Races
Harpy
Creatures of Prey
Most harpies dwell in nests in treetops and mountains, many Harpies preying on wandering creatures or adventurers that happen to go into Harpy territory. They are in more ways than one a crafty hunters and talented vocalists, agile and stealthy.
Curious Folk
Harpies who become adventurers tend to curious of the world outside of their nests. These Harpies are nicknamed
Harpy Traits
Ability Scores: Dex+2
Speed: 30ft
Age. Harpies tend to live up to 40 years of age and reach sexual maturity at around 3 years old.
Alignment. Harpies tend to live in nests of around 20 to 30 members, living off of wandering creatures. Due to this, Harpies lean towards Chaotic alignments.
Size. Harpies stand around 4 to 6 feet tall on average. Your size is medium.
Keen Senses. You gain proficiency with the Wisdom(perception) and Dexterity(acrobatics) skills. Additionally, you can gain advantage when making Wisdom(perception) checks related to flying while flying when.
Natural Flight. Starting at 3rd level, you gain a hover speed equal to your walking speed and can use a bonus action to dash while hovering.
Avian Build. You are light enough to not activate traps that require weight to be put on, such as pressure plates, however you are missing a set of arms. As such, you must manipulate objects with the claws on your feet.
Languages. You can read, write, and speak Common and one other language of your choice.
Subrace. You can choose between a number of subraces as listed below.
Random Height and Weight
| Base Height | Base Weight | Height Modifier | Weight Modifier |
|---|---|---|---|
| 4'3" | 25lb. | +2d4 | +2d4 lb. |
Phoenixkin
Phoenixkin are borne with the blood of the legendary phoenix. Phoenikin are known for their multicoloured plumage, with a variety of greens, yellows, oranges, and reds.
Ability Score Increase. Your Charisma score increases by 1.
Rise from the Ashes. When you go down to zero hit points, you turn to ash pile that takes up a 3ft cubic area. If this happens, you can choose to return to life one hour later with one hit point and half of your hit dice in a blazing fire.
You can use this feature once per long rest.
Cruxborne
Cruxborne are decended from the stars, borne with a form of divine nature.
Ability Score Increase. Your Constitution score increases by 1
Crux's Curse. You can use an action to strengthen yourself with the gifts and curses of the stars. For the next minute, you can temporarily switch one physical modiier with one mental modifier (e.g. switching your strength with your intelligence). You can use this feature once per short rest.
This feature increases to twice, thrice, and four times per short rest at 5th, 10th, and 15th levels respectively.
Nightingale
Nightingale are harpies that descended from a lineage of the legendary rainbow crow. Their feathers grow in a variety of colours during the day while appearing to being jet black during the night.
Ability Score Increase. Choose one ability score to increase between Wisdom or Dexterity by 1.
Nightingale Shimmer. You gain proficiency in the Charisma(performance) skill. Additionally, you gain advantage on Charisma(performance) checks during the day.
Nightingale Stealth. You gain proficiency in the Deterity(stealth) skill. Additionally, you gain advantage on Deterity(stealth) checks during the night.
Arachne
Cavernous Homes
Arachne tend to reside in caverns and caves on their own, thrust from the mother's web once the child reaches puberty (around 20 years of age). As such, an Arachne may move to a nearby cavern to their mother while many Arachne venture for hundreds of miles before deciding on a natural cave to live inside.
When an Arachne decides on a cave, the creature may spend decades if not centuries manipulating the cave to become their perfect lair. As such, it is not uncommon for an Arachne to pass while in the middle of perfecting their cavernous lair.
Arachne Traits
Ability Scores: Dexterity +2, Strength +1
Speed: 40ft
Age. Arachne tend to live well over 100 years, with some reaching almost 500 years old before passing, although it is rare. Arachne tend to reach sexual maturity in their mid to late 50s.
Alignment. Arache tend to be solitary creatures, fending for themselves. As such, most arachne tend to be in the chaotic or neutral alignments
Fey. Your creature type is Fey rather than humanoid.
Size. Driders range from around 7ft-8ft in height. Your size is medium.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Spider Climb. The Arachne can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Arachnid Build. You count as a large creature for pulling, pushing, or carrying carrying capacity. Additionally, you ignore movement restrictions caused by webbing.
Sunlight Sensitivity. While in sunlight, Arachne have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Languages. You can read, write, and speak Common and one other language of your choice.
Drider
Driders gain their reputation as evil creatures due to the tendancy to worship Lolth akin to the drow.
Natural Weapons. Your teeth and chitin legs count as natural weapons, dealing 1d4 + your strength modifier.
Drider Weapon Training. You gain proficiency with the Longsword and Longbow.
Extra Language. You can read, write, and speak Undercommon and Elvish.
Jorogumo
Jorogumo, according to bard tales, are reknowned as the arachne equivalent of succubi. Due to this, there are many people who avoid Jorogumo at all costs while others risk everything to join the Jorogumo.
Seductive Gaze. You gain proficiency in Charisma (persuasion) checks.
Web Walker. Jorogumo can walk on webs as if it were normal terrain.
Jorogumo Magic. You know the Thorn Whip cantrip and Beast Bond 1st level spell. When you reach 3rd level, you can cast the Beast Bond Web spell once with this trait and regain the ability to do so after a long rest. When you reach 5th level, youcan cast the Calm Emotions spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for these spells is Charisma.
Merfolk
Merfolk Traits
Ability Scores: Dexterity +2
Speed: 25ft
Age. Merfolk live up to 60 years of age and reach sexual maturity at around 20 years. Merfolk tend to not consider their kind adults until they have hunted their first creature.
Alignment. Merfolk tend to prefer freedom and lean towards chaotic alignment.
Size. Merfolk stand at around 6 to 8 feet in length and and stand at 4 to 6 feet in height. Your size is medium.
Amphibious. You are able to breath underwater and on land. Additionally, you gain a swimming speed of 40ft.
Languages. You can read, write, and speak Common and Aquan.
Subrace. You can choose between a number of subraces as listed below.
Siren
Ability Score Increase. Charisma +1
Siren's Charm. You have advantage on Charisma(persuasion) checks.
Siren's Song. You can spend up to ten minutes to sing a beautiful, enchanting song. Target up to five creatures and force them to make a Wisdom saving throw or be charmed to you. While the creature is charmed, the creature's movement is reduced to zero during the charmed effect. The creature can repeat the saving throw at the end of each of their turns.
Starting at 9th level, creatures that are charmed by the Siren's Song have disadvantage on their attack rolls as well.
Melusine
Ability Score Increase. Wisdom +1
Melusine's Grace. While you are in at least 15ft of water, your movement speed increases by 5ft for every 15ft of water.
Familiar Form. Starting at 5th level, you gain the ability to take a beast-like form. As an action, you can take the form of a piscine creature. This form is that of a small or smaller, nonhostile, aquatic beast of your choosing. This form lasts 1 hour and can be dismissed as a bonus action.
You can perform the transformation once a short rest.
