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# Races Reworked
##### A plethora of exiciting character creation options for 5e
\pagebreakNum # Introduction \pagebreakNum # Chapter 1: Races ### Drow Traits As a drow, you have the following traits. ***Typical ASI.*** Dexterity, Charisma ***Creature Type.*** You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf. ***Size.*** You are Medium. ***Speed.*** Your walking speed is 30 feet. ***Age.*** Drow age the same way as elves. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Drow Magic.*** You know the *dancing lights* cantrip. Starting at 3rd level, you can cast the *faerie fire* spell with this trait. Starting at 5th level, you can also cast the *darkness* spell with this trait, without a material component. Once you cast *faerie fire* or *darkness* with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). ***Fey Ancestry.*** You have advantage on saving throws you make to avoid or end the charmed condition on yourself. ***Keen Senses.*** You have proficiency in the Perception skill. ***Trance.*** You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. ### Dwarf Traits As a dwarf, you have the following traits. ***Typical ASI.*** Constitution, Strength or Wisdom ***Creature Type.*** You are a Humanoid. ***Size.*** You are Medium. ***Speed.*** Your walking speed is 25 feet. ***Age.*** Dwarves mature at the same rate as humans. On average, they live about 350 years. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Dwarven Resilience.*** You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage. ***Dwarven Toughness.*** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. ***Stone Strength.*** When you fail a Strength saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. ***Sturdy Build.*** Your speed is not reduced by wearing heavy armor. ### Elf Traits As an elf, you have the following traits. ***Typical ASI.*** Dexterity, Intelligence or Wisdom ***Creature Type.*** You are a Humanoid. ***Size.*** You are Medium. ***Speed.*** Your walking speed is 30 feet. ***Age.*** Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood around the age of 100 and can live to be 750 years old. ***Arcane Affinity.*** Starting at 3rd level, you can cast the *detect magic* spell with this trait. Starting at 5th level, you can also cast *borrowed knowledge* with it, without requiring a material component. Once you cast *detect magic* or *borrowed knowledge* with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Fey Ancestry.*** You have advantage on saving throws you make to avoid or end the charmed condition on yourself. ***Keen Senses.*** You have proficiency in the Perception skill. ***Mask of the Wild.*** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. ***Trance.*** You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. > ##### Sunlight Sensitivity > A DM may allow duergar, drow and deep gnome characters to take this feature, in addition to their normal racial traits. >- ***Sunlight Sensitivity.*** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Additionally, your darkvision has a range of 120 feet instead of 60 feet. \pagebreakNum ### Halfling Traits As a halfling, you have the following traits. ***Typical ASI.*** Dexterity, *See Heritage* ***Creature Type.*** You are a Humanoid. ***Size.*** You are Small. ***Speed.*** Your walking speed is 25 feet. ***Age.*** Halflings reach adulthood at the age of 20 and generally live into the middle of their second century. ***Lucky.*** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. ***Brave.*** You have advantage on saving throws against being frightened. ***Halfling Nimbleness.*** You can move through the space of any creature that is of a size larger than yours. ***Halfling Heritage.*** There are many different kinds of halflings in the multiverse. Choose one of the following heritage options for your halfling, but first check with your DM which heritages are available in your campaign. - **Naturally Stealthy. (Lightfoot Halfling - Charisma)** You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you. - **Silent Speech. (Ghostwise Halfling - Wisdom)** You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. - **Stout Resilience. (Stout Halfling - Constitution)** You have advantage on saving throws against poison, and you have resistance to poison damage. - **Timberwalk. (Forest Halfling - Wisdom)** You know the *druidcraft* cantrip. Wisdom is your spellcasting ability for it. Additionally, ability checks made to track you have disadvantage, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement. ### Half-Elf As a half-elf, you have the following traits. ***Typical ASI.*** Charisma, Any other ***Creature Type.*** You are a Humanoid. ***Size.*** You are Medium. ***Speed.*** Your walking speed is 30 feet. ***Age.*** Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Elven Legacy.*** Half-elves' elven heritage can manifest in many ways depending on the traits of thier elven parents. Choose one of the following legacy options for your half-elf, but first check with your DM which heritages are available in your campaign. - **Keen Senses. (Elf Legacy)** You have proficiency in the Perception skill. - **Mask of the Wild. (Elf Legacy)** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. - **Minor Drow Magic (Drow Legacy)** You know the *dancing lights* cantrip. Charisma is your spellcasting ability for it. - **Swim. (Sea Elf Legacy)** You have a swimming speed equal to your walking speed. ***Fey Ancestry.*** You have advantage on saving throws you make to avoid or end the charmed condition on yourself. ***Fast Learner.*** When you finish a long rest, you can choose to gain one tool, skill or weapon proficiency, as long there is an example to learn from. You know this language or have this proficiency until you finish a long rest. ### Half-Orc Traits As a half-orc, you have the following traits. ***Typical ASI.*** Strength, Constitution ***Creature Type.*** You are a Humanoid. ***Size.*** You are Medium. ***Speed.*** Your walking speed is 30 feet. ***Age.*** Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Fast Learner.*** When you finish a long rest, you can choose to gain one tool, skill or weapon proficiency, as long there is an example to learn from. You know this language or have this proficiency until you finish a long rest. ***Relentless Endurance.*** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest. ***Savage Attacks.*** 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. ### Human Traits As a human, you have the following traits. ***Typical ASI.*** Any, Constitution ***Creature Type.*** You are a Humanoid. ***Size.*** You are Medium. ***Speed.*** Your walking speed is 30 feet. ***Age.*** Humans reach adulthood in their late teens and live less than a century. ***Human Determination.*** If you fail an attack roll, ability check, or saving throw, you can reroll one d20. You must keep the new result. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ***Hard to Kill.*** When you are reduced to 0 hit points and there is damage remaining, you die instantly only if it equals or exceeds your hit point maximum + your level. ***Fast Learner.*** When you finish a long rest, you can choose to gain one tool, skill or weapon proficiency, as long there is an example to learn from. You know this language or have this proficiency until you finish a long rest. \pagebreakNum > Credit for the Human Determination trait goes to [Giffyglyph](http://giffyglyph.com "title") ([reddit](https://www.reddit.com/user/giffyglyph/ "title")). ### Gnome Traits As a gnome, you have the following traits. ***Typical ASI.*** Intelligence, Constitution or Dexterity ***Creature Type.*** You are a Humanoid. ***Size.*** You are Small. ***Speed.*** Your walking speed is 25 feet. ***Age.*** Gnomes mature at the same rate humans do, but they can live 350 to almost 500 years. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Gnomish Magic Resistance.*** You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells. ***Fey Tricks.*** You know the *minor illusion* cantrip and you can cast it without a material component. Starting at 3rd level, you can cast the *speak with animals* spell with this trait. Starting at 5th level, you can also cast the *wristpocket* spell with this trait. Once you cast *speak with animals* or *wristpocket* with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). ### Tiefling Traits As a tiefling, you have the following traits. ***Typical ASI.*** Charisma, Any other ***Creature Type.*** You are a Humanoid. ***Size.*** You are Medium or Small. You choose the size when you select this race. ***Speed.*** Your walking speed is 30 feet. ***Age.*** Tieflings mature at the same rate as humans but live a few years longer. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Fiendish Visage.*** You have proficiency in the Intimidation skill. ***Hellish Resistance.*** You have resistance to fire damage. ***Infernal Legacy.*** You know the *thaumaturgy* cantrip. Starting at 3rd level, you can cast the *hellish rebuke* spell with this trait. Starting at 5th level, you can also cast the *darkness* spell with this trait. Once you cast *hellish rebuke* or *darkness* with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). > ##### Alternate Tiefling Traits > A DM may allow tiefling characters to know the spells gained from one of the Heritage features from Mordenkainen's Tome of Foes instead of the default Infernal Legacy spells, or to use the tiefling options presented in Sword Coast Adventurer's Guide. ### Variant Centaur Traits As a centaur, you have the following traits. ***Typical ASI.*** Strength, Wisdom ***Creature Type.*** You are a Fey. ***Size.*** You are Large. ***Speed.*** Your walking speed is 40 feet. ***Age.*** Centaurs mature and age at about the same rate as humans. ***Charge.*** If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves. ***Equine Build.*** Because of your unusual anatomy, you must use weapons made for Medium creatures, but you must use armor made for horses (barding). Additionally, you count as mounted for the purposes of using lances and similar effects. In addition, 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.*** You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. ***Natural Affinity.*** Your fey connection to nature gives you an intuitive connection to the natural world. You therefore have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival. ### Variant Fairy Traits As a fairy, you have the following traits. ***Typical ASI.*** Dexterity, Charisma ***Creature Type.*** You are a Fey. ***Size.*** You are Tiny. ***Speed.*** Your walking speed is 10 feet. ***Age.*** Fairies reach adulthood at the age of 101 and can live up to a millenium in the Feywild. ***Fairy Magic.*** You know the *druidcraft* cantrip. Starting at 3rd level, you can cast the *faerie fire* spell with this trait. Starting at 5th level, you can also cast the *invisibility* spell with this trait, without requiring a material component. Once you cast *faerie fire* or *invisibility* with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). \pagebreakNum ***Heart Sight.*** When you touch a creature, you magically know the creature's emotional state. ***Tiny Body.*** Your unusual size grants you the following benefits and drawbacks. - You gain a +1 bonus to Armor Class. - Your hit point maximum decreases by 1, and every time it increases when you gain a level, it increases by 1 less (to a minimum of 1). - You have disadvantage on attack rolls with weapons which aren't shortbows or lack the light property. ***Wings.*** You have a flying speed of 40 feet and you can hover. ### Variant Kobold Traits As a kobold, you have the following traits. ***Typical ASI.*** Dexterity, Charisma or Intelligence ***Creature Type.*** You are a Humanoid. ***Size.*** You are Small. ***Speed.*** Your walking speed is 30 feet. ***Age.*** Kobolds reach adulthood at age 6 and can live up to 120 years. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray. ***Pack Tactics.*** You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. ***Sunlight Sensitivity.*** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. ***Kobold Legacy.*** Kobold's connections to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold. - **Craftiness.** You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Survival. - **Defiance.** You have advantage on saving throws to avoid or end the frightened condition on yourself. - **Draconic Sorcery.** You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting for that cantrip (choose when you select this race). - **Nimbleness.** Opportunity attacks made against you have disadvantage. - **Wings.** You have a flying speed equal to your walking speed. To use this speed, you can’t be wearing medium or heavy armor. > ##### MP:MotM Race Tweaks > Typical ability score increases, age (adulthood/maximal), and minor tweaks for the races from Mordenkainen Presents: Monsters of the Multiverse and the dragonborn races. >- **Aarakocra:** Dex, Wis, 3/30 >- **Aasimar:** Cha, Any other, 18/160 >- **Bugbear:** Str, Dex, 16/80 >- **Changeling:** Cha, Any other, 15/100 >- **Deep Gnome:** Int, Dex, 18/250; The ***Darkvision*** trait has a range of 60 feet instead of 120 feet and they have a walking speed of 25 feet instead of 30 feet. >- **Duergar:** Con, Str, 18/350; The ***Darkvision*** trait has a range of 60 feet instead of 120 feet and they have a walking speed of 25 feet instead of 30 feet. >- **Eladrin:** Dex, Cha, 18/750 >- **Firbolg:** Wis, Str, 30/500 >- **Air Genasi:** Con, Dex, 18/120 >- **Earth Genasi:** Con, Str, 18/120 >- **Fire Genasi:** Con, Int, 18/120; Gain the following additinal trait: ***Flamedancer.*** You have proficiency in the Acrobatics skill. >- **Water Genasi:** Con, Wis, 18/120; The *acid splash* cantrip is replaced with the *frostbite* cantrip in the ***Call to the Wave*** trait. >- **Githyanki:** Str, Int, 18/100 >- **Githzerai:** Wis, Int, 18/100 >- **Goblin:** Dex, Con, 8/60 >- **Goliath:** Str, Con, 18/100 >- **Harengon:** Dex, Wis, 18/100 >- **Hobgoblin:** Con, Int, 18/100 >- **Kenku:** Dex, Wis, 12/60 >- **Lizardfolk:** Con, Wis, 14/60; The ***Bite*** trait deals piercing damage instead of slashing damage. >- **Minotaur:** Str, Con, 18/100 >- **Orc:** Str, Con, 12/50 >- **Satyr:** Cha, Dex, 18/100 >- **Sea Elf:** Dex, Con, 18/750 >- **Shadar-Kai:** Dex, Con, 18/750 >- **Shifter:** Dex, Any other, 10/70 >- **Tabaxi:** Dex, Cha, 18/750 >- **Tortle:** Str, Wis, 15/50 >- **Triton:** Cha, Str or Con, 15/200 >- **Yuan-Ti:** Cha, Int, 18/750 >- **Dragonborn:** Str, Any other, 15/80 \pagebreakNum # Chapter 2: Creating Cultures \pagebreakNum # Chapter 3: Example Cultures \pagebreakNum # Appendix A: Races of Tiengarul ### Asmodian Tiefling Traits As an asmodian tiefling, you have the following traits. ***Creature Type.*** You are a Humanoid. ***Size.*** You are Medium. ***Speed.*** Your walking speed is 30 feet. ***Age.*** Asmodian tieflings mature and age at about the same rate as humans. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Gift of Asmodeus.*** You have proficiency in the Persuasion skill. ***Hellish Resistance.*** You have resistance to fire damage. ***Hellish Speech.*** Thanks to your connection to the Lower Planes, you can speak, read and write Infernal. ***Infernal Legacy.*** You know the *vicious mockery* cantrip. Starting at 3rd level, you can cast the *hellish rebuke* spell with this trait. Starting at 5th level, you can also cast the *suggestion* spell with this trait, without requiring a material component. Once you cast *hellish rebuke* or *suggestion* with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). ### Azer Traits As an azer, you have the following traits. ***Creature Type.*** You are a Humanoid. ***Size.*** You are Medium. ***Speed.*** Your walking speed is 30 feet. ***Age.*** Azers reach adulthood around 13, and they can live up to 50 years. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Fire Resistance.*** You have resistance to fire damage. ***Inner Heat.*** Any creature that touches you or hits you with a melee attack while within 5 feet of you takes fire damage equal to half your proficiency bonus. Additionally, when the you hit a creature with a metal melee weapon or an unarmed strike, it deals extra fire damage equal to half your proficiency bonus. ***Living Flame.*** You shed bright light in a 10 foot radius and dim light for an additional 10 feet. You can supress this light as a bonus action for 10 minutes. After this time, you take 1d6 cold damage, which cannot be reduced in any way. While you are submerged in water, your light is automatically suppressed and you take 1d6 cold damage, which cannot be reduced in any way, every 10 minutes. ***Metal Body.*** Your body is tough as metal. When you aren't wearing armor, your base AC is 13 + 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. ### Deln (Half-Goliath) Traits As a deln, you have the following traits. ***Creature Type.*** You are a Humanoid. ***Size.*** You are Medium. ***Speed.*** Your walking speed is 30 feet. ***Age.*** Delns mature and age at about the same rate as humans. ***Mountain Born.*** You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet. ***Parental Legacy.*** Delns have some differing traits based on the race of their non-goliath parent. Choose one of the following legacy options for your deln. **Aasimar Legacy.** - ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - ***Celestial Magic.*** You know the *light* cantrip. Starting at 3rd level, you can cast the *lesser restoration* spell with this trait. Once you cast *lesser restoration* with this trait, you can't cast it with it again until you finish a long rest. You can also cast it using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). **Tiefling Legacy.** - ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - ***Infernal Power.*** You know the *thaumaturgy* cantrip and have proficiency in the Intimidation skill or you know the *vicious mockery* cantrip and have proficiency with the Persuasion skill (choose when you select this race). Intelligence, Wisdom, or Charisma is your spellcasting ability for this cantrip when you cast it with this trait (choose when you select this race). **Human Legacy.** - ***Relentless Endurance.*** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest. - ***Fast Learner.*** When you finish a long rest, you can choose to gain one tool, skill or weapon proficiency, as long there is an example to learn from. You know this language or have this proficiency until you finish a long rest. ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. \pagebreakNum ### Tiamatian Tiefling Traits As a tiamatian tiefling, you have the following traits. ***Creature Type.*** You are a Humanoid. ***Size.*** You are Medium. ***Speed.*** Your walking speed is 30 feet. ***Age.*** Tiamatian tieflings mature and age at about the same rate as humans. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Draconic Legacy.*** You know the *thaumaturgy* cantrip. Starting at 3rd level, you can cast the *cause fear* spell with this trait. Starting at 5th level, you can also cast the *darkness* spell with this trait. Once you cast *cause fear* or *darkness* with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). ***Draconic Resistance.*** You have resistance to one of the following damage types of your choice: acid, cold, fire, lightning, poison. ***Gift of Tiamat.*** You have proficiency in the Intimidation skill. ***Hellish Speech.*** Thanks to your connection to the Lower Planes, you can speak, read and write Infernal. ### Tilsinkiv Traits As a tilsinkiv, you have the following traits. ***Creature Type.*** You are a Humanoid. ***Size.*** You are Medium. ***Speed.*** Your walking speed is 30 feet and you have a climbing speed equal to your walking speed. ***Age.*** Tilsinkivs reach maturity around age 14 and rarely live longer than 60 years. ***Achuak's Blessing.*** Thanks to your mystical connection to the Lizard King, you gain proficiency with one of the following skills of your choice: Athletics, Medicine, Nature, Perception, Stealth, or Survival. ***Bite.*** You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. ***Hungry Jaws.*** You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ***Natural Armor.*** You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + 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. ***Versatile Limbs.*** While walking on all fours, your walking speed increases by 10 feet. ### Variant Aasimar Traits As an aasimar, you have the following traits. ***Creature Type.*** You are a Humanoid. ***Size.*** You are Medium. ***Speed.*** Your walking speed is 30 feet. ***Age.*** Aasimars mature and age at about the same rate as humans. ***Celestial Resistance.*** You have resistance to radiant and necrotic damage. ***Celestial Legacy.*** You know the *light* cantrip. Starting at 3rd level, you can cast the *lesser restoration* spell with this trait. Starting at 5th level, you can also cast the *daylight* spell with this trait. Once you cast *lesser restoration* or *daylight* with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray. ***Heavenly Speech.*** Thanks to your connection to the Upper Planes, you can speak, read and write Celestial. ### Variant Firbolg Traits As a firbolg, you have the following traits. ***Creature Type.*** You are a Giant. ***Size.*** You are Medium. ***Speed.*** Your walking speed is 30 feet. ***Age.*** Firbolgs reach adulthood around 30, and the oldest of them can live for 500 years. ***Firbolg Magic.*** You can cast detect magic and disguise self spells with this trait. When you use this version of disguise self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). ***Hidden Step.*** 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 do so again until you finish a long rest. ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. ***Speech of Beast and Leaf.*** You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. 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. \pagebreakNum ### Wildsoul Tiefling Traits As a wildsoul tiefling, you have the following traits. ***Creature Type.*** You are a Humanoid. ***Size.*** You are Medium. ***Speed.*** Your walking speed is 30 feet. ***Age.*** Wildsoul tieflings mature and age at about the same rate as humans. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Fiendish Fortitude.*** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. ***Wild Arcana.*** Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest, unless the spell is a cantrip. You can also cast these spells using any spell slots you have of the appropriate level. When you cast spells using this trait, they don't require material components. Intelligence, Wisdom, or Charisma is your spellcasting ability spells when you cast them with this trait (choose when you select this race). At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. ##### Wild Arcana Spells | d6 | Cantrip | 1st Level Spell | 2nd Level Spell| |:---:|:-----------:|:-----------:|:-----------:| | 1 | *dancing lights* | *bane* | *alter self* | | 2 | *message* | *cause fear* | *darkness* | | 3 | *minor illusion* | *charm person* | *dragon's breath* | | 4 | *spare the dying* | *chaos bolt* | *levitate* | | 5 | *thaumaturgy* | *hellish rebuke* | *mirror image* | | 6 | *vicious mockery* | *magic missile* | *suggestion* | ### Zylkorr Bugbear Traits As a zylkorr bugbear, you have the following traits. ***Creature Type.*** You are a Humanoid. ***Size.*** You are Medium. ***Speed.*** Your walking speed is 30 feet and you have a climbing speed equal to your walking speed. ***Age.*** Zylkorr bugbears reach adulthood at age 16 and live up to 80 years. ***Bite.*** You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. ***Fey Ancestry.*** You have advantage on saving throws you make to avoid or end the charmed condition on yourself. ***Sneaky.*** You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature. ***Surprise Attack.*** If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't taken a turn yet in the current combat. ***Thick Fur.*** You have resistance to cold damage.
> ##### Race Tweaks >- **Metallic Dragonborn:** Brass is associated with poison, not fire. >- **Triton:** ***Control Air and Waters*** is called ***Water Magic*** and includes the *create or destroy water* spell instead of the *gust of wind* spell.
> ##### Half-Elf Variants > In Tiengarul, half-elves can take one of the following features instead of the ***Fast Learner*** feature. >- ***Celestial Magic.*** You know the *light* cantrip. Starting at 3rd level, you can cast the *lesser restoration* spell with this trait. Once you cast *lesser restoration* with this trait, you can't cast it with it again until you finish a long rest. You can also cast it using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). >- ***Infernal Power.*** You know the *thaumaturgy* cantrip and have proficiency in the Intimidation skill or you know the *vicious mockery* cantrip and have proficiency with the Persuasion skill (choose when you select this race). Intelligence, Wisdom, or Charisma is your spellcasting ability for this cantrip when you cast it with this trait (choose when you select this race). \pagebreakNum # Appendix B: Cultures of Tiengarul