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## Human Subraces #### Long-Arms Long-Arms humans have exceptionally long limbs, which grant them unique physical advantages. **Ability Score Increase.** Your Dexterity score increases by 1. **Extended Reach.** Your reach for melee attacks and grapples is increased by 5 feet. This increased reach does not apply to weapons that are not considered melee attacks. **Climbing Expertise.** You have proficiency in the Athletics skill, and you can climb at a speed of 30 feet. **Long Limb Strikes.** Your long arms give you a natural weapon. When you make an unarmed strike with your fists, you deal bludgeoning damage equal to 1d4 + your Strength modifier. #### Long-Legs Long-Legs humans possess extraordinarily long legs, enhancing their movement and agility. **Ability Score Increase.** Your Strength score increases by 1. **Increased Speed.** Your base walking speed increases to 35 feet. **Long Jump.** When you make a long jump, you can cover a distance of up to 15 feet, and when you make a high jump, you can jump vertically up to 10 feet. **Kicking Strike.** Your long legs give you a natural weapon. When you make an unarmed strike with a kick, you deal bludgeoning damage equal to 1d6 + your Strength modifier. You can use your Dexterity modifier instead of Strength for this attack. #### Three-Eyed Tribe Three-Eyed humans have an additional eye that grants them keen perception and awareness. **Ability Score Increase.** Your Wisdom score increases by 1. **Enhanced Vision.** You have advantage on Wisdom (Perception) checks that rely on sight. Additionally, 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. **Third Eye Insight.** As a bonus action, you can use your third eye to gain a brief moment of heightened awareness. For 1 minute, you gain advantage on saving throws against being charmed or frightened, and you have darkvision out to a range of 120 feet. You can use this feature once per long rest. **Heightened Senses.** You have proficiency in the Perception skill. \pagebreakNum ## Fishman Fishmen are powerful and resilient humanoid fishfolk known for their strength and aquatic prowess. They come from a variety of aquatic species, resulting in a wide range of appearances, from shark-like features to more amphibious traits. Fishmen are often misunderstood and feared by surface dwellers, but they are proud and capable people who can thrive both in water and on land. ### Fishman Traits Your Fishman character has the following traits. **Ability Score Increase.** Your Strength score increases by 2, and your Constitution score increases by 1. **Age.** Fishmen reach adulthood around 20 years and can live up to 150 years. **Alignment.** Fishmen are diverse in their beliefs and behaviors, ranging from law-abiding to chaotic, though many value freedom and pride. **Size.** Fishmen are generally taller and more muscular than humans, ranging from 6 to 8 feet tall and weighing between 200 to 400 pounds. Your size is Medium. **Speed.** Your base walking speed is 30 feet. You also have a swimming speed of 40 feet. **Amphibious.** You can breathe both air and water. **Darkvision.** Accustomed to the deep ocean, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. **Fishman Strength.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, you have advantage on Strength (Athletics) checks made to grapple or shove. **Aquatic Combatant.** You have proficiency with tridents, spears, and nets. **Water Control.** You can use your natural connection to water to manipulate it. You know the *Shape Water* cantrip. Starting at 3rd level, you can cast *Create or Destroy Water* once per day. Constitution is your spellcasting ability for these spells. **Fishman Karate.** You have trained in the ancient martial art of Fishman Karate, allowing you to channel water into powerful strikes. You can use your unarmed strikes to deal bludgeoning damage equal to 1d6 + your Strength modifier. Additionally, as a bonus action, you can unleash a concentrated burst of water. This ability can be used in one of the following ways: - **Water Shot:** As a ranged attack, you can shoot a concentrated blast of water at a target within 30 feet. The target takes 2d6 bludgeoning damage. You can use this ability a number of times equal to your proficiency bonus per long rest. - **Shark Brick Fist:** As a melee attack, you can channel water into a devastating punch. This attack deals 2d6 bludgeoning damage. If the attack hits, you can push the target up to 10 feet away from you. Even when using one of these features it still counts as a unarmed strike **Natural Armor.** Your skin is tough and durable, granting you a natural armor. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. **Languages.** You can speak, read, and write Common and Aquan. \pagebreakNum ## Skypian Skypians are a race of winged humanoids who live on floating islands high in the sky. They possess a natural affinity for the sky and wind, and their wings, while small, grant them a unique connection to the heavens. Skypians are known for their calm demeanor, spiritual beliefs, and advanced use of dials—ancient devices that can store and release energy. ### Skypian Traits Your Skypian character has the following traits. **Ability Score Increase.** Your Dexterity score increases by 2, and your Wisdom score increases by 1. **Age.** Skypians mature at the same rate as humans, but their connection to the sky grants them longer lives, often reaching 120 years. **Alignment.** Skypians tend to be neutral good, valuing peace, freedom, and harmony with the world. However, they can lean towards any alignment based on their personal beliefs. **Size.** Skypians are similar in build to humans, standing between 5 and 6 feet tall and weighing around 120 to 180 pounds. Your size is Medium. **Speed.** Your base walking speed is 30 feet. **Skyborne.** Accustomed to high altitudes, you are naturally adapted to thin air and cold environments, as described in chapter 5 of the *Dungeon Master’s Guide*. **Wind Affinity.** You know the *Gust* cantrip. Starting at 3rd level, you can cast the *Feather Fall* spell once per day. Wisdom is your spellcasting ability for these spells. **Dial Mastery.** You have proficiency with dials, ancient Skypian devices that can store and release energy. You start with one basic dial of your choice: a Flame Dial (deals 1d6 fire damage), Impact Dial (deals 1d6 force damage), or Breath Dial (stores a gust of wind, which can be released as an action). You can use a dial as a bonus action. The dial can be used once per short or long rest. **Aerial Combatant.** You have proficiency with spears, shortbows, and nets. **Languages.** You can speak, read, and write Common and Auran. **Winged Grace.** You have advantage on saving throws against being restrained or grappled, as your small wings give you an edge in slipping free from such conditions. \columnbreak ## Mink Minks are a race of anthropomorphic animals, each resembling a different type of mammal, such as a dog, cat, rabbit, or lion. They are covered in fur, possess sharp claws, and have a natural affinity for electricity. Minks are known for their strong sense of camaraderie, fierce combat abilities, and their unique ability to transform into a more powerful form known as Sulong during a full moon. ### Mink Traits Your Mink character has the following traits. **Ability Score Increase.** Your Dexterity score increases by 2, and your Strength score increases by 1. **Age.** Minks mature at the same rate as humans but have slightly shorter lifespans **Alignment.** Minks are often good-hearted and value loyalty and honor. They lean towards chaotic alignments due to their love of freedom **Size.** Minks vary in size depending on their animal traits but are generally similar in size to humans. Your size is Medium. **Speed.** Your base walking speed is 35 feet. **Darkvision.** Accustomed to the night and the dark forests of Zou, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. **Electro.** You have the ability to generate and control electricity. When you make an unarmed strike, you can choose to deal an additional 1d4 lightning damage. You can use this ability a number of times equal to your proficiency bonus per long rest. **Claws.** You have sharp claws that are natural weapons. When you make an unarmed strike with your claws, you deal slashing damage equal to 1d6 + your Strength modifier. **Sulong Transformation.** When exposed to the light of a full moon, you can transform into your Sulong form, greatly enhancing your physical abilities. As an action, you can enter this form, gaining the following benefits for 1 minute or until you are knocked unconscious: - Your Strength and Dexterity scores each increase by 2 (to a maximum of 22). - Your speed increases by 10 feet. - You gain resistance to lightning damage. - You have advantage on attack rolls and saving throws that rely on Strength or Dexterity. **Languages.** You can speak, read, and write Common and one other language of your choice. \pagebreakNum ## Lunarian Lunarians are a rare and mysterious race known for their ethereal appearance and powerful abilities. With their dark skin, flames that appear to engulf their bodies, and an affinity for the sky, Lunarians are a striking and formidable presence. They are known for their incredible durability and their unique ability to control flames. They usally have a pearly white hair like the moon ### Lunarian Traits Your Lunarian character has the following traits. **Ability Score Increase.** Your Strength score increases by 2, and your Constitution score increases by 1. **Age.** Lunarians reach adulthood around 20 years and can live up to 200 years. **Alignment.** Lunarians tend to be neutral, valuing balance and order. However, individual Lunarians may lean towards any alignment based on their personal experiences. **Size.** Lunarians are typically tall and robust, standing between 6 and 7 feet tall and weighing around 200 to 300 pounds. Your size is Medium. **Speed.** Your base walking speed is 30 feet. **Darkvision.** Lunarians are adapted to both bright and dark environments. 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. **Flame Manipulation.** Your connection to flames grants you the ability to manipulate and generate fire. You know the *Control Flames* cantrip. Starting at 3rd level, you can cast *Produce Flame* once per day. Constitution is your spellcasting ability for these spells. **Flame Immunity.** You have resistance to fire damage. Additionally, you are immune to effects that would cause you to catch fire, such as from the *Flaming Sphere* spell. **Skyward Resilience.** You have advantage on saving throws against being charmed or frightened, and you have resistance to cold damage due to your affinity with the sky and high altitudes. **Flight.** You can manifest ethereal, flame-like white pearl like wings wings that allow you to fly. As a bonus action, you can sprout wings and gain a flying speed of 30 feet for up to 10 minutes. You can use this feature once per long rest. **Languages.** You can speak, read, and write Common and Ignan. \columnbreak ## Maurice A lost culture of the sands, the Maurice are a people deeply connected to the desert. With skin that resembles dark, grainy sand and hair that takes on a sun-bleached, blond hue, they embody the harsh environment they call home. Long ago, their civilization nearly vanished, but thanks to the efforts of the necromancer Ltilia, the Maurice are making a powerful resurgence. They hold a deep-seated belief that the sands will one day rise against all life, and they use their necromantic affinity to create massive behemoths to combat this impending rebellion. ### Maurice Traits ___ **Ability Score Increase.** Your Constitution score increases by 2. **Speed.** Your base walking speed is 30 feet. You have a walking speed of 35 feet while moving in sand. **Creature Type.** You are a humanoid. **Size.** You are Medium. **Sand Manipulation.** Your people possess a natural affinity for manipulating sand. As an action, you can control sand within a 5-foot cube. You can shape it into simple forms, create difficult terrain, or trap a creature within it. If a creature is inside the sand, they must make a DC 12 Wisdom saving throw. On a failed save, the creature is blinded until they move out of the cube. The sand itself does no damage. **Tremorsense.** You can detect and precisely locate vibrations in the ground, allowing you to sense the presence of creatures moving within 30 feet of you. This ability does not function against flying or incorporeal creatures. **Desert Sustenance.** Your body has adapted to survive with minimal water. You require only a quarter of the normal water intake that a typical humanoid needs to survive, and you can go without water for an additional 2 days before suffering exhaustion. **Necromantic Affinity.** - At 3rd level, you can cast the *Animate Dead* spell once per long rest, without expending a spell slot. - At 7th level, you can animate Large beasts with *Animate Dead*. When casting the spell, you can choose to raise a Large beast as a zombie or skeleton. - At 15th level, you can animate Huge creatures, including giants and dragons, using the *Animate Dead* spell. - At 20th level, you gain the ability to animate Gargantuan beasts, humanoids, dragons, and monstrosities using the *Animate Dead* spell. **Languages.** You can speak, read, and write Common and one other language of your choice. **Tribes** as a Maurice you decend from a powerful tribe pick one below \pagebreakNum ### Tribes of the Maurice ___ #### Ashen Tribe The Ashen Tribe is known for their resilience against fire and ash, thriving near volcanic regions of the desert. - **Ability Score Increase.** Your Dexterity score increases by 1. - **Fire Resistance.** You have resistance to fire damage. - **Ash Sight.** You can see through smoke, fog, and other obfuscations caused by fire up to a distance of 30 feet. #### Dune Tribe The Dune Tribe moves swiftly and silently, known for their ability to blend seamlessly into the desert sands. - **Ability Score Increase.** Your Dexterity score increases by 1. - **Sand Camouflage.** You have advantage on Stealth checks made to hide in sandy or desert environments. - **Silent Step.** Your movement speed increases by 5 feet. #### Mirage Tribe The Mirage Tribe is adept at creating illusions and playing tricks on those who venture into their territory. - **Ability Score Increase.** Your Charisma score increases by 1. - **Illusory Mirage.** You can cast the *Minor Illusion* cantrip. Charisma is your spellcasting ability for this spell. - **Desert Deception.** You have proficiency on Charisma (Deception) checks. #### Obsidian Tribe The Obsidian Tribe is hardened and strong, their bodies as tough as the black volcanic glass they are named after. - **Ability Score Increase.** Your Strength score increases by 1. - **Obsidian Skin.** You gain a +1 bonus to AC while you are not wearing armor. - **Shard Strike.** When you hit a creature with an unarmed strike, you can cause shards of obsidian to deal additional damage equal to your proficiency bonus. #### Sunseeker Tribe The Sunseeker Tribe worships the sun, gaining strength from its rays. - **Ability Score Increase.** Your Wisdom score increases by 1. - **Solar Empowerment.** While in direct sunlight, you gain temporary hit points equal to your proficiency bonus at the start of your turn. These temporary hit points last until the start of your next turn. - **Radiant Resistance.** You have resistance to radiant damage. \columnbreak #### Nightshade Tribe The Nightshade Tribe thrives in the darkness, mastering the secrets of the night. - **Ability Score Increase.** Your Intelligence score increases by 1. - **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. - **Shadow Meld.** You can attempt to hide even when you are only lightly obscured by dim light or darkness. #### Oasis Tribe The Oasis Tribe has a deep connection to water, even in the barren desert. - **Ability Score Increase.** Your Wisdom score increases by 1. - **Water Affinity.** You can cast the *Create or Destroy Water* spell once per long rest. Wisdom is your spellcasting ability for this spell. - **Desert Hydration.** You can find twice the normal amount of water when searching for it in a desert environment. #### Scorpion Tribe The Scorpion Tribe is fierce and dangerous, much like the creature they are named after. - **Ability Score Increase.** Your Constitution score increases by 1. - **Poison Resistance.** You have resistance to poison damage and advantage on saving throws against being poisoned. - **Venomous Strike.** Once per long rest, you can choose to deal an additional 1d6 poison damage when you hit a creature with a melee attack. #### Windwalker Tribe The Windwalker Tribe moves with the wind, swift and elusive. - **Ability Score Increase.** Your Dexterity score increases by 1. - **Wind's Grace.** You have advantage on saving throws against being restrained or grappled. - **Wind Step.** You can Dash as a bonus action. #### Bonecaster Tribe The Bonecaster Tribe practices powerful necromancy, using bones as their medium. - **Ability Score Increase.** Your Intelligence score increases by 1. - **Bonecraft.** You can cast the *False Life* spell once per long rest. Intelligence is your spellcasting ability for this spell. - **Bone Manipulation.** As an action, you can cause the bones of a skeleton within 60 feet to animate and move up to 10 feet in any direction. This movement does not grant any attacks or additional actions to the skeleton. \pagebreakNum # Lore This is all the lore for all these races: In the distant past there were humans until a sceintist obssed with imortallity sarted to experiment with magic. He took in his last breath as a human before he took the drug he had created everything went black until he reopened his eyes the lights were off but to his suprise he could see everything in a shade of gray. He stepped outside somewhere in his mind he knew how to conjure flames his name Dr Lunarian fit his new form he looked at the clouds before he felt a pair of wings come out his back he put this drug into the river quasing the water to begin to turn purple when lunrian went to sleep when he woke up and went outside he saw the people of his town in the air