Archetype Anarchy - Races V1.0.0
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Welcome to Archetype Anarchy! Archetype Anarchy (AA) is a custom system intended to be used in conjunction with 5e, but replacing the Races, Classes, Feats & more!
Races Informations
Beastkin Races
Sylvan Races
Goblinoid Races
Humanoid Races
Demonic Races
Undead Races
Exotic Races
Addon Races
Racial Tables
Vision Table
| Bad Vision (Blind) |
|---|
| Below Average Vision (Can only see within 15 ft) |
| Average Vision (30 ft of Darkvision, Blindsight or No Bonus) |
| Above Average Vision (45 ft of Darkvision or Blindsight) |
| Great Vision (60 ft of Darkvision or Blindsight) |
| Amazing Vision (60 ft of Darkvision, Blindsight or No Bonus & you gain proficiency with Perception) |
| Insane Vision (75 ft of Darkvision or Blindsight & you gain proficiency with Perception) (Cannot be acquired with Racial Growth) |
| Exotic Vision (90 ft of Truesight for 60 min, once per day or 9 MP) (Cannot be acquired with Racial Growth) |
| Godly Vision (90 ft of Truesight, Blindsight or Darkvision & you are proficient in the Perception skill) (Cannot be acquired) |
Lifespan Table
| Bad Lifespan (Around 40~) |
|---|
| Below Average Lifespan (Around 60~) |
| Average Lifespan (Around 80~) |
| Above Average Lifespan (Around 125~) |
| Great Lifespan (Around 200~) |
| Amazing Lifespan (Around 500~) |
| Insane Lifespan (Around 1000~) (Cannot be acquired with Racial Growth) |
| Exotic Lifespan (Around 5000~) (Cannot be acquired with Racial Growth) |
| Ageless (Cannot be acquired) |
Speed Table
| Bad Speed (20 Walking Speed) |
|---|
| Below Average Speed (25 Walking Speed) |
| Average Speed (30 Walking Speed) |
| Above Average Speed (35 Walking Speed) |
| Great Speed (40 Walking Speed) |
| Amazing Speed (45 Walking Speed) |
| Insane Speed (50 Walking Speed) (Cannot be acquired with Racial Growth) |
| Exotic Speed (55 Walking Speed) (Cannot be acquired with Racial Growth) |
| Godly Speed (60 Walking Speed) (Cannot be acquired) |
Size Table
- Tiny (+2 DEX & -2 STR. +2 AC to weave.) 1-2 ft
- Small (+1 DEX & -1 STR. +1 AC to weave.) 2-4 ft
- Medium (No Bonus) 4-7 ft
- Large (+1 STR & -1 DEX. -1 AC to weave.) 7-10 ft
- Huge (+2 STR & -2 DEX. -2 AC to weave.) 10-13 ft
Mana Capacity Table
| Bad (1 Mana per level, with a limit of 3) |
|---|
| Below Average Mana (2 Mana per level, with a limit of 4) |
| Average Mana (3 Mana per level, with a limit of 5) |
| Above Average Mana (4 Mana per level, with a limit of 5) |
| Great Mana (5 Mana per level, with a limit of 6) |
| Amazing Mana (5 Mana per level, with a limit of 7) |
| Insane Mana (6 Mana per level, with a limit of 8) (Cannot be acquired with Racial Growth) |
| Exotic Mana (1 to 5 Mana per level, without a limit) (Cannot be acquired with Racial Growth) |
| Godly Mana (8 Mana per level, without a limit) (Cannot be acquired) |
Health Table
| Bad Health (D4) |
|---|
| Below Average Health (D6) |
| Average Health (D8) |
| Above Average Health (D10) |
| Great Health (D12) |
| Amazing Health (D12+1) |
| Insane Health (D12+2) (Cannot be acquired with Racial Growth) |
| Exotic Health (D12+3) (Cannot be acquired with Racial Growth) |
| Godly Health (D20) (Cannot be acquired) |
Racial Classification
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Beastkin (Unarmed Strikes with a Bonus Action does not require STP)
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Humanoid (+1 Skill & +1 Saving Throw)
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Sylvan (Innately knows 1 Cantrip, 1 1st Level & Short Rest Mana Recharge is 1/3 instead of 1/4)
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Exotic (Proficient in Spirit Saving Throws & +1 to Spirit)
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Cursed (Vulnerable to Silvered Damage Types)
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Undead (Vulnerable to Silvered Damage Types, Vulnerable to life & -1 HP for every total level. You do not need water, or air to exist)
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Demonic (60% fire reduction & 40% more damage from radiant)
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Goblinoid (40% toxic reduction & Proficiency with Simple Weapons)
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Godly (Has a total of PFB attack actions per action, not including Archetype effects or other modifiers)
Languages
- Common, Kin, Sylvan, Goblish & Infernal
- Celestial, Runic & Spirit Speak
Hybrids & Shifters
Hybrid Creation
Select your parent that will be your dominant traits & which parent is your non-dominant traits, then follow the chart below:
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Innate Attributes & Size are based on your dominant parent Innate Attributes.
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To determine if you are a Hybrid or Shifter roll 1d20 & look at the Shifter Table.
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To determine Vision roll 1d20 & Look at the Vision Table.
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To determine Lifespan roll 1d20 & Look at the Lifespan Table.
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To determine Speed roll 1d20 & Look at the Speed Table.
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To determine Mana roll 1d20 & Look at the Mana Table.
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To determine Health roll 1d20 & Look at the Health Table.
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To determine Race Classification roll 1d20 & Look at the Race Classification Table.
Shifters
A shifter is a rare type of hybrid that doesn't develop traits of one of it's parents or when a impossible combination of races try to conceive a child. You do not gain anything from your non-dominant race unless shifted or your non-dominant parent has a curse or addon race. While in this form you gain the traits you picked from your non-dominant parent, while keeping your dominant parents traits as well.
- As a bonus action, you can take a form closer to your non-dominant parent. This transformation lasts for Half your PFB worth of hours or until you revert to your normal appearance as a bonus action. You can Shift once per Long Rest any Shifting after that requires 3 STP.
Hybrid Abilities
Add together the total amount of abilities from both parents, then roll a dice equal to said number. What you roll is how many abilities your Hybrid can inherit from their parents. If a parent has a race addon or curse you gain all of the associated races abilities.
Shifter Table
| Roll | Hybrids or Shifters |
|---|---|
| 1 - 5 | Shifter |
| 6 - 20 | Hybrid, but you can be a shifter if you want |
Vision Table
| Roll | Vision for Hybrids |
|---|---|
| 1 - 5 | Non-Dominant Parents Vision |
| 6 - 19 | Dominant Parents Vision |
| 20 | Dominant Parents Vision & +PFB to Perception skill |
Lifespan Table
| Roll | Lifespan for Hybrids |
|---|---|
| 1 | One tier down from Non-Dominant Parent, if possible |
| 2 - 5 | Non-Dominant Parents Lifespan |
| 6 - 19 | Dominant Parents Lifespan |
| 20 | One tier up from Dominant Parent, if possible |
Speed Table
| Roll | Speed for Hybrids |
|---|---|
| 1 | One tier down from Non-Dominant Parent, if possible |
| 2 - 5 | Non-Dominant Parents Speed |
| 6 - 19 | Dominant Parents Speed |
| 20 | One tier up from Dominant Parent, if possible |
Mana Table
| Roll | Mana for Hybrids |
|---|---|
| 1 | One tier down from Non-Dominant Parent, if possible |
| 2 - 5 | Non-Dominant Parents Mana |
| 6 - 19 | Dominant Parents Mana |
| 20 | One tier up from Dominant Parent, if possible |
Health Table
| Roll | Health for Hybrids |
|---|---|
| 1 | One tier down from Lowest Parent, if possible |
| 2 - 5 | Non-Dominant Parents Health |
| 6 - 19 | Dominant Parents Health |
| 20 | One tier up from Dominant Parent, if possible |
Race Classification Table
| Roll | Hybrids |
|---|---|
| 1 - 5 | Non-Dominant Parents Race Classification |
| 6 - 19 | Dominant Parents Race Classification |
| 20 | Your choice from either parent race classification |
Race Suggestions
Base Races
- Beastfolk
Centaur, Minotaur & Beastfolk
Centaur (3)
- Innate Attributes (2 STR, +1 WIS & -1 DEX)
- Large (+1 STR & -1 DEX. -1 AC to weave.) 7-10 ft
- Average Vision
- Average Lifespan (Around 80~)
- Great Speed (40 Walking Speed)
- Below Average Mana (2 Mana per level, with a limit of 4)
- Average Health (D8)
- Humanoid (+1 Skill & +1 Saving Throw)
- Beastkin (Unarmed Strikes with a Bonus Action does not require STP)
- Language (Common, Kin & a language of your choice)
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(1) Horsing Around - If using mounted fighter you count as the mount and the rider. Medium creatures & smaller can ride you.
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(2) Charging Strike - 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.
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(3) Hooves - This unarmed strike allows you to kick at a creature with your Hooves. To-hit with your STR & you deal crushing Damage equal to 1d4+STR+PFB.
Minotaur (2)
- Innate Attributes (1 STR, 1 CON, 1 SPR & -1 INT)
- Large (+1 STR & -1 DEX. -1 AC to weave.) 7-10 ft
- Average Vision
- Average Lifespan (Around 80~)
- Average Speed (30 Walking Speed)
- Average Mana (3 Mana per level, with a limit of 5)
- Above Average Health (D10)
- Humanoid (+1 Skill & +1 Saving Throw)
- Beastkin (Unarmed Strikes with a Bonus Action does not require STP)
- Language (Common, Kin & a language of your choice)
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(1) Horn Gore - This unarmed strike allows you to charge at a creature with your horns. To-hit with your STR & you deal piercing Damage equal to 1d6+STR+PFB.
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(2) Hammering Horns - Immediately after you hit a creature with an unarmed strike, you can use 2 STP to attempt to shove that target with your horns. The target must make a STR saving throw vs your 8+STR+PFB if failed they are pushed 10 ft away.
Beastfolk(1)
- Tiny, Small, Medium or Large Size Effects
- Average Vision
- Below Average Lifespan (Around 60~)
- Average Speed (30 Walking Speed)
- Below Average Mana (2 Mana per level, with a limit of 4)
- Average Health (D8)
- Humanoid (+1 Skill & +1 Saving Throw)
- Beastkin (Unarmed Strikes with a Bonus Action does not require STP)
- Language (Common, Kin & a language of your choice)
Choose one of the following.
(1) Mammalian Diversion
- Innate Attributes (+1 INT)
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You gain Burrowing speed equal to your walking speed or you can instead choose to gain +15 walking speed. (Choose 1)
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You gain attacks and abilites based off the animal.
(1) Aquatic Diversion
- Innate Attributes (+1 STR)
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You gain Swimming speed equal to your walking speed.
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You gain the ability to breath in water.
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You gain attacks and abilites based off the animal.
(1) Avian Diversion
- Innate Attributes (+1 DEX)
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You gain Flying speed equal to your walking speed.
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You no longer take fall damage.
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You gain attacks and abilites based off the animal.
(1) Reptilian Diversion
- Innate Attributes (+1 CON)
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You gain Climbing or Burrowing speed equal to your walking speed or you can instead choose to gain +15 walking speed. (Choose 1)
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40% reduction to toxic damage. Immune to the poisoned condition & disease.
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You gain attacks and abilites based off the animal.
Felidae & Elefolk
Felidae (4)
- Innate Attributes (1 DEX, 1 CHR, 1 WIS & -2 STR)
- Medium (No Bonus) 4-7 ft
- Great Vision (60 ft of Darkvision)
- Below Average Lifespan (Around 60~)
- Beastkin (Unarmed Strikes with a Bonus Action does not require STP)
- Language (Common & Kin)
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(1) Silent Paws - You get to add your PFB to your checks with Stealth & Slight of Hand. This doesn't count as being proficient or expertise. You can hide while in the cover of darkness or shade as a bonus action.
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(2) Nine Lives - Instead of rolling d20 for death saves you roll d10 and if it lands on anything except a 1 you stabilize. On a 1 you Die.
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(3) Claw Slash - This unarmed strike allows you to slash at a creature with your Claws. To-hit with your DEX & you deal Slashing Damage equal to 1d4+DEX+PFB.
Choose one of the following. Racial Growth cannot grant the addition race diversion effects.
(4) Roaring Diversion
As a Bonus Action, you let out a menacing roar around yourself. The targets within 15 ft centered around yourself must make a WIS saving throw vs your 8+CHR+PFB, on a failed save the creatures hit are frightened. 3 Round Recharge before Daunting Roar can be used again.
- Average Speed (30 Walking Speed)
- Average Mana (3 Mana per level, with a limit of 5)
- Above Average Health (D10)
(4) Sprinting Diversion
Before you start walking you can choose to double your speed until the end of the turn for 1 STP. You can’t use this trait again until you move 0 feet on one of your turns. You now only add half your PFB to your checks with Stealth & Slight of Hand checks.
- Great Speed (40 Walking Speed)
- Below Average Mana (2 Mana per level, with a limit of 4)
- Average Health (D8)
(4) Stealthing Diversion
Now you can grant yourself advantages on Stealth or Slight of Hand checks equal to your PFB per Short Rest. While hidden your unarmed strikes gain an additional die worth of damage & you get to add your PFB to the damage roll.
- Above Average Speed (35 Walking Speed)
- Below Average Mana (2 Mana per level, with a limit of 4)
- Below Average Health (D6)
(4) Bingusing Diversion
You can communicate psychically with other creatures within 50 ft, you also gain 60% reduction to mind damage. Your unarmed strikes now inflict papercut & deal mind damage.
- Below Average Speed (25 Walking Speed)
- Above Average Mana (4 Mana per level, with a limit of 5)
- Bad Health (D4)
Elefolk (3)
- Innate Attributes (2 CON, 2 WIS & -2 DEX)
- Huge (+2 STR & -2 DEX. -2 AC to weave.) 10-13 ft
- Average Vision
- Amazing Lifespan (Around 500~)
- Bad Speed (20 Walking Speed)
- Above Average Mana (4 Mana per level, with a limit of 5)
- Great Health (D12)
- Beastkin (Unarmed Strikes with a Bonus Action does not require STP)
- Language (Common & Kin)
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(1) Think Skin - Your innate AC starts at 10 instead of 8.
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(2) Keen Smell - You have advantage on Perception, Survival, and Investigation checks that involve smell.
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(3) Tentacle Trunk - You can grasp things with your trunk. It has a reach of 5 ft & can be used to grapple someone or as a snorkel. You can use it as a third hand, but for every round the truck is used as a hand it requires 1 STP.
Ursine, Caenin, Rodeshia & Kobald
Ursine (2)
- Medium (No Bonus) 4-7 ft or Large (+1 STR & -1 DEX. -1 AC to weave.) 7-10 ft
- Average Vision
- Average Lifespan (Around 80~)
- Below Average Speed (25 Walking Speed)
- Above Average Health (D10)
- Beastkin (Unarmed Strikes with a Bonus Action does not require STP)
- Language (Common & Kin)
- (1) Claw Slash - This unarmed strike allows you to slash at a creature with your Claws. To-hit with your STR & you deal Slashing Damage equal to 1d6+STR+PFB.
Choose one of the following. Racial Growth cannot grant the addition race diversion effects.
(2) Bulky Diversion
You count as one size larger when determining your carrying capacity and the weight you can push or drag. Now your innate AC starts at 10 instead of 8
- Innate Attributes (1 CON, 1 STR, 1 WIS & -2 DEX)
- Below Average Mana (2 Mana per level, with a limit of 4)
(2) Magical Diversion
You have the ability to channel MP into unarmed strikes. You can spend MP equal to a spell of a tier of unlocked magic to add additional damage to your attacks. You by default count as if you have 1 level into a Magical Archetype for the purpose of unlocked spells.
- Innate Attributes (2 DEX, 2 SPR, -1 STR & -1 CHA)
- Above Average Mana (4 Mana per level, with a limit of 5)
Caenin (3)
- Innate Attributes (2 CON, 1 STR & -1 INT)
- Tiny, Small, Medium or Large Size Effects
- Amazing Vision (You gain proficiency with Perception)
- Bad Lifespan (Around 40~)
- Great Speed (40 Walking Speed)
- Below Average Mana (2 Mana per level, with a limit of 4)
- Above Average Health (D10)
- Beastkin (Unarmed Strikes with a Bonus Action does not require STP)
- Language (Common & Kin)
- (1) Pack Tactics - You have advantage on attack rolls against a target if they are within 5 ft of any pack members.
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(2) Feral Bite - This unarmed strike allows you to bite at a creature with your teeth. To-hit with your STR & you deal piercing Damage equal to 1d6+STR+PFB & 1d6 toxic damage.
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(3) Pack Pact - Your allies are more then just that they are your pack, after traveling with your teamamtes & staying with them for at least 3 long rests they are considered apart of your pack. You can grant a pack member a help action at will on any check as long as they are within 30 ft. You can do this your PFB amount of times per day.
Rodeshia (2)
- Innate Attributes (2 DEX, 1 CON & -1 SPR)
- Small (+1 DEX & -1 STR. +1 AC to weave.) 2-4 ft or Medium (No Bonus) 4-7 ft
- Amazing Vision (You gain proficiency with Perception)
- Average Lifespan (Around 80~)
- Average Speed (30 Walking Speed)
- Average Mana (3 Mana per level, with a limit of 5)
- Average Health (D8)
- Beastkin (Unarmed Strikes with a Bonus Action does not require STP)
- Language (Common & Kin)
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(1) Quicken Movement - You add your proficiency bonus to your initiative rolls.
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(2) Skittering - During your turn for every 10 ft moved, you can Scitter, adding d10 worth of additional movement. This can be continued aslong as you have the ability to move.
Kobold (2)
- Innate Attributes (2 DEX, 1 STR, 1 SPR & -2 WIS)
- Small (+1 DEX & -1 STR. +1 AC to weave.) 2-4 ft
- Average Vision (30 ft of Darkvision)
- Average Lifespan (Around 80~)
- Above Average Speed (35 Walking Speed)
- Below Average Mana (2 Mana per level, with a limit of 4)
- Below Average Health (D6)
- Beastkin (Unarmed Strikes with a Bonus Action does not require STP)
- Language (Common & Kin)
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(1) Draconic Similarities - Choose a Magical or Elemental damage type, you gain 40% reduction to the damage type chosen.
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(2) Distraction - As an action on your turn, you can 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 can see you. You can use this once per short rest or for 2 STP & 2 MP.
Aviaran & Harpy
Aviaran (3)
- Below Average Lifespan (Around 60~)
- Average Speed (30 Walking Speed)
- Below Average Health (D6)
- Beastkin (Unarmed Strikes with a Bonus Action does not require STP)
- Language (Common & Kin)
- (1) Talon Slash - This unarmed strike allows you to slash at a creature with your Talons. To-hit with your STR & you deal Slashing Damage equal to 1d4+STR+PFB.
Choose one of the following. Racial Growth cannot grant the addition race diversion effects.
(2 & 3) Stealthed Diversion
You have a flying speed equal to your walking speed, but you cannot wear any armor. You have proficiency in the Stealth skill.
- Innate Attributes (2 WIS, 2 DEX & -2 STR)
- Below Average Mana (2 Mana per level, with a limit of 4)
- Medium (No Bonus) 4-7 ft
- Insane Vision (75 ft of Darkvision & you gain proficiency with Perception)
- (3) Mimicry - You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Insight check opposed by your advantage Deception check.
(2 & 3) Enchanted Diversion
You have a flying speed equal to your walking speed, but you cannot wear medium or heavy armor.
- Innate Attributes (1 SPR, 2 INT & -1 STR)
- Above Average Mana (4 Mana per level, with a limit of 5)
- Small (+1 DEX & -1 STR. +1 AC to weave.) 2-4 ft
- Great Vision (60 ft of Darkvision)
- (3) Wings of Wind & Magic - You innately know the spell Detect Magic & innately know Windbolt & Guest. You innately have 20% reduction to wind damage.
(2 & 3) Warrior Diversion
You have a flying speed Speed of 45, but you cannot wear heavy armor.
- Innate Attributes (2 STR, 2 DEX, -1 SPR & -1 INT)
- Below Average Mana (2 Mana per level, with a limit of 4)
- Medium (No Bonus) 4-7 ft
- Great Vision (60 ft of Darkvision)
- (3) Warrior Knowledge - You innately know how to use weapons & armor from birth. You innately know how to use all Simple Weapons & wear Light or Medium Armor. You can only choose one armor type to be proficient in during character creation.
Harpy (3)
- Innate Attributes (2 CHA, 2 DEX, 1 STR & -3 INT)
- Medium (No Bonus) 4-7 ft
- Normal Vision (30 ft of Darkvision)
- Bad Lifespan (Around 40~)
- Bad Speed (20 Walking Speed)
- Average Mana (3 Mana per level, with a limit of 5)
- Below Average Health (D6)
- Humanoid (+1 Skill & +1 Saving Throw)
- Beastkin (Unarmed Strikes with a Bonus Action does not require STP)
- Language (Common & Kin)
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(1) Winged Appendages - Innate Flying Speed of 60, but in exchange you cannot wield weapons while flying & cannot wear heavy armor.
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(2) Harpy Rizz - Your words have an unworldly sense of power to them. You may cast the cantrip Friends by singing. If the target is of the opposite sex, then they must make a DC 13 Wisdom save. On a failure the target does not recognise that you used the spell to manipulate them.
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(3) Talon Fury - This unarmed strike allows you to slash at a creature with your Talons. To-hit with your DEX & you deal Slashing Damage equal to 1d6+DEX+PFB.
Tortayan & Reptoria
Tortayan (3)
- Innate Attributes (-2 DEX)
- Medium (No Bonus) 4-7 ft
- Average Vision
- Insane Lifespan (Around 1000~)
- Average Speed (30 Walking Speed)
- Exotic Mana (1 Mana per level, without a limit)
- Average Health (D8)
- Beastkin (Unarmed Strikes with a Bonus Action does not require STP)
- Language (Common & Kin)
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(1) Claw Slash - This unarmed strike allows you to slash at a creature with your Claws. To-hit with your STR & you deal Slashing Damage equal to 1d4+STR+PFB.
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(2) Shell Defense - Your AC is set 17 & it can not be raised through any armor or shields. As an action you can withdraw into your Shell, until you emerge you have a +5 AC & advantage on STR & CON saving throws. While in your shell you are prone & speed is 0 as well you have disadvantage on DEX saving throws. While in your shell you can't take any Actions except to leave your shell as a Bonus Action.
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(3) The Wisdom of Age - You can use WIS as your casting stat. For every 100 years of life you've lived you gain +1 to WIS, -1 STR & -1 CON. For every 200 years of life you've lived you gain +1 to your limit mana limit & your speed is reduced by 5 walking speed.
Reptoria (4)
- Average Vision (30 ft of Darkvision)
- Average Lifespan (Around 80~)
- Great Speed (40 Walking Speed)
- Above Average Health (D10)
- Beastkin (Unarmed Strikes with a Bonus Action does not require STP)
- Language (Common & Kin)
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(1) Lizard Might - Vulnerable to frost damage, but 60% reduction to slashing & Your innate AC starts at 10 instead of 8.
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(2) Vicious Bite - This unarmed strike allows you to bite at a creature with your teeth or fangs. To-hit with your STR & you deal piercing Damage equal to 1d8+STR+PFB.
Choose one of the following. Racial Growth cannot grant the addition race diversion effects.
(3 & 4) Scaled Diversion
You have a hardened exterior of scales that provide you with extra protection. Your innate starting AC is 10 instead of 8.
- Innate Attributes (2 STR, 2 CON & -2 CHR)
- Below Average Mana (2 Mana per level, with a limit of 4)
- Large (+1 STR & -1 DEX. -1 AC to weave.) 7-10 ft or Huge (+2 STR & -2 DEX. -2 AC to weave.) 10-13 ft
- (4) Thrashing Chomp - After biting a creature with vicious bite you now force a grapple check. If the target fails the grapple save (Your STR check vs the targets STR check) you now have advantage with unarmed strikes while grappling into the target & all unarmed strikes gain +2 damage.
(3 & 4) Stinky Diversion
You have the ability to climb without issue. You now have climbing speed equal to your walking speed.
- Innate Attributes (1 STR, 1 DEX, +1 SPR & -1 CON)
- Above Average Mana (4 Mana per level, with a limit of 5)
- Small (+1 DEX & -1 STR. +1 AC to weave.) 2-4 ft
- (4) Targeting Tongue - You have a new unarmed strike with your tongue. You can target a creature within 15 ft & launch your tongue at them dealing 1d4+STR crushing damage & 1d6 water damage. The target must succeed the DEX save (8+PFB+Your DEX MOD) to only take half damage, but on a failed DEX save they take full damage & are dragged 15 ft towards you.
(3 & 4) Thorny Diversion
You are covered in spines that allow you to do damage to those who hit you. When attacked by melee variable damage you can reduce the damage taken by 1d6+CON+PFB. Once below 20% your spines become damaged to the point where they no longer reduce damage, if you are healed above 20% your spines regrow enough for you to regain the effect.
- Innate Attributes (2 CON, +1 STR & -1 INT)
- Average Mana (3 Mana per level, with a limit of 5)
- Medium (No Bonus) 4-7 ft
- (4) Spiny Caution - Your spines cause you to be cautious requiring you to be slower so you don't hurt yourself & shred your outfits. When calculating AC you can only add half your total DEX rounded up when wearing clothes, light armor or medium armor. You cannot wear heavy armor due to your spines.
Insectoid & Draconics
Insectoid
- Innate Attributes (2 STR, 2 WIS & -2 INT)
- Choose a Size! (Click for Sizes)
- Amazing Vision (60 ft of Darkvision & you gain proficiency with Perception)
- Bad Lifespan (Around 40~)
- Average Speed (30 Walking Speed)
- Bad (1 Mana per level, with a limit of 3)
- Average Health (D8)
- Beastkin (Unarmed Strikes with a Bonus Action does not require STP)
- Language (Common & Kin)
- (1) Grabby Grub Feet - (You have climbing speed equal to your walking speed)
You can only choose two of the following. Racial Growth can grant the addition effects.
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(2 or 3) Additional Legs - You have advantage against saving throws for being knocked prone & you gain +10 walking speed.
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(2 or 3) Additional Arms - You gain a second Action once per turn for 2 STP.
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(2 or 3) Thin Wings - You have a flying speed of 30 feet. While flying you cannot wear medium or heavy armor.
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(2 or 3) Pincers - This unarmed strike allows you to cut at a creature with your Claws. To-hit with your STR & you deal Slashing Damage equal to 1d6+STR+PFB.
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(2 or 3) Mimicking Carapace - You are proficient with Stealth, if you are already proficient you are now an expert in Stealth.
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(2 or 3) Proboscis - This unarmed strike allows you to drain a creature with your specialized mouth. To-hit with your STR & you deal decay Damage equal to 1d4+STR+PFB. You heal for half of the damage this attack deals.
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(2 or 3) Calculated Killer - Your damage with unarmed strikes increases by a dice tier every 5 total levels. If increasing a dice tier past a d12 instead grant a +1 to damage for every new tier.
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(2 or 3) Thick Carapace - Your innate AC starts at 10 instead of 8.
Draconics (1 or 2)
- Medium (No Bonus) 4-7 ft
- Above Average Lifespan (Around 125~)
- Average Speed (30 Walking Speed)
- Average Mana (3 Mana per level, with a max of 5)
- Average Health (D8)
- Beastkin (Unarmed Strikes with a Bonus Action does not require STP)
- Language (Common & Kin)
You can only choose two of the following. Racial Growth can grant the addition effects.
(1) Breath Diversion
Choose an elemental or a magical damage type. You gain 60% reduction to the damage type chosen & the gain a draconic breath attack that uses the same damage type.
- Innate Attributes (1 STR, 1 SPR, 1 CON & -1 DEX)
- Average Vision (30 ft of Darkvision)
- Draconic Breath - As an Action you can expel an elemental force from your body & use it to attack. DEX saving throw vs your 8+SPR+PFB, damage is PFBd6 of your chosen damage type. On a successful save the creatures hit take half damage. Range is a (5 x PFB) ft line. After using your breath attack roll 1d6 on a 5 or 6 your draconic breath recharges & you can use it again next turn.
(1 & 2) Stinger Diversion
- Innate Attributes (1 DEX, 2 CON & -1 SPR)
- Great Vision (60 ft of Darkvision)
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(1) Wyvern Scales - Your innate AC starts at 10 instead of 8.
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(2) Stinger Attack - With this unarmed strike you can attack with your stinger. DEX saving throw vs your 8+CON+PFB, damage is 1d6 piercing damage & half your PFBd4 toxic damage. On a successful save the creature hit only takes half damage. Range 10 ft.
(1) Claw Diversion
Choose an elemental combo from animancy. You gain 60% reduction to the elemental combo of your choice.
- Innate Attributes (1 STR, 2 SPR & -1 CON)
- Above Average Vision (45 ft of Darkvision)
- (1) Imbued Strike - This unarmed strike allows you to slash at a creature with your claws, your claws have the damage type of your chosen elemental combo. To-hit with your STR & you deal elemental combo Damage equal to 1d8+STR+PFB.
Amphids
Amphids (5)
- Innate Attributes (2 CON, 1 DEX & -1 CHA)
- Small (+1 DEX & -1 STR. +1 AC to weave.) 2-4 ft or Medium (No Bonus) 4-7 ft
- Average Vision
- Average Lifespan (Around 80~)
- Average Speed (30 Walking Speed)
- Average Mana (3 Mana per level, with a limit of 5)
- Average Health (D8)
- Beastkin (Unarmed Strikes with a Bonus Action does not require STP)
- Language (Common & Kin)
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(1) Cold Blooded - You take 40% additional damage from Frost & Fire damage, but you have 60% reduction to water damage.
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(2) Water Bound - Your can breath water & air without any issue. You also have a swimming speed equal to your walking speed. To keep yourself hydrated you need to drink plenty of water & during a long rest cover yourself in some water before going to sleep. If you aren't able to find any water you will only gain two thirds the total healing, mana & stamina regen that you would have normally gotten.
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(3) Armor Issues - Most Amphids have issues with armor because of their specific biological needs. All Amphids have higher innate AC to counter against this by adding their full CON mod to their AC instead of half. Magmatic Amphids cannot wear armor if they are sleeping or wanting to cover themselves in magma without completely destroying the armor in the process. Toxic & Slippery Amphids cannot gain their movement bonus while wearing armor.
Choose one of the following. Racial Growth cannot grant the addition race diversion effects.
(4 & 5) Slippery Diversion
You have the ability to burrow equal to your movement speed. You also gain blindsight equal to 15 ft while out of the ground & 60 ft while in the ground.
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(4) Blood Rupturing - This unarmed strike allows you to bite at a creature with your teeth. To-hit with your STR & you deal piercing Damage equal to 1d8+STR+PFB. This attack inflicts Blood Curdle that lasts for your CON mod worth of rounds.
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(5) Slippery Weaver - You get to add your CON modifier to any weave attempt you make.
(4 & 5) Magmatic Diversion
You no longer take 40% additional damage from fire damage & no longer have 60% reduction to water damage. You now have 60% reduction to magma elemental combo, but in exchange take 80% more damage from water damage (For more info about combo elements please refer to animancer archetype).
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(4) Magma Bound - Your gills can be used to breath water, magma & air without any issue. You also have a swimming speed equal to your walking speed. To keep yourself hydrated you need to drink plenty of water & during a long rest cover yourself in some magma before going to sleep. If you aren't able to find any magma you will only gain two thirds the total healing, mana & stamina regen that you would have normally gotten.
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(5) Earth Melter - You can convert 5ft ground around you into magma as an action for 3 MP. Any creature besides magmatic Amphids who touches this magma takes 5d8 magma damage. After 8 hours the magma will resolidify.
(4 & 5) Toxic Diversion
You have the ability to climb without issue, you excrete a sticky slime that you can use to help you climb or hurt those who try to touch you. You now have climbing speed equal to your walking speed. You are now immune to toxic damage & the poisoned condition.
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(4) Mad Hops - During your turn for every 15 ft moved, you can hop, adding d12 worth of additional movement. This can be continued as long as you have the ability to move.
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(5) It's Mucus - Any creature that comes into contact with your skin must succeed on a DC 12+PFB Constitution saving throw or become poisoned for 1 minute. This poison can be applied to weapons or ammo. The target must succeed on a DC 12 Constitution saving throw or take 2d4 toxic damage.
Daith
Daith (5)
- Medium (No Bonus) 4-7 ft
- Amazing Vision (60 ft of Darkvision & you gain proficiency with Perception)
- Below Average Lifespan (Around 60~)
- Above Average Speed (35 Walking Speed)
- Bad Mana (1 Mana per level, with a limit of 3)
- Below Average Health (D6)
- Beastkin (Unarmed Strikes with a Bonus Action does not require STP)
- Language (Common, Spirit Speak & Kin)
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(1) Infrared Detection - Daith have heat-sensitive pits in the face that allows them to detect heat signatures within 30 ft of them. This grants them Advantage on perception within 30 ft, even in complete darkness. This allows the invisible & illusions to be detected.
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(2) Prehensile Tail - You can grasp things with your tail. It has a reach of 5 ft & can be used to grapple someone with a +2 to the grapple check. You can use it as a third hand, but for every round your tail is used as a hand it requires 2 STP.
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(3) Mimicry - You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Insight check opposed by your advantage Deception.
You can only choose one of the following. Racial Growth cannot grant the addition race diversion effects.
(5) Hemotoxin Diversion
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Innate Attributes (2 DEX, 1 WIS & -1 STR)
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(4) Hemotoxic Fangs - With this unarmed strike you can attack with your Fangs. To-hit with your DEX & you deal 1d4+DEX+half WIS piercing. Then the target must make a CON save vs your 8+PFB+CON taking 2d4 toxic damage & is inflicted with Blood Curdle for an amount of rounds equal to your pfb. On a successful save the creature hit only takes half damage & isn't inflicted with Blood Curdle. Range 5 ft.
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(5) Treelife - Forest life requires more climbing on average granting this diversion climbing speed equal to their walking speed.
(5) Myotoxin Diversion
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Innate Attributes (2 DEX, 1 STR, & -1 INT)
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(4) Myotoxic Fangs - With this unarmed strike you can attack with your Fangs. To-hit with your DEX & you deal 1d4+DEX+half STR piercing. Then the target must make a CON save vs your 8+PFB+CON taking 2d4 arc damage, they lose the ability to move & can no longer make reactions for an amount of rounds equal to your pfb. On a successful save the creature hit only takes half damage & doesn't suffer the additional effects. Range 5 ft.
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(5) Amphibious - Life near the water makes the need for swimming & underwater scavenging greater granting this diversion swimming speed equal to their walking speed & the ability to breath water or air.
(5) Neurotoxin Diversion
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Innate Attributes (2 DEX, 1 CON & -1 INT)
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(4) Neurotoxic Fangs - With this unarmed strike you can attack with your Fangs. To-hit with your DEX & you deal 1d4+DEX+half CON piercing. Then the target must make a CON save vs your 8+PFB+CON taking 2d4 mind damage, they have their movement reduced in half & have disadvantage on attack rolls for an amount of rounds equal to your pfb. On a successful save the creature hit only takes half damage & doesn't suffer the additional effects. Range 5 ft.
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(5) Plain Jane - Life on the forest floor is one of great stride & running a plenty so these subset of Daiths have 10 ft of additional movement & gain +1 STP every level due to their increased stamina
(5) Constrictive Diversion
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Innate Attributes (2 STR, 1 CON & -1 DEX)
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(4) Versatile Mobility - Having their full bottom half dedicated to a serpent tail, their walking speed is changed from above average(35 ft) to below average(25 ft), but their walking speed is matched by an equal swimming and climbing speed.
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(5) Empowered Prehensile Tail - This unarmed strike allows you to target a creature within 10 ft & Grapple at them with your tail dealing 2d6+STR crushing damage. The target must succeed a DEX or STR save vs your 8+PFB+STR+Half CON to only take half damage, but on a failed DEX save they take full damage & are grappled. Once grappled, an unarmed strike can be dedicated to continue the grapple and apply the damage again, and to save from the grapple, a STR save at disadvantage must be made to break free. Prehensile Tail now only requires 1 STP & has 10ft reach to be used as a hand.
Satyr, Dryad & Ent
Satyr (3)
- Innate Attributes (2 DEX, 2 CHA & -2 STR)
- Medium (No Bonus) 4-7 ft
- Average Vision (30 ft of Darkvision)
- Great Lifespan (Around 200~)
- Great Speed (40 Walking Speed)
- Average Mana (3 Mana per level, with a limit of 5)
- Below Average Health (D6)
- Sylvan (Innately knows 1 Cantrip, 1 1st Level & Short Rest Mana Recharge is 1/3 instead of 1/4)
- Language (Common & Sylvan)
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(1) Magical Cunning - You have advantage on saving throws against magic & you can use CHA as your casting stat.
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(2) Mirthful Leaps - You can long jump your walking speed and high jump half of your walking speed for 2 STP.
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(3) Ram - This unarmed strike allows you to charge at a creature with your horns. To-hit with your DEX & you deal bludgeoning Damage equal to 1d6+DEX+PFB.
Dryad (3)
- Innate Attributes (2 WIS, 2 INT & -2 STR)
- Medium (No Bonus) 4-7 ft
- Above Average Vision (45 ft of Darkvision)
- Insane Lifespan (Around 1000~)
- Above Average Speed (35 Walking Speed)
- Average Mana (3 Mana per level, with a limit of 5)
- Below Average Health (D6)
- Sylvan (Innately knows 1 Cantrip, 1 1st Level & Short Rest Mana Recharge is 1/3 instead of 1/4)
- Language (Common & Sylvan)
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Hybrid & Shifter Information (When creating either a Hybrid or a Shifter character with Dryad as a parent your character must have Essence of Nature)
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(1) Essence of Nature - You can communicate with beasts and plants through Sylvan. You take 40% more damage from toxic & decay damage, but you have 40% reduction to variable damage.
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(2) Forest Blend - You have advantage on Stealth checks made to hide around plants.
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(3) Tree Stride - Once a turn, you can sacrifice 20 ft of your movement & 2 MP to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree.
Ent (4)
- Innate Attributes (2 STR, 2 CON, -2 CHA & -2 INT)
- Choose a Size! (Click for Sizes)
- Great Vision (60 ft of Darkvision)
- Exotic Lifespan (Around 5000~)
- Average Speed (30 Walking Speed)
- Above Average Mana (4 Mana per level, with a limit of 5)
- Average Health (D8)
- Sylvan (Innately knows 1 Cantrip, 1 1st Level & Short Rest Mana Recharge is 1/3 instead of 1/4)
- Language (Common & Sylvan)
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Hybrid & Shifter Information (Ent's cannot make hybrids. When creating a Shifter character with Ent as a parent your character must have Force of Nature)
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(1) Force of Nature - You can communicate with beasts and plants through Sylvan. You take 40% more damage from toxic, frost, fire & decay damage, you have 60% reduction to variable damage & are healed equal to the damage of a spell that does water damage.
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(2) Barkskin - Your innate AC starts at 12 instead of 8.
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(3) Forest Blend - You have advantage on Stealth checks made to hide around plants.
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(4) Photosynthesis - Being in sunlight will regenerate HP equal to your CON mod at the end of each hour. Not being in sunlight for more then 24 hours will cause you to decay, taking one level exhaustion at the end of each long rest until you re-enter sunlight. You cannot recover these levels of exhaustion unless you take long rests inside of sunlight.
Pixie, Elf & Dran
Pixie (3)
- Innate Attributes (2 CHA, 1 DEX, -2 CON & - 2 STR)
- Tiny (+2 DEX & -2 STR. +2 AC to weave.) 1-2 ft
- Average Vision (30 ft of Darkvision)
- Great Lifespan (Around 200~)
- Bad Speed (20 Walking Speed)
- Average Mana (3 Mana per level, with a limit of 5)
- Below Average Health (D6)
- Sylvan (Innately knows 1 Cantrip, 1 1st Level & Short Rest Mana Recharge is 1/3 instead of 1/4)
- Language (Common & Sylvan)
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(1) Honey I shrunk myself - You can squeeze through any space as narrow as 1 inch wide for 2 MP. While shrunk down to this size you cannot do anything except move, once out of the narrow space you can use your turn like normal. You can dash or sprint while shrunk.
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(2) Fairy Flight - You have a flying speed equal to your walking speed and can hover. This flight is magical and does not require the use of your wings, if you even have them.
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(3) Fey Magic - You innately can cast druidcraft and faerie fire.
Elf (3)
- Innate Attributes (2 DEX, 1 SPR & -1 CON)
- Medium (No Bonus) 4-7 ft
- Amazing Vision (60 ft of Darkvision & you gain proficiency with Perception)
- Insane Lifespan (Around 1000~)
- Above Average Speed (35 Walking Speed)
- Average Mana (3 Mana per level, with a limit of 5)
- Below Average Health (D6)
- Sylvan (Innately knows 1 Cantrip, 1 1st Level & Short Rest Mana Recharge is 1/3 instead of 1/4)
- Language (Common & Sylvan)
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(1) Fey Ancestry - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
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(2) Trance - Elves do not need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
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(3) Klin jin - You can cast misty step once per short rest without a mana cost.
Dran (4)
- Innate Attributes (DEX 3 & -1 STR)
- Medium (No Bonus) 4-7 ft
- Average Vision
- Above Average Lifespan (Around 125~)
- Great Speed (40 Walking Speed)
- Exotic Mana (4 Mana per level, without a limit)
- Bad Health (D4)
- Sylvan (Innately knows 1 Cantrip, 1 1st Level & Short Rest Mana Recharge is 1/3 instead of 1/4)
- Language (Common, Spirit Speak & Sylvan)
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Hybrid & Shifter Information (When making Hybrids or shifters they must always be the recessive parent)
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(1) Powerful Magic - Your prowess with magic is innately very strong, but you've lost the ability to cast cantrips. When determining your current amount of spells & available tiers of magic you count as if you have two levels higher. These levels count as if they were magical archetypes.
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(2) Lessoned Caster - Your magic is so potent you require less mana to cast standard spells. All spells now cost 1 less mana then normal.
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(3) Hooves - This unarmed strike allows you to kick at a creature with your Hooves. To-hit with your DEX & you deal Bludgeoning Damage equal to 1d4+DEX+PFB.
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(4) Fey Ancestry - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Goblin, Hobgoblin, Bugbear & Orc
Goblin (2)
- Innate Attributes (2 DEX, 1 CON & -1 STR)
- Tiny (+2 DEX & -2 STR. +2 AC to weave.) 1-2 ft or Small (+1 DEX & -1 STR. +1 AC to weave.) 2-4 ft
- Insane Vision (75 ft of Darkvision & you gain proficiency with Perception)
- Bad Lifespan (Around 40~)
- Above Average Speed (35 Walking Speed)
- Exotic Mana (3 Mana per level, without a limit)
- Bad Health (D4)
- Goblinoid (40% toxic reduction & Proficiency with Simple Weapons)
- Language (Common & Goblish)
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(1) Small Fury - (Whenever you damage a creature that is larger than you add your PFB to damage)
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(2) Ancient Magic - You have access to a special form of magic that is ancient & lost to most, but it allows to to create spells with disasterous side effects. You can now create 1 custom spell per tier of a magic you have unlocked, these custom spells are made like Inspiriteur, but will always activate the wild magic table whenever casted.
Hobgoblin (2)
- Innate Attributes (1 STR ,1 INT, 2 CON & -2 CHA)
- Medium (No Bonus) 4-7 ft
- Great Vision (60 ft of Darkvision)
- Below Average Lifespan (Around 60~)
- Average Speed (30 Walking Speed)
- Below Average Mana (2 Mana per level, with a limit of 4)
- Average Health (D8)
- Goblinoid (40% toxic reduction & Proficiency with Simple Weapons)
- Language (Common & Goblish)
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(1) Martial Training - (You are proficient with two martial weapons of your choice and with light armor)
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(2) Saving Grace - (If you miss with a roll, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you. Recharges after a Short Rest)
Bugbear (2)
- Innate Attributes (2 DEX, 2 STR & -2 INT)
- Medium (No Bonus) 4-7 ft or Large (+1 STR & -1 DEX. -1 AC to weave.) 7-10 ft
- Average Vision (30 ft of Darkvision)
- Average Lifespan (Around 80~)
- Average Speed (30 Walking Speed)
- Average Mana (3 Mana per level, with a limit of 5)
- Above Average Health (D10)
- Goblinoid (40% toxic reduction & Proficiency with Simple Weapons)
- Language (Common & Goblish)
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(1) Long-Limbed - (Your reach with melee attacks are 5 ft greater than normal)
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(2) Sneak Attack - (If you surprise a creature and hit it with an attack, the attack deals an extra 2d6 damage to it)
Orc (3)
- Innate Attributes (1 CON, 3 STR, -1 INT & -1 WIS)
- Medium (No Bonus) 4-7 ft or Large (+1 STR & -1 DEX. -1 AC to weave.) 7-10 ft
- Above Average Vision (45 ft of Darkvision)
- Above Average Lifespan (Around 125~)
- Average Speed (30 Walking Speed)
- Average Mana (3 Mana per level, with a limit of 5)
- Average Health (D8)
- Goblinoid (40% toxic reduction & Proficiency with Simple Weapons)
- Language (Common & a language of your choice)
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(1) Aggressive - As a bonus action & 1 STP, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
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(2) Relentless Endurance - When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Recharge after a Long Rest
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(3) Savage Attacker - When you score a critical hit with a melee weapon attack, add an additional damage die to the roll.
Depth Walker, Goliath & Human
Depth Walker (3)
- Innate Attributes (2 CON, 1 CHA & -1 WIS)
- Medium (No Bonus) 4-7 ft
- Great Vision (60 ft of Darkvision or Blindsight)
- Great Lifespan (Around 200~)
- Above Average Speed (35 Walking Speed)
- Average Mana (3 Mana per level, with a limit of 5)
- Average Health (D8)
- Humanoid (+1 Skill & +1 Saving Throw)
- Language (Common & a language of your choice)
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(1) Amphibious - You can breathe air & water. You have an Swimming Speed equal to your walking speed.
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(2) Talk with Sea-Life - You can communicate with Aquatic beasts
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(3) Guardians of the Depths - You have 20% reduction to frost & water damage. You can cast Fog Cloud. Starting at 3rd level, you can cast Gust of Wind, then starting at 5th level, you can cast Wall of Water.
Giants (2)
- Innate Attributes (1 CON, 2 STR, 1 SPR & -2 DEX)
- Large (+1 STR & -1 DEX. -1 AC to weave.) 7-10 ft or Huge (+2 STR & -2 DEX. -2 AC to weave.) 10-13 ft
- Average Vision
- Average Lifespan (Around 80~)
- Bad Speed (20 Walking Speed)
- Below Average Mana (2 Mana per level, with a limit of 4)
- Above Average Health (D10)
- Humanoid (+1 Skill & +1 Saving Throw)
- Language (Common & a language of your choice)
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(1) Mountain Endurance - You are resistant to frost and now as a reaction When you take damage you can roll a D12+CON, then reduce the damage taken by that total. Can be used once per short rest or for 5 STP.
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(2) Mountains Strength - When wielding heavy weapons you get to add +2 to-hit & while wearing heavy armor you get +2 to AC.
Human (3)
- No Innate Attributes
- Medium (No Bonus) 4-7 ft
- Average Vision
- Average Lifespan (Around 80~)
- Average Speed (30 Walking Speed)
- Below Average Mana (2 Mana per level, with a limit of 4)
- Above Average Health (D10)
- Humanoid (+1 Skill & +1 Saving Throw)
- Language (Common & a language of your choice)
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(1) Infinite Potential - During character creation you can raise & lower your innate attributes to be whatever you want, but you cannot go below 6 or above 18. Your new attributes must still be equal to the original attribute total before you rearranged your stats.
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(2) Track Star - Humans are excellent sprinters. Once a human sprints or dashes, their following turn they can do it again, but without the STP cost.
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(3) Sweater Best - Sweat is one of the biggest advantages that humans have giving them an amazing endurance which allows them to have overall more stamina. Humans gain +2 STP per max level.
Dwarf & Gnome
Dwarf (3)
- Innate Attributes (2 CON, 1 STR, 1 SPR & -2 CHR)
- Medium (No Bonus) 4-7 ft
- Great Vision (60 ft of Darkvision)
- Amazing Lifespan (Around 500~)
- Below Average Speed (25 Walking Speed)
- Below Average Mana (2 Mana per level, with a limit of 4)
- Great Health (D12)
- Humanoid (+1 Skill & +1 Saving Throw)
- Language - (Common & a language of your choice)
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(1) Dwarven Resilience - You have advantage on saving throws against poison, and you have 20% toxic & terra reduction.
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(2) Stonecunning - Whenever you make an History check towards stonework, you are considered expert in the History skill, gaining expertise.
You can only choose one of the following. Racial Growth can grant the addition effects.
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(3) Stout Strength - When wielding heavy weapons you get to add +2 to-hit & while wearing heavy armor you get +2 to AC.
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(3) Runic Knowledge - You know how to read & write the Runic language, as well if you have Runimancer the cost to make runes are lower by 1.
Gnome (2)
- Innate Attributes (2 INT, 2 SPR, -1 STR & -1 CON)
- Tiny (+2 DEX & -2 STR. +2 AC to weave.) 1-2 ft
- Great Vision (60 ft of Darkvision)
- Amazing Lifespan (Around 500~)
- Below Average Speed (25 Walking Speed)
- Above Average Mana (4 Mana per level, with a limit of 5)
- Below Average Health (D6)
- Humanoid (+1 Skill & +1 Saving Throw)
- Language (Common & a language of your choice)
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(1) Magical Cunning - You have advantage on saving throws against magic & you can use INT as your casting stat.
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(2) Runic Knowledge - You know how to read & write the Runic language, as well if you have Runimancer the cost to make runes are lower by 1.
Android
Android
- Great Vision (60 ft of Blindsight)
- Ageless
- Humanoid (+1 Skill & +1 Saving Throw)
- Language (Common & a language of your choice)
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Hybrid & Shifter Information (Cannot make hybrid or Shifter)
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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 normal.
Droid Chassis - You can only choose one of the following. Cannot make hybrids.
Magus Droid
- Innate Attributes (2 INT, 1 SPR & -1 CON)
- Medium (No Bonus) 4-7 ft
- Average Speed (30 Walking Speed)
- Exotic Mana (4 Mana per level, without a limit) (Cannot be acquired with Racial Growth)
- Below Average Health (D6)
Brute Droid
- Innate Attributes (2 STR, 1 CON & -1 DEX)
- Large (+1 STR & -1 DEX. -1 AC to weave.) 7-10 ft
- Below Average Speed (25 Walking Speed)
- Below Average Mana (2 Mana per level, with a limit of 4)
- Above Average Health (D10)
Ranger Droid
- Innate Attributes (2 DEX, 1 WIS & -1 STR)
- Small (+1 DEX & -1 STR. +1 AC to weave.) 2-4 ft
- Above Average Speed (35 Walking Speed)
- Average Mana (3 Mana per level, with a limit of 5)
- Average Health (D8)
Energized Droid
- Innate Attributes (1 STR, 1 DEX & -1 SPR)
- Medium (No Bonus) 4-7 ft
- Average Speed (30 Walking Speed)
- Bad Mana (1 Mana per level, with a limit of 3)
- Average Health (D8)
- Integrated Energy (3 Internal battery Slots & 1 Standard Battery)
Ocular Upgrades - You can only choose one of the following. Racial Growth can grant the addition effects.
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Reinforced Eyes - Cannot be Blinded & sees through fog.
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Blessed Eyes - Truesight 30ft for 60 min, once per day or 9 MP.
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Telescopic Eyes - Advantage perception & Investigation.
System Upgrades - You can only choose one of the following. Racial Growth can grant the addition effects.
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Constructed Resilience - (You are immune to disease as well, You have advantage on saving throws against being poisoned, and you have 40% reduction to toxic damage.
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Elemental Resilience - (You have 60% reduction to a damage of your choice.
Frame Upgrades - You can only choose one of the following. Racial Growth can grant the addition effects.
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Sturdy Skeleton - You no longer take fall damage.
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Hollow Skeleton - You can long or high jump twice your normal distance & if you have flying speed you gain +10 to the total.
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Rechargeable Skeleton - You have an internal skeleton that functions as a battery. You innately have 5 Energy.
Hand Upgrades - You can only choose one of the following. Racial Growth cannot grant the addition effects.
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Hidden Blade - You have a hidden blade built into your wrist. The damage & to-hit is the same as a dagger, but you can use it as a Bonus Action.
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Reinforced Fist - Your unarmed strike is now 1d6+STR+PFB crushing damage.
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Mana Cannon - You can use 1 mana to shoot out one mana missile as a bonus action. The amount of mana missles you can fire as a bonus action is equal to half your PFB rounded up. For every missile fired it costs 1 MP & deals 1d4+1 primal damage.
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Ray Caster - You can use 1 Energy to fire an blast of energy (same stats as an eldritch blast). It does not scale with cantrip leveling normally instead of gaining an additional beam it gains an additional damage dice & you get to add your spell mod to damage. Everytime you gain an additional damage dice the Energy cost increases by 1
Androids Racial Upgrades
Racial Upgrades - Racial Growth can grant these addition effects instead of another racial growth option.
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Stamina Storage - +15 Walking Speed, as well as +1 Stamaina each total Level.
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Amphibious Lungs - Allows for breathing underwater.
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Lie Detector - You gain Advantage on Insight Checks against trying to see if a target is lying.
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Heat Sensor - You have 15 ft of truesight that can only see living creature.
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Attunement Modification - 1 additional Attunement Slot.
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Dense Plating - You gain +PFB worth of AC no matter what.
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Thruster System - You gain flying speed equal to half your total walking speed.
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Blade Runners - As an action you can switch to blade runners giving you +10 walking speed and allows you to dash with a bonus action, but when hit you must pass a dex save of 12 or fall prone.
Succubi, Sugar Fiend, Elemar & Lesser Demon
Demon (4 or 5)
- Choose a Size! (Click for Sizes)
- Great Vision (60 ft of Darkvision or Blindsight)
- Insane Lifespan (Around 1000~)
- Average Speed (30 Walking Speed)
- Average Mana (3 Mana per level, with a limit of 5)
- Average Health (D8)
- Demonic (60% fire reduction & 40% more damage from radiant)
- Language (Common & a language of your choice)
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(1) Hellish Movement - (You gain an additional 10 movement Speed of your choice)
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(2) Instincts of The Flame - (You innately can cast Fire Bolt, at 3rd Level you can cast Hellish Rebuke)
Choose one of the following. Racial Growth cannot grant the addition race diversion effects.
(3, 4 & 5) Succubi Diversion
- Innate Attributes (3 CHA & -1 STR)
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(3) Shape Changer - (You gain the ability to polymorph into any type of race once per day or for 6 MP.)
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(4) Natural Charm - (You can cast Charm Person Innately, whoever you have charmed you can communicate over any distance)
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(5) Draining Kiss - (The Succubus kisses a creature charmed by it. The target must make a CON saving throw against your Spell Save DC , taking 1d10 + CHA Psychic damage on a failed save, or half on a successful one)
(3, 4 & 5) Sugar Fiend Diversion
- Innate Attributes (3 CON & -1 DEX)
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(3) Impact Resistant - (You gain 40% reduction to all crushing Damage)
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(4) Sugar Rush - (You can turn an attack action into three, whenever you take the Attack action on your turn for 5 STP. This ability can be activated at will once per Long rest. After you use this ability your mobility is halved until you short rest)
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(5) Edible Exoskeleton - (Your flesh has magical healing properties that when eaten can heal others. You can sacrifice parts of your body for others to consume, for every point of damage you take they heal 1 HP. After taking a long rest you will grow back the part of yourself that was lost)
(3 & 4) Elemar Diversion
- Innate Attributes (2 SPR & -1 CON)
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(3) Elemental Force - (You are made of a specific elemental damage of your choice. You gain 60% reduction to the elemental damage type of your choice. You innately can cast Spiritbolt attuned to the elemental damage type of your choice)
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(4) Bound Spirit - (You can only use SPR as your casting stat, but you gain +1 MP per level up)
(3 & 4) Lesser Demon Diversion
- Innate Attributes (1 CHA & 1 attributes of your choice)
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(3) Forgetable Face - (You have +2 to stealth checks & advantage when trying to make stealth checks near other Demonic Races)
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(4) Fortified Flesh - (You are immune to fire damage instead of only having 60% fire reduction)
Zombie, Skeleton & Specter
Zombie
- Innate Attributes (2 CON, 1 STR & -2 DEX)
- Choose a Size! (Click for Sizes)
- Above Average Vision (45 ft of Darkvision)
- Bad Lifespan (Around 40~)
- Below Average Speed (25 Walking Speed)
- Average Mana (3 Mana per level, with a limit of 5)
- Below Average Health (D6)
- Undead (Vulnerable to Silvered Damage Types, Vulnerable to life & -1 HP for every total level. You do not need water, or air to exist)
- Language (Common & Spirit Speak)
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Hybrid & Shifter Information (Cannot make Hybrids nor Shifters)
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Undead Fortitude - (If damage reduces you to 0 HP, you must make a CON save with a DC of PFB + the damage taken, unless the damage is life or from a critical hit. On a success, the zombie drops to 1 hit point instead)
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Healing? - (You can no longer be healed by life damage. Any spell that would deal toxic damage now heals for half the total damage to your HP. You are immune to the Poison condition)
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False Death - (The next time you die, you do not. You will instead become a Skeleton losing all benefits of being a zombie)
Skeleton
- Innate Attributes (3 DEX & -2 CON)
- Choose a Size! (Click for Sizes)
- Great Vision (60 ft of Blindsight)
- Bad Lifespan (Around 40~)
- Bad Speed (20 Walking Speed)
- Below Average Mana (2 Mana per level, with a limit of 4)
- Bad Health (D4)
- Undead (Vulnerable to Silvered Damage Types, Vulnerable to life & -1 HP for every total level. You do not need water, or air to exist)
- Language (Common & Spirit Speak)
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Hybrid & Shifter Information (Cannot make Hybrids nor Shifters)
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No Body - (You have 100% reduction to all piercing damage, but take 100% more damage from all crushing damage)
Specter
- Innate Attributes (3 SPR, -1 STR & -1 CON)
- Choose a Size! (Click for Sizes)
- Insane Vision (75 ft of Darkvision & you gain proficiency with Perception)
- Ageless
- Above Average Speed (35 Walking Speed)
- Exotic Mana (3 Mana per level, without a limit)
- Bad Health (D4)
- Undead (Vulnerable to Silvered Damage Types, Vulnerable to life & -1 HP for every total level. You do not need water, or air to exist)
- Language (Common & Spirit Speak)
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Hybrid & Shifter Information (Cannot make Hybrids nor Shifters)
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Incorporeal form - (You gain flying speed equal to your walking speed, flying through solid objects count as difficult terrain. You can not physically interact with anything. Variable damage cannot hurt you)
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Poltergeist - (You can levitate and move objects around as a bonus action with a limit of 5 lbs. To move an object that is larger then 5 lbs it cost an additional MP per 5 additional pounds. The levitation lasts as long as you can are concentrating on the object(s). You can levitate a PFB worth of items at a time)
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Take Over - (If level 3 or higher, Once per day for the cost of half your MP you can take over the body of a creature of your choice. It lasts for your PFB worth of rounds)
Elemental, Magical & Fundamental Spirits
Elemental Spirit (2)
- Innate Attributes (1 SPR & 1 attributes of your choice)
- Choose a Size! (Click for Sizes)
- Great Vision (60 ft of Darkvision)
- Ageless
- Great Speed (40 Walking Speed)
- Average Mana (3 Mana per level, with a limit of 5)
- Average Health (D8)
- Exotic (Proficient in Spirit Saving Throws & +1 to Spirit)
- Language (Common & Spirit Speak)
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(1) Elemental Being - (You are made of a specific elemental damage type or elemental combo of your choice. You gain 60% reduction to the elemental damage of your choice. You innately can cast Spiritbolt attuned to the damage type of your choice.)
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(2) Elemental Flesh - (You have 40% reduction to Piercing & Slashing variable damage that isn't silvered & you are immune to disease. You take also take 60% more damage from your chosen elements opposite.)
Magical Spirit (2)
- Innate Attributes (2 SPR & 1 attributes of your choice)
- Choose a Size! (Click for Sizes)
- Insane Vision (75 ft of Darkvision & you gain proficiency with Perception)
- Ageless
- Above Average Speed (35 Walking Speed)
- Exotic Mana (3 Mana per level, without a limit)
- Below Average Health (D6)
- Exotic (Proficient in Spirit Saving Throws & +1 to Spirit)
- Language (Common & Spirit Speak)
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(1) Magical Being - (You are made of a specific magical damage type of your choice. You gain 80% reduction to the magical damage of your choice. You innately can cast Spiritbolt and Shape Element both attuned to the element of your choice.)
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(2) Magical Flesh - (You have 60% reduction to Piercing & Slashing variable damage that isn't silvered & you are immune to disease. You take also take 80% more damage from your chosen elements opposite.)
Fundamental Spirit (2)
- Innate Attributes (3 SPR & 1 attributes of your choice)
- Choose a Size! (Click for Sizes)
- Exotic Vision (90 ft of Truesight for 60 min, once per day or 9 MP)
- Ageless
- Average Speed (30 Flying Speed)
- Exotic Mana (4 Mana per level, without a limit)
- Bad Health (D4)
- Exotic (Proficient in Spirit Saving Throws & +1 to Spirit)
- Language (Common & Spirit Speak)
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(1) Fundamental Being - (You are made of a specific fundamental damage type of your choice. You gain 100% reduction to the fundamental damage of your choice. You innately can cast Spiritbolt and Shape Element both attuned to the element of your choice.)
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(2) Fundamental Flesh-(You have 80% reduction to Piercing & Slashing variable damage that isn't silvered & you are immune to disease. You take also take 100% more damage from your chosen elements opposite.)
Metathesian & Kinstal
Metathesian (5)
- Innate Attributes (2 CHA, 1 DEX, 1 INT & -2 STR)
- Choose a Size depending on your current form! (Click for Sizes)
- Average Vision
- Above Average Lifespan (Around 125~)
- Average Speed (30 Walking Speed)
- Exotic Mana (3 Mana per level, without a limit)
- Bad Health (D4)
- Exotic (Proficient in Spirit Saving Throws & +1 to Spirit)
- Language (Common & Spirit Speak)
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(1) Shapeshifter - (You can stretch and morph your body into nearly any shape or item. You can stretch up to your current walking speed away from your current location, stretching counts as a movement action. Morphing your current shape costs 15 walking speed & if you produce an item it functions the same way it would normally except you cannot reproduce anything that would have a magical or mechanical effect)
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(2) State Change - (You can shift between tiny to huge becoming anything you've seen as an Action. Whatever movement the creature your change into has you have while in that form. If you change into an object that cannot move it has 5 ft of movement instead)
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(3) Formless Mind & Body - (You have 40% reduction to Mind & Primal damage, but take 40% more damage from fire & frost. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 5 times your level.)
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(4) Division - (As an action you can separate yourself into multiple copies of yourself equal to your PFB. Each time you separate your HP, AC, SP, MP & STP are divided by the amount of copies you make. All copies have the same amount of actions, bonus actions, reactions, etc...)
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(5) Metamorphosis - (When you take the form of another race you can gain 1 of their racial abilities.)
Kinstal (4)
- Innate Attributes (2 CON & 1 attributes of your choice)
- Small, Medium or Large Size Effects
- Above Average Vision (45 ft of Darkvision)
- Insane Lifespan (Around 1000~)
- Exotic (Proficient in Spirit Saving Throws & +1 to Spirit)
- Language (Common & Spirit Speak)
- (1) Terraborn - (You are immune to the poisoned condition & diseases. You have 40% reduction to Toxic, Terra & Crystal. You do not need to eat, breathe, or sleep, though you may choose to ingest food and drink if you wish.)
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(2) Kinstal Core - (Every Kinstal has a Core, normally the shiniest piece of metal, the densest piece of ore or the brightest jewel on their body. This core is the heart, the brain or some would say even the part of kinstals that hold their soul & due to this it is the weakest part of a kinstal. If a kinstal is hit in their core they take 25% additional damage, but any other part of their body only receives 75% of the total damage dealt.)
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(3) Core Storage - (For 1 MP at will, you can activate your core allowing you to store items inside yourself. You can store as much weight equal to your Spirit x 10. Once activated it stay in a semi-open state for 1 minute.)
You can only choose one of the following. Racial Growth cannot grant the addition core type effects.
(4) Magnetic Alloy
Your Base AC is increased from 8 to 10. You gain 20% reduction to all Variable damage, as well as 60% reduction to magnetic elemental combo. You may use your Action (Concentration) [20 lbs], Bonus Action (Concentration) [10 lbs] & At Will (No Concentration) [2 lbs]. Every 5 total levels you magnetic strength increases. Action increases by 20 lbs, Bonus Action 10 Lbs & At Will increases by 2 lbs.
- Bad Speed (20 Flying Speed)
- Average Mana (3 Mana per level, with a limit of 5)
- Great Health (D12)
(4) Crystal Matrix
You flesh is course & rough, when hit by unarmed strikes your attacker takes half the damage they deal to you back to themselves. Your 40% reduction to Crystal is increased to 60%. Your body when hit by magic has a chance to reflect the attack back at the attacker. When hit by magic you have a [PFB x 5]% chance for the attack to travel back to the caster. You will still take damage, but even if you get knocked down this chance can still activate.
- Below Average Speed (25 Walking Speed)
- Exotic Mana (2 Mana per level, without a limit)
- Average Health (D8)
(4) Solid Stone
You gain an additional 20% reduction to all damage. Your unarmed strikes count as Heavy by default & deal 1d6 crushing damage, but you can only use STR for these unarmed strikes.
- Bad Speed (20 Walking Speed)
- Below Average Mana (2 Mana per level, with a limit of 4)
- Above Average Health (D10)
Xili
Xili
- Large (+1 STR & -1 DEX. -1 AC to weave.) 7-10 ft
- Great Lifespan (Around 200~)
- No Mana
- Cursed (Vulnerable to Silvered Damage Types) & Exotic (Profecient in Spirit Saving Throws & +1 to Spirit)
- Language (Common & a language of your choice)
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Hybrid & Shifter Information (Cannot make Hybrids nor Shifters)
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Paralyzing Stinger - With this unarmed strike you can attack with your stinger. DEX saving throw vs your 8+CON+PFB, damage is 1d12 piercing & PFBd4 toxic. On a successful save the creature hit only takes half damage. Range 10 ft. If the target fails the DEX save then they must make a CON saving throw vs 5+PFB. On a save nothing happens, but if they fail they are paralyzed.
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Charged Fury - If you move at least 20 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 Paralyzing Stinger.
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Augmented Physique - Your cybernetics & mechanical systems can be augmented with Android Upgrades or Magi-Limb Upgrades, but in exchange you only have 1 attunement slot. Magi-Limbs cost the same amount as normal & the Android Upgrades cost the following: 100 GP - Ocular, 150 GP - System, 250 GP - Frame, 200 GP - Hand & 500 GP - Racial
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False Mana - Whenever something requires mana you can instead use twice the amount of energy to accomplish the feat.
Xili Caste - You can only choose one of the following.
Noble Caste
- Innate Attributes (2 CHA, 1 WIS, 1 INT & -2 SPR)
- Above Average Vision (45 ft of Darkvision)
- Below Average Speed (25 Walking Speed)
- Above Average Health (D10)
- Integrated Energy (7 Internal battery Slots & 1 High Capacity Battery)
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Noble Traits - You can add your proficiency bonus, to any ability check & saving throw you make that doesn’t already include your proficiency bonus.
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Noble Pockets - You gain proficiency in Persuasion & Deception & you get a 25% discount to buying items and a 25% bonus to selling. When rolling for starting gold your replace your backgrounds with Aristocratic wealth.
Guard Caste
- Innate Attributes (2 STR, 2 CON & -2 SPR)
- Amazing Vision (You gain proficiency with Perception)
- Above Average Speed (35 Walking Speed)
- Great Health (D12)
- Integrated Energy (10 Internal battery Slots & 1 Extended Battery)
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Integrated Combat Magiarm - One of your arms resemble any weapon of your choice. If you spend 1 Energy you can make the next attack act if it was a +1 weapon. Controllable just like your arm normally except you don’t have a hand it’s just a weapon.
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Grow Plating - You gain a bonus to AC equal to your PFB.
Slaver Caste
- Innate Attributes (2 DEX, 2 STR & -2 SPR)
- Great Vision (60 ft of Darkvision)
- Average Speed (30 Walking Speed)
- Average Health (D8)
- Integrated Energy (5 Internal battery Slots & 1 Standard Battery)
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Tracker's Sight - You choose a creature you can see within 90 ft and for 1 Energy mark it as your target. For up to an hour, you deal an extra 1d8 damage to the target whenever you attack it, and you have advantage on any Perception or Survival check you make to find it. If the target drops to 0 hit points before the time ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
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MP=E - You can steal Mana from a target, convert it into energy & finally store it for later use. As an Action you can steal Mana from a target within 5 ft of you, the target must make a SPR saving throw vs your 8+Spell Mod+PFB. You steal up to PFBd4 worth of MP, then you divide the mana by 2 & gain that much Energy rounded up. If the target doesn't have enough mana you drain as much as you can. If the target is incapacitated or willing you still as much as you can.
Spirit Bound, Frost Touched & Adverseric
- Addon races are applied after the creation of your race or could be applied because of some outside force in session. After acquiring an Addon race you gain everything included in the race.
Spirit Bound
- Does not change race Classification.
- You gain 1 WIS, 1 SPR & -1 CON to your total attributes.
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Minds Guide - You gain advantage on WIS saves. You gain 20% reduction to mind damage. Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill.
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Mind Link - You gain the ability to speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. As a bonus action when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and be able to see you.
Frost Touched
- Does not change race Classification.
- You gain 1 CON to your total attributes.
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Frosted Apperence - Your coloration is more appropriate to that of snowy cliffy & icy caverns. White & Blue is normally the most appropriate, but light pink has been know to appear in some races.
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Icy Veins - You gain 40% reduction to cold damage.
Adverseric
- You gain the race classification: Exotic (Proficient in Spirit Saving Throws & +1 to Spirit) & Cursed (Vulnerable to Silvered Damage Types).
- You gain 2 CHA & -1 CON to your total attributes.
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You gain an additional 30 ft of darkvision.
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Your lifespan is increased two tiers to a max of insane.
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Etherically Charged Existence - You now have the advantage on saves against being charmed, and magic can’t put you to sleep. You are gain Immune to Charmed and Frightened, You also gain 60% reduction to a damage type of your choice, but now take 100% more damage from fire damage.
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Adverseric Soul - You gain a cantrip & a first Level spell of your choice, as well as either Shadow Step or Etheric Flight.
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Overcharged - Adverseric magic comes from an otherworldly power, which now makes all spells you cast cost 2 MP less, but in exchange your stamina & health are effected. When casting any spell it now costs 1 STP. If you run out of stamina the magic directly starts to damage your body, causing you to take decay damage equal to the amount of mana the spell costs to cast.
Animal Guardian, Helltouched & Breathless
Animal Guardian
- You gain the race classification: Beastkin (Unarmed Strikes with a Bonus Action does not require STP)
- You gain 1 SPR to your total attributes.
- Spirit of Protection - You gain an challenge rating 1 or lower animal spirit as a companion. You can then transform into said animal spirit, this function exactly like Spirit Walking except you can only shift equal to your PFB per long rest. The Spirit you have doesn't change & cannot be changed.
Helltouched
- Changes your previous race classification to Cursed (Vulnerable to Silvered Damage Types) & Demonic (60% fire reduction & 40% more damage from radiant).
- You gain 1 CHA & -1 CON to your total attributes.
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You gain an additional 30 ft of Darkvision.
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You gain the ability to understand infernal.
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Your Lifespan is increased by 1 tier.
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Your Mana is increased by 1 tier.
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Health is decreased by 1 tier.
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Hell Bound - You gain the racial traits associated with the Demon that has cursed you.
Breathless
- You select an undead race to base your Breathless on.
- Changes your previous race classifications to Undead (Vulnerable to Silvered Damage Types, Vulnerable to life & -1 HP for every total level. You do not need water, or air to exist).
- You replace your current innate attributes with your choosen undead.
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Your vision is replaced with your chosen undead.
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You gain the ability to understand Spirit Speak.
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Your lifespan is replaced by your chosen undead.
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Your Mana is replaced by your chosen undead.
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Your Health is replaced by your chosen undead.
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Your Size is replaced by your chosen undead.
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Gift of the Dead - You gain the abilities of your chosen undead.
Descendants
Descendant of The Skies
- Does not change race Classification.
- You gain 1 SPR, 1 DEX & -1 STR to your total attributes.
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Descendant's Power - You gain 40% reduction to both Light & Wind damage.
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Gaze of The Skies - Your iris color now glows a shade of pink.
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Sky's Gift - You innately have mastery over Radiant or Wind damage type, choose one. You can innately use the mastery effect of whichever damage type you've selected a PFB worth of time per long rest without requiring the mana cost.
Descendant of The Depths
- Does not change race Classification.
- You gain 1 SPR, 1 STR & -1 DEX to your total attributes.
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Descendant's Power - You gain 40% reduction to both Water & Necrotic damage.
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Gaze of The Depths - Your iris color now glows a shade of blue.
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Depth's Gift - You innately have mastery over Water or Darkness damage type, choose one. You can innately use the mastery effect of whichever damage type you've selected a PFB worth of time per long rest without requiring the mana cost.
Descendant of The Void
- Does not change race Classification.
- You gain 1 SPR to your total attributes.
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Descendant's Power - You gain 40% reduction to both Etheric, Zephyr & Primal damage.
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Gaze of The Void - Your eye is now completely black.
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Void's Gift - When dealing Etheric or Zephyr damage you now regain 1/4 of the total damage dealt back to yourself as additional MP or STP, if the target hit has MP or STP. Primals missed damage is now a 1d4 primal damage instead of 1 primal damage.
Vampirism
Vampirism
- You gain the race classification: Cursed (Vulnerable to Silvered Damage Types).
- You gain 1 STR, 1 DEX & -1 SPR to your total attributes.
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You gain an additional 30 ft of Darkvision.
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Your lifespan is increased to Exotic Lifespan.
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Flesh of the Night - Now if you end your turn in direct sunlight, you take 10 light damage. When in sunlight you now also have disadvantage on any attack rolls and ability checks. Your flesh will now be torn apart in the presence of flowing water, you'll take 10 water damage when you end your turn in running water.
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Claw Slash - This unarmed strike allows you to slash at a creature with your Claws. To-hit with your DEX & you deal Slashing Damage equal to 1d4+DEX+PFB.
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Draining Bite - Now as an action you can bite at a creature with your fangs. To-hit with your STR & you deal decay Damage equal to 1d8+STR+PFB. You heal half the total damage
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Thirst for the living - You now require blood to continue to exsist. You must drink blood within 3 days of your last meal or you take a point of exhaustion. You can only remove a point of exhaustion by completely draining a sentient living being of all their blood killing them.
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Graceful Movement - Your base movement speed is now increases by 5 ft x PFB & you are no longer slowed by difficult terrain. You now have climbing speed equal to half your walking speed. This includes upside down on ceilings, all without needing to make a check.
Eternal Vampirism
- You gain the race classification: Undead (Vulnerable to Silvered Damage Types, Vulnerable to life & -1 HP for every total level. You do not need water, or air to exist).
- You gain 2 STR, 2 DEX & -2 SPR to your total attributes.
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You no longer have the ability to have offspring.
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You gain an additional 60 ft of Darkvision.
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Your lifespan is increased to Ageless.
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Unending Night - Now if you end your turn in direct sunlight, you take 20 light damage. When in sunlight you now also have disadvantage on any attack rolls and ability checks. Your flesh will now be torn apart in the presence of flowing water, you'll take 20 water damage when you end your turn in running water.
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Flesh Rend - This unarmed strike allows you to slash at a creature with your Claws. To-hit with your DEX & you deal Slashing Damage equal to 1d6+DEX+PFB.
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Broken Veins - Now as an action you can bite at a creature with your fangs. To-hit with your STR & you deal decay Damage equal to 1d10+STR+PFB. You heal equal to the total damage
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Thirst for All - You must drink blood every day or you take a point of exhaustion. You can only remove a point of exhaustion by completely draining a sentient living being of all their blood killing them.
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Prideful Movement - Your base movement speed is now increases by 10 ft x PFB & you are no longer slowed by difficult terrain. You now have climbing speed equal to your walking speed. This includes upside down on ceilings, all without needing to make an ability check.
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Death be Damned - When you fall unconscious, you instantly stabilize and do not roll death saving throws anymore. If you desire you can roll a spirit save vs 15 if you succeed you awake with 1 HP and require 1 ration of blood before the day ends or you will gain 1 level of exhaustion, but if you fail you gain 2 levels of exhaustion instead.
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Unnatural Charm - As an action, you can target a creature you can see within 30 ft. If they can see you, it must succeed a WIS save, or be charmed. The DC for the save is 8+PFB+CHA. The charmed target regards you as a trusted friend to be heeded and protected. The effect lasts for 24 hours. You can only have one creature charmed this way at once and you can use this trait a number of times equal to your CHA mod before you must complete a long rest before reusing it.
Therians
Therianthropes
- Changes your previous race classification to Cursed (Vulnerable to Silvered Damage Types) & Beastkin (Unarmed Strikes with a Bonus Action does not require STP).
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You gain an additional 45 ft of Darkvision.
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Your Lifespan is increased by 1 tier.
Therian Forms
Half Beast Form
As a bonus action, you can transform into your half beast form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. PFB amount of transformations per short rest.
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You have 40% reduction to variable damage.
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You gain a bonus to melee damage rolls equal to your PFB.
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You can use DEX instead of STR while in this form.
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If you begin your turn with less than half of your maximum HP, you must succeed on a DC 8 WIS save or you move towards the nearest creature to you and use one Attack action against that creature. You then regain control for the remainder of your turn.
Complete Beast Form
During any full moon, you transform into your complete beast form. You speech is hard to understand and filled with errors, you cannot use equipment in this form.
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You have 60% reduction to everything, except silvered damage types.
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You gain a bonus to melee damage rolls equal to your STR + half PFB.
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You can use DEX instead of STR while in this form.
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When you use the Attack action with an unarmed strike, you can make two unarmed strike as a bonus action.
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Your movement is doubled in this form.
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During this time you must succeed on a DC 8+PFB Wisdom saving throw or be at the whims of the DM's control. Every time the DM makes an action with your character, you can try to save against it at disadvantage. If you succeed the action is cancelled and you regain control for your PFB amount of turns, if you fail the action continues without your control.
Therian Type - Choose one
The type of Therian you are is determined by the Therian who infected you, your parents or based on the Therian ritual used on you. You gain the following effects while in any Therian form. Any attack you gain count as an unarmed strike, except draconic. Choose one of the following:
Mammalian (+1 INT Permanently)
- You gain Burrowing speed equal to your walking speed or you gain +15 walking speed. (Choose 1)
- You gain a passive trait based off the animal.
- You gain attacks and abilites based off the animal.
Aquatic (+1 STR Permanently)
- You gain Swimming speed equal to your walking speed.
- You gain the ability to breath in water.
- You gain attacks and abilites based off the animal.
Avian (+1 DEX Permanently)
- You gain Flying speed equal to your walking speed.
- You no longer take fall damage.
- You gain attacks and abilites based off the animal.
Insectile (+1 WIS Permanently)
- You gain Climbing or Flying speed equal to your walking speed. (Choose 1)
- 10 is your base for AC instead of 8
- You gain attacks and abilites based off the animal.
Reptilian (+1 CON Permanently)
- You gain Climbing or Burrowing speed equal to your walking speed or you gain +15 walking speed. (Choose 1)
- 40% reduction to toxic damage. Immune to the poisoned condition & disease.
- You gain attacks and abilites based off the animal.
Draconic (+1 CHA Permanently)
- You gain Swimming or Flying speed equal to your walking speed or you gain +15 walking speed. (Choose 1)
- You gain 40% reduction to 1 magical or elemental damage type based off the dragon of your choice.
- You gain attacks and abilites based off a wyrmling in half form and in complete form you gain attacks and abilites based of a young dragon. If your dragon doesn't have a wyrmling or young form disucss it with the DM for a fix.