

Diamond Dogs
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Size. Your size is Medium.
Creature Type. You are a Humanoid
Speed: 35ft
Bite. 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 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Rampage. When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack.
Gem Sense. Whenever you make an Intelligence check related to the properties of a particular stone or gemstone, you are considered proficient in the check and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Make them Shiny. You gain proficiency in Mason's Tools
Dogs' been casting all of Dogs' life. You can cast the Mold Earth cantrip and Distort Value spell with this trait, using Wisdom as your spellcasting ability for them. Once you cast the Distort Value spell, you can't cast it again with this trait until you finish a short or long rest.
Playing a Diamond Dog
Diamond Dogs are usually skittish, subterranean people weary of the outside world. Diamond Dog culture is based on social wealth. Not just physical material, but how much an individual has and can helped the community. The more an individual has aided those around them, the more they are offered by those around them. Diamond Dogs speak in an impersonal 3rd person referring to themselves simply as Dog. "Dog will help you." "This Dog has been mining all Dog's life."
Golems
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Creature Type. You are a Construct.
Size. Your size is Medium.
Speed: 30ft
Size. Your size is Medium.
Immutable Form. You are immune to any spell or effect that would alter your form against your will.
Sentry's Rest. 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 no
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Subraces
Of Wood & Stone
Familiar Form. You have Proficiency in the Nature skill.
Innate Spellcasting. You know the Druidcraft cantrip.
Forest through the trees. You can attempt to hide with advantage even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Of Bone
Ghastly Appearance. Proficiency in Intimidation
Innate Spellcasting. You know the Spare the Dying cantrip
Detachable Limb. As an bonus action you can remove one of your arms that can function as a Magical Simple Weapon. It deals 1d4+STR Modifier. You can reattach your arm as a bonus action. While using this feature you are unable to preform any action that would require two sets of hands or arms.
Chameleonfolk
Size. Your size is Medium.
Speed: 30ft
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Size. Your size is Medium.
Climb Speed. You have a climbing speed equal to your walking speed.
Tongue Wallop. Your Tongue is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier. This attack has a range equal to 5 ft times your Proficiency Bonus.
Without a Trace. Starting at 3rd level, you can cast the invisibility spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher.
Prehensile Tongue. You can grasp things with your tongue. This feature has a range equal to 5 ft times your Proficiency Bonus., and it can lift a number of pounds equal to twice 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 the aforementioned Natural Weapon attack. Your DM might allow other simple tasks to be added to that list of options.
Your tongue 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.
Capyborn
From golden shores untouched by the likes of Human, or Elf, or anyone really, the Capyborn come. From their mysterious home they lived their lives free of struggle or strife. No predators and no conflict had made the Capyborn a relatively soft race of people. Without suffering they were not well suited to the outside world, so when fate saw fit to open that door they found difficulty in simply fitting in with the other sentients. Though a rare few grew in that pain and struggle, finding a great strength in it.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Creature Type. You are a Humanoid
Speed: 30ft
Size. Your size is Medium.
Threat-less Nature. Proficency in Animal Handling
Unexpected Power. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Poison Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage.
Innocuous Appearance . As a Bonus action, all creatures that can see you must succeed on a Wisdom Save (DC= 8 + Proficiency Bonus) or be unable to make attacks of opportunity against you until the start of your next turn. You may use this feature a number of times equal to your proficiency bonus per long rest.
Affectionate Legacy. You know the Friends cantrip
Mothkin
Born of a realm between the Fey Wilds and Shadowfell, the Mothkin lord over a Forest devoid of light and would regularly prey upon any poor creature brave, or stupid, enough to venture into their woods. They've recently been seen traveling into the Material Plane and have made an eerie reputation for themselves. Some farmers have claimed to have lost livestock to the Mothkin, merchant conveys have had members disappear in the dead of night, and even smaller hamlets or towns report Mothkin to be drawn to the light of their churches at night.
Not all Mothkin are simple minded hunters drawn to lone prey. The more curious of their people have learned about the peoples of the Material PLane, even their languages and how to interact with them properly.
Creature Type. You are a Fey
Size. Your size is Medium.
Speed: 30 ft., fly and climb speed equal to your walking speed
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Size. Your size is Medium.
Light Awareness. As an undefinable and unquantifiable sense, you always know where the nearest light source is, even through solid matter.
Dusting. While grounded you can furious flutter your wings, as an action you can produce a cloud of dust from your wings. Any creature within 10 ft. of you must succeed a Constitution Saving throw (DC = 8 + Constitution Modifier + Proficiency Bonus) or suffer the Poisoned Condition (PHB pg. 292). Once you use this trait, you can't use it again until you finish a long rest.
Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Hydraborn
Not much is known about the Hydraborn. They are a new race to the world, having been found only recently in the last few months when a group of adventurers happened across what they assumed were ancient ruins of a forgotten deity, when in reality they were exploring an ancient laboratory of an unknown design.
Housed in several hundred glass tubes the Hydraborn slept through the ages. Only when the hapless adventurers stumbled their way through the laboratory did they awaken the slumbering peoples. Unintentionally activating some sort of failsafe feature within the laboratory the adventurers could do nothing but watch as hundreds of Hydraborn were awaken from their slumber.
When introduced to the world at large they proved themselves to be a sturdy race and quickly made a home for themselves where ever they went. Some sought out higher populated areas and others the solitude of the wilderness. There seemed to be nowhere that they could not function and were productive at whatever they put their minds to.
Ability Score Increase. Your Strength score increases by 2.
Type. Creature Type. You are a Monstrosity.
Size. Usually about 4' to 5' at the shoulders but 6'5" to 7'5" at the head. Although rare, Hydraborn can be as tall as 8'1". Your size is Medium.
Speed. Although your stature is quite towering, your legs are not as lengthy. With the exception of your long neck, you're rather quite stocky. Your base walking speed is 25 feet.
Age. Hydraborn are extremely long lived and slow to age. They usually don't reach adulthood until they are at least 100 years old and can live as long as 800 years old.
Alignment. Hydraborn don't have particular leanings towards good and evil, this is due to their more beastial origins. Though in regards to other races they tend to be more Chaotic in their alignments.
Maw Lung. Your fanged maw is a natural weapon with the Reach property, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.
Languages. You can speak, read, and write Common and Draconic.
Subrace
Duergahydra
Ability Score Increase. Your Charisma score increases by 1.
Ancestral Riposte. A holdover from your more monstrous origins you are extremely adept at replying to an attack in kind. You have an extra reaction that can be used only for opportunity attacks.
Lernaen
Ability Score Increase. Your Wisdom score increases by 1.
Five Headed. The Lernaen have five separate heads and can thus see in 5 different directions. The Lernaen though of a single mind have a connected Nervous System, with the additional heads serving as a sort of addition limb or sensory organ. The Lernaen still has a singular main head, at the center of the grouping. You have Advantage on Intelligence (Investigation) and Wisdom (Perception) checks relating to Sight.
Pyrohydra
Ability Score Increase. Your Intelligent Score increases by 1.
Of Multiply Minds. A biological mystery seemingly from your more primal aspects when your kind had more then one brain. You have advantage on saving throws against being blinded, charmed, deafened, frightened, and stunned.