonus. When a creature speaks telepathically to you, all other creatures in the bond that are within 60 feet of you hear it as well.
\pagebreakNum ## Gladsia **Majority Race:** Vedalken
### A relic of the past. The Gladsian culture is an ancient one, or at least that's what the gladsians believe. Surrounded by ancient relics they keep pointing at as proof of a glorious past, one lost so long ago, no one can put a date on it. ### Tech beyond understanding The gladsians use many of these ancient relics in their daily life, machines that provide heating, light etc.. While many know how to operate these machines, none now how they actually function. This means any machinery is important, on the edge of being holy. When one breaks... it is lost forever so be careful with all you have.
\columnbreak ### Gladsia Cultural Traits #### Preferences **Preferred Skills:** Arcana, History, Investigation, Performance, Persuasion, Religion, Survival
**Preferred Tools:** Alchemist's Supplies, Cartographer's Tools, Tinker's Tools, Thieves' Tools
**Preferred Language:** Common, Gladsian
**Preferred Simple Weapons:** Spear, Light Crossbow
**Preferred Martial Weapons:** Pike, Heavy Crossbow
**Preferred Armor:** Light #### Traits **Desert Adaptation. (1)** You spend most of your life in the hot desert, giving you some extra resistance against the sundering heat. You have advantage on saving throws against exhaustion from heat.
**Schooling. (2)** You went to one of the many goverment elementary schools. You add 1d4 to any intelligence check to recall information.
**Schooling Improvement. (2)** You've had higher education, when you make an intelligence check to recall information, you add 1d6 instead.
**Gladsian Tech. (2)** You have gained access to ancient gladsian tech from a dig site. You do know what it does, but not how. * **Shape Catcher** As an action you activate this device, aiming it at a 15 cube within 60 feet of you. It can record for up to 1 minute before ejecting a 2 inch wide hexagonal pad and it cannot record any more until a new pad is inserted. The pad can be attached to surfaces and can be triggered by a timing mechanism or a command word of your choosing. When triggered it displays the recorded scene. A creature can take an action to make an investigation check (DC 13) to see through the illusion. If the pad is destroyed, a new one appears in the Shape Catcher after a long rest. * **Steel cloth** This 50 foot long, 1 foot wide piece of fabric has a metal box with a button at the end. When the button is pressed, the fabric becomes as hard as steel. Pressing the button again makes it as soft as cloth again. Steel cloth can support up to 300 pounds and requires an athletics check (DC 20) to bend in its hardened state. * **Cantrip** You have a device of a look of your choosing. Choose a cantrip from the Artificer spell list. You can cast that cantrip using this device, using Inteligence as your spellcasting modifier. \pagebreakNum ## Human Realms **Majority Race:** Human
### Equality for All The Human Realms value equality highly and are more than happy to spread this value, by force if needed. They tend to see themselves as a glorious savior, bringing their enlightened values to the less advanced masses with science, magic and the well-oiled Redking Empire military. ### Scientia Verberat Ignorantiam Or science trumps ignorance. The many religions all have their own stories, most of which are plainly impossible, which are used to control the population and instill inequality. Czilstrix uses it to impose a caste system, Raudiria for a matriarchy. The Human Realms believe that the progression of science and better schooling will do away with such silly ideas. While religion isn't banned anywhere, it is openly mocked.
\columnbreak ### Human Realms Cultural Traits #### Preferences **Preferred skills:** Athletics, Sleight of Hand, Arcana, History, Investigation, Intimidation, Persuasion
**Preferred Tools:** Alchemist Supplies, Navigator Tools, Cartographer tools, Land Vehicles, Sea Vehicles
**Preferred Language:** Common, Human
**Preferred Simple weapons:** Javelin, Spear
**Preferred Martial Weapons:** Shortsword, Longsword
**Preferred Armor:** Medium #### Traits **Arcane Teachings. (2)** You learned the basics of magic. You learn a cantrip from the wizard spell list. Intelligence is your spellcasting ability for it. You can take this trait more than once, choosing a different cantrip every time.
**Schooling. (2)** You went to one of the many goverment elementary schools. You add 1d4 to any intelligence check to recall information.
**Schooling Improvement. (2)** You've had higher education, when you make an intelligence check to recall information, you add 1d6 instead.
**Alchemical Formulae. (3)** You have learned 1 alchemical formula. You start with 1 use and can make more using alchemist supplies over the course of a day of downtime and 25 gp of materials. * **Polycervis**: The liquid in this vial constantly changes color and taste. A creature that uses it's action to drink this liquid transforms into an animal with CR 1/2 or less (your choice when you brew this), retaining their mental stats and ability to speak. The transformation lasts for 1 hour, the consumer goes unconcious or they end it early as a bonus action. * **Pulvis Ferreus**: This silvery powder hardens on contact with skin, making it look like a diamond. As an action you can throw this dust on a creature within 5 feet of you. Until the dust is washed off, it's AC cannot be lower than 16. * **Ampulla Fulgur**: This clouded bottle sparks with electricity inside it. You can make a ranged weapon attack with this bottle to throw it at a creature within 20 feet of you. On a hit it takes 3d6 lightning damage and they cannot take reactions until the start of their next turn. You can take this trait more than once, choosing a different formula every time.
\pagebreakNum # Appendix B: Cultural Trait Compendium > ##### Adding Improvements > All abilities listed here will only be 1/long rest if you wish the ability to be more usable you can use the following formula:
> 1/short rest: (2xbase)+1
> prof/long rest: 3xbase ### Aggressive (4) As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started. ### Alchemical Formulae (3) You have learned 1 alchemical formula. You start with 1 use and can make more using alchemist supplies over the course of a day of downtime and 25 gp of materials. * **Polycervis**: The liquid in this vial constantly changes color and taste. A creature that uses it's action to drink this liquid transforms into an animal with CR 1/2 or less (your choice when you brew this), retaining their mental stats and ability to speak. The transformation lasts for 1 hour, the consumer goes unconcious or they end it early as a bonus action. * **Pulvis Ferreus**: This silvery powder hardens on contact with skin, making it look like a diamond. As an action you can throw this dust on a creature within 5 feet of you. Until the dust is washed off, it's AC cannot be lower than 16. * **Ampulla Fulgur**: This clouded bottle sparks with electricity inside it. You can make a ranged weapon attack with this bottle to throw it at a creature within 20 feet of you. On a hit it takes 3d6 lightning damage and they cannot take reactions until the start of their next turn. You can take this trait more than once, choosing a different formula every time. ### Animal Totems (2) You have a wood carving of an animal, lending you its power. If you lose the totem you can fashion a new one over 1 day of downtime using Woodcarver's Tools and 5 gp of materials. * **Python**: The python lies in wait, then strikes fast. Your movement speed is increased by 10 during your first turn of combat. * **Fox**: The tricksy fox knows when it's being fooled. You have advantage on checks and saves against illusions. * **Mule**: The stuborn mule only moves when it wishes to. Whenever you are moved you can choose to be moved 5 feet less (to a minimum of 5 feet). You can take this trait multiple time, choosing a different totem every time. ### Arcane Songs (2) You know 1 song listed below and can start singing it as an action. While singing these songs you must make concentration checks as if you were concentrating on a spell and you must sing them at full volume, making you unable to talk or provide the verbal components of spells. When you start singing you can designate a number of creatures within 60 feet of you that can hear you as listeners up to your proficiency bonus. The song lasts for up to 10 minutes and ends early if you stop singing or drop concentration. Once you've sung a song this way you can't do so again until you finish a long rest. Choose one of the following: * **Song of Concentration:** A song keeps people concentrated on their task. Listeners can add 1d4 to any skill check they make. * **Song of Travels:** A relentless rhythm moves the legs. Listeners have their movement speed increased by 10. * **Song of Hidden Meanings:** The lyrics of this song hide a secret message, disguised by magic. Listeners are the only one that can understand the secret message if the song is sung in a language they understand and can send their own hidden messages back to you. You can take this trait multiple time, choosing a different song every time. ### Armor training (1) Your speed is not reduced by wearing armor. ### Biological Enhancement (3) You have undergone some biological enhancements, giving you some abilities your race normally doesn't have without visibly changing you. Choose one: * **Chromatophores:** You can alter the color of your skin and can blend into your environment. You gain advantage on Stealth checks made to hide as long as you are not moving. If you are wearing no armor and are not encumbered, you may attempt to hide even if you have no cover or concealment. You can't use this ability to hide from a creature that is directly observing you. * **Echolocation:** As an bonus action during your turn, you can make a loud clicking noise with your tongue and gain blindsight out to 30 feet. This effect ends once you move, use an action or reaction, or your turn ends. You do not gain this benefit if you are deafened, and you cannot use this action if you are incapable of speaking. * **Enhanced immunity:** You have advantage on saving throws against poison and diseases. You can take this trait more than once, choosing a different enhancement every time. ### Brave (2) You have advantage on saving throws against being frightened. \pagebreakNum ### Brewer (2) You have learned one brewing recepy. You start with 1 dose an can make 1 more using Brewer's Supllies over the course of a day of downtime and using 25 gp of materials. A creature can drink a dose as an action. * **Insom's Ale**: This hot black liquid has a bitter aftertaste, removing any drowsiness. The consumer does not require sleep for the next 24 hours and is immune to the effects of exhaustion. * **Good Berry Gin**: A sweet yellowish brew that is way more filling that its size would suggest. The consumer regains xd4 hit points, with x being your proficiency bonus and gains enough nutrients for a full day. * **Liquid Courage**: A pils that instills a creature with bravery...or is it stupidity? The consumer gains xd4+x temporary hit points, with x being your proficiency bonus. While they have these hitpoints, they have advantage on saving throws against being frightened. You can take this trait multiple time, choosing a different drink every time. ### Cantrip (2) You learn a cantrip, your spellcasting is the same as the class who's spell list you took it from. ### Charge (4) If you move at least 20 feet straight toward a target and then hit it with a melee attack on the same turn, that melee attack deals an extra 2d6 damage. ### Charm Resistance (2) You have advantage on saves against being charmed. ### Climbing Speed (2) You have a climbing speed of 30 feet. ### Cold Adaptation (1) You have advantage on saving throws against exhaustion from severe cold. ### Cunning Artisan (2) As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools. ### Desert Adaptation (1) You spend most of your life in the hot desert, giving you some extra resistance against the sundering heat. You have advantage on saving throws against exhaustion from heat. \columnbreak ### Doll maker (3) Using a lock of hair or nails of a creature you can fashion a doll of that creature over a long rest. Once per day you may insert 1 needle into the doll. Choose a stat, the creature subtracts 1d4 from all checks and saves using that stat. When you insert a second needle the penalty is increased to 1d6 and with 3 needles to 1d8. You can have as many dolls as you wish but can only have 3 needles spread over all of them. ### Easily Dismissed (2) When you are in a highly trafficed area you may take the Hide action. On a success you aren't hidden but other creatures simply don't take particular notice of you, even though they can see you. This trait does not work on observers who have already seen you perform obtrusive or notable actions. ### Emissary of the Sea (1) Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return. ### Favored by the Gods (3) When an attack misses you or you succeed on a saving throw, you may see that as a sign of the Gods favor, reinvigorating you for the fight. As a reaction you regain an amount of hit points equal to your level. Once you do so, you can't do so again until you finish a long rest. ### Grovel, Cower, and Beg (6) As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest. ### Gunman (5) You gain proficiency with firearms. Additionally you start with a flintlock pistol or a musket and ammunition and gunpowder for 20 shots. ### Inner Calm (2) You have spend years meditating, finding inner peace. When you are under an effect that charms or frightens you that allows you to make a save at the end of your turn, you may make a save against that effect at the start of your turn as well. If you do your movement speed is 0 until the start of your next turn. ### Living of the Land (2) While traveling you can acquire food and water for an amount of people up to your proficiency bonus, if enough edible plants, wildlife and water is available in the area you are traveling through. \pagebreakNum ### Looking out for the Community (2) You have advantage on wisdom (Insight) checks to determine if a friend of you is charmed, frightened or hiding wounds, be they physical or mental. ### Low-Light Vision (2) You can see in dim light within 60 feet of you as if it were bright light. #### Dark Vision (Low-Light Vision Improvement) (2) You can see in darkness within 60 feet of you as if it were dim light. You can't discern color in darkness, only shades of gray. ### Lucky Charm (4) You have a lucky charm that gives luck to anyone you give it to. When you give this lucky charm to another creature they become lucky for 24 hours or until they give it to someone else. While a creature is lucky, if they roll a 1 on an attack roll, ability check, or saving throw, they can reroll the die and must use the new roll. ### Lv 1 Spell (2) You can cast a level 1 spell. Your spellcasting ability is the same as the class who's spell list you took it from. You must finish a long rest before you can do so again. ### Lv 2 Spell (4) You can cast a level 2 spell. Your spellcasting ability is the same as the class who's spell list you took it from. You must finish a long rest before you can do so again. ### Magic Jewelry (3) The jewelry can look however you please but must contain 1 dominant gem. Choose 1 of the following: * **Ruby**: The ruby is said to enhance luck. When you roll a 1 on any dice, you may spend a hit die to reroll the die but most use the new roll. If the die was part of an Attack roll, save or skill check, you add the hit die to the result. * **Sapphire**: The calm blue of a sapphire keeps those that see it tranquil. As an action you may spend a hit die and have 1 creature that can see the sapphire within 10 feet of you reroll their save against any effects that has them frightened or charmed, adding the hit die to the result. * **Emerald**: Emeralds promote growth and healing. When an effect would heal you, you may spend a hit die and add its number plus your constitution modifier to the healing you receive. You can take this trait multiple time, choosing a different gem every time. You choose if the gems are part of the same jewelry or not. ### Mask of the Wild (2) You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. \columnbreak ### Navigator (2) You have knowledge on constellations and other celestial bodies allowing you to chart a course and follow a straight line using only the sun and stars. ### Need for Speed (3) The exhilaration of going fast makes you less susceptible to mind altering effects. You have advantage on saves against the charmed or frightened condition if you moved 30 or more feet in your last turn. ### Savage Attacks (2) When you score a critical hit with a melee weapon 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. ### Saving Face (2) If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a long rest. ### Schooling (2) You had some basic schooling. You add 1d4 to any intelligence check to recall information. #### Schooling Improvement (2) You've had higher education, when you make an intelligence check to recall information, you add 1d6 instead. ### Shaman Rituals (4) You have learned the basics of the shamanistic art. You learn 1 level 1 spell that does not deal damage or heal. You can cast it as a ritual even if it normally isn't a ritual but you can only cast it as a ritual. Your spellcasting ability for this spell is the same as the class whose spell list you took the spell from. You can take this trait multiple time, choosing a different spell every time. ### Sling Mastery (3) You can load any item that weighs 2 lbs or less into the sling. When you hit with such makeshift ammunition you deal the normal sling damage along with any extra effects from the flung item (like setting the target on fire with alchemist fire). ### Speech of Beast and Leaf (2) You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. ### Swimming Speed (2) You have a swimming speed of 30 feet. \pagebreakNum ### Telekinetic (2) You have learned how to move an object with your mind. As an action you can target an object that you can see within 30 feet that weighs less than 20 lbs and take a mental hold of it. At the start of your next turn you can use your action to maintain the hold for another turn or release it. As part of the same action to take or maintain your hold, you can move the object 30 feet. #### Telekinetic Improvement (3) You can take hold of an object that weighs less than 100 lbs but if you do so you can only move it 20 feet and you must make concentration checks as if you were concentrating on a spell. When you lose concentration, you lose your hold and the object falls. #### Second Telekinetic Improvement (3) You can take hold of an object that weighs less than 1000 lbs but if you do so you can only move it 10 feet, you must make concentration checks as if you were concentrating on a spell and your movement speed becomes 0 for as long as you are concentrating this way. When you lose concentration, you lose your hold and the object falls. ### Telepathic (4) You can speak telepathically to any creature you can see, provided the creature is within 60 feet of you. You need to share a language with the creature for it to understand your telepathic utterances. #### Telepathic Improvement (2) As an action you can establish a bond with a creature you can see within 60 feet of you. While the bond persists you no longer need to see the creature to speak telepathically to it but it still must be within 60 feet, it can speak telepathically with you and you must make concentration checks as if you were concentrating on a spell. The bond lasts until you lose concentration, create another bond or end it (no action required). #### Second Telepathic Improvement (3) When you establish a bond, you can do so with a number of creatures up to your proficiency bonus. When a creature speaks telepathically to you, all other creatures in the bond that are within 60 feet of you hear it as well. \pagebreakNum # Appendix C: Changelog ## Version 0.8 Review Version ## Version 1.0 ### General - Fixed Typos - Rewording flavor of various abilities. - Added Cultural Trait Compendium - Split Skill and Tool expertise. ### Races - Size Large 2→-1 - 1d6 natural weapons 2→1, +1 if no free hand is required. - Split various abilities to make creating half-races easier. #### New Races * Aarakockra * Fairy #### Centaur * Walking Speed 35→40 #### Firbolg * Hidden Step 2→3 * New Ability: Diminution #### Kenku * Type Fey Humanoid→Humanoid * Flock Tactics 5→4 #### Kobold * Bite 1d4→1d6 #### Lizardfolk * New Ability: Flexible Tail #### Loxodon * Type Fey Humanoid→Humanoid * Natural Armor 1→2 * Trunk 3→2 * Keen Smell 2→3 * New Ability: Earth Shake #### Minotaur * Type Fey Humanoid→Monstrous Humanoid * New Ability: Charge #### Shifter * Removed low-light vision * Shifting Improvement 3→5, costing only 3 when you do not take a subrace * Removed the extra hp for the beasthide, reaction movement for swiftstride and advantage on wisdom checks for wildhunt. \columnbreak #### Simic Hybrid * Manta Glide renamed to Glide and cannot be used when restrained and a minimum distance of 20 feet per round must be traveled to remain gliding. #### Tabaxi * Climbing speed 20→30 #### Vedalken * Renamed Knowledge from a Past Life to Eureka to flavor it more to vedalken lore. #### Yuan-Ti Pureblood * renamed to Yuan-Ti ### Cultures * Removed cultures to keep document length down and encourage more making your own cultures along with the culture trait compendium. * Added fluff text to cultures. * Saving Face split into Saving Face and Saving Face Improvement. \pagebreakNum # Appendix D: Art Sources
Following are the sources of all the art used.
**Image** denotes where the image is in this book.
**Source** is where the image can be found.
**Link** links to the image. If the original is in a hardcover book linking to it directly is not possible and a link of the image at a different location is used.
**Copyright** is the person/organisation that holds the copyright to the image. | Image | Source | Link | Copyright |:---:|:----------------:| :------------:| :--------: | | Front Page | Storm King's Thunder p239-240 | [dnd.wizards.com](https://dnd.wizards.com/articles/features/character-portraits) | Wizards of the Coast | Aarakockra | 5E Monster Manual p12 | [DnD Beyond](https://www.dndbeyond.com/races/4-aarakocra "title") | Wizards of the Coast | Aasimar | Volo's Guide to Monsters p106 | [Forgotten Realms Wiki](https://static.wikia.nocookie.net/forgottenrealms/images/9/9d/Aasimar-5e.png/revision/latest/scale-to-width-down/500?cb=20180614210534 "title") | Wizards of the Coast | Bugbear | 5E Monster Manual p33 | [DnD Beyond](https://www.dndbeyond.com/monsters/bugbear) | Wizards of the Coast | | Centaur | 5E Monster Manual p38 | [DnD Beyond](https://www.dndbeyond.com/monsters/centaur) | Wizards of the Coast | | Changeling | 4E Eberron's Player's Guide p28 | [Dungeons & Dungeons 4e Wiki](https://static.wikia.nocookie.net/dnd4/images/3/3c/ChangelingEPG.png/revision/latest/scale-to-width-down/357?cb=20171208054132)| Wizards of the Coast | | Dhampir | 4E Monster Vault p280 | [Forgotten Realms Wiki](https://static.wikia.nocookie.net/forgottenrealms/images/a/a2/Vampire-4e.png/revision/latest/scale-to-width-down/392?cb=20200514071946) | Wizards of the Coast | Dragonborn | Player's Handbook p32 | [DnD Beyond](https://www.dndbeyond.com/races/dragonborn) | Wizards of the Coast | | Dwarf | Player's Handbook p18 | [DnD Beyond](https://www.dndbeyond.com/races/dwarf) | Wizards of the Coast | | Elf | Sword Coast Adventurer's Guide p107 | [Forgotten Realms Wiki](https://static.wikia.nocookie.net/forgottenrealms/images/5/5d/Sun_elf-5e.jpg/revision/latest?cb=20200903212938) | Wizards of the Coast | | Fairy | The Wild Beyond the Witchlight p12 | [DnD Beyond](https://www.dndbeyond.com/posts/1075-sneak-peek-check-out-the-fairy-race-in-the-wild?epik=dj0yJnU9LTNWRWNqcWdQMXBnaWZ3QXNNa1hWQ3IwRnlUSml5OWMmcD0wJm49NlY4Yl81Rnh2cXpQTmxuYjBtRjlCZyZ0PUFBQUFBR0psSThn) | Wizards of the Coast | | Firbolg | Volo's Guide to Monsters p107 | [Forgotten Realms Wiki](https://static.wikia.nocookie.net/forgottenrealms/images/7/79/Firbolg-5e.jpg/revision/latest/scale-to-width-down/420?cb=20180623050202) | Wizards of the Coast | | Genasi | Monster Compendium: Monsters of Faerûn p72 | [Forgotten Realms Wiki](https://static.wikia.nocookie.net/forgottenrealms/images/d/d9/Genasi_-_MoF.jpg/revision/latest/scale-to-width-down/500?cb=20151010092217) | Wizards of the Coast | | Gith | 4E Monster Manual p129 |[Forgotten Realms Wiki](https://static.wikia.nocookie.net/forgottenrealms/images/4/4a/4e_githyanki.jpg/revision/latest/scale-to-width-down/640?cb=20200227115855) | Wizards of the Coast | | Gnome | 4E Monster Manual 2 p129 | [Forgotten Realms Wiki](https://static.wikia.nocookie.net/forgottenrealms/images/6/6a/Gnomes_-_Chippy.jpg/revision/latest?cb=20210625085339) | Wizards of the Coast | | Goblin | 4E Monster Manual p139 | [Forgotten Realms Wiki](https://static.wikia.nocookie.net/forgottenrealms/images/6/69/Goblins_-_Steve_Prescott.jpg/revision/latest/scale-to-width-down/640?cb=20200311072044) | Wizards of the Coast | | Goliath | Volo's Guide to Monsters p108 | [DnD Beyond](https://www.dndbeyond.com/races/goliath) | Wizards of the Coast | | Halfling | 4E Monster Manual p152 | [Forgetten Realms Wiki](https://static.wikia.nocookie.net/forgottenrealms/images/d/d0/Halflings_-_David_Griffith.jpg/revision/latest/scale-to-width-down/640?cb=20200311115934) | Wizards of the Coast | | Harengon | Reddit | [Reddit Post](https://www.reddit.com/r/DnD/comments/q2vtqs/oc_art_jeladoc_my_harengon_fighter_for_wild/) | u/midwintermist | | Hexblood | Twitter | [Twitter Post](https://twitter.com/stevewoodgames/status/1436526046019526659) | @stevewoodgames | | Hobgoblin | 5E Monster manual p186 | [DnD Beyond](https://www.dndbeyond.com/monsters/hobgoblin)| Wizards of the Coast | | Human | Player's Handbook p70 | [DnD Beyond](https://www.dndbeyond.com/classes/fighter) | Wizards of the Coast| | Kalashtar | Twitter | [Twitter Post](https://twitter.com/cniskala/status/1321834665863426049) | @cniskala | | Kenku | 4E Monster Manual III | [Forgotten Realms Wiki](https://static.wikia.nocookie.net/forgottenrealms/images/7/73/Kenku_by_Dave_Allsop.jpg/revision/latest?cb=20191111142038) | Wizards of the Coast | | Kobold | 5E Monster Manual | [DnD Beyond](https://www.dndbeyond.com/monsters/kobold)| Wizards of the Coast | | Leonin | Mythic Odysseys in Theros p20 | [CBR](https://static0.cbrimages.com/wordpress/wp-content/uploads/2020/07/DD-Leonin-2.jpg?q=50&fit=crop&w=963&h=481&dpr=1.5) | Wizards of the Coast | | Lizardfolk | 4E Monster Manual p179 | [Forgotten Realms Wiki](https://static.wikia.nocookie.net/forgottenrealms/images/d/df/Lizardfolk_-_Steve_Prescott.jpg/revision/latest/scale-to-width-down/640?cb=20200311124010)| Wizards of the Coast | | Loxodon | Magic: The Gathering | [Gatherer](https://gatherer.wizards.com/pages/card/details.aspx?printed=false&multiverseid=207885) | Wizards of the Coast | | Minotaur | 5E Monster Manual p223 | [DnD Beyond](https://www.dndbeyond.com/monsters/minotaur) | Wizards of the Coast |
\pagebreakNum
| Image | Source | Link | Copyright |:---:|:----------------:| :------------:| :--------: | | Orc | 5E Monster Manual p246 | [DnD Beyond](https://www.dndbeyond.com/monsters/orc) | Wizards of the Coast | | Reborn | Twitter | [Twitter Post](https://twitter.com/tallinier/status/1425184811195551748) | @Tallinier | Satyr | 5E Monster Manual p267 | [DnD Beyond](https://www.dndbeyond.com/monsters/satyr) | Wizards of the Coast | | Shifter | Deviantart | [Deviantart Page](https://www.deviantart.com/tomisjb/art/Shifter-Barbarian-commission-726054064) | TomisJB | | Simic Hybrid | Tumblr | [Tumblr Post](https://wingbuffet.tumblr.com/post/636863712002703360/sentius-simic-guardian) | WingBuffet | | Tabaxi | Volo's Guide to Monsters p113 | [Forgotten Realms Wiki](https://static.wikia.nocookie.net/forgottenrealms/images/a/a2/Tabaxi-5e.jpg/revision/latest/scale-to-width-down/1000?cb=20170131190820) | Wizards of the Coast | | Tiefling | Player's Handbook p42 | [DnD Beyond](https://www.dndbeyond.com/races/tiefling) | Wizards of the Coast | | Tortle | The Tortle Package p3 | [Forgotten Realms Wiki](https://static.wikia.nocookie.net/forgottenrealms/images/7/72/Tortle-5e.png/revision/latest/scale-to-width-down/933?cb=20170928140158) | Wizards of the Coast | | Triton | Volo's Guide to Monsters p115 | [Forgotten Realms Wiki](https://static.wikia.nocookie.net/forgottenrealms/images/7/72/Triton-5e.jpg/revision/latest/scale-to-width-down/250?cb=20190930164813) | Wizards of the Coast | | Vedalken | Reddit | [Reddit Post](https://www.reddit.com/r/DnD/comments/kfrdrk/oc_art_arya_the_vedalken_wizard/) | u/jobydorr | | Warforged | 3.5E Eberron Campaign Setting p21 | [Forgotten Realms Wiki](https://static.wikia.nocookie.net/forgottenrealms/images/0/0b/Warforged_3e.png/revision/latest/scale-to-width-down/341?cb=20210211030811) | Wizards of the Coast | | Yuan-Ti | Volo's Guide to Monsters p120 | [Forgotten Realms Wiki](https://static.wikia.nocookie.net/forgottenrealms/images/5/59/Yuan-ti_Pureblood-5e.png/revision/latest/scale-to-width-down/456?cb=20171011135901) | Wizards of the Coast | The maps in the example cultures are my own creations using [azgaar](https://azgaar.github.io/Fantasy-Map-Generator/).