Table of Contents:
Races
- Aranka pg 3
- Atsune pg 4
- Cuneho pg 5
- Dalaen pg 6
- Ehponi pg 7
- Giaku pg 8
- Hibien pg 9
- Iramir pg 10
- Kaida pg 11
- Kinokin pg 12
- Mijan pg 13
- Nebir pg 14
- Nekry pg 15
- Olfmir pg 16
- Reitar pg 17
- Unbound pg 18
- Urson pg 19
- Vhanar pg 20
- Zeyr pg 21
Racial Feats pg 22
Languages pg 31
Aranka
Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Medium
Speed. 30 ft, Climb equal to your walking speed.
Age. Aranka mature at the same rate as humans and live up to a century
Superior Darkvision: Accustomed to the depths of the mountains, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Arankan Nature: You have proficiency in the Intimidation skill and Weaver's Tools
Web Walker: you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Your climb speed is equal to your walking speed. Additionally you ignore the movement restrictions caused by webbing.
Web Swing: As a bonus action you can cast a web onto a solid surface and propel yourself 30 feet to a location you can see within range. You can use this trait a number of times equal to your proficiency bonus. You regain all uses of this trait after a long rest.
Arachnid Magic: You know the Thorn Whip cantrip. When you cast this cantrip it appears as web sling rather than a vine-like whip. Starting at 3rd level, you can cast the Ensnaring Strike spell with this trait. Starting at 5th level, you can also cast the Web spell with this trait. Once you cast those spells with this trait, you can't cast them with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages: You can speak, read and write Aemyrian and Uhndric
The Spider Spirit
The Aranka, are beings attuned to the various arachnid spirits of the realm. They tend to stay out of direct sunlight and thus usually live within the mountain cities like Mordos and Kartos. They live in large colonies with a matriarchal society. They are calculating, smart, cunning, and vicious.
Deep Delvers
Many find them to be off-putting and intimidating, but they can be quite invested in their personal lives, with a great focus on following their passions. There are many secrets within the mountain cities around the realm and many Aranka often find seeking them and uncovering them to be quite fruitful and something that they can easily achieve in their lifetime. Normally if they discover anything within the sprawling tunnels of the undermountains they will share it with their society in an attempt to understand it. Within the great reliquary in Kartos, many Arankan delvers collect their finds and make their names known across the history of their society.
Atsune
Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Medium
Speed. 30 ft.
Age. Atsune mature at the same rate as humans and live up to 200 years or more.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Beguiler's Gift: You have advantage on saving throws against being Charmed.
Sly Fox: You have proficiency with the Perception and Stealth Skills
Shapeshifter: As an action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die. Additionally you may shapechange into a fox a number of times equal to the number of tails you have.
Aspect of the Trickster: The trickery within the fox spirits of the world runs through you as a wellspring of magical power. You know the Minor Illusion cantrip. Starting at 3rd level, you can cast the Misty Step spell with this trait. Starting at 5th level, you can also cast the Mirror Image spell with this trait. Once you cast those spells with this trait, you can't cast them with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Tails: You start with one tail and gain an additional tail at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level.
Languages: You can speak, read and write Aemyrian and Vaarian
The Fox Spirit
The Atsune are attuned to the fox spirits of the realm of the Ame'ryl. They are few and far between and one of the longer-lived people of the realm usually living up to 200 years and more. They wander the realm after leaving their family. They are mischievous, quick, curious, and unpredictable. Some settle down around shrines and become shrine hands to the various powerful greater spirits they serve. Some truly take to their nature and travel the world, never settling down. They seek thrill, adventure, and new experiences.
They were one of the first spirits to set foot upon the realm of the Ame'ryl when the first spirit gave shape to the realm. They have been part of many adversities. The Atsune Lia'bell slew Zalios, the first Great Ame'ryl to fall to corruption within the world. The first-ever subjugation of fallen spirits. Something that would repeat itself throughout the history of the realm. However, most go their own way.
Cuneho
Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Small
Speed. 35 ft
Age. Cuneho mature at the same rate as humans and live up to a century
Studious Mind: You gain proficiency in the Arcana and History Skills
Magical Ward: Your mind has become a fortress. You have advantage on all Intelligence, Wisdom, and Charisma saving throws.
Hare Step: Your nimble steps can allow you to move out of the way of an attack. When you would take damage, you can used your reaction to reduce the damage that you would take by an amount equal to a d6 + your proficiency bonus. You can use this trait an amount of times equal to your proficiency bonus. You regain all uses when you finish a long rest.
Tome of Knowledge: You have written a tome with which you have been able to tap into the world's magic. You know the Prestidigitation cantrip. Starting at 3rd level, you can cast the Detect Magic spell with this trait. Starting at 5th level, you can also cast the Identify spell with this trait. You can cast those spell as rituals but once you cast those spells with this trait as an action, you can't cast them with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages: You can speak, read and write Aemyrian and Zanorish
The Rabbit Spirit
The Cuneho, are rabbit, and bunny like people of the realm; They've are one of the smallfolk of the world, but don’t let that fool anyone. Within their small stature, they carry a deep drive to learn. They are, Elegant, Kind, Quiet, and Smart.
Brilliant Minds
Cuneho often lead a life full of research and learning. Their communities gather around the great cities of the realm of the Ame'ry, in particular one can often be found within the White Towers of Elanir, the first city. As individuals find discoveries within the budding realm, a Cuneho would try to unravel the mysteries of a particular artifact, or a new resource. There is wonder within the unknown, and many Cuneho seek to facilitate a way for others to gain that information. They are naturally gifted in the ways to connect to the arcane energies within the real and how to best wield them as both a tool to teach others and a deadly weapon to be wielded in the defense of their ideals. More often than not, however, they use their natural connection to magic to fuel their studies and aid their brilliant minds.
Dalaen
Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Medium
Speed. 30 ft, Swim equal to your walking speed.
Age. Dalaen mature at the same rate as humans and live to be a little over 120 years.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Natural Sailor: You have proficiency in the Survival skill and Navigator's Tools
Kalumi's Protection: You have resistance to Cold damage.
Friend of the Sea: Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.
Fury of the Ocean: You can call upon the fury of the waters within your spirit. Once during each of your turns you can deal an extra amount of cold damage to a creature when you hit it with an attack or a spell. The extra cold damage is equals your proficiency bonus. You can deal this extra damage an amount of times equal to your proficiency bonus. You regain all uses after a long rest.
Blessing of the Seas: Born of the sea you were blessed with the might of the ocean. You know the Shape water cantrip. Starting at 3rd level, you can cast the Snowball Swarm spell with this trait. Starting at 5th level, you can also cast the Wall of Water spell with this trait. Once you cast those spells with this trait, you can't cast them with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages: You can speak, read and write Aemyrian and Merian
The Ocean Spirit
The Dalaen, are people of the realm touched by the various aquatic creatures of the world. They live in both land and sea, but for the most part stick to the underwater kingdoms of the world such as Al'mar & El'varen. There are some coastal cities that connect them to the main continent as well. They are wild, hopeful, stoic, and persistent. They are extremely varied in how they have been touched by the spirits.
Water Kingdoms
Within the safety of their kingdoms they explore the great depths of the realm. They have found a great deal of wonders beneath the waves. From great natural resources that have helped their cities become that great wonders that they are. But, they have also been met by dangerous beats and monstrous creatures. In order to combat this a great deal Dalaen have taken up arms to hunt them down and fight back in order for them to continue to explore and expand as their societies develop.
Ehponi
Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Medium
Speed. 40 ft
Age. Ehponi mature at the same rate as humans and live up to a century
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Nature's Friend: You have proficiency in the Animal Handling and Nature skills
Sturdy Stance: You have advantage on saving throws against being Prone.
Hooves: Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Ehponi Training. You have proficiency with the javelin, spear, glaive, halberd, lance, and pike.
Strong Winds: As an action you can trample through multiple creatures in your path. You move up to your movement speed and can move through any creature. Those creatures must succeed on a Strength saving throw or become prone. The DC is equal to 8 + your proficiency bonus and your Strength modifier.
Crashing Hooves: At 5th level, when you take the Attack action on your turn, you can replace one of your attacks with a powerful blow from your hooves. A creature hit by this attack takes damage as normal but must additionally make a Constitution saving throw or become Incapacitated until the start of your next turn. You can make this attack a number of times equal to your proficiency bonus. The DC is equal to 8 + your proficiency bonus and your Strength modifier.
Languages: You can speak, read and write Aemyrian and Zephrish
The Equine Spirit
The Ehponi are those who have been touched by equine spirits within the realm. They love the open plains and running freely against the wind. To stretch their legs away from stuffy cities and be more attuned to true nature. But there are those who much rather care for the structure of the cities. They are energetic, free, athletic, and carefree.
Originally from the great Gordian Plains to the north the Ehponi of the realm of the Ame'ril has made a crashing entrance into history. First, they conquered the plains from the wild beasts that once roamed through them freely causing havoc and culling any who would think to settle within them. The great general Akaani led the cavalry through the plains and claimed it for his people. They are mostly nomadic and don't stick to a single area of the plains at a time. Around the second century of the realm, a group of Ehponi splintered away from the original herd, settled further to the north, and built a great walled city that would later be known as Il'valen. This group of Ehponi followed the knightly ideals of one of the great Ame'ril spirits of the realm named Usril, The Warden of the Realm. Although these groups rarely interact today, they have been known to occasionally fight among the plain as the Il'valen Monarch sends his forces to conquer the plains and expand their nation.
Giaku
Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Medium
Speed. 30 ft, Climb speed equal to your movement speed.
Age. Giaku mature at the same rate as humans and live up to their second century
Echolocation: You have a Blindsight within 30 feet of you so long as you aren't deafened.
City Dweller: You have proficiency in the Performance and Sleight of Hand Skills
Vampiric Bite: Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
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You gain temporary hit points equal to the piercing damage dealt by the bite.
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You enter a blood frenzy and can dash as a bonus action until the end of your next turn.
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You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
Blood Magic: You have a connection to the primal magic within blood. You know the Animate Blood cantrip. Starting at 3rd level, you can cast the Hunter's Mark spell with this trait. Starting at 5th level, you can also cast the Blood Impaling Spears spell with this trait. Once you cast those spells with this trait, you can't cast them with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages: You can speak, read and write Aemyrian and Uhndric
The Vampiric Spirit
The Giaku, are people touched by the vampiric bat spirits of the world, They live in deep colonies in the mountain cities of the north. They stay away from the sun, although some are day walkers. They are Night creatures that live for the night life of their cities. They love extravagant gatherings and decadent things.
They are accutely aware of their ability to tap into the primal magic within blood, this is shown in their expertise to weave the blood of their foes and their own with the magic of the realm. They are masters of the alchemy within blood and can be quite adept at creating brews and potions with them.
Many might fear their affinity for blood, but they have been known to others as healers due to their connection to it.
Hibian
Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Medium or Small
Speed. 30 ft., swim speed equal to your walking speed
Age. Hibian mature at the same rate as humans and live up to 80 years
Amphibious: You can breathe air and water.
Leisurely Folk: You have proficiency with Cook's Utensils and a musical instrument of your choice.
Standing Leap: Your long jump is up to 30 feet and your high jump is up to 20 feet, with or without a running start.
Poison Resilience: You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
Poisonous Strike: When you take the Attack action on your turn, you can replace one of your attacks with a poisonous unarmed strike that deals 1d6 bludgeoning damage plus either your strength or dexterity modifier. A creature hit by this strike must make a constitution saving throw or become poisoned for 1 minute. The DC is equal to 8 + your proficiency bonus and your constitution modifier. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use your poisonous strike a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
Drowsy Strike: Starting at 5th level you can cause an additional effect to take place when a creature fails to save against your poisonous strike. They instead become poisoned for 10 minutes and fall unconscious for that duration. while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Once you use your drowsy strike you can't do so again until you take a long rest.
Poison Craft: As an action you can coat a piercing or slashing weapon with your poisonous secretions or one piece of ammunition. Once applied the poison retains potency for a number of minutes equal to your constitution modifier, and is expended on a hit. A creature hit by this poison must succeed a constitution saving throw or take 1d10 poison damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). This trait shares its uses and DC with your Poisonous strike trait.
Languages: You can speak, read and write Aemyrian and Swalish
The Amphibious Spirit
The Hibien, are people of the realm touched by the amphibian and other reptile spirits of the realm, from the frogs to the various salamanders of the world. They mostly live near waters and within the many great forests of the world. They can be Welcoming, open, creative, and leisurely.
Many Hibians inhabit the swamp town of Kirkmire, and the surrounding area. The small secluded town hang above in the trees that grow from the swamp below as they live away from the dangers that lurk from the murky waters. Many dangerous beasts call it heir home, such as the acid spitting Murkzelons that many of the denizens of the swamp hunt and harvest their hide and glands to craft armors, weapons, and other poultices and potions.
Iramir
Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Medium
Speed. 30 ft
Age. Iramir mature at the same rate as humans and live up to 150 years
Wisdom of the World: You gain proficiency in the perception skill and one skill, and one tool of your choice.
Step of the Wild: You can move across difficult terrain without expending any extra movement on soil and earth. Additionally you have advantage on saving throws against being restrained.
Wild Horns: The horns that adorn your head can also be a weapon for your own protection that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. Additionally, you can surge into a ferocious charge to harm a creature. As a bonus action you can make a special attack with your horns. You can move up to half your speed and make an attack with your horns. You can do this charge a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.
Faldia's Touch: The great Ame'ril of the woods and wilds has blessed your people with the innate primal energies of the world. You know the Druidcraft cantrip. Starting at 3rd level, you can cast the Entangle spell with this trait. Starting at 5th level, you can also cast the Pass without Trace spell with this trait. Once you cast those spells with this trait, you can't cast them with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages: You can speak, read and write Aemyrian and two extra languages of your choice.
The Horned Spirit
The Iramir; are horned people that take after various animals that have horns adorning their heads. They are diligent, dependable, calm and wise. They populate the majority of the realm and can be seen all across its history. Their hooves have touched the many developing wilds and communities across the unexplored, and uncharted lands. They have a deep connection to the earth, nature, and the bounty she provides for the people who live in harmony with it. They were responsible for establishing the first great city of the Realm: Elanir.
Connected to Nature
The Iramir of old used their connection to nature to craft a city intertwined with the natural world. making sure never to destroy it in the process as the city rose in the heart of a great forest. Where to this day it remains as the central capital of the realm and all of its inhabitants. The current Archdruid of Elanir, Il'curion guides his people from the white birch throne at the center of the city.
Visitors within the city can see the many of the tree-like guardians as they patrol around and keep the peace within.
Kaida
Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Medium or small
Speed. 30 ft, fly spped equal to your walking speed
Age. Kaida mature at the same rate as humans and live up to 70 years
Superior Darkvision. Accustomed to the depths of the mountains, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
A Bug's Instincts: You're proficient with the Investigation and Survival Skills
Chitinous Armor: When you aren't wearing armor, your base AC is 13 + Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Acid Repellent: You have resistance to Acid damage.
Disorienting Swarm: As a bonus action you can let out an intimidating buzzing from your wings that disorients creatures within 10 feet of you that can hear you. They must succeed on a Wisdom saving throw or become frightened of you until the end of your turn. Additionally they must succeed on a Constitution saving throw or become deafened by you for 1 minute. The DC is equal to 8 + your proficiency bonus + your Constitution modifier. A creature can repeat their save at the end of their turn to end the deafened effect. You can use this trait a number of times equal to your proficiency bonus and regain all uses after finishing a long rest.
Command the swarm: You know the Infestation and Dancing Lights Cantrips.
Languages: You can speak, read and write Aemyrian and Uhndric
The Insect Spirit
The Kaida, are people touched by the various bug spirits of the world. They are numerous and only some Kaida are like the other. Their cultures are just as different as they are complex. At their core, many are individualist and seek to differentiate themselves from their fellow Kaida. There are many reasons for this, but mainly they want to be known for who they are rather than what they are.
Individualistic People
Many around the realm view all Kaida as the same, despite them being so different from one another, this is another reason that so many Kaida often leave their home to make a name for themselves out in the world, and seldom do they stay with their parents or inherit anything from them. The lineage of a Kaida family can be seen spread across hundreds of different locations across the entirety of the realm. Many believe that to be part of the reason why the Kaida were gifted with wings, as they allow them to fly across the sky to their destinations so freely. The wings themselves are quite disorienting if someone has not heard them before, especially up close, it can be deafening.
Kinokin
Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Medium or small
Speed. 30 ft
Age. Kinokin mature at the same rate as humans and live up to 200 years
Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Grove Guardian: You have proficiency in the Nature skill. Additionally, while you remain motionless you can roll a d4 and add the number rolled to any stealth checks you make.
Defensive Spores: When you are hit by an attack. You can use your reaction to release a puff of spores that covers an area in a 10 foot radius around you. All creatures other than you must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failure, a creature is incapacitated until the end of your next turn. You can spend a short or long rest inoculating a number of creatures equal to twice your constitution modifier making them immune to your spores. You can use your spores a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Fungal Magic: Your origins as a grove guardian grant you some innate spells. You know the Primal SavageryXGE cantrip. Starting at 3rd level, you can cast the Faerie Fire spell with this trait. Starting at 5th level, you can also cast the Wither and BloomSCC spell with this trait. Once you cast those spells with this trait, you can't cast them with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages: You can speak, read and write Aemyrian and Druidic
The Fungal Spirit
Wardens of groves around the realm. They are solitary fungal forms brought to life by the Ame'ril. Most can be found around a forest of different fungi that the Kinokin tend to and protect. For most of their existence they stay within the confines of these mushroom fields that they wander within as they grow and spread their spores. They do not mind travelers who stumble upon their fields so long as they do no harm to the fungi that grow within. They are honorable, honest, loyal, and compassionate.
Druid Companions
Sometimes a Kinokin will make a contract with a Druid to become a warden of their grove, this is seen as a great honor is respect to both the Kinokin and the Druid who manages to make such a contract between them. When one of the Kinokin makes this pact with a Druid they stay with them for the rest of their life. Some Kinokin are known to live as long as the Druids that they follow.
Mijan
Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Medium
Speed. 30 ft
Age. Mijan mature at the same rate as humans and live up to their first century
Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Enigmatic Nature: You're proficient with the Deception and Intimidation skills.
Poison Resilience: You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
Constricting Body: Your serpentine body is a natural weapon to you. When you take the Attack action on your turn, you can replace one of your attacks with a constricting attack. If you hit with your constricting attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength or Constitution modifier). Until this grapple ends, the target is restrained, and you can't constrict another target.
Serpentine Magic: You know the Minor Illusion cantrip. Starting at 3rd level, you can cast the Disguise Self spell with this trait. Starting at 5th level, you can also cast the Invisibility spell with this trait. Once you cast those spells with this trait, you can't cast them with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages: You can speak, read and write Aemyrian and Swalish
The Serpent Spirit
The Mijan, are touched by the various serpent spirits of the realm, they can be intimidating and calculating from the outside, but within one can usually find an individual who can be quite introverted and solitary. They are Cunning, Shy, Enigmatic, and Intelligent.
Many around the realm are cautious around the Mijan. However, others understand their solitary nature and try to befriend those they meet. They often avoid crowded cities or towns, preferring to hide away from nature in their small communities.
Curious Minds
Once in a while a Mijan will grow curious about the world away from their secluded communities and travel to the cities around the realm. Many are often found within halls of study, others join the Charter's Collective and use their newfound opportunity to travel and see the world.
Once a Mijan has made a friend with an individual they tend to treat them as family. They don't often make close bonds with others so it is rare for such an event to happen.
Nebir
Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Medium
Speed. 30 ft
Age. Nebir mature at the same rate as humans and live up to 150 years
Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Nebir's Grace: You have proficiency in the Persuasion and Acrobatics Skills
Brave Spirit: You have advantage on saving throws against being frightened.
Heroic Strike: If you move 10 feet towards a creature and then hit it with a weapon attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is knocked prone you can make one additional weapon attack against it as a bonus action. This attack deals an additional amount of damage equal to your proficiency bonus. (The DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier) You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Elegant Escape: As a bonus action you can move a number of feet equal to half your movement speed, without provoking opportunity attacks. You can use this trait as long as your speed is not 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages: You can speak, read and write Aemyrian and Gardian.
The Feline Spirit
The Nebir are feline people that take after many cats of the realm; from lions to tigers, to the simple house cat. They are courageous, brave, heroic, and proud. They usually come from long lineages and are from big families across the realm. They have a passion for deeds of heroism and a tendency for getting themselves into troubles far larger than they were expecting.
Noble Families
One of the most renowned Nebir families within the realm are the Nebir of House Karos from the upper mountain city of Gardos. They are known to send expeditions to explore the mountains that are near their home in search of the great Lindwyrms that claims those peaks to be their homes. Young members of House Karos would often attempt to take one of these down as a trial to earn the respect of their family. To this effect, when a member of the family defeats such a lengendary creature they are given privileges unlike the other individuals within the house.
Many individuals around the realm look to such heroic individuals to request their help, and a member of House Karos can often be found accepting request from the various factions across the realm of the Ame'ril.
Nekry
Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Small
Speed. 30 ft
Age. Nekry mature at the same rate as humans and live up to their first century
Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Large Heart: You have a proficiency in the Animal Handling and Insight Skills
Rodent Luck: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Deft Escapist: You can take the Disengage or Hide action as a bonus action on each of your turns. Additionally You can move through the space of any creature that is of a size larger than yours.
Helping Hand: You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Starting at 3rd level, you can use the help action with a range of feet equal to 5 times your proficiency bonus.
Spirit of Redemption: You know the Spare the Dying cantrip. Starting at 3rd level, you can cast the Heroism spell with this trait. Starting at 5th level, you can also cast the Lesser Restoration spell with this trait. Once you cast those spells with this trait, you can't cast them with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages: You can speak, read and write Aemyrian and Zanorish
The Rodent Spirit
The Nekry, are people of the realm touched by the rodent spirits of the realm. They are small but know their way around the big folk of the world. People tend to distrust them, due to them being attached to a spirit who had to be subjugated and caused a lot of destruction. But, they are resourceful, kind, versatile, and dexterous.
It was at the start of the realm when the Nekry were created that they followed their parent Great Ame'ril spirit until they would fall from grace. They would turn to corruption from one reason or another, this is not known, and they would reign over their dominion with carnage and savagery. Nerion, the Great Ame'ril of the Nekry would be one of the first Ame'ril to be subjugated by the folk of the realm in a battle that would reshape the continent.
It is without surprise that a certain level of hesitance from others towards the Nekry remains, their history is a stain on their people. But, unlike their forefathers, the Nekry of today strive to be more than who they are believed to be. They take to adventure to help others and show the world their true spirit. They have a big heart and hold much compassion for every person they meet.
Olfmir
Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Medium
Speed. 35 ft
Age. Olfmir mature at the same rate as humans and live up to 200 years
Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Olfmir Instincts: You gain proficiency in the Stealth and Survival Skills.
Entropic Protection: You have resistance to necrotic damage.
Swift Spirit: The agile nature of the Olfmir makes you naturally faster than others, your movement speed is increased by 5 feet (40 ft) so long as you're not wearing heavy armor. Additionally, when you take the dash action you may move an additional amount of feet equal to 5 times your proficiency bonus.
Spiritual Messenger: The great spirits of the world have blessed you with the innate ability to connect to the Endless Ways of the Ame'ril. You know the Guidance cantrip. Starting at 3rd level, you can cast the Borrowed KnowledgeSCC spell with this trait. Starting at 5th level, you can also cast the Speak with Dead spell with this trait. Once you cast those spells with this trait, you can't cast them with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages: You can speak, read and write Aemyrian, Gardian, and Maarelian
The Canine Spirit
The Olfmir, are the people touched by the canine spirits of the realm, believed to be the messengers of the great spirits and beyond. But they are loyal people who put their trust in those they consider to be family. They are Honest, Upfront, Confident, and Agile.
Messengers of the Ame'ril
The realm of the Ame'ril is watched over by the two guardian comets that orbit around the world. They provide the day and night cycle as their incredibly bright daylight and sooting calm light both alight the skies above. These two comets are known as Amansae & Ominos, both are two wolf great Ame'ril and the parent spirits to the Olfmir. They are often called the Guardian Sun-Comet and the Guardian Moon-Comet respectively, while others call them the Lovers. In direct service to them, the first Olfmir to walk the land served as their messengers between them and the other great Ame'ril who set the foundation for the Realm as it is known today.
Reitar
Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Medium
Speed. 30 ft
Age. Reitar mature at the same rate as humans and live up to 300 years
Dragon Soul: You have proficiency in the Athletics and Intimidation Skills.
Stormborne: You have resistance to Thunder and Lightning damage.
Breath Weapon: When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 Lightning damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Heart of the Storm: You know the Thunderclap cantrip. Starting at 3rd level, you can cast the Thunderous Smite spell with this trait. Starting at 5th level, you can also cast the Call Lightning spell with this trait. Once you cast those spells with this trait, you can't cast them with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages: You can speak, read and write Aemyrian and Ryugo
The Draconic Spirit
The Reitar, are powerful dragonlike people of the realm. They have mostly stuck to the Gordian planes and the Cobalt mountains as part of nomadic tribes and clans, but they also live in the many cities. The are Confident, Spontaneous, and prone to wanderlust. They are the longest lived race in the realm, and are often drawn to storms and rain.
Stormborne
The great draconic Ame'ril spirits who would call themselves true dragons rule the skies and wander through the clouds as they fly about the realm. They bring rain and storms everywhere they fly. Some often believe that a strong thunderstorm means that a true dragon is passing by through the sky. Although, not many individuals have seen one in person in the last 500 years.
Reitar, are believed to be born of the storm these dragon's bring, or perhaps during the inception of the realm they were created by one such great Ame'ril. Regardless of the truth, Reitar do possess the ability to control thunder and lightning.
Unbound
Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Medium
Speed. 35 ft
Age. Unbound mature in their late teens and live less than a century.
Skilled. You are proficient with any two skills of your choice
Hidden Steps. When you make a Dexterity (Stealth) check, you can roll a d4 and add the number rolled to the ability check.
Speech of the Wild. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
Magical Safety. You can cast the Alarm spell as a ritual only. Starting at 3rd level you learn the Rope Trick spell. However, the spell last a number of hours equal to your proficiency bonus for you. Starting at 5th level you learn the Clairvoyance spell. Once you cast either of those spells with this trait, you can't cast it again until you finish a long rest. You can also cast the spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages: You can speak, read and write Aemyrian, Gardian, and Maarelian
The Unbound Spirit
The Unbound are people who have not been touched by any spirit within the Realm. They are a rarity that one only sees once in a lifetime. They have developed ways of keeping their societies a secret, and tend to try and make the fact that they are not touched by any spirits not known at all. They resemble most closely an Vhanar devoid of any animal features without their larger ears as they are smaller and more rounded. An Unbound tends to wear disguises to mimic animalistic traits as well as wearing masks to hide their faces to those who do not know them.
Urson
Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Medium
Speed. 30 ft
Age. Urson mature at the same rate as humans and live up to 250 years
Bear Necessities: You gain proficiency in the Athletics and Survival skills
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Bear's Endurance: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Bear's Hide: When you aren't wearing armor, your AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Guardian's Resolve: As a bonus action you can call upon the might of the bear spirit within you. You gain temporary hit points equal to 1d6 + 2 x your proficiency bonus for 1 minute. You can call upon this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Vigilant Guardian: When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a short or long rest.
Languages: You can speak, read and write Aemyrian, Gardian, and Maarelian
The Bear Spirit
The Urson, are people who have been touched by the bear spirits of the realm. They are fierce guardians of the realm who, from ancient times, have been sworn to protect the various dominions of the greater spirits. But, some have given up that long lineage and have settled down in quiet towns. They are Stout, Protective, Wise, and Sturdy.
Guardians and Wardens
The parent Ame'ril of the Urson was known as Ursil. He is often called The Warden, Protector of the Realm, or some might hear the title The Sleeper in today's age. Ursil and his children from the early years of the realm were the guardians of the people as they first settled into the world. His blessing made the Urson stalwart warriors who stood side by side to fight back against anything that would threaten the safety of the realm. The Urson today, no longer serves this purpose, as there is peace among the people, and no outside threat looms over the world. Many have taken to become guardians of Shrines to the Ame'ril who hold dominion over territories across the realm. Whilst others have taken to a slow life, one more akin to retirement, devoid of war and bloodshed.
Regardless of their choices, an Urson is a trustworthy ally to have at your side, and one can go into battle alongside one knowing that they will have your back.
Vhanar
Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Medium
Speed. 30 ft, Climb equal to your walking speed
Age. Vhanar mature at the same rate as humans and live up to 200 years
Monkey Sage: You gain proficiency to the Acrobatics and Insight skills.
Dexterous Feet: You can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.
Burning Soul: You have resistance to Radiant damage.
Quarterstaff Expert: You have mastered the use of the quarterstaff and know the secret techniques passed down through the generations on how to use them. While you wield a quarterstaff the damage die increases to a 1d8 (1d10 Versatile). Additionally your reach with the quarterstaff increases by 5 feet.
Replication: As a bonus action you may cast the Mirror Image spell. Once you use this trait, you can’t do so again until you finish a short or long rest.
Challenging Shout: You have an extraordinary ability to fluster creatures. As a bonus action, you can unleash a string of provoking words at a creature within 60 feet of yourself that can hear and understand you. The target must succeed on a Wisdom saving throw, or it has disadvantage on attack rolls against targets other than you until the start of your next turn. The DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race).
You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages: You can speak, read and write Aemyrian and Vaarian
The Simian Spirit
The Vhanar, are people who have been touched by the great monkey spirits of the realm, They are true adventurers who travel the realm to find and seek new ventures and experiences. They are spontaneous, extroverted, quick-witted, and charismatic.
Adventurers of the Realm
Vhanar have long been known as great spirits prone to mischief along their many journeys. They often on the road seeking adventure anywhere they may be able to find it. They can be found accepting the request of any stranger to help them, or in front of a quest board within a Charter's Collective building in the many cities looking to uncover the undiscovered, dig up long lost relics, travel to new places, and gain great renown amongst the people.
Zeyr
Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Medium
Speed. 30 ft, Fly equal to your walking speed
Age. Zeyr mature at the same rate as humans and live up to a century
Eagle View: You are proficient with the Perception and Nature skills.
Swift Focus: As a bonus action you can enter into a state of extreme focus for 1 minute. While you are in this state you have advantage on Wisdom checks and Wisdoms saving throws. You can enter this state a number of times equal to your proficiency bonus and regain all uses after you finish a long rest.
Zephyr Rush: While in flight you can move at incredible speeds. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Wind Master: You know the Gust cantrip. Starting at 3rd level, you can cast the Magnify Gravity spell with this trait, When you cast this spell it appears as a heavy windfall rather than gravity. Starting at 5th level, you can also cast the Gust of Wind spell with this trait. Once you cast those spells with this trait, you can't cast them with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages: You can speak, read and write Aemyrian and Zephrish
Variant Option: Zeyr Warrior. (Replaces fly speed and Zephyr Rush). You have proficiency with the longsword, longbow, rapier, and scimitar. Additionally, you have proficiency with light and medium armor.
The Bird Spirit
The Zeyr, are the people of the realm blessed by the many birds of the realms that soar the sky, some but not all are even so loved by the spirits that they too have wings capable of flight. They can range from free spirited to solitary. There is a wide spectrum for the Zeyr of the realm.
Skyborne
Zeyr society can be found within the floating islands above the Realm. Winged Zeyr are seen as noble members of their people and are often raised to higher status within their civilization. To this point the current leader within the islands is a winged Zeyr by the name of Aruseir Camil Il'nos III. He has led his people towards a path of learning how to harness the elemental wind that holds their lands aloft, and it is his goal to use that knowledge to give his flightless kin the ability to fly just as those who were gifted wings can.
Racial Feats
Aranka Racial Feats
Calling of the Weavers
Prerequisite: Aranka
The Spirit of the Spider crawls truly within your core. You gain the following benefits:
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Increase your Strength, Dexterity, or Constitution score by 1, up to your maximum in that score.
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You are able to quickly weave a net from web. Whenever you take the attack action you may replace one of your attacks with a throw of one of your nets instead. You can throw the net a number of feet equal to 10 x your proficiency bonus. The target makes a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Dexterity or Strength modifier (you choose when you gain this feat). The target succeeds automatically if it is Huge or Larger. On a failed save, the target is restrained until it escapes the Net. To escape, the target must use its action to make a Strength (Athletics) check DC equal to 8 + your proficiency bonus + your Constitution modifier, escaping on a success. A creature within 5 feet of the target can use its action to attempt the same thing. Destroying the Net (AC 10 + your Constitution modifier; 5 + your level in HP; immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect.
Greatness of the Weavers
Prerequisite: 4th level Aranka, Calling of the Weavers feat
The spirit of the Spider regards you highly. You gain the following benefits:
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Increase your Strength, Dexterity, or Constitution score by 1, up to your maximum in that score.
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You are able to net Huge creatures.
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Stunning Net. When you trap a creature with one of your nets, you may try to immobilize them further and attempt to stun them. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. You may use this ability a number of times equal to your proficiency bonus and regain all uses after a long rest.
Atsune Racial Feats
Aspect of the Illusionist
Prerequisite: 7th level Atsune
The Spirit of the fox grows ever stronger within you as you channel more of their power. You gain the following benefits:
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Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
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You learn the Greater Invisibility spell. Once you cast this spell with this trait, you can't cast it with it again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Your spellcasting ability is the same as the ability score you chose to increase when you gained this feat.
Steps of the Illusionist
Prerequisite: 9th level Atsune
The Spirit of the fox guides your steps as you channel more of their power. You gain the following benefits:
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Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
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You learn the Mislead spell. Once you cast this spell with this trait, you can't cast it with it again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Your spellcasting ability is the same as the ability score you chose to increase when you gained this feat.
Entrapments of the Illusionist
Prerequisite: 11th level Atsune
The Spirit of the fox cages the minds of your foes as you channel more of their power. You gain the following benefits:
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Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
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You learn the Mental Prison spell. Once you cast this spell with this trait, you can't cast it with it again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Your spellcasting ability is the same as the ability score you chose to increase when you gained this feat.
Duplicity of the Illusionist
Prerequisite: 13th level Atsune
The Spirit of the fox doubles your spiritual presence in the realm as you channel more of their power. You gain the following benefits:
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Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
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You learn the Simulacrum spell. Once you cast this spell with this trait, you can't cast it with it again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Your spellcasting ability is the same as the ability score you chose to increase when you gained this feat.
Calling of the Illusionist
Prerequisite: 15th level Atsune
The Spirit of the fox comes to your aid as you channel more of their power. You gain the following benefits:
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Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
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You learn the Illusory Nine tailed Fox (Illusory Dragon) spell. Once you cast this spell with this trait, you can't cast it with it again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Your spellcasting ability is the same as the ability score you chose to increase when you gained this feat.
Facets of the Illusionist
Prerequisite: 17th level Atsune
The Spirit of the fox is embodied within you as you channel more of their power. You gain the following benefits:
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Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
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You learn the Shapechange spell. Once you cast this spell with this trait, you can't cast it with it again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Your spellcasting ability is the same as the ability score you chose to increase when you gained this feat.
Dalaen Racial Feats
Armaments of Kalumi
Prerequisite: Dalaen
You have been blessed by the waters of the realm. You gain the following benefits:
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Increase your Strength, Dexterity, or Constitution score by 1, up to your maximum in that score.
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You can cast the Armor of Agathys spell as a second level spell. Additionally when you reach 5th level you may cast the Elemental Weapon spell. You may cast each these spells once with this feat without spending a spell slot. You can also cast this spell using any spell slots you have of the appropriate level. Your spellcasting ability is the same as the ability score you chose to increase when you gained this feat.
Trident of the Depths
Prerequisite: Dalaen
You learn to call upon the spirits of the ocean to aid you as you channel the waters of the realm. You gain the following benefits:
- Increase your Strength, or Dexterity score by 1, up to your maximum in that score.
- As a bonus action you can conjure a trident made from water to a free hand. This magical trident remains in your hands for 10 minutes or until you use your action to dismiss the weapon. It counts as a simple melee weapon with which you are proficient. It deals 2d6 cold damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the trident to attack a target that is submerged in water, you make the attack roll with advantage.
If you throw the trident, it bursts into water and you can use a bonus action to reform the trident in your hand.
Cuneho Racial Feats
Tome of Brilliance
Prerequisite: 4th level Cuneho
The intellect of the rabbit spirit fills your mind with possibilities. You gain the following benefits:
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Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
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You learn two cantrips from any class's spell list. You learn one 1st level ritual spell, and one 2nd level ritual spell of your choice. Additionally when you reach 5th level you may learn one 3rd level ritual spell of your choice. You may cast each these spells once with this feat without spending a spell slot. You can also cast this spell using any spell slots you have of the appropriate level. Your spellcasting ability is the same as the ability score you chose to increase when you gained this feat.
Brilliant Mind
Prerequisite: Cuneho, Spellcasting
Your mind is connected particularly well to the within the realm, there are many ways that you have found that you can manifest this. You gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
- You can cast a spell available to you from your class of a level available to you with a casting time of an action or bonus action using a spell slot you have of the appropriate level. Once you use this trait you can't do so again until you finish a long rest.
Ehponi Racial Feats
Poise of the Wilds
Prerequisite: Ehponi
The wild free spirits of the Realm call to you. You gain the following benefits:
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Increase your Strength, Dexterity, or Constitution score by 1, up to your maximum in that score.
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When a creature would force you to move by pushing, pulling, or attempting to throw you prone, you can use your reaction to avoid those effects and make one attack at a creature within range. If that attack hits, you deal an extra amount of bludgeoning damage equal to your proficiency bonus. You can use this reaction an amount of times equal to your proficiency bonus. You regain all uses after a long rest.
Poise of Civility
Prerequisite: Ehponi
The structure of the city calls to you. You gain the following benefits:
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Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
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You gain proficiency in two of the following skills: Arcana, Deception, History, Medicine, Nature, Persuasion, or Religion. Whenever you roll a skill check with your chosen skill you may add an additional d6 to your total for that roll. You can do this an amount of times equal to your proficiency bonus. You regain all uses after a long rest.
Lance Master
Prerequisite: 4th level Ehponi
You have mastered the use of a lance with your training. You gain the following benefits:
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Increase your Strength, or Dexterity score by 1, up to your maximum in that score.
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As a bonus action you can enter a defensive stance with your lance until the start of your next turn. While in this stance, you can use your reaction to make an attack against a creature that enters your weapons range. Additionally, you may instead use your reaction to use the shove action against a creature who enters your weapon's range. You can do this an amount of times equal to your proficiency bonus. You regain all uses after a long rest.
Giaku Racial Feats
Call of the Night
Prerequisite: Giaku
The wildlife of the caverns you dwell answer your call. You gain the following benefits:
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Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
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When you're reduced to below half your maximum hit points, you can use your reaction to unleash a blood mist and conjure bats made from it. You conjure an amount of bats equal to half your proficiency bonus (rounded down). The conjured bats persist for 1 minute and they fluter around you for the duration. While the bats flutter around you, when a creature hits you with an attack roll, you can use your reaction to roll a d8. On a 6 or higher, the attack instead hits one of your bats, and the bat is destroyed, unless its a critical hit. Once you use this feature you can't do so again until you finish a long rest.
Blood Master
Prerequisite: 4th level Giaku, Spellcasting
You have mastered the use of the primal magic within blood. You gain the following benefits:
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Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
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When you cast a damaging spell on a creature you can expend a number of hit dice up to a maximum equal to your proficiency bonus, and you roll the expended hit dice. Your spell deals an extra amount of damage equal to the total of the roll. Alternatively, if you miss with a spell attack, you may instead add the total as a reaction to potentially turn the miss into a hit.
Crimson Flight
Prerequisite: Giaku
You have become more agile and gain new ways to use your blood magic.
- As an action you can transform the lower half of your body into a bloody mist allowing to fly. You gain a fly speed equal to your movement speed for 10 minutes. You can do this an amount of times equal to your proficiency bonus. You regain all uses after a long rest.
- While you are in your flight, you may expend one hit die to extend the duration of the flight by an additional 10 minutes. You can expend a number of hit die equal to your proficiency bonus without penalty, and if you expend more than you are capable of handling you gain one level of exhaustion per hit die you spend beyond your limits.
Hibian Racial Feats
Songs of the Mire
Prerequisite: Hibian
The songs you play hold power. You gain the following benefits:
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Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
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As an action, you start a performance with a musical instrument that lasts for 10 minutes. Creatures within 30 feet of you who can hear your performance and listen to it in completion gain a 1d6 for 1 hour that they can use on their next ability check, or attack roll. Additionally, they may instead as a bonus action roll the 1d6 and add your charisma modifier. They regain a number of hit points equal to the total. You can use this trait a number of times equal to your proficiency bonus, and regain all uses after you finish a long rest
Well Rested
Prerequisite: Hibian
You take great care to get your rest. You gain the following benefits:
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Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
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After you take a long rest, you have advantage on the first ability check, attack roll, or saving throw you make until your next long rest.
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After you take a short rest, you gain a number of temporary hit points equal to half your level.
Iramir Racial Feats
Nature's Friend
Prerequisite: Iramir
You are beloved by the nature around you. You gain the following benefits:
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Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
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When you gain this feat you can cast the speak with animals spell at will, and when you reach 5th level you can cast the speak with plants spell at will.
Ward of the Green Veil
Prerequisite: Iramir, spellcasting
Nature itself grants you a level of defense. You gain the following benefits:
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Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
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When a creature you can see within 30 feet of you is hit by an attack, you can use your reaction to expend a spell slot and manifest a protective ward from the nature around to aid the target. The target gains a bonus to their AC equal to the level of the spell slot expended. If the attack misses the target, the attacker must succeed on a Dexterity saving throw or be restrained by roots you conjure. While restrained by the roots, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Druidic Nature
Prerequisite: 4th level Iramir
You become able to transform yourself in the same way druids do although in a more limited way. You gain the following benefits:
-
Increase your Wisdom score by 1, up to your maximum in that score.
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You can polymorph into a beast with a max CR of 1/8 that lacks a flying and swimming speed as an action. You can remain in this form for a number of hours equal to half your proficiency bonus rounded down. You can end the polymorph early as an action. Once you polymorph in this way you can't do so again until you finish a long rest.
Iramir Racial Feats
Nature's Friend
Prerequisite: Iramir
You are beloved by the nature around you. You gain the following benefits:
-
Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
-
When you gain this feat you can cast the speak with animals spell at will, and when you reach 5th level you can cast the speak with plants spell at will.
Ward of the Green Veil
Prerequisite: Iramir, spellcasting
Nature itself grants you a level of defense. You gain the following benefits:
-
Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
-
When a creature you can see within 30 feet of you is hit by an attack, you can use your reaction to expend a spell slot and manifest a protective ward from the nature around to aid the target. The target gains a bonus to their AC equal to the level of the spell slot expended. If the attack misses the target, the attacker must succeed on a Dexterity saving throw or be restrained by roots you conjure. While restrained by the roots, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Druidic Nature
Prerequisite: 4th level Iramir
You become able to transform yourself in the same way druids do although in a more limited way. You gain the following benefits:
-
Increase your Wisdom score by 1, up to your maximum in that score.
-
You can polymorph into a beast with a max CR of 1/8 that lacks a flying and swimming speed as an action. You can remain in this form for a number of hours equal to half your proficiency bonus rounded down. You can end the polymorph early as an action. Once you polymorph in this way you can't do so again until you finish a long rest.
Kaida Racial Feats
Caustic Body
Prerequisite: Kaida
Some Kaida develop a powerful corrosive acid they can use as a weapon. You gain the following benefits:
-
As a reaction to when you take damage, you can spray acid at a creature you can see within 60 feet of you. That creature must make a Dexterity saving throw or take 1d8 acid damage on a failure, or half as much on a success. You may expend a number of your hit die to empower the acid, up to a number equal to your constitution modifier. When you do, roll your hit dice and add the total to the acid damage that you would deal.
-
As an action you spit out a blob of acid from within you. Each creature in a 10-foot-radius sphere centered on that point within 30 feet of you must make a Dexterity saving throw. A creature takes 2d6 acid damage on a failed save, or half as much damage on a successful one. This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). This feat shares the same DC with your disorienting swarm trait. You can use this trait a number of times equal to your proficiency bonus and regain all uses after finishing a long rest.
Essence of the Swarm
Prerequisite: 4th level Kaida.
The Spirits of the Swarm swell within you. You gain the following benefits:
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Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
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Insect Sense. You can cast Beast Sense at will. But targeting only Insects.
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Spells of the Swarm. You gain certain spells at certain character levels
| Character Level | Spells |
|---|---|
| 5th | Slow, Stinking Cloud |
| 7th | Blight, Giant Insect |
| 9th | Hold Monster, Insect Plague |
These spells are always prepared for you and do not count towards the limit of spells you may have prepared. You may cast each of these spells once with this feat without spending a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Your spellcasting ability is the same as the ability score you chose to increase when you gained this feat.
Kinokin Racial Feats
Armored Cap
Prerequisite: Kinokin
Your outer cap hardens and grants you a semblance of additional armor. You gain the following benefits:
-
Increase your Strength, or Constitution score by 1, up to your maximum in that score.
-
Your cap provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can use a shield and still gain its bonus. As a reaction when you are hit by an attack, you can cause a section of your skin to harden. Until the start of your next turn, you have a bonus to AC equal to your constitution modifier, including against the triggering attack
Enhanced Spores
Prerequisite: 4th level Kinokin
Your spores defend you further. You gain the following benefits:
-
Increase your Constitution score by 1, up to your maximum in that score.
-
You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage. Additionally, the radius of your Defensive Spores increases to 30 feet.
Spore's of the Grove Warden
Prerequisite: Kinokin
Your attachment to a druids magic enhances your spores. You gain the following benefits:
-
Increase your Strength, Dexterity, or Constitution score by 1, up to your maximum in that score.
-
You can use your action to send explosive spores at a target you can see within 60 feet of you. The spores explode in a 20 foot radius around the target, and all creature within the radius must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the targets take 1d10 poison damage, or half as much on a success. Additionally, you may expend a number of hit dice up to half your level rounded down, roll them, and add the total to the damage total. You can use your explosice spores a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Mijan Racial Feats
Constricting Might
Prerequisite: Mijan
You've trained your serpentine body to be as strong as it can be. You gain the following benefits:
-
Increase your Strength or Constitution score by 1, up to your maximum in that score.
-
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift
-
The initial damage of your constricting attack deals an additional 1d6 (2d6) of damage. Additionally, on subsequent turns you can use your bonus action to crush a creature you have grappled. Make an attack roll and you deal 1d6 bludgeoning damage to it.
Charming Serpent
Prerequisite: 4th level Mijan
You channel the charming nature of your serpentine heritage. You gain the following benefits:
-
Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
-
You let out a charming aura in a 30 foot cone in front of you. Each creature in the area must make a Wisdom saving throw (DC 8 + you proficiency bonus + the score you increase with this feat). On a failed save, the targets are charmed and spent their next turn moving as close to you as possible, or run as far away from you as possible, you choose when you use this ability. Once you use this ability, you can’t do so again until you’ve finished a short or long rest.
Nebir Racial Feats
Nine-Lives Nebir
Prerequisite: Nebir
You have an inclination to get into dangerous situation, and yet you still come out on top. You gain the following benefits:
- Increase your Strength, Dexterity, or Constitution score by 1, up to your maximum in that score.
- when you would take damage as a result of falling, you may use your reaction to half the amount of damage you would take. Additionally, you do not take damage as a result of falling if you fall from 10 feet. You can use this feature a number of times equal to your proficiency bonus, and regain all uses after you finish a long rest.
- When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Predatory Instincts
Prerequisite: Nebir
You've given into your more primal instincts. You gain the following benefits:
- Increase your Strength, Dexterity, or Constitution score by 1, up to your maximum in that score.
- You gain claws you can use as weapons. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
- Immdediately after you use your Elegant Escape trait, you can use your reaction to make one weapon attack. You can make this attack before, or after your movement. Once you use this ability, you can't do so again until you finish a short or long rest.
Nekry Racial Feats
Strike of Redemption
Prerequisite: Nekry
The spirit of redemption drives you to protect others while in battle. You gain the following benefits:
- Increase your Strength, Dexterity, or Constitution score by 1, up to your maximum in that score.
- When you hit a creature with an attack, you can choose a creature within 30 feet of you that you can see. The chosen creature gains a number of temporary hit points equal to your Charisma modifier. You can use this trait a number of times equal to your proficiency bonus and regain all uses after finishing a short or long rest.
Soothing Touch
Prerequisite: Nekry
Your hands hold a healing touch. You gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
- You have a pool of healing energy represented by a number of d6s equal to your proficiency bonus. As an action you touch a creature. You may expend any number of d6s and roll them. The target heals a number of hit points equal to the total rolled. You regain any expended d6s after you finish a long rest.
Olfmir Racial Feats
Messenger Howl
Prerequisite: Olfmir
Once the messengers of the great Ame'ril, some of that honored past clings to your spirit. You gain the following benefits:
-
Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
-
You learn the message cantrip, However, your range is now equal to 100 feet x your proficiency bonus and you may do so now as a bonus action or an action. Additionally you need only know that the creature is within your range and you are familiar with them.
Companion of the Comets
Prerequisite: 4th level Olfmir
The guardian spirits of Amansae and Ominos look upon you. You gain the following benefits:
-
Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
-
Guardian Wolf. You learn the Summon Beast spell. When you cast this spell using this feat you don't require concentration, and the beast must be of the land as it appears as a medium wolf. Additionally the wolf remains for an additional number of hours equal to your proficiency bonus. You may cast this spell this way once with this feat without spending a spell slot. You can also cast the spell as normal using any spell slots you have of the appropriate level. Your spellcasting ability is the same as the ability score you chose to increase when you gained this feat.
Pack of the Comets
Prerequisite: 8th level Olfmir. Companion of the Comets feat
Your pack grows. You gain the following benefits:
-
Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
-
Leader of the Pack. When you use your Summon Beast spell to call on your Guardian Wolf you now summon two large wolves to come to your aid. Additionally you may use your bonus action to command your guardian wolves to take the Dash, Disengage, or Help action
Reitar Racial Feats
Thunderous Roar
Prerequisite: Reitar
You gain further command of the storm. You gain the following benefits:
-
Increase your Constitution, or Charisma score by 1, up to your maximum in that score.
-
You gain a new way to use your Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Each creature in the cone must succeed on a Constitution saving throw or take 2d10 thunder damage and be pushed 20 feet away from you and be knocked prone on a failed save, or half as much damage and not other effect on a successful one. Once you use this feature you can't do so again until you finish a long rest.
Command the Storm
Prerequisite: 4th level Reitar
You tap into your ability to command the elements of thunder and lightning. You gain the following benefits:
-
Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
-
Once of a turn, when you deal Thunder or Lightning damage you can ignore resistance to that damage.
-
Spells of the Storm.You gain certain spells at certain character levels
| Character Level | Spells |
|---|---|
| 5th | Thunder StepXGE |
| 7th | Storm SphereXGE |
| 9th | Crashing LightningACS |
These spells are always prepared for you and do not count towards the limit of spells you may have prepared. You may cast each of these spells once with this feat without spending a spell slot. You can also cast these spells using any spell slots you have of the appropriate level. Your spellcasting ability is the same as the ability score you chose to increase when you gained this feat.
Urson Racial Feats
Valiant Roar
Prerequisite: Urson
You let out your resolve and share it with others. You gain the following benefits:
-
Increase your Strength, Constitution, or Wisdom score by 1, up to your maximum in that score.
-
When you are forced to make a Dexterity saving throw, you can use your reaction to grant half cover to all creatures of your choice within 10 feet of you until the start of your next turn. Once you use this ability, you can’t do so again until you’ve finished a short or long rest.
Warden's Determination
Prerequisite: 4th level Urson
You tap into your inner resolve and determination. You gain the following benefits:
- Increase your Strength, or Constitution score by 1, up to your maximum in that score.
- When you use your Guardian's Resolve feature, you gain an additional amount of temporary hit points equal to your Constitution modifier. Additionally, while you have these temporary hit points creatures within 10 feet of you have advantage on saving throws against being frightened.
- When you would roll initiative you can use your reaction to use your Guardian's Resolve feature. Once you do this you can't do so again until you finish a short or long rest.
Ursil's Defense
Prerequisite: Urson
You let Ursil's stalwart spirit take hold of you. You gain the following benefits:
- Increase your Constitution, or Wisdom score by 1, up to your maximum in that score.
- You know the Blade Ward cantrip. However, it has a range of 5 feet for you. Starting at 3rd level, you can cast the Shield of Faith spell with this trait. Starting at 5th level, you can also cast the Warding Bond spell with this trait without requiring material components. Once you cast those spells with this trait, you can't cast them with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Your spellcasting ability is the same as the ability score you choose to increase when you gained this feat.
Vhanar Racial Feats
Fiery Eyes
Prerequisite: Vhanar
Your eyes have a way of seeing the world for what it truly is. You gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
- You can cast the Detect Magic and Detect Good and Evil spells once each without needing a spell slot. Once you cast the spells with this trait, you can't cast them with it again until you finish a long rest. You can also cast the spells using any spell slots you have of the appropriate level. Your spellcasting ability is the same as the ability score you chose to increase when you gained this feat.
Great Nimbus
Prerequisite: 8th level Vhanar, any Good alignment
You call upon your connection to the winds to your side. You gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, up to your maximum in that score.
- You can use an Action to conjure to your side a Flying Nimbus to act as your mount. You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Once the Flying Nimbus is dismissed you can't summon it again until you finish a long rest.
Quarterstaff Master
Prerequisite: Vhanar
You deepen your understanding of wielding the Quarterstaff. You gain the following benefits:
- Increase your Strength, Dexterity, or Constitution score by 1, up to your maximum in that score.
- While fighting with a single quarterstaff and you hold no shield, you gain a +1 bonus to your attack rolls with it. Additionally, while fighting with a quarterstaff you can use your bonus action to make a single unarmed strike, or a shove attack.
Zeyr Racial Feats
Diving Strike
Prerequisite: Zeyr
You fall into a controlled plummet and strike at your foes. You gain the following benefits:
- Increase your Dexterity or Wisdom score score by 1, up to your maximum in that score.
- Once per turn, if you dive while flying for at least 10 feet straight toward a target and then make a melee weapon attack, the attack deals an additional 2d6 damage of the weapons type. Additionally, if your attack hits, that creature can't make an attack of opportunity at you until the end of your turn. You can make this special attack an amount of times equal to your proficiency bonus, and regain all uses when you finish a long rest.
Swift Step
Prerequisite: Zeyr
When you enter your focused state you heighten more than just your senses. You gain the following benefits:
- Increase your Dexterity or Wisdom score score by 1, up to your maximum in that score.
- When you use your Swift Focus trait you can enhance it further. While in the enhanced form of the trait your movement speed increases by 5 feet, and you may use your Zephyr Rush trait twice before you must not move to use the trait again. Once you enhance your trait this way, you can't do so again until you finish a long rest.
Languages
For the people of the Realm language is one of the most important aspects of living. In order to communicate with one another. It is believed that the gift of words was giving to the people by the greater spirit known as Maarel. Who found beauty in the sharing of stories. The very first spoken language is called Maarelian, after the great spirit. It was used for most of unrecorded history and even as the first city was being built, but many languages flourished throughout the realm as the people started to leave and find their own way across the land.
The most common language in the world today is called Aemyrian. Used across the realm by most.
Here is a list of all the languages of the world;
Standard Languages
| Language | Typical Speakers | Script |
|---|---|---|
| Aemyrian | Iramir | Aemyrian |
| Gardian | Nebir, Olfmir, Urson | Aemyrian |
| Ryugo | Reitar | Spirit |
| Swalish | Mijan, Hibian | Swadric |
| Uhndric | Aranka, Giaku, Kaida | Undrish |
| Vaarian | Atsune, Vhanar | Spirit |
| Zanorish | Cuneho, Nekry | Aemyrian |
| Zephrish | Zeyr, Ehponi | Zephrish |
Exotic Languages
| Language | Typical Speakers | Script |
|---|---|---|
| Boreish | Entropic Spirits | Spirit |
| Maarelian | Ame'ril | Spirit |
| Merian | Dalaen | Marish |
| Primordial | Elementals | - |
| Reingo | Greater Ame'ril | - |
| Thromerian | Undermountain Dwellers | Undrish |
| Xhir'go | Eldritch Horrors | - |
Ancestries of the Ame'ril
A collection of races for the Realm of the Ame'ril, which include: Aranka, Atsune, Cuneho, Dalaen, Ehponi, Giaku Hibian, Iramir, Kaida, Kinokin, Mijan, Nebir, Nekry, Olfmir, Reitar, Unbound, Urson, Vhanar, and Zeyr. Alongside over 40 feats to go with them!!
Artist Credit:
- Quest! by Clint Cearley Cover
- Spirit village by Tyler edlin pg 2
- Arachne by Yunior Susanto pg 3
- Pathfinder: Wrath of the Righteous. Kitsune rogue by Egor Kapustin pg 4
- Harengon - Artificer by Jershon Laviña pg 5
- Decorator Crab girl by Kevin Glint pg 6
- Centaurs of the Desert by Pablo Dominguez. pg 7
- Clutch - Overtaken by Kelvin Tan pg 8
- bard by Vyacheslav Safronov pg 9
- 张练习 by 阿喳 L pg 10
- DnD classes as bugs by Peter Li pg 11
- Mushroom Ronin by Gaga Turmanishvili pg 12
- 蛇女 by 阿 羁玉 pg 13
- Ajani by Xander Brown pg 14
- Martin From Redwall by Kekai Kotaki pg 15
- 気配 by Ryota Murayama - OvoPack pg 16
- Dragonborn by Grant Griffin pg 17
- sketches by F艾服 pg 18
- Ursus War Bear by Russell Dongjun Lu pg 19
- Great Sage by Naranbaatar Ganbold pg 20
- Balmor, Battlemage Captain by Bram Sels pg 21
- Frog Village by Zhu Weiwei. pg 23
- Battle of Forest by Ryota Murayama - OvoPack pg 28
- Monkey Hunt by Kael Ngu pg 29
- Four Minds by Ryota Murayama pg 30
- Taoist Priest by Leon Liu pg 31
- Scholar by Žana Arnautović Back Cover