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# OSA Allowed Species Originally this document contained only the species we homebrewed or modified. It now lists all species that are playable on the OSA server in full detail. If a species is not found here, it is not approved; why not try submitting it in the homebrew submissions channel? It is highly recommended that you research the species elsewhere to learn more of lore and see more examples of them. Several species and subspecies were found here: [Seas of Vodari](https://www.tribality.com/store/product-category/seas-of-vodari/ "Source")
## Table of Contents: ##### 1. Species Heights and Weights - Pg: 2 ##### 2. General Tweaks - Pg: 2 ##### 3. Species In Detail - Pg: 3-213 ##### 4. Half Lineages - Pg: 214-217 ##### 5. Lineages - Pg: 218-249 ##### 6. Fecundity - Pg: 252-257
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## Height/Weight Chart *Note: H-Mod is height mod* This chart gives a quick range of sizes for each size class. Specific size information can be found with the appropriate species. |Species|Height|Weight|Minimums|Maximums| |:-:|:-:|:-:|:-:|:-:|:-:| |Other (Tiny)|Variable (Tiny)| 1 - 8 lb|11" 1 lb|2' 8 lb| |Other (Small)|Variable (Small)| 8 - 60 lb|2' 8 lb|4' 60 lb| |Other (Medium)|Variable (Medium)| 60 - 500 lb|4' 60 lb|8' 500 lb| |Other (Large)|Variable (Large)| 500 - 4000 lb|8' 500 lb|16' 4000 lb| |Other (Huge)|Variable (Huge)| 2 - 16 tons |16' 4000 lb|32' 32000 lb| |Other (Gargantuan)|Variable (Gargantuan)| 16 - 125 tons |32' 32000 lb|64' 250000 lb|
## General Tweaks
### Ability Score Increases For Ability Score Increases (Abbreviated to ASI), you are given a set number of points, between 2 and 4. You can freely assign these to your ability scores. You cannot increase a score above 20 and you cannot increase the same score more than 2 times this way. Some species will list suggestions for what ability scores are generally high for that species, but not all have to fit the mold. Some species have specific Ability Score Increase guidelines. ### Size Flexibility Any species that are size Medium, can be made as a size Small character, just adjust your size using the Other listings at the top of the Species Height and Weights chart. Just remember small creatures have disadvantage on attack rolls with heavy weapons. ### Natural Weapons Additionally, all species with a special unarmed strike or natural weapon are changed to reflect current 5e rules. These are not weapons and do not apply to features that require weapons but they are unarmed strikes and count for those. Damage dice for bludgeoning, piercing, and slashing damage from these attacks is increased to 1d6 where applicable. \columnbreak ### 5.5e/2024 None of the 5.5e/2024 species options are allowed. Any changes they made that were acceptable have been applied in this document. ### Hybrid species Having a hybrid species, or a species that is a mix of two existing species is possible in OSA and easy to do. First, you need to pick the two species you want as your parents to hybridize. Any two species can be chosen, but lineages, half lineages, species that are already "half" and a few specific cases cannot be chosen. Then you can work with a DM to come up with an appropriate mixing of traits for your hybrid character. For determining reproductive traits, you use the information for your "base" species, except your Fecundity is one step lower (if it would be high, it's medium, if it would be medium, it's low, and if it would be low, it's none).~~ \pagebreakNum
## Species in Detail
##### Species by Page: (You can also use this list to roll a die to randomly pick a species if youwant) 1. Aarakocra/Aven - pg 4 2. Aasimar - pg 7 3. Aetherborn - pg 9 4. Alien - pg 11 5. Asari - pg 14 6. Asurian - pg 16 7. Autognome - pg 19 8. Batarian - pg 21 9. Beastfolk - pg 23 10. Bugbear - pg 26 11. Cecaelia - pg 28 12. Centaur - pg 30 13. Changeling - pg 32 14. Chwinga - pg 34 15. Dragonborn - pg 36 16. Drell - pg 44 17. Drider - pg 46 18. Dwarf - pg 48 19. Elf - pg 52 20. Eliksni - pg 60 21. Fairy - pg 61 22. Fiendling - pg 63 23. Firbolg - pg 64 24. Gargoyle - pg 66 25. Genasi - pg 68 26. Giff - pg 71 27. Gith - pg 72 28. Gnoll - pg 74 29. Gnome - pg 76 30. Goblin - pg 79 31. Goliath - pg 81 32. Grindylow - pg 83 33. Grung - pg 85 34. Hadozee - pg 87 35. Half-Elf - pg 89 36. Half-Orc - pg 92 37. Halfling - pg 94 38. Hanar - pg 97 39. Harengon - pg 99 40. Hobgoblin - pg 101 41. Human - pg 103 42. Hybsil - pg 109 43. Illithid - pg 110 44. Kalashtar - pg 112 45. Karokan - pg 114 46. Kender - pg 116 47. Kenku - pg 118 48. Khenra - pg 120 49. Kobold - pg 122 50. Kor - pg 124 51. Koradi - pg 125 52. Krogan - pg 127 53. Leonin - pg 129 54. Lesser Cubi - pg 130 55. Lizardfolk - pg 132 56. Locathah - pg 134 57. Loxodon - pg 135 58. Merfolk - pg 137 59. Minotaur - pg 139 60. Mothfolk - pg 141 61. Naga - pg 143 62. Noc-Chiro - pg 144 63. Oni - pg 145 64. Ooze - pg 147 65. Orc - pg 149 66. Owlin - pg 151 67. Pixie - pg 152 68. Plasmoid - pg 154 69. Poppet - pg 155 70. Quarian - pg 157 71. Reigar - pg 159 72. Salarian - pg 160 73. Satyr - pg 162 74. Selkie - pg 163 75. Shifter - pg 165 76. Simic Hybrid - pg 167 77. Siren - Air - pg 169 78. Siren - Sea - pg 170 79. Skaven - pg 172 80. Skittermander - pg 175 81. Tabaxi - pg 176 82. Thri-Kreen - pg 178 83. Tiefling - pg 180 84. Tortle - pg 187 85. Triton - pg 189 86. Turian - pg 191 87. Vakuri - pg 193 88. Vampire - pg 195 89. Vedalken - pg 198 90. Verdan - pg 200 91. Voda - pg 202 92. Vorcha - pg 203 93. Warforged - pg 205 94. Watcher - pg 207 95. Wemic - pg 209 96. Yinglet - pg 210 97. Yuan-Ti Pureblood - pg 213 ##### 4. Half Lineages 1. Cyborg - pg 214 2. Lamia - pg 215 3. Mer - pg 216 4. Taur - pg 216 5. Winged - pg 217 ##### 5. Lineages 1. Dhampir - pg 218 2. Dullahan - pg 220 3. Hexblood - pg 222 4. Intengia - pg 224 5. Planetouched - pg 227 6. Reborn - pg 241 7. Reforged - pg 243 8. Space Clown - pg 246 9. Symbiote - pg 248 10. Therian - pg 249
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# Aarakocra ( pronounced: /ærɑːˈkoʊkrɑː/ æ-ra-KO-kra, or: /ɑːrɑːˈkoʊkrɑː/ a-rah-KO-krah )
\columnbreak ### History A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa—mighty beings of air—and were imbued with a measure of their masters' power over winds. Their descendants still command echoes of that power. ### Appearance From below, aarakocra look like large birds and thus are sometimes called birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles. ### Names ___ As with much of their speech, aarakocra names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names. An aarakocra of either gender may have one of these short names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed. \pagebreakNum ### Alternative Origins If you would like to play a different kind of flying creature, check out the Winged Half-Lineage on page [add later] ### Traits ___ Your Aarakocra character has the following species traits. **ASI:** 3 Points. Example: DEX +2, WIS +1 **Age:** Aarakocra reach maturity by age 3. Compared to humans, aarakocra don't usually live longer than 30 years. **Fecundity:** Aarakocra have medium fecundity, and count as Avian and Elementals for the purposes of breeding compatibility. They lay eggs every 39 days with a base 50% chance for additional eggs. If fertilized the eggs hatch after 30 days. **Size:** Medium Height Modifier = 2d8 Height = 4 feet + 3 inches + your height modifier in inches Weight in pounds = 70 + (1d4 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common, Aarakocra, and Auran. **Flight:** Because of your wings, you have a flying speed equal to your walking speed. To use this speed you cannot be heavily encumbered (though you may always use them to slowfall). Heavily encumbered means that the total weight of all the belongings on your person, plus the weight and gear of anyone you are trying to carry exceeds (your Strength score x 10) lbs. **Talons:** You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. You may choose one of the three following features: **Hawkeyed:** You have proficiency in the Perception skill. In addition, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls (though the maximum range still applies). **Quick-Thinker:** You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn't already include your proficiency bonus. **Wind Caller:** Starting at 3rd level, you can cast the gust of wind spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for when you cast gust of wind with this trait (choose when you select this race).
\pagebreakNum ## Aven Aven are considered part of the same species as Aarakocra, if a distant relation, and they tend to be slightly taller and heavier. They are usually a group that has lived many more generations on the material plane than Aarakocra, so it is far more likely they will not know Auran. Some Aven are humanoids who have gained bird like qualities somehow, or they may have a completely different origin. UA traits were renamed and included with the Aarakocra options. If you choose to be an Aven, replace your fecundity size and language traits with these: **Fecundity:** Aven have medium fecundity, and count as Avian and Humanoid for the purposes of breeding compatibility. They lay eggs every 39 days with a base 45% chance for additional eggs. If fertilized the eggs hatch after 30 days. **Size:** Medium Height Modifier = 2d10 Height = 4 feet + 8 inches + your height modifier in inches Weight in pounds = 90 + (1d4 x your height modifier) **Languages:** Common, Aven which is a dialect of Aarakocra, and one other.
\columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Aerial Skirmisher Your natural flight makes you exceptionally speedy and agile. * Increase your Dexterity score by 1, to a maximum of 20. * Your flying speed increases by 10. * If you are flying while you make a melee attack against a creature on your turn, you don't provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not. ##### Elemental Air Master A descendant of the Elemental Plane of AIr, you have inherited the innate spellcasting of your ancestors. You gain the following benefits: * You learn the *Gust* cantrip. * You learn the *Dust Devil*, *Gust of Wind*, and *Warding Wind* spells. You can cast each spell once, regaining the spent uses after a long rest. You can also cast the spells using any spell slots you have from your class(es). Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). ##### Sky Warden You are trained for both scouting the skies and aerial combat. You gain the following benefits: * Increase your Dexterity or Wisdom score by 1, to a maximum of 20. * You add double your proficiency bonus to Perception checks that rely on sight. * Once per turn, if you are flying and move at least 30 feet straight toward a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target. \pagebreakNum
# Aasimar ( pronounced: "AH-sim-ar" )
### History Aasimar are human-based planetouched, native outsiders that had in their blood some good, otherworldly characteristics. They are often, but not always, descended from celestials and other creatures of pure good alignment, but while predisposed to good alignments, aasimar were by no means always good. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage. ### Alternative Origins Aasimar are typically human. If you would like to play an Aasimar of a different species, check out the Planetouched Lineage on page [add later] \columnbreak ### Appearance Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. Some celestial feature examples include: a dusting of metallic, white, or charcoal freckles, metallic, luminous, or dark eyes, starkly colored hair, an unusual hue tinting your shadow, a ghostly halo crowning your head, and/or rainbows gleaming on your skin ### Names ___ Most aasimar are born from human parents, and they use the same naming conventions as their native culture. \pagebreakNum ### Traits Your Aasimar character has the following species traits. **ASI:** 3 Points. Example: CHA +2, STR, CON, or WIS +1. **Age:** Aasimar mature at the same rate as humans, but they can live up to 160 years. **Fecundity:** Aasimar have medium fecundity, and count as Celestial and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 9 months with a base 15% chance for multiple offspring. They generally do not pass on their Aasimar nature to their children. **Size:** You are Medium or Small. You choose the size when you select this race. Small: 2 to 4 feet tall, 8 to 60 pounds Medium: Size Modifier = 2d10 Height = 4 feet + 8 inches + your size modifier in inches Weight in pounds = 110 + ( 2d4 x your size modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common, and one other, typically Celestial.
\columnbreak **Celestial Resistance:** You have resistance to necrotic damage and radiant damage. **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. **Healing Hands:** As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. **Light Bearer:** You know the *light* cantrip. Charisma is your spellcasting ability for it. **Celestial Revelation:** When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest. **Necrotic Shroud:** Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. **Radiant Consumption:** Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. **Radiant Soul:** Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Celestial Infusion Your connection to the higher planes has grown stronger. You gain your choice of a Major trait from the Planetouched lineage, or two Minor traits. You count as celestial-touched. You cannot choose the 'Planar Magic' or Weakly Touched' Traits. You may take this feat multiple times. \pagebreakNum
# Aetherborn #### “A day not spent indulging the senses is a day wasted.” -Aetherborn saying
\columnbreak ### History When the events of a lifetime are compressed down to almost nothing, each fleeting moment must be savored — drained of every drop of enjoyment it can offer. This is the philosophy that informs the lives and minds of the aetherborn. Given just a few short years — or sometimes only a few months — to live, each aetherborn views time as exceedingly precious. Each moment spent in a way that does not bring delight is a wasted moment. And though aetherborn differ in their drives and pleasures, nearly all of them share this desire to squeeze the most out of the brief time they are given. Aetherborn come into being spontaneously as part of the aether refinement process. Their bodies and minds are apparently formed out of some interaction between the volatile elements of aether that are removed during refinement and the psychic impressions created by the people involved in the process. But each aetherborn is a unique individual, not a mere copy of some other person’s mind and shape. This race is little understood, and few aetherborn are willing to waste any of their short lives allowing vedalken scholars to study their biological and psychological characteristics ### Appearance Aetherborn are a strange living by-product of the process of aether refinement, cast in humanoid form but lacking any of the biological qualities of other races. They don’t eat or sleep, and they don’t reproduce— nor do they have any physical sexual characteristics. Language that categorizes people into male or female categories thus breaks down when it comes to aetherborn. \pagebreakNum ### Aetherborn Names Most aetherborn prefer that others use the pronoun “they” to refer to them, since it doesn’t attribute a gender that they don’t possess. Only a relative few prefer “he” or “she,” having chosen to adopt a gender. Aetherborn typically take on the naming conventions of those around them when they are created. ### Aetherborn Traits ___ Your aetherborn character has the following species traits. **ASI:** 3 Points. Example: +2 CHA, +1 one other **Age:** Aetherborn come into being as adults and live no more than a few years. **Fecundity:** Aetherborn are unable to reproduce, as they are created by external forces. **Born Suddenly** Aetherborn, since they come into existence spontaneously, and do not live long, they do not get any equipment from their background (but they do gain all the other benefits). They also do not leave behind a body when they die, instead turning into black smoke that vanishes. This means you cannot be revived by anything short of a wish spell or divine intervention. **Size:** Aetherborn are about the same size as humans, ranging from 5 to 6 feet tall. They are quite light — only about 100 pounds—and their weight diminishes as they age and more and more of their substance returns to the aethersphere. Your size is Medium Height Modifier = 2d10 Height = 4 feet + 8 inches + your height modifier in inches Weight in pounds = 90 + your height modifier **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write common and two other languages of your choice. Racial specific languages are acceptable with DM permission. **Darkvision.^(2)^** Accustomed to the night, 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. **Risk Takers.^(3)^** Aetherborn tend to be fearless. You gain proficiency in either Intimidation or Performance. **Born of Aether:** As Aetherborn are the byproducts of energy refinement, they have different needs. Because of this, they cannot eat, or drink and this includes potions. They are immune to disease, and they cannot sleep nor can they be put to sleep with magic. They may rest, however, remaining still for at least 6 hours to gain the benefits of a long rest. You also have resistance to necrotic damage. **Slow Death:** As Aetherborn lose mass as they age, subtract 1d4 pounds for every month they have been alive. As they lose mass, their body appears to disintegrate slowly, developing more cracks and giving off more smoke. An Aetherborn dies if it attempts a short or long rest while below half its 'birth' weight. \columnbreak > **The Gift:** Sometimes aetherborn, desperate to extend their lives, discover a process to prolong their existence by feeding on the life essence of other beings. Once in this state, they grow dependent on that energy and they deteriorate more quickly. They lose 2d4 pounds every month instead of 1d4. To achieve it, they must research the process, obtaining strange materials and practicing in secret. It takes 10 weeks and costs 2000 gp. An aetherborn with this ability gains the Drain Life unarmed strike, which deals 1d6 necrotic damage and restores the same number of hit points to the aetherborn. They also gain an amount of weight back equal to 1 oz per HP drained (16 oz to one pound). They gain double the weight back if the attack kills the creature. An aetherborn with The Gift is or becomes Evil. \pagebreakNum
# Alien
The invention of the spelljammer has opened up many possibilities. New travel, new worlds to see. However, it also opened up new life, never before seen by the people of certain spheres. This is a catch all species, so you can make your own creature. Aliens can range from different shapes, sizes and origins. One may breathe oxygen through lungs, another gills, or even through pores along their skin. Whatever it is, these new species are unique. ### Alien Traits ___ Your alien character has the following species traits. Aliens cannot be hybrids. **ASI:** 2 Points. **Age:** Aliens can range between a short and long lifespan. Choose how long your species normally live. If under 100 your species mature at 18 and if over 100, they mature at the same rate, but are socially considered adults at 100. **Fecundity:** Aliens are all pretty unique. You can pick any other sexual statistics from any other race. They can be found on page [later] **Size:** Aliens vary wildly in size, so you may choose to be medium or small. Small: 2 to 4 feet tall, 8 to 60 lbs. Medium: 4 to 8 feet tall, 60 to 300 lbs. **Speed:** You have a base walking speed of 30. **Languages:** You can speak, read, and write common and one other language, usually the native language of your species (this can be a custom, unique language). **Alien Origin:** Because of how vast alien life is, you are unique in what you are. Choose up to two of the following creature types. You count as the type(s) you choose: Abberation, Beast, Celestial, Humanoid, Ooze, Plant, Fiend, construct, undead, elemental, fey. If you choose two creature types, add a skill or tool proficiency of your choice. **Limbs:** Aliens can have many different kinds of limbs. By default you may have four or five. Two arms, two legs, and optionally a number of tails. These tails do not function as more than a tail and cannot lift more than 0.1 pounds. **Creatures of Different Cloth:** Another aspect of your uniqueness are abilities evolution has granted your race. Choose two of the following Major Traits and three Minor Traits. You cannot take the same trait more than once. At the end of the section is some clarifications on how some traits interact. Some traits have requirements and they are listed with the trait. \columnbreak ##### Trait INteraction Clarifications * Multiple hides. You can only have one Hide trait. * Multiple Locomotion. You can have any number of Alternative Locomotion traits, though some may not work well together. * Multiple limbs and Alternative Locomotion. You can take both traits, and if you choose to have additional legs, you gain the extra speed but you don't actually gain additional forms of movement if it wouldn't make sense for your form of locomotion. * Thick skin and Natural armor do not stack. You choose one or the other. ##### Major Traits **Alternative Locomotion - Floating:** Your species doesn't need to walk. An internal gas bladder helps you float in normal atmospheres. You may still have something like legs to help propel you, or they may take the form of fins or air jets. Your walking speed is reduced to 10 and you gain a hover speed of 25. You cannot hover while heavily encumbered. If you are knocked prone, you automatically begin hovering again at the start of your next turn, unless you are restrained. You remain hovering even when incapacitated, paralyzed, stunned, or unconscious. You stop hovering if you're at 0 hit points. **Alternative Locomotion - Fluid:** Your species is akin to a slime or ooze, or similar enough that you move the same. Your legs are just part of your amorphous body. You can move through a space as narrow as 1 inch wide without squeezing and you can share the same space with other creatures and move through them, though if they are hostile to you, their space counts as difficult terrain. Your gear does not share these properties so they may be left behind. **Alternative Locomotion - Foot & Mucus:** Your species doesn't have legs or feet like other races. Instead you are more like a slug or snail. Where your legs are is instead a large, flat part of your body that ripples and slithers, allowing you to move. It also excretes a mucus like substance, allowing you to move more quickly while also adhering you to whatever surface you are on. Your walking speed is reduced by 5. You have a climb speed equal to your walk speed and can move across vertical surfaces and upside down on ceilings while leaving your hands free. You are still susceptible to slippery surfaces. **Alternative Locomotion - Slithering:** Your species doesn't have legs or feet like other races. Instead you are more like a snake, with a long body that transitions seamlessly (or not) into a tail, replacing your two legs. You're able to use this to move around. As a bonus action on your turn, you may take the dash action. \pagebreakNum **Ancestral Memory:** While you long rest, you connect to your ancestors and their experiences. Choose one skill. You are considered proficiency with this skill until the end of your next long rest **Breath Weapon:** Your species has a special organ that connects to your throat. Choose a damage from the following list: fire, thunder, lightning, poison, cold. Now choose a 15 foot cone or a 30 foot line. As Part of the Attack Action, you may replace one attack with this blast a number of times equal to your proficiency. Each creature within this blast must make a Dexterity saving throw or take 1d8 damage. Once you use all of these, you cannot use them again until you finish a long rest, regaining them all. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). **Hide - Armor:** Your race has some form of natural body armor. Perhaps bony plates or thick scales. This protection gives you a base armor class of 12 + your choice of either your Constitution or Dexterity modifier. You can use this even if you're wearing armor with a lower armor class. **High Metabolism:** Your species processes and digested nutrients quicker. When you take a long rest, you only need 4 hours instead of the normal 8, 2 of which are taken up by sleep. **Multi Limbs:** Most Humanoids have four limbs, or five if you count tails. You have more. You have up to eight limbs which you decide if they are arms or legs or other sorts of limbs. For every pair of legs you have beyond the first, your walking speed increases by 5. Extra arms have extra hands which can hold more things. They do not grant you extra actions in combat but they can still be used to hold many different weapons at once. You cannot benefit from a shield while wielding a weapon with the two handed property. **Natural Weapon:** Your species has adapted as a predator, some sort of weapon growing on you. This can be a hoof, a claw, horns, a tentacle or some other thing. This weapon deals 1d6 bludgeoning, piercing, or slashing damage (of your choice) You use your strength or dexterity for the attack and damage roll, but they must use the same attribute. \columnbreak **Powerful Build:** Your species is built bigger and stronger thanks to evolution. (or divine intervention) You’re considered one size larger when considering your carry capacity. **Shapechanger:** As an action, you can 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 and weight, but not so much that your size changes. 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 a creature 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. **Thick Skin:** Your species naturally has an extra layer of skin, tougher than the rest. You add a +1 to your armor class, even when wearing armor. **Universal Psionics:** Your race has unlocked the powers of the mind, granting them psionic abilities. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, choose between the following spells: *Shield*, *Jump*, *Absorb Elements*, or *Sanctuary*. You know the spell you chose and can cast it once using this trait, regaining the use after a long rest. When you reach 5th level, choose between the following spells: *Misty Step*, *Detect Thoughts*, *Hold Person*, or *Pass Without a Trace*. You can cast it once using this trait, regaining the use after a long rest. You can also cast them 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 (you choose when you create your character). None of these spells require spell components when you cast them this way. With DM permission you may choose different 1st or 2nd level spells for this trait. The spells cannot deal damage. **Winged:** Your species has wings, or some other method of aerial travel, perhaps a gas bladder and fins or a natural psionic levitation. You have a flying speed of 30. You cannot fly while heavily encumbered. Heavily encumbered means the total weight of all the belongings on your person, plus the weight and gear of anyone you are trying to carry exceeds (your strength score x 10) lbs. **Other:** Maybe something you have in mind doesn't fit here. Work with your Dm to create a new trait that suits your race. \pagebreakNum ##### Minor Traits **Bioluminescent:** Part of your body glows. You're able to cast the light spell at will, without material components but only targeting part of your body. This part may be the same part every time, or not, it is your choice. You may also choose the color of the light. **Communicator:** Your race has a natural talent for picking up languages. You can learn any language in a week of study with a single creature, or in a day when in a decent sized community in which it is the primary language. These count towards your language training limit (1/4th your level rounded up, plus your intelligence modifier if it is positive, and these are shared with tool proficiencies and possibly skill proficiencies, see Downtime Rules - Training for more details) **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. **Hide - Fur:** Your race is covered in fur to help keep it warm and perhaps for other purposes. You have advantage on checks to resist cold weather. **Hide - Scales:** Your race is covered in broad scales that help keep you cool in the sun. You have advantage on checks to resist hot weather. **Mimic:** Your species has a knack for copying sounds and accents to a T. You can copy a sound of voice you’ve spent a minute listening to. **Natural Talent:** You gain proficiency in a single skill, tool, or weapon of your choice. **Ovipositor:** Your race reproduces via eggs and you lay them via a fleshy appendage that is stored inside your body when not in use. You may lay them in a nest or inside another creature (willing or not), depending on the nature of your race. If you choose this trait, you may decide that your race reproduces asexually and thus any egg laid this way could hatch into a new member of your race without a need for another parent. Eggs may range in size from golf ball to cantaloupe. **Probe:** Your race is endlessly interested in the reproductive habits of other creatures, as well as their various orifices. If you spend a short rest with a willing creature, or an unwilling creature that is restrained the entire time, you are able to learn how fertile the creature is normally. As part of this, you can choose to boost or lower that fertility by an amount equal to your proficiency bonus until that creature takes a short or long rest, and you may also choose to make that creature compatible with one other race that you have studied using this feature. **Rideable:** (Requires at least 4 legs) Your body is shaped in such a way that you can wear a saddle and be ridden like a horse. You may act as a mount for others or even pull a cart or wagon. You do not have to follow their directions like a trained mount would, but you do count as one for the purposes of any features or effects they have. Any rider(s) count against your maximum carrying capacity and affect you just the same. \columnbreak **Tentacles:** You may have a number of tentacles (up to 6) that function as an extra limb. It cannot wield weapons or a shield, but it is otherwise able to pick up and lift objects like a normal arm or propel your body if they reach the ground. You may optionally have them where a limb would normally go (this does not change what they can do). **Other:** Maybe something you have in mind doesn't fit here. Work with your Dm to create a new trait that suits your race. ##### Sex Traits These are free traits, and you can take as many of them as you want, as long as they don’t conflict **Eggs:** You are now classified as an egg layer. You have some sort of tube or tentacle that can spot out eggs that must be fertilized by another egg layer. Optionally, you can insert it into a non-egg layer who can give live birth to it. This birth is always your species. **Endangered:** Your species is or was on the brink of extinction. Evolution gave you a hand. You now have a +2 to all fertility checks. You also are able to be compatible to all races that share your birth type. ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Extra Unique Your alien body is even more unique than most. Choose 2 of the following options. You may choose the same option more than once. Choose an additional Major trait or two minor traits. * Increase an ability score of your choice by 1. * Gain a Major Alien Trait of your choice you don't already have. * Gain 2 Minor Alien Traits of your choice you don't already have. You may take this feat as many times as you wish. ##### Freak Mutation **Prerequisite:** DM approval You are very, very unique. With DM approval you can gain the benefits of any species specific feat as though you were that species. The DM may alter the feat to meet approval. ##### Squat Nimbleness **Prerequisite:** You must be size Small. You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. \pagebreakNum
## Asari ##### "Embrace Eternity" —Asari about to meld.
### History ___ The asari arose on Thessia, a rich world with abundant quantities of element zero that caused much of life on Thessia to exhibit biotic tendencies. The asari were the first contemporary race to achieve spaceflight and discover the mass relay network. When they found the Citadel in 580 BCE, the asari also encountered the keepers, whose mute assistance enabled them to quickly settle on the station and learn how to operate its systems. Sixty years later, the salarians made first contact with the asari, and together the two species agreed to found the Citadel Council in 500 BCE, a galactic governing body that would come to unite dozens of races. In later years, the asari continued to explore the galaxy and welcomed several other races to the burgeoning galactic community. Recently they were part of an initiative by the citadel races to colonize another galaxy. However on route the colony ship fell into the Astral Sea and ended up at The Hub, where they are slowly learning to adapt to their new environment. ### Appearance And Biology ___ A mono-gender race, the asari are distinctly feminine in appearance and possess maternal instincts. Their unique physiology, expressed in a millennium-long lifespan and the ability to reproduce with a partner of any gender or species, gives them a conservative yet convivial attitude toward other races. Asari resemble humans in terms of basic skeletal structure with five digits on each hand and feet that are relatively straight. This similarity allows asari to wear human armor. A typical asari has a blue to purple complexion, though a teal complexion is possible albeit seemingly rare. Some asari have facial markings, which are unique colored patterns that vary for every asari. Some of these facial markings resemble the eyebrows that humans have, but the asari do not think of the markings as such themselves. In the place of head hair, asari possess semi-flexible, cartilage-based scalp-crests that grow into shape. These structures are rigid, and do not "flop around" as some believe. Asari have navels as well as breasts that continue to grow with age. Asari also have a robust cellular regenerative system; while they do not heal faster than other species, they are known to reach over 1000 years of age. \columnbreak
Asari can mate and successfully reproduce with any other gender or species through a form of parthenogenesis. An asari provides two copies of her own genes to her offspring, one of which is passed on unaltered. The second set of genes is altered in a unique process called melding, also known as the joining or the union. During melding, the eyes of the asari initiating the meld dilate as she consciously attunes her nervous system to her partner's, sending and receiving electrical impulses directly through the skin, however physical contact is not strictly necessary. This melding can be nonsexual, and a means of sharing complex concepts mind to mind.
\pagebreakNum ### Asari Names ___ Asari have a mix of names, with no clear theme. Most have a first and last name, with the last name prefixed by a single letter and an apostrophe. What this letter signifies is unknown. ### Asari Traits ___ Your Asari character has the following species traits. Asari hybrids will always only look like asari. **ASI:** 3 Points. Example: CHA +2, WIS +1. **Age:** Asari go through three life stages. Adventurer Asari are typically Maidens, between 100 and 350 years old, though some of any age do still adventure. They can live up to 1000 years. **Alignment:** Asari, being very long lived, tend to have a long view on things, though they have no strong trends towards any particular alignment. \columnbreak **Fecundity:** Asari don't mate like other species. Instead, when they use their Embrace Eternity feature on a willing creature, they may choose to produce a baby with that creature. The result is a sort of clone of the mother, but with the the father causing tweaks to the DNA resulting in a unique offspring. The child will always be an asari though they will have unique colorations to their body and may have other traits such as odd allergies or strong emotional responses. Their pregnancies last about 9 months. **Size:** Asari are the same size as humans. Height Modifier = 2d10 Height = 4 feet + 8 inches + your height modifier in inches Weight in pounds = 100 + (2d4 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common, Asari, and any one other language. **Asari Biotics:** All Asari are biotic, though not all choose to develop it. You know the *Mage Hand* cantrip, and the hand is replaced with a ball of blue to purple energy for you. When you reach 3rd level, you can cast the *Levitate* spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for when you cast gust of wind with this trait (choose when you select this race). **Embrace Eternity:** Using their meld ability, Asari can gain deep insights into other people. This ability functions like the Detect Thoughts spell, but with the following changes: It can only be done to those within 5 feet. If a creature succeeds on a save to resist the effects, they are immune to it until they complete a long rest. A willing creature can choose to fail the save. This ability cannot be used to detect the presence of nearby thinking creatures. ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Ardat-Yakshi *Can only be taken with DM's permission.* **Meld of Death** Due to a genetic defect which only occurs in asari-asari offspring, when they meld, the Ardat-Yakshi's mind overwhelms their partner's and kills them. This feeling is addictive for the Ardat-Yakshi and makes them feel more powerful. This condition also renders them sterile. When an Ardat-Yakshi uses her Embrace Eternity ability on another creature, if they choose to dig deeper than the surface, the creature takes X+1 die of psychic damage. The die is the largest hit-die the Ardat-Yakshi has. The Ardat-Yakshi then gains temporary HP equal to the maximum roll on that die. These temporary hitpoints never degrade though are lost just as normal, and may stack. The X is equal to the Ardat-Yakshi's total temporary hitpoints divided by the maximum value on the die (For example, with 24 temporary hitpoints and a d6 as the largest die, X would be 4).
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# Asurian #### I understand it all now! The true reason for my wrath! I could not stand it! There is always some fool who wants to rule the world! Always forcing others to do what they cannot do for themselves! That's why I pray to no one! Nor will I be prayed to! But above all else I will never forgive you for making my daughter cry! This is your end -Asura アスラ
Originating from the gods long ago when they walked the material plane alongside their mortal creations, the Asurians have the closest relationship to the gods. Beings of emotion and wonder, the Asurian are the wandering combatants of the world, always seeking, always wakling forward, and always on a journey of self-improvement. \columnbreak ### Appearance ___ Asurian resemble common humanoid species (humans, elves, dwarves, orcs), generally humans, but with an extra pair of arms sprouting from their shoulders. The resemblance is purely cosmetic. Your Asurian character can resemble any approved species, but you gain no direct mechanical benefits from this.
\pagebreakNum ### Asurian Names ___ Asurian view their names as a form of fortune telling. An Asurian's name is often a statement on what they will achieve in life and all Asurians seek to honor their clan and their gods by living a life that make good on their name. Name Examples: He-who-will-smite-evil, She-who-will-carve-valleys, He-who-will-seek-answers, They-who-will-chart-thesky. Because of this, many will seek a nickname when interacting with other races to simplify conversation and to avoid unnecessary questions. ### Asurian Traits ___ Your Asurian character has the following species traits. **ASI:** 1 Point. Example: CON +1. **Age:** Asurians age like humans until they reach maturity but they live much longer. They are considered young until they reach 50 and live around 400 years. **Fecundity:** Asurians have low fecundity, and count as Celestial and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 9 months and have a base 5% chance for multiple offspring. **Size:** Asurians are taller than most humans, standing around 6 to 7 feet tall. Your size is medium. Height Modifier = 2d10 Height = 5 feet + 8 inches + your height modifier in inches Weight in pounds = 150 + ( 2d4 x your height modifier) **Speed:** Your base walking speed is 30 ft **Languages:** Due to your divine heritage, you can speak, read, and write Common, Celestial, and one additional language of your choice. If you resemble a specific race, you may want to choose a language specific to them. **Omnidextrerous:** As an Asurian you have an extra pair of limbs. You can use these extra limbs to do anything normal hands can do. In addition, you can use them to some degree in combat. Each hand can hold a weapon or carry a shield, though as normal you do not benefit from more than one shield at a time or utilize two-weapon fighting unless all the weapons you use for that purpose are light (though you could, say, hold a normal weapon and shield in two hands, and two light weapons in the other two at the same time, giving you the option to use the two light weapons for two-weapon fighting or attack with the normal weapon, though not both during the same attack action without an extra attack feature). They do not inherently give you extra actions in combat and you cannot benefit from more than one shield at a time. Finally, you can use two hands to wield a weapon with the versatile property while holding still holding a shield or two light weapons. Two-handed weapons require all four hands to use effectively though. \columnbreak **Asurian Weapon Training:** You gain proficiency in Scimitars, or any one weapon of your choice that has the Versatile property by default. **Subraces:** There are three subraces for Asurians: Asura, Bohdi, and Kali. Choose one of these subraces on the next page. #### Asura The Asura ancestry Asurians are proud and volatile, famour for their tempers, the Asura are to be feared by other races. Often seen as violent or barbaric; in actuality the Asura are an honorable, clan oriented people who take pride in their battle prowess. **ASI:** 1 additional point. Example: STR +1. **Unrelenting:** The first time you are reduced to 0 hit points, you drop to 1 hit point instead. This feature can be used again after a long rest. **Powerful Build:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Natural Strength:** You gain proficiency in the *Athletics* skill. #### Bohdi Bohdi Asurians are embodiments of patience and wisdom. They are more spirtually inclined compared to their kin and spend most of their lives traveling and trying to understand nature and the place that mortals have within it. **ASI:** 1 additional point. Example: WIS +1. **Bohdi Magic:** You gain the *Guidance* cantrip. You Know the *Guiding Bolt* spell and can cast it once per long rest, or using any spell slots granted to you by a Spellcasting or Pact Magic class feature. Wisdom is your spellcasting modifier for these spells. **Bohdi's Wisdom:** You gain proficiency in either the *Insight* or *Medicine* skills. **Bohdi's Meditation:** You do not sleep as normal. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. \pagebreakNum #### Kali The Kali Asurians are the most warlike Asurians. They have unique blue skin and are defined by their skill in battle. Unlike the Asura, the Kali specifically seek out a cause to fight for. They fight not for the thrill of battle but for the glory found in defending something they believe is righteous. **ASI:** 1 additional point. Example: CHA +1. **War Dancing:** You gain proficiency in either the *Intimidation* or *Performance* skill. **Kali Weapon Training:** You gain proficiency with longbows and 1 other martial weapon of your choice. **Divine Authority:** You can know the Command spell can cast it once per long rest, or using any spell slots granted to you by a Spellcasting or Pact Magic class feature. Charisma is your spellcasting modifier for these spells. Starting at 5th level you can cast Command at 2nd level using this feature, and starting at 10th level you can cast it at 3rd level. ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Purity of Body and Spirit You have purged impurities from your body and mind, evolving your form and abilities. You gain two of the following traits of your choice. You may choose the same trait more than once but duplicate abilities are redundant and do not stack unless otherwise specified. * You grow an additional two arms, giving you more flexibility wiht your Omnidexterous feature. * You gain resistance to one of the following damage types of your choice: Necrotic, Poison, Radiant. * You gain advantage on saving throws against being poisoned. * You gain darkvision for a range of 60 feet, or increase its range by 60 feet. You cannot increase your darkvision beyond 180 feet with this trait. * You gain a fly speed of 5 and can hover indefinitely, or increase your fly speed by 5 You may take this feat up to two times. \pagebreakNum
# Autognome #### Any autognome encountered is either carrying out its current orders; is under a gnomes' direct control; or is a rogue, meaning its forgotten its orders and is now wandering through wildspace doing anything except what it was designed to do. -Spelljammer's Guide to the Astral Sea
### History Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own. Some reasons you are on your own can include: your creator gave you autonomy and urged you to follow your dreams, your creator died, leaving you to fend for yourself, A glitch caused you to forget your original programming. you don't remember who made you or where you came from, you didn't like how you were being treated by your creator, so you ran away from home, you were built to complete a special mission, or you felt trapped in the role for which you were built and abandoned your creator, determined to find a greater purpose. ### Appearance An autognome bears a resemblance to its creator, and most autognomes are programmed to speak and understand Gnomish. The internal components used in an autognome's manufacture can vary wildly; one autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears. ### Names ___ Most Autognomes were assigned simple names upon their creation that described their purpose or designation, or might be named for the creator. They generally do not have family names. As independent individuals, some have chosen new names as a way to express their path in life. A few take on gnomish names, often the name of a fallen friend or mentor. \columnbreak ### Traits Your Autognome character has the following species traits. Autognomes cannot be hybrids. **ASI:** 3 Points. **Age:** Autognomes show no signs of deterioration due to age and have no known limit on their lifespan. You are immune to magical aging effects. **Fecundity:** Being constructs Autognomes have no fecundity and cannot reproduce, though they or a gnome can create new Autognomes by crafting them. **Size:** You are size Small. Height Modifier = 2d4 Height = 2 feet + 11 inches + your height modifier in inches Weight in pounds = 35 + your height modifier **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write common, and one other, typically gnomish **Creature Type:** You are a Construct. **Armored Casing:** You are encased in thin metal or some other durable material. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier. **Built for Success:** You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. **Healing Machine:** If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from several spells that preserve life but that normally don't affect Constructs: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying. **Mechanical Nature:** You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don't need to eat, drink, or breathe. **Sentry's Rest:** When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious. **Specialized Design:** You gain two tool proficiencies of your choice. \pagebreakNum ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Early Adopter You're quick to apply changes in understanding. You gain the following benefits: * Increase your Intelligence or Wisdom score by 1, to a maximum of 20. * Whenever you complete a long rest. choose one skill in which you already have proficiency. You gain expertise in that skill until the end of your next long rest. ##### Iterative Improvement You excel at improving your technique, even in the heat of combat. You gain the following benefits: * Increase your Dexterity or Intelligence score by 1, to a maximum of 20. * If you miss with an attack roll (including spells) on your turn, your next attack roll with the same weapon or spell is made with advantage if made before the end of your next turn. \columnbreak ##### Squat Nimbleness You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
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# Batarian ##### "I ask you, children, who will fight for tomorrow? Who will seek to free our people from the injustice our enemies torment us with every day? Who will stand for your parents, for your friends, and for yourselves against the others who stand against us?" — Feterk Oko'ka.
### Appearance And Biology ___ Batarians are an anthropoidal race like humans. Their faces are covered with short, fine hairs that grow longer and thicker around the mouth. A flat stripe of ridged cartilage runs along the tops of their skulls and down the backs of their necks. They have ears pointy at the upper end, though on occasion along the edges as well. The part of their faces commonly associated with the nose among humans and asari is instead an inverted flat triangle symmetrically ridged vertically. Compared to humans, batarians have a deep, guttural voice. Batarians' mouths are filled with dozens of sharp, needle-like teeth. Their most distinctive physical feature is their four eyes, an uncommon trait among other races. One pair is set wide in prominent bony sockets protruding from the corners of their face. The second set of eyes is smaller and closer together, set higher on the face, just beneath the middle of the forehead. The eyes are uniformly dark orbs, with no discernible irises or pupils. \columnbreak ### History ___ When the batarians achieved spaceflight, they discovered concealed Prothean ruins on Bira, a moon of Verush, that allowed them to develop FTL travel. It is a batarian point of pride that, since the ruins were damaged by earthquakes, they had less information to go on than other spacefaring races. The Citadel Council granted the batarians an embassy on the Citadel sometime after the volus did, approximately a century after the batarians and Council had made first contact. Despite being welcomed into the galactic community, batarian aggression provoked several crises in galactic relations over the years. Sometime around 1785 CE, a batarian fleet bombarded the salarian colony world of Mannovai; in 1913, the Batarian Hegemony annexed the independent asari colony of Esan; and in 2115, Citadel forces skirmished with batarian forces on the planet Enael. In the early 2160s, humans began to colonize the Skyllian Verge, a region the batarians were already actively settling. The batarians asked the Citadel Council to intervene and declare the Verge an area of "batarian interest". When the Council refused, the batarians closed their Citadel embassy and severed diplomatic and economic relations, becoming an inward-looking rogue state. When the Batarians learned the citadel races planned to colonize another galaxy, some of the batarians who wanted to escape the Hegemony fled to citadel space and joined the initiative. Now they're here and some might wonder if they made the right choice or not. \pagebreakNum ### Batarian Names ___ Batarians have a mix of names, with no clear theme. Most have a first and last name. ### Batarian Traits ___ Your Batarian character has the following racial traits. **ASI:** 3 Points. Example: STR +2, CON +1. **Age:** Batarians tend to live slightly shorter than humans, by up to 20 years less. **Alignment:** While it may seem strage to outsiders, Batarians tends towards lawful evil alignments. They are known for being scammers, terrorists, slavers, and raiders. However these are all backed by their governments, and they have a strict caste system based on personal wealth. **Fecundity:** Batarians have low fecundity, and count as Humanoid for the purposes of breeding compatibility. Their pregnancies last about 9 months and have a base 15% chance for multiple offspring. **Size:** Batarians are generally the same size as humans though with taller skulls. You are medium. Height Modifier = 2d10 Height = 4 feet + 9 inches + your height modifier in inches Weight in pounds = 110 + ( 2d4 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** Batarians can speak, read, and write Common (reluctantly) and Batarian. **Capture alive. Sometimes:** You gain proficiency with whips and nets, and for you, the throw distance for nets, as well as all throwable adventuring gear like alchemist's fire and oil flasks is doubled. **Everything is a weapon:** You can use ranged weapons as melee weapons, dealing bludgeoning damage instead of piercing. They have a range of 5' for this purpose and use their normal damage die. You can also add your ability modifier to damage rolls for offhand attacks, if the offhand weapon is a dagger or club. **Sharp eyes:** Batarians have sharper vision with their extra eyes, allowing them to more easily spot the subtle tells of other races. You have proficiency in insight. \columnbreak
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# Beastfolk #### Yiff -Strange beastspeech word that all Beastfolk seem to know instinctively
### History/Appearance Either born or cursed itno the form by a cruel spellcaster, Beastfolk are a collection of humanoid species that bear strong resemblance to a natural animal. Due to the sheer variety of animals in the world, and Beastfolk that take after them, Beastfolk have few common bonds amongst one another. They may form small communities, particuarly if they all share the same animal appearance, but often times they live on the edges of civilization and only interact with those with the insight to see Beastfolk are at least as much human as they are animal. ### Beastfolk Names They take their names mostly from other species, but could also be a reference to what animal they are like. ### Beastfolk Traits ___ Your Beastfolk character has the following species traits. **ASI:** 3 Points. **Age:** They age as humans do **Fecundity:** Beastfolk can have any level of fecundity, and count as Beast for the purposes of breeding compatibility. Beastfolk that lay eggs do so every 33 days. Their pregnancies last anywhere between 2 and 14 months and have a base chance for multiple offspring of anything between 5 and 150% (must be a multiple of 5). Decide how your beastfolk works when creating them, based on the animal they resemble. **Size:** They are usually medium, but can be a wide range of sizes. **Speed:** Their basic walking speed is 30 **Languages:** You can speak, read, and write Common and Beastspeech. Beastspeech generally can only be learned by Beastfolk, and when speaking it, they can communicate with animals as if under the effects of the *speak with animals* spell. **Wild and Free:** Beastfolk have advantage on saving throws against charm effects. **All creatures under the sun:** On this page is a list of breed traits. Choose two that suit the animal you share an appearance with. You cannot choose both *Extra Tiny* and *Small but Mighty*.
\pagebreakNum ### Breed Traits ___ All beastfolk have at least two of the following traits. **Adept Climber:** Gain proficiency in Athletics or Acrobatics. You have a climb speed of 30. **Burrowing:** While you have two hands free, you have a burrowing speed of 25. **Durable:** Your initial HP maximum increases by your constitution bonus, and you gain 1 extra HP every time you level up. **Echolocation:** As a bonus action you can emit a shriek inaudible to most humanoids. Until the end of your next turn you have blindsight up to 30 feet away. **Extra Tiny:** You are very, very small. You are unable to use heavy weapons at all in combat, and have disadvantage with all weapons that are not light. Your carry capacity is 1/4th what it would be for a medium creature. For you, armor costs half as much and weighs one quarter the normal weight. You can share the space of any Medium or larger creature even if it is hostile to you. You can choose one additional Breed Trait. Your size is tiny. **Fertile:** You always have advantage on fertility related checks, and on having multiple children. You gain 50% more xp for having children. **High Flyer:** You have a flying speed equal to your walk speed. **Jumper:** You gain proficiency in Athletics or Acrobatics. Your jump distance is doubled. **Keen Senses:** You gain proficiency in the perception skill and choose one sense. You gain advantage on perception rolls that utilize that sense. **Kin to Beasts:** You gain expertise in Animal handling. **Longstrider:** Your walking speed becomes 40. **Natural Armor:** When you are attacked, you can use your reaction to interpose your chitinous exoskeleton or other defensive feature to give you +2 AC against the attack. **Natural Talent:** You gain proficiency in one skill related to the animal you appear like. **Natural Attack:** Part of you is very dangerous such as teeth, claws, quills, club tails, or other things. You can use it to make unarmed strikes. You choose if it uses Strength or Dexterity and deals 1d6 + the chosen modifier damage, and the damage type is bludgeoning, piercing, or slashing. **Nocturnal:** You gain darkvision up to 60 feet. **Rideable:** You are big and strong enough to act as a mount, with includes features that reference them. You do not have to follow the directions of you rider and you must have enough carry capacity for your gear and them and their gear or you are unable to move. **Scalekin:** You gain a swim speed equal to your walk speed and can breathe underwater. **Small but Mighty:** Increase any ability score that hasn't been increased yet, by 1, and you can choose an additional Breed trait (other than this one). Your size is small. \columnbreak #### Free Traits You may also pick some of these traits if they suit the animal you share an appearance with. They are optional and do not count against the total you can otherwise have. **Bestial Bits:** Your genitals match those of beast you look like, though scaled to fit your frame. This trait may extend to other unusual sexual properties (such as unusually thin or thick semen). **Bestial Mate:** You are fertile with the beast you resemble. **Milky:** (Must be female) You are always lactating. You produce [your Constitution modifier, minimum 1] gallons of milk per day per 2 breasts per day. The milk has no special properties but you can sell it. **Multibreast:** You have additional nipples, equal to the normal number your related animal normally has. If you have breasts, you also have an additional breast to go with each nipple. **Scales:** Every 6 months you shed your skin which takes a full day. The week leading up to this, you are incredibly itchy, suffering disadvantage on all checks and saves due to the irritation. Shedding removes any minor scars or blemishes. **Shedding:** You have thick fur. It thickens and sheds in response to the weather. As long as temperature changes aren't abrupt, you adapt with them, so you have advantage on checks and saves to resist the effects of hot or cold temperatures.
\pagebreakNum ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Bestial Mutation Your bestial body has undergone a random mutation or spontaneous evolution. Choose 2 of the following options. You may choose the same option more than once. * Increase an ability score of your choice by 1. * Gain a Beastfolk Breed Trait of your choice you don't already have. You cannot have both *Extra Tiny* and *Small but Mighty*. You may take this feat as many times as you wish. ##### Burrow Builder **Beast Type:** *Rabbit beastfolk* You were born and raised in a Warren. You know how to navigate the twisting tunnels and even dig new ones. * Increase your Strength or Constitution score by 1, to a maximum of 20. * When in soft soil you have a burrowing speed of 5 feet. * You gain darkvision out to 60 feet. ##### Loxodon Physique **Beast Type:** *Elephant Beastfolk* * Increase your Strength or Constitution score by 1, to a maximum of 20. * Your hide thickens, increasing your Natural Armor's AC bonus by 1. * You gain a natural weapon attack: Trunk, which deals 1d6 bludgeoning damage ##### Squat Nimbleness **Prerequisite:** You must be size Small. You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
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# Bugbear #### "One useful trick: if ye face bugbears who have severed heads on spikes as trophies, cast a spell to make the heads speak. After that, ye can cozen the bugbears into doing almost anything." -Elminster
### History Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago and from out of the corner of your eye, they came to the Material Plane, urged to spread throughout the multiverse by the conquering god Maglubiyet. Centuries later, they still bear a fey gift for lurking just out of sight, and many of them have sneaked away from that god's influence. ### Appearance They are long of limb and covered in coarse hair, with wedge-shaped ears and pointed teeth. Despite their formidable build, bugbears are quiet skulkers, thanks to a fey magic that allows them to hide in spaces seemingly too small for them. \columnbreak ### Names ___ Bugbear names are guttural and range from short to long. They might have names similar to that of goblins. Example names: Gokt, Atavarg, Lodd, Batyss, Hivish, Blorg, Znurr, Wert and Slohg.
\pagebreakNum ### Traits Your Bugbear character has the following species traits. **ASI:** 3 Points. Example: STR +2, Dex +1. **Age:** Bugbears reach adulthood at age 16 and live up to 80 years. **Fecundity:** Bugbears have medium fecundity, and count as Goblinoid for the purposes of breeding compatibility. Their pregnancies last about 7 months and have a base 20% chance for multiple offspring. **Size:** Medium Height Modifier = 2d12 Height = 6 feet + 0 inches + your height modifier in inches Weight in pounds = 200 + (2d6 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and Goblin. The goblin tongue is a guttural one with much grunting and whimpering noises. **Creature Type:** You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid. **Darkvision:** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. **Fey Ancestry:** You have advantage on saving throws you make to avoid or end the charmed condition on yourself. **Long-Limbed:** When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. **Powerful Build:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Sneaky:** You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature. **Surprise Attack:** If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't taken a turn yet in the current combat. \columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Well Rested Your practiced napping leaves you invigorated when you are awake. You gain the following benefits: * Increase your Strength or Dexterity score by 1, to a maximum of 20. * Whenever you spend one or more hit dice during a short rest, you can regain an extra 1d6 hit points. * At the end of a long rest, you gain inspiration (described in chapter 4 of the Player’s Handbook).
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# Cecaelia #### "When I reached the age of twenty, I ran away from the palace to become an adventurer. Our small group spent many years battling monsters and finding treasure above and below the waves. One of our companions was a cecaelia named Shining Moon. His humor and powerful sorcery made him an excellent team member. Our group became quite close, and I thought I knew each of them better than my own family. One day, "Shiny", as we called him, told us he was feeling great homesickness and had to leave. I then realized I had no idea where he was from or anything about his family." -Zalia Sol, Sun Princess of Solisa
\columnbreak ### History ___ Long before the elves and merfolk arrived in the seas, the cecaelias were found anywhere from the Twilight Seas to the surface. The true origin of the cecaelias is unknown, with theories that connect them with the krakens, aboleths, or even the goddess Dokahi. Cecaelias believe that a mother octopus sent forth her curious children to explore the world and enjoy all of its delights. Whatever their true origin, some believe cecaelias are evil visitors from the darkest depths, but few hold this prejudice once they actually meet one ### Appearance ___ Cecaelias have a humanoid torso and a lower octopus-like body. Cecaelias can control the color and texture of their skin. This ability evolved as a defensive mechanism but is also enjoyed as a way to personalize their appearance. Cecaelia can be found in any color found under the sea, with red, orange, and purple the most popular. Most prefer smooth skin accented by pebbled areas. Their hair usually matches their skin tone, but can be any color. Cecaelias have large, black eyes that see well in any light. Their large and flat ears provide excellent hearing above or below the waves. Their torsos tend to be thin and muscular, with small fins at their elbows and webbed hands. From the waist down cecaelias are similar to an octopus, with eight tentacles that have suckers found on the underside. These tentacles allow them to propel themselves through the water or to move on land. ### Cecaelia Names ___ Family and clan names do not exist in cecaelian culture. When born, a cecaelia is given a single name by an elder, drawn from natural wonders they saw during decades of wandering distant places. When a cecaelia strikes out on their own, they add to their name based on their own experiences, combining the two. This second name can be another natural wonder, a color, a feeling, or anything else. **Given Names:** Breeze, Bubble, Canyon, Coral, Current, Eclipse, Fire, Forest, Gem, Jewel, Leaf, Lightning, Moon, Pearl, Rain, Rock, River, Rose, Sand, Sky, Shell, Storm, Sunrise, Sunset, Thunder, Twilight, Wave, Wind. \pagebreakNum ### Cecaelia Traits ___ Your Cecaelia character has the following species traits. **ASI:** 3 Points. Example: CHA +2, CON +1. **Age:** Cecaelias reach adulthood at age 21 and can live up to 60 years. They make the most of their shorter lifespans by fitting as many experiences into their life as possible **Fecundity:** Aarakocra have medium fecundity, and count as Aquatic and Humanoid for the purposes of breeding compatibility. They lay eggs every 45 days with a base 60% chance for additional eggs. If fertilized the eggs hatch after 120 days. **Size:** Most are 6 to 7 feet long and weigh between 200 to 300 pounds. Height Modifier = 2d10 Height = 5 feet + 10 inches + your height modifier in inches Weight in pounds = 160 + ( 2d4 x your height modifier) **Speed:** Your base walking speed is 25 feet. You have a swimming speed of 35 feet. **Languages:** You can speak, read, and write Common, Deep Speech, and one extra language of your choice. **Amphibious:** You can breathe both air and water. \columnbreak **Darkvision:** Accustomed to life deep underwater, 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. **Camouflage:** As an action, you may alter your skin color and texture and your hair color, allowing you to blend into your surroundings. This ability grants you advantage on Dexterity (Stealth) checks to hide if you touch any surface with your hands or tentacles that is at least one size larger than you such as coral, kelp, rock, sand, or wood. **Dweller of the Depths:** You have resistance to cold damage and ignore any of the drawbacks caused by a deep, underwater environment. **Tentacles:** Your tentacles are natural melee weapons that 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. Additionally, if you use your action to make an attack with your tentacles, you can immediately make a grapple check as a bonus action.
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# Centaur #### Swift and sure, that is the way of the centaur. — Abryxius Bruile, centaur
### History ___ Centaurs gallop throughout the multiverse and trace their origins to many different realms. Powerful and curious, quick to act and knowledgeable of the wider world, centaurs seek to experience life's boundless bounty. Not ones to settle in permanent homes, though, centaurs might be found wherever there are wonders to be witnessed and adventures to be had. ### Appearance ___ Centaurs have the upper bodies, down to the waist, of muscular humans, displaying all the human variety of skin tones and features. Their ears are slightly pointed, but their faces are wider and squarer than those of elves. Below the waist, they have the bodies of small horses, with a similar range of coloration—from various shades of chestnut or bay to dappled or even zebra-like striped patterns. Most centaurs style their hair and their tails in a similar way. \columnbreak ### Centaur Names ___ Centaurs' given names are passed down through family lines. The name bestowed on a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the memory—and, the centaurs believe, some shard of the spirit—of the departed. Centaurs don't use family names, but they wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals, printed mottoes, braids and beads worn in the hair and tail, or even specific patterns of woven fabric. Male Names: Bonmod, Boruvo, Chodi, Drozan, Kozim, Milosh, Ninos, Oleksi, Orval, Radovas, Radom, Rostis, Svetyos, Tomis, Trijiro, Volim, Vlodim, Yarog Female Names: Daiva, Dunja, Elnaya, Galisnya, Irinya, Kotyali, Lalya, Litisia, Madya, Mira, Nedja, Nikya, Ostani, Pinya, Rada, Raisya, Stasolya, Tatna, Zhendoya, Zoria ### Alternative Origins Centaur upper body typically resemble that of humans and have the lower body of a horse. If you would like to play an centaur of a different species, check out the Taur Half-Lineage on page [add later]
\pagebreakNum \columnbreak ### Centaur Traits ___ Your Centaur character has the following species traits. Centaurs cannot be hybrids, instead use the Taur half-lineage. **ASI:** 3 Points. Example: STR +2, WIS +1. **Age:** Centaurs mature and age at about the same rate as humans. **Fecundity:** Aarakocra have medium fecundity, and count as Avian and Elementals for the purposes of breeding compatibility. They lay eggs every 39 days with a base 50% chance for additional eggs. If fertilized the eggs hatch after 30 days. **Size:** Medium Height Modifier = 1d10 Height = 6 feet + 1 inches + your height modifier in inches Weight in pounds = 600 + ( 2d12 x your height modifier) **Speed:** Your base walking speed is 40 feet. **Languages:** You can speak, read, and write Common and one other language, usually Sylvan. **Creature Type:** You are a Fey, not a Humanoid. **Charge:** If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves. **Hooves:** You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. **Equine Build:** You count as one size larger when determining your carrying capacity and the weight you can push or drag. You count as mounted for the Lance's special property but not for any other feature or abilities. Additionally, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. You follow barding prices and weights regarding armor. Finally, if you wish, you can act as a mount for others or can even pull a cart or wagon. You do not have to follow their directions like a trained mount would, but you count as a mount for the purposes of any features or effects *they* have. Any rider(s) count against your maximum carrying capacity. **Natural Affinity:** Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: *Animal Handling, Medicine, Nature,* or *Survival.*
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# Changeling #### Long ago there was a woman named Jes, and she had one hundred children. Her rivals conspired against her and swore to kill her children. Jes begged the Sovereigns for help, but their only answer was the wind and rain. In the depths of her despair, a lonely traveler took her hand. "I will protect your children if they follow my path. Let them wander the world. They may be shunned and feared, but they will never be destroyed". Jes agreed, and the traveler gave her his cloak. When she draped it over her children, their old faces melted away and they could be whoever they wanted to be. And so it remains. Though the children are shunned by all, the gift of the Traveler protects them still. -Chance, changeling priest
### History ___ With ever-changing appearances, changelings reside in many societies undetected. Wherever humans live, changelings reside also; the question is whether their presence is known. The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today—even in those changelings who have never set foot in the fey realm. ### Appearance ___ Changelings can shift their forms with a thought. Many changelings use this gift as a form of artistic and emotional expression. It's also an invaluable tool for grifters, spies, and others who wish to deceive. This leads many people to treat changelings with suspicion. In their true form, changelings are pale, with colorless eyes and silver-white hair. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape—one created on the spur of the moment, with no depth or history—is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth. They build an identity over time, crafting a persona with a history and beliefs. This focused identity helps a changeling pinpoint a particular skill or emotion. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat. ### Changeling Names ___ A changeling might use a different name for each mask and persona and adopt new names as easily as they change faces. The true name of a changeling tends to be simple and monosyllabic; however, there are often accents to a changeling's name that are expressed through shapeshifting, something single-skins will likely miss. So, two changelings might have the name Jin, but one is Jin-with-vivid-blue-eyes and one is Jin-with-golden-nails. Changelings have a fluid relationship with gender, seeing it as one characteristic to change among many. Changeling Names: Aunn, Bin, Cas, Dox, Fie, Hars, Jin, Lam, Mas, Nix, Ot, Paik, Ruz, Sim, Toox, Vil, Yug
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\columnbreak ### Changeling Traits ___ Your Changeling character has the following species traits. Changelings cannot be hybrids. **ASI:** 3 Points. Example: CHA +1, WIS +1. **Age:** Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans. **Fecundity:** Changelings have medium fecundity, and count as every type for the purposes of breeding compatibility. They do not produce hybrid offspring; any children will be a changeling or the race of the other parent. A changeling cannot change their sex while pregnant. Their pregnancies last about 9 months and have a base 15% chance for multiple offspring. **Size:** In their true form they are Medium. Height Modifier = 2d4 Height = 5 feet + 1 inches + your height modifier in inches Weight in pounds = 115 + ( 2d4 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and two others. **Changeling Instincts:** Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: *Deception, Insight, Intimidation, Performance*, or *Persuasion*. **Shapechanger:** 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. \pagebreakNum
# Chwinga ( pronounced: /tʃɛˈwɪŋɑːz/ cheh-WING-ahz )
### Appearance ___ Chwingas are between 6 inches and a foot tall, and resemble tiny animated dolls of varying colors, with masks for faces. No two masks are alike and sometimes resemble animal faces. Their hair is wild and unkempt \columnbreak ### History ___ Chingwas are are tiny, shy elemental spirits that can be found in remote locations all across the multiverse. They tend to inhabit natural places that are untouched by civilization. They protect such places, considering themselves custodions of it. They are however, endlessly fascinated and curious about the trappings of civilization and will often follow people or stow away on ships. If they like a creature, they will try to help them in small secret ways. ### Chwinga Names ___ Chwinga have no names for themselves, though sometimes others give them names. ### Chwinga Traits ___ Your Chwinga character has the following racial traits. Chwinga cannot be hybrids. **ASI:** 3 Points. Example: DEX +2, INT, WIS, or CHA +1. **Age:** Chwinga come into being spontaneously in the right natural conditions, and have no obvious aging. When they die they become some form of natural debris like a petal, puddle, pebble, a cloud of spores, a dodecahedron made of woven grass or anything else you decide. **Fecundity:** Since Chwinga simply come into existence, they have no fecundity and do not reproduce. **Size:** You are very small. Your size class is tiny. Height Modifier = 1d8 Height = 5 inches + your height modifier in inches Weight in pounds = 0.5 + ( 1d4 x your height modifier) **Speed:** Your base walking speed is 20 feet and a climbing speed and swim speed that both match your walk speed. **Languages:** You have no mouth so you cannot speak, though you can read and write common. If a spell requires a vocal component, you're able to cast it without needing to speak. **Creature Type:** You are an Elemental and a Humanoid. If a spell or effect would affect either type, it affects you. **Unusual Nature:** You do not require air, food, or water. You can absorb a liquid like a potion to benefit from the effects by pouring it on your body (or having it poured on you). **Eyeless:** Chwinga have no true eyes, though parts of their masks may resemble eyes. This does not mean they're unable to see. They see clearly in all directions all the time but only to a range of 60 feet, beyond which their vision is very blurry. You are considered to have 60' of blindsight, though you can discern color and other details within that range, and have disadvantage on attack and perception rolls for things outside of that range. \pagebreakNum **Natural Magic:** You're able to channel your connection to nature into magic to help people. Whenever you finish a long rest, choose one of the following: *contracept, druidcraft, guidance, mending, message,* or *prestidigitation*. You are able to cast the chosen spell without material or vocal components. For you, you can mentally think of the words for the *message* spell. Starting at 3rd level you can choose up to two spells, and your choices are expanded to include: *air bubble, animated image, heart's desire, minor air bubble,* or *pass without trace*. However these spells can only be cast once per day, regaining the use after a long rest, though they may be cast using any spell slots you have. Starting at 5th level you can change your choices after a short rest. \columnbreak **Natural Shelter:** You are able to hide normal things found in nature such as a rock, tree, bush, or a fresh water source. You can do this any time you take the hide action. While inside you cannot be attacked or targeted by anything, though your shelter can be destroyed and your blindsight is reduced to 30 feet. If your shelter is destroyed with you in it, you are stunned until the end of your next turn. Exiting takes an action. **Very Small:** You are very, very small. You are unable to use heavy weapons at all in combat, and have disadvantage with all weapons that are not light. Your carry capacity is 1/4th what it would be for a medium creature. For you, armor costs half as much and weighs one quarter the normal weight. You can share the space of any Medium or larger creature even if it is hostile to you.
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# Dragonborn #### "You're one of the dragonborn... Interesting. The world truly did change while I was away."" — Brimstone
### History ___ Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life. ### Appearance ___ Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are smiting, talonlike claws with three fingers and a thumb on each hand. The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor-bright red, green, blue, or white, lustrous black, or gleaming metallic like gold, silver, brass, copper, or bronze. ### Dragonborn Names ___ Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutch mates as a descriptive term or endearment. The name might recall an event or center on a habit. **Male Names:** Arjhan, Balasar, Bharash, Donaar, Ghesh, Hesken, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn **Female Names:** Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit **Childhood Names:** Climber, Earbenden Leaper, Pious, Shieldbiter, Zealous **Clan Names:** Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit \columnbreak ### Dragonborn Traits ___ Your Dragonborn character has the following species traits. **ASI:** 3 points. Example: STR +2, CHA +1. **Age:** Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. **Fecundity:** Dragonborn have low fecundity, and count as Dragon and Humanoid for the purposes of breeding compatibility. They are capable of both live birth and laying eggs. Which they do depends on what the other parent normally does (if they also can do either, determine which randomly). If they are pregnant with an egg they will lay it after 60 days and it will hatch 11 months later. If they are pregnant with a live birth it will last 13 months. In either case they have a base 10% chance for multiple offspring. **Size:** Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. Height Modifier = 2d8 Height = 5 feet + 6 inches + your height modifier in inches Weight in pounds = 175 + ( 2d6 x your height modifier) Aquatic and Stellar Dragonborn are generally bigger: Height Modifier = 2d10 Height = 5 feet + 10 inches + your height modifier in inches Weight in pounds = 180 + ( 2d6 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. **Draconic Ancestry:** Dragonborn have many possible ancestries. They are divided into Aquatic, Chromatic, Gem, Metallic, Stellar, and Wildmont. They are detailed in order on the following pages. If you are making a dragonborn character, you should check out the OSA Feats document for some species specific feats. \pagebreakNum ### Aquatic Dragonborn There are two types of Aquatic Dragons, Coral and Sea, and they both share the following trait:
**Oceanborn:** All Aquatic dragons have a swim speed of 30 and can breathe air and water. #### Coral Dragonborn **Breath Weapon:** When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy. You can choose to exhale either a 30-foot line that is 5 feet wide or a 15-food cone. Each creature in that area must make a saving throw, a Dexterity saving throw if it is a line or a Constitution saving throw if it is a cone (DC = 8 + your Constitution modifier + your proficiency bonus). 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 acid 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. **Draconic Resistance:** You have resistance to Acid damage. **Aquatic Legacy:** Starting at 5th level, as a reaction you can quickly grow a barrier of magical coral around yourself to protect you. Until the start of your next turn, you have a +2 bonus to AC, including against the triggering attack. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses after a long rest. \columnbreak #### Sea Dragonborn An additional option for dragonborn. **Steam Breath:** When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of boiling hot steam. You can choose to exhale either a 30-foot line that is 5 feet wide or a 15-food cone. Each creature in that area must make a saving throw, a Dexterity saving throw if it is a line or a Constitution saving throw if it is a cone (DC = 8 + your Constitution modifier + your proficiency bonus). 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 1d8 fire damage. Because your breath is steam, not actual flames, it ignores fire resistance (but not immunity), but is weaker so it deals less damage overall. On a successful save, it takes half as much damage. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 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. **Draconic Resistance:** You have resistance to Fire damage. **Aquatic Legacy:** Starting at 5th level, as a bonus action while you are underwater, you can release a 5-foot-radius cloud of steam and bubbles that extends all around you. The area is heavily obscured for 1 minute, or until the end of your next turn if a strong current (at least 3 mph) is present. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses after a long rest. \pagebreakNum
\columnbreak ### Chromatic Dragonborn with chromatic ancestry claim the raw elemental power of chromatic dragons. The vibrant colors of black, blue, green, red, and white dragons gleam in those dragonborn's scaled skin and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, and of raging lightning storms, as well as the subtle whisper of swamp and forest, toxic and corrosive. **Chromatic Ancestry:** You have a chromatic dragon ancestor, granting you a special magical affinity. Choose a dragon type from the table below. This determines the damage type for your other traits, as shown on the table. Dragons might treat you as associated with that type. | Dragon | Damage Type | |:-----:| :------:| | Black | Acid | | Blue | Lightning | | Brown | Fire | | Green | Poison | | Grey | Cold | | Magenta | Thunder | | Orange | Poison | | Pink | Cold | | Purple | Acid | | Red | Fire| |White | Cold| | Yellow | Lightning | **Breath Weapon:** When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy. You can choose to exhale either a 30-foot line that is 5 feet wide or a 15-food cone. Each creature in that area must make a saving throw, a Dexterity saving throw if it is a line or a Constitution saving throw if it is a cone (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. 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. **Draconic Resistance:** You have resistance to the damage type associated with your Chromatic Ancestry. **Chromatic Warding:** Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can't do so again until you finish a long rest. \pagebreakNum ### Gem Gem dragonborn partake of the heritage of gem dragons, who claim to be heirs of Sardior, the Ruby Dragon. The colors and mysterious powers of gem dragons—amethyst, crystal, emerald, sapphire, and topaz—gleam in these dragonborn's scaled skin and course through their veins. Theirs are the wonders of the mind, the force of will, the brilliant light of insight, and the resounding echo of discovery—but also the desiccation of despair. **Gem Ancestry:** You have a gem dragon ancestor, granting you a special magical affinity. Choose a dragon type from the table below. This determines the damage type for your other traits, as shown on the table. Dragons might treat you as associated with that type. | Dragon | Damage Type | |:-----:| :------:| | Amethyst | Force | |Crystal|Radiant| | Emerald | Psychic | | Obsidian | Fire | | Ruby | Fire | |Sapphire |Thunder| |Topaz|Necrotic| **Breath Weapon:** When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy. You can choose to exhale either a 30-foot line that is 5 feet wide or a 15-food cone. Each creature in that area must make a saving throw, a Dexterity saving throw if it is a line or a Constitution saving throw if it is a cone (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. 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. **Draconic Resistance:** You have resistance to the damage type associated with your Gem Ancestry. **Psionic Mind:** You can send telepathic messages to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them. **Gem Flight:** Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can't do so again until you finish a long rest. Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character. \columnbreak
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### Metallic Dragonborn with metallic ancestry lay claim to the tenacity of metallic dragons—brass, bronze, copper, gold, and silver—whose hues glint in their scales. Theirs is the fire of hearth and forge, the cold of high mountain air, the spark of inspiration, and the scouring touch of acid that purifies. **Metallic Ancestry:** You have a metallic dragon ancestor, granting you a special magical affinity. Choose a dragon type from the table below. This determines the damage type for your other traits, as shown on the table. Dragons might treat you as associated with that type. \columnbreak | Dragon | Damage Type | |:-----:| :------:| | Adamantine| Fire | |Brass|Fire| |Bronze|Lightning| | Chromium| Cold | | Cobalt| Force | |Copper|Acid| | Iron| Lightning | |Gold|Fire| | Lead | Poison | | Mercury | Poison | | Mithral | Radiant | | Nickel| Acid | |Silver|Cold| | Steel | Acid | | Tungsten| Fire | **Breath Weapon:** When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy. You can choose to exhale either a 30-foot line that is 5 feet wide or a 15-food cone. Each creature in that area must make a saving throw, a Dexterity saving throw if it is a line or a Constitution saving throw if it is a cone (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. 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. **Draconic Resistance:** You have resistance to the damage type associated with your Metallic Ancestry. **Metallic Breath Weapon:** At 5th level, you gain a second 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. Whenever you use this trait, choose one: **Enervating Breath:** Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn. **Repulsion Breath:** Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone. Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest. \pagebreakNum ## Stellar Dragonborn There are two types of Stellar Dragons, Lunar and Solar, and they both share the following trait: **Unusual Nature:** You do not require air. However you cannot use your breath weapon or cast spells with vocal components without it.
#### Lunar Dragonborn **Cold Breath:** When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy. You can choose to exhale either a 30-foot line that is 5 feet wide or a 15-food cone. Each creature in that area must make a saving throw, a Dexterity saving throw if it is a line or a Constitution saving throw if it is a cone (DC = 8 + your Constitution modifier + your proficiency bonus). 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 cold 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. **Moon Glow:** Thanks to your connection to lunar objects, you are able to see in non magical darkness. You can see in dim light as if it were bright light and darkness as if it were dim light up to a range of 60 feet. Your lunar ties make your darkvision unusual; everything you see in darkness is in a shade of blue. \columnbreak #### Solar Dragonborn An additional option for dragonborn. This replaces Damage/Draconic Resistance trait and breath weapon(s). You do not count as a chromatic, metallic, or gem type dragonborn. **Photonic Breath:** When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of a magical mote of radiant energy. The mote travels to a point up to 60 feet away that you can see, then blossoms into a 5-foot-radius sphere centered on that point. 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 radiant 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. **Star Child:** You're able to channel the power of the sun through your body. As a bonus action you can cause your entire body to glow with bright light for a distance of 20 feet and dim light for a further 20 feet. You can end the effect as a bonus action. The glow doesn't automatically stop if you are rendered unconscious but it does stop if you die. \pagebreakNum ### Wildmount Dragonborn Wildmount Dragonborn come in two types: Draconblood and Ravenite. Both have a breath weapon and their own unique trait. **Draconic Heritage:** Choose a dragon type from the table below. This determines the damage type for your other traits, as shown on the table. Dragons might treat you as associated with that type. | Dragon (type) | Damage Type | |:-----:| :------: | Adamantine| Fire | 15' cone (Dex save) | | Amethyst | Force | 5x30 line (Dex save) | | Brown | Fire | 5x30 line (Con save) | | Chaos | Force | 5x30 line (Dex save) | | Chromium | Cold | 5x30 line (Con save) | Cobalt | Force | 15' cone (Dex save) | | Coral | Acid | 15' cone (Dex save) | | Emerald | Psychic | 5x30 line (Con save) | | Grey | Cold | 15' cone (Con save) | | Iron | Lightning | 5x30 line (Dex save) | | Lead | Poison | 5x30 line (Con save) | | Magenta | Thunder | 5x30 line (Con save) | | Mercury | Poison | 15' cone (Con save) | | Mithral | Radiant | 5x30 line (Dex save) | | Nickel | Acid | 15' cone (Con save)| | Obsidian | Fire | 15' cone (Con save) | | Orange | Poison | 5x30 line (Con save) | | Pink | Cold | 15' cone (Con save) | | Prismatic | Radiant | 15' cone (Dex save) | | Purple | Acid | 5x30 line (Dex save) | | Ruby | Fire | 5x30 line (Dex save) | | Steel | Acid | 15' cone (Con save) | | Tungsten | Fire | 5x30 line (Con save) | | Yellow | Lightning | 5x30 line (Dex save) | \columnbreak **Breath Weapon:** When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy. You can choose to exhale either a 30-foot line that is 5 feet wide or a 15-food cone. Each creature in that area must make a saving throw, a Dexterity saving throw if it is a line or a Constitution saving throw if it is a cone (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. 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. #### Draconblood Dragonborn Draconbloods possess long tails and a knack for social manipulation. They remember the days when they were once mighty conquerors. **Forceful Presence:** You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest. #### Ravenite Dragonborn Ravenites have no tails and a hearty physique. They remember the days when they were slaves to the draconblood, as well as the day when they overthrew their masters. **Vengeful Assault:** When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can't do so again until you finish a short or long rest. ## Species Feats: Whenever you are able to take a feat, these are additional options for you. Some are restricted to specific types of dragonborn. ##### Bahamut's Blessing **Dragon type:** *Metallic Dragonborn* You have become more in touch with your draconic ancestry and grown a pair of large wings that is indicative of your heritage. You are able to use these to fly, with a flying speed of 20 which you can used when not heavily encumbered. You may use them to slowfall even if heavily encumbered. This ancestry has also helped you to let the might of dragons flow through you. When you fail a saving throw of any kind, you can choose to succeed instead. Once you use this feature, you cannot use it again until you finish a long rest. \pagebreakNum ##### Dragon Fear When angered, you radiate menace. You gain the following benefits: * Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20. * Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. ##### Dragon Hide You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: * Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20. * Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. * You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike ##### Flyby **Dragon type:** *Solar Dragonborn* You have become more in touch with your draconic ancestry and grown a pair of large sail like wings on your back. You are able to use these to fly, with a flying speed of 20 which you can used when not heavily encumbered. You may use them to slowfall even if heavily encumbered. As a bonus action on your turn, you turn your wings to catch the solar winds. Your flying speed is doubled until the end of your turn and your movement does not provoke attacks of opportunity. You can use this feature once, regaining the use after a short rest. ##### Gem Wings **Dragon type:** *Gem Dragonborn,* **Prerequisites:** *Must be 5th level or higher* You just love the skies and have used your Gem Flight ability so much that the spectral wings have become easier to conjure. The duration for the feature is now removed and you can use it as many times as you wish. When you manifest your wings, or as a bonus action when you already have them manifested, you can choose to put on a burst of speed. For 1 minute your flying speed is increased by 20 feet. Once you use this burst of speed, you cannot do so again until you finish a long rest. \columnbreak ##### Phase **Dragon type:** *Lunar Dragonborn* By concentrating hard, you are able to become partially incorporeal for a short period of time as well as whatever gear you are wearing/carrying. As a bonus action on your turn you can become partially incorporeal until the start of your next turn. While in this state you have resistance to bludgeoning, piercing and slashing damage and are able to pass through any solid non magical objects or structures you wish and even other creatures. You don't sink into the ground or floor unless you want to. This effect requires concentration like a spell (following the same rules). When this effect ends, if you are inside a solid object, you are shunted to the nearest unoccupied space and take 1d10 force damage for every 5 feet traveled. You can use this feature once, regaining the use after a short rest. ##### Stellar Wings **Dragon type:** *Lunar Dragonborn* You have become more in touch with your draconic ancestry and grown a pair of large, chalky white wings indicactive of your heritage. Your wings are unusual however. You do not need them to stay aloft, instead it is your connection to the celestial bodies that does this. You have a hover speed of 20 which you can used when not heavily encumbered. You may use them to slowfall even if heavily encumbered. Your wings must be free to move though you can hover in place as long as you are conscious. You're also able to use this speed even without air or gravity. ##### Tiamat's Wrath **Dragon type:** *Chromatic Dragonborn* You have become more in touch with your draconic ancestry and grown a pair of large wings that is indicative of your heritage. You are able to use these to fly, with a flying speed of 20 which you can used when not heavily encumbered. You may use them to slowfall even if heavily encumbered. Tiamat's rage boils through you, making your breath attacks stronger. When you use your breath weapon, you can choose to channel that power. If you do, the damage die is changed to a d8 and the damage ignores damage resistances, for this attack. Choosing not to means your breath weapon works as normal. You can empower your breath weapon this way once, regaining the use after a long rest. \pagebreakNum
# Drell ##### "We- we don't have anything to offer, gracious friends. Not that anything can ever come close to repaying what you've done for us. All that we can give is who we are, and what we can be for you." —Iliere Forodi.
### History ___ The drell ancestors emerged from dry, rocky deserts on the barren world of Rakhana. Eight centuries ago, the already-arid drell homeworld began its swift descent into lifelessness due to disastrous industrial expansion. At the time, the drell lacked interstellar flight capacity, and with their population bursting at eleven billion, they faced certain doom. It was around the 1980s CE that the hanar made first contact with the drell race. In the following ten years, the hanar would transport a total of 375,000 drell to the hanar homeworld, Kahje. The remaining billions left on Rakhana would perish on their dying planet, warring against each other for diminishing resources. The drell now thrive co-existing with the hanar and have been a part of galactic civilization for roughly two centuries. Recently they were part of an initiative by the citadel races to colonize another galaxy. However on route the colony ship fell into the Astral Sea and ended up at The Hub, where they are slowly learning to adapt to their new environment. ### Appearance And Biology ___ Drell are omnivorous reptile-like humanoids with an average lifespan of 85 galactic standard years. Drell appearance is very similar to asari and humans, but their muscle tissue is slightly denser, giving them a wiry strength. They appear to have five fingers on each hand, albeit the ring and middle fingers are fused. Their skin is apparently infused with a venom mild enough to be served in drinks, and may cause mild hallucinations on "oral contact". They also have two sets of eyelids, akin to the nictitating membrane possessed by certain animals such as reptiles. The inner lid is milky-white and closes from the left and right, while the outer lid is black and closes from top and bottom. Much like humans or asari, drell possess the ability to shed tears. Sexual dimorphism among drell appears to be roughly analogous to humans. Females have breastlike protrusions, and their head "frills" are more pronounced than males'. The drell possess eidetic memory, an adaptation to a world where they must remember the location of every necessary resource (vegetation, drinkable water and prey migration paths) across vast distances. The memories are so strong that an external stimulus can trigger a powerful memory recall. These recalls are so vivid and detailed that some drell may mistake it for reality. \pagebreakNum
\columnbreak ### Drell Names ___ Drell have a mix of names, with no clear theme. Most have a first and last name. ### Drell Traits ___ Your Drell character has the following racial traits. **ASI:** 2 Points. Example: WIS +2, DEX +1. **Age:** Drell mature slightly faster than humans and typically live about 90 years, though are prone to a fatal respiratory condition if they live in humid climates. **Alignment:** Drell believe that the soul is separate from the body and that the body can be directed to take actions that doesn't reflect on their soul. Drell can have any alignment but can also act as a different alignment in their actions. **Fecundity:** Dredd have low fecundity, and count as Dragon and Humanoid for the purposes of breeding compatibility. They lay eggs every 33 days with a base 40% chance for additional eggs. If fertilized the eggs hatch after 120 days. **Size:** Drell are generally smaller than humans but not by much. They are medium. Size Modifier = 2d10 Height = 4 feet + 6 inches + your size modifier in inches Weight in pounds = 90 + ( 1d4 x your size modifier) **Speed:** They have a speed of 35. **Languages:** You can speak, read, and write know common. Some can also understand Hanar flashes but this is rare. **Eidetic Memory:** Drell never forget anything, no matter how hard they would try. Their memories are so vivid they can potentially get lost in them for a time. They always succeed on checks to recall things they have seen, heard, or otherwise experience and their memories cannot be altered by normal magic or forces. Only extremely powerful effects like wish and divine intervention can alter a Drell's memories. **Hyoid Bone:** Drell have a bone in their throat that they use to produce some vocal sounds by inflating their throats. This gives them advantage, or imposes disadvantage on others, on checks and saves involving chocking or suffocating the Drell. **Hallucinogenic touch:** Your skin secretes a mild neurotoxin. When you touch a creature with your bare skin, such as by an unarmed attack, you can force them to make a Constitution saving throw (DC 8 + your proficinecy bonus + your constitution modifier) or become poisoned for 1 minute. You can use this feature once, regaining the use after a short or long rest. \pagebreakNum
# Drider #### "I failed the Spider Queen once. Never again.” — Pellanistra the drider
Those who fail the tests of, or manage to annoy the goddess Lolth find themselves transformed into these abominations, Half drow Half spider, all beast. Though that is the usual happening, that driders lose their mind when the transformation is set into motion and are therefore subject to the control of lolth herself there are the few out there who take to the transformation in a more powerful way, these True drider are their own creatures, keeping their class and memories from before the transformation but continuing on life as their new form allows. ### Appearance Driders possess the upper bodies of drow, and the lower bodies of giant spiders. Their drow halves retain all of their typical physical features, Including black skin resembling polished obsidian, stark white or pale yellow hair, and very pale eyes that retain the same color shades as regular drow eyes would. The spider half of a drider is typically black and chitinous, propelling the creature along the ground atop eight wicked, spindly spider legs. Due to the space taken up by their spider halves, most driders tend to be up to 8 ft tall, and almost as wide. ### Drider Names ___ Many driders keep the name they had as drow, but others take new names for the new them. **Male:** Arthan, Demelir, Ghorrandir **Female:** Arcadias, Demeter, Henellaria **Unisex (Titles):** Doomweaver, Foeslayer, Liferenderer, Moonlust ### Drider Traits ___ Your Drider character has the following racial traits. **ASI:** 1 Point,. Example: DEX +1 **Age:** While a drider is often created while an adult, if not they mature at the same rate as humans. Driders live as long as normal drow do. **Fecundity:** Driders have medium fecundity, and count as Fey, Insect, and Monstrosity for the purposes of breeding compatibility. Driders have two different ways to reproduce. Female driders that are not impregnated will lay eggs every 27 days, with a 200% base chance for additional eggs. These eggs are baseball sized and after 90 days hatch into normal, if oversized spiders that are usually loyal to the mother. If they are impregnated, instead their pregnancy lasts for about 9 months with a 5% base chance of additional offspring. This results in a live birth. If they are a drow drider, the offspring could be a drow but not a drider. If they are a spider drider, the offspring could also be a drider. (Treat drow driders as drow for hybrids, and spider driders as driders). \columnbreak **Size:** Your size is medium. Height Modifier = 2d12 Height = 7 feet + 2 inches + your height modifier in inches Weight in pounds = 450 + ( 2d10 * your height modifier) **Speed:** You have a walking speed of 25 feet and a climb speed equal to your walk speed. Your spider legs allow you to move up, down, and across vertical surfaces and upside down along ceilings without needing to make any ability checks, as long as your legs are touching the surface. You are also not slowed by nonmagical webbing. **Languages:** You can speak, read, and write Common and Elvish (With DM permission, you may replace Common with Undercommon). **Fey Ancestry:** You have advantage on saving throws against being charmed, and magic can't put you to sleep. **Monstrous Nature:** Your creature types are humanoid and monstrosity. Driders cannot easily hide their nature in public, and sightings generally cause panic in most populations. Most people will fear/mistrust/attack you when first meeting them. **Trance:** Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. **Superior Darkvision:** Accustomed to the depths of the Underdark, 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. **Sunlight Sensitivity:** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. **Arachnid Build:** You count as one size larger when determining your carrying capacity and the weight you can push or drag. Your large body is not good at navigating tight spaces. When inside an area that is 5 feet or narrower in any dimension, you move at half speed. **Subraces:** Some driders try to cling to their original nature as drow, while others embrace their new form, leaving the past in the past. You can either be a Drow Drider, or a Spider Drider. \pagebreakNum
#### Drow Drider They try to reject their new state and cling to how they were. **ASI:** 1 additional point. Example: WIS +1. **Drow Magic:** You know the *Dancing Lights* cantrip. When you reach 3rd level, you can cast the *Faerie Fire* spell once with this trait; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you can also cast the *Darkness* spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells. **Drow Weapon Training:** You have proficiency with rapiers, shortswords, and hand crossbows. #### Spider Drider They fully embrace their new form and make the most of it, though they forget some of their old ways in the process. **ASI:** 1 additional point. Example: DEX +1. **Spider Bite** Your mouth contains venomous fangs you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target also takes 1d4 poison damage. Success or fail, your venom is exhausted and cannot be used again until the start of your next turn (though you can still bite). Your venom quickly degrades and becomes useless outside your body so it cannot be used to coat weapons. **Embrace the Legs** Your Arachnid Build feature is expanded. If you wish, you can act as a mount for others or can even pull a cart or wagon. You do not have to follow their directions like a trained mount would, but you count as one for the purposes of any features or effects *they* have. Any rider(s) count against your maximum carrying capacity and affect you just the same. Finally, the *Web* spell is an additional spell option for you, whenever you are able to choose a 2^nd^ level spell, and for you, the spell has no material components. Also, if for any reason you are able to take a Warlock Invocation, you are can take those with the Drider Patron prerequis, and ignore any level prerequisites for those Invocations (but not other prerequisites), even if you do not have that patron. \pagebreakNum
# Dwarf #### "Dwarves are creatures of stone, and like stone they change only in response to extremes. The dwarves of the many worlds share much in common, but never allow those similarities to blind you to their unique traits.” — Mordenkainen
### History ___ Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs-these common threads unite all dwarves. ### Appearance ___ Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk. Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully. ### Dwarf Names ___ A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place. **Male Names:** Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal **Female Names:** Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra **Clan Names:** Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart \columnbreak ### Dwarf Traits ___ Your Dwarf character has the following species traits. **ASI:** 2 Points. Example: CON +2 **Age:** Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years. **Size:** Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. **Fecundity:** Dwarves have low fecundity, and count as Humanoid for the purposes of breeding compatibility. Their pregnancies last about 10 months and have a base 5% chance for multiple offspring. **Speed:** You have a walking speed of 25 feet and being heavily encumbered or wearing heavy armor does not reduce it. **Languages:** You know common and Dwarvish. Dwarvish is common. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. **Darkvision:** Accustomed to life underground, 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. **Dwarven Resilience:** You have advantage on saving throws against poison, and you have resistance against poison damage. **Dwarven Combat Training:** You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. **Tool Proficiency:** You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools. **Stonecunning:** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. **Sub-Species:** Dwarves live in a variety of places, though usually underground. Their home environment has an impact on their abilities. Choose one of the following sub-species: Aurirn, Derugar, Hill, Kaladesh, Mark of Warding, Mountain. \pagebreakNum ### Aurirn A few thousand years ago, a group of dwarves led an expedition to mine a crack in the seabed off the east coast of Varanu. Over the years, some of the dwarven miners began to physically change. These dwarves could withstand the heat and pressure, grew gills on their necks, and saw their skin change to be covered in green-blue scales. They called themselves aurirn, and they felt more at home in the deeps, with little or no need to return to the surface. **ASI:** One additional point, typically Dexterity. **Size:** Height Modifier = 2d4 Height = 3 feet + 10 inches + your height modifier in inches Weight in pounds = 120 + ( 2d6 x your height modifier) **From the Depths:** You have a swimming speed of 30 feet and you can breathe air and water. You ignore any drawbacks caused by a deep, underwater environment. You also gain one of the following traits of your choice: **Deepborn:** Adapted to living in the frigid seas of the deep, you have resistance to cold damage. **Fireborn:** Adapted to living along the boiling cracks of the seafloor, you have resistance to fire damage.
\columnbreak ### Duergar The gray dwarves, or duergar, live deep in the Underdark. After delving deeper than any other dwarves, they were enslaved by mind flayers for eons. Although they eventually won their freedom, these grim, ashen-skinned dwarves now take slaves of their own and are as tyrannical as their former masters. Physically similar to other dwarves in some ways, duergar are wiry and lean, with black eyes and bald heads, with the males growing long, unkempt, gray beards. **ASI:** 1 additional point. Example: STR +1. **Size:** Height Modifier = 2d4 Height = 3 feet + 8 inches + your height modifier in inches Weight in pounds = 80 + ( 2d6 x your height modifier) **Duergar Resilience:** In addition to your Dwarven Resilience benefits, you also have advantage on saving throws against being charmed or paralyzed. **Duergar Magic:** When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the Invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells. **Superior Darkvision (replaces Darkvision):** Accustomed to life underground, 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. **Sunlight Sensitivity:** You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Optionally you replace Superior Darkvision with this ability: **Daywalker:** You are accustomed to being in bright daylight and are immune to Sunlight Sensitivity for up to 8 hours a day. This immunity does not include magical sunlight.
\pagebreakNum ### Hill **ASI:** 1 additional point. Example: WIS +1. **Size:** Height Modifier = 2d4 Height = 3 feet + 8 inches + your height modifier in inches Weight in pounds = 115 + ( 2d6 x your height modifier) **Dwarven Toughness:** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. ### Kaladesh Dwarves from the plane of Kaladesh, one where the air is filled with energy and machines of artifice are common. **ASI:** 1 additional point, Intelligence is typical. **Dwarven Toughness (replaces Dwarven Combat Training):** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. **Artisan's Expertise (Replaces Stonecunning):** You gain proficiency with two kinds of artisan's tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make an Intelligence (History) check related to the origin of any architectural construction (including buildings, public works such as canals and aqueducts, and the massive cogwork that underlies much of the construction of Ghirapur), you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. **Mind for Tech:** You grew up surrounded by technological marvels, so you're naturally adept at figuring out what they do. You know the *Identify* spell and can cast it as a ritual, substituting a set of artisan's tools you are proficient with for the material components. You can also cast it using any spell slots you have available, and you can still substitute the material components for your tools when you cast it this way.
\columnbreak ### Mark of Warding From the plane of Eberron. **ASI:** 1 additional point. Example: INT +1. **Size:** Height Modifier = 2d4 Height = 3 feet + 8 inches + your height modifier in inches Weight in pounds = 115 + ( 2d6 x your height modifier) **Warder's Intuition:** When you make an Intelligence (Investigation) check or an ability check using thieves' tools, you can roll a d4 and add the number rolled to the ability check. **Wards and Seals:** You can cast the alarm and mage armor spells with this trait. Starting at 3rd level, you can also cast the arcane lock spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don't need material components for them when you cast them with this trait. **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Warding Spells table are added to the spell list of your spellcasting class. **Mark of Warding Spells:** |Spell Level| Spells| |:-:|:-| |1st| alarm, armor of Agathys |2nd| arcane lock, knock |3rd| glyph of warding, magic circle |4th| Leomund's secret chest, Mordenkainen's faithful hound |5th| antilife shell ### Mountain **ASI:** 2 additional point. Example: CON +2. **Size:** Height Modifier = 2d4 Height = 4 feet + 0 inches + your height modifier in inches Weight in pounds = 130 + ( 2d6 x your height modifier) **Dwarven Armor Training:** You have proficiency with light and medium armor. \pagebreakNum
## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Dwarven Fortitude You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: * Increase your Constitution score by 1, to a maximum of 20. * Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). ##### Squat Nimbleness You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. \pagebreakNum
# Elf #### Known in their own tongue as Tel-quessir (also Tel'Quessir or Tel'Quess)
### History ___ Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world. ### Appearance ___ With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females. Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry. ### Elf Names ___ Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names. On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version. **Child Names:** Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall **Male Adult Names:** Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis **Female Adult Names:** Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia \columnbreak
**Family Names (Common Translations)**: Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal) ### Elf Traits ___ Your Elf character has the following species traits. **ASI:** 2 Points. Example: DEX +2. **Age:** Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. **Fecundity:** Elves have low fecundity, and count as Fey and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 9 months and have a base 5% chance for multiple offspring. **Size:** Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. **Speed:** You have a walking speed of 30 feet. **Languages:** Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. **Darkvision:** Accustomed to twilit forests and the night sky, 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. **Fey Ancestry:** You have advantage on saving throws against being charmed, and magic can't put you to sleep. **Keen Senses:** You have proficiency in the Perception skill. **Trance:** Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. **Sub-Species:** Elves are a diverse species with many distinct lineages and this can impact their abilities. Choose one of the following sub-species: Deep Diver, Drow, Eladrin, Fire, High, Mark of Shadow, Nelf, Pallid, Sea, Shardar-kai, Sunswimmer, Tajuru, Vahadar, or Wood. Some UA elves have identical traits to other sub-species. They are listed with the sub-species they match. \pagebreakNum ### Deep Diver Elves of the deep ocean. **ASI:** 1 additional point, Constitution is typical. **Size:** Height Modifier = 2d8 Height = 4 feet + 6 inches + your height modifier in inches Weight in pounds = 90 + ( 1d4 x your height modifier) **Child of the Midnight Depths:** You have a swimming speed equal to your walking speed, and you can breathe air and water. In additon, you are accustomed to the deepest seas and have resistance to cold damage. You also ignore any of the drawbacks caused by a deep, underwater environment. Finally, your darkvision has a range of 120 feet, instead of 60. **Additional Language:** You can speak, read, and write Aquan.
\columnbreak ### Drow Elves of the Underdark. Mul Daya elves from Zendikar have the same features as Drow. **ASI:** 1 additional point, Charisma is typical. **Size:** Height Modifier = 2d6 Height = 4 feet + 5 inches + your height modifier in inches Weight in pounds = 75 + ( 1d6 x your height modifier) **Superior Darkvision (replaces Darkvision):** Accustomed to the depths of the Underdark, 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. **Drow Magic:** You know the *dancing lights* cantrip. When you reach 3rd level, you can cast the *faerie fire* spell once with this trait; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you can also cast the *darkness* spell once per day with this trait; you regain the ability to cast it when you finish a long rest. You can also cast the spells using any spell slots you have from your class(es). Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). **Drow Weapon Training:** You have proficiency with rapiers, shortswords, and hand crossbows. Optionally you replace Superior Darkvision with this ability: **Daywalker:** You are accustomed to being in bright daylight and are immune to Sunlight Sensitivity for up to 8 hours a day. This immunity does not include magical sunlight.
\pagebreakNum ### Eladrin Eladrin are Feywild natives and are associated with one of the four seasons. Their associated season affects the coloration of their skin, hair, and other similar features, and can affect their mood. Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin's current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer. **Autumn** is the season of peace and goodwill, when summer's harvest is shared with all. **Winter** is the season of contemplation and dolor, when the vibrant energy of the world slumbers. **Spring** is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes. **Summer** is the season of boldness and aggression, a time of unfettered energy. **ASI:** 1 additional point, Charisma is typical. **Size:** Height Modifier = 2d12 Height = 4 feet + 6 inches + your height modifier in inches Weight in pounds = 90 + ( 1d4 x your height modifier) \columnbreak **Fey Step:** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.You can also cast the spells using any spell slots you have from your class(es). Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race). When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your spellcasting ability modifier: **Autumn:** Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it. **Winter:** When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. **Spring:** When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you. **Summer:** Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
\pagebreakNum ### Fire This group of elves, millennia ago, sought refuge near volcanoes. They learned to become harmonious with the lava and the fire. They are on good terms and have had good relations trading with the dwarves. In fact, there are slight dwarven influences to be seen throughout the culture in mannerisms, speaking, and art. **ASI:** 1 additional point, Intelligence is typical. **Size:** Height Modifier = 2d8 Height = 4 feet + 6 inches + your height modifier in inches Weight in pounds = 90 + ( 1d4 x your height modifier) **Dwarven Weapon User:** You are proficient with the warhammer. **Fire Resistance:** Thousands of years of living within a volcano has made these elves resistant to its flames. You are resistant to fire damage. **Flame Touch:** You can cast the burning hands spell once, at lowest level, without material components. You regain use of this spell via this trait when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race).
\columnbreak ### High Self declared Golden Elves or Sunrise Elves. **ASI:** 1 additional point, Intelligence is typical. **Size:** Height Modifier = 2d10 Height = 4 feet + 6 inches + your height modifier in inches Weight in pounds = 90 + ( 1d4 x your height modifier) **Elf Weapon Training:** You have proficiency with the longsword, shortsword, shortbow, and longbow. **Cantrip:** You know one cantrip of your choice from the wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race). **Extra Language:** You can speak, read, and write one extra language of your choosing. ### Mark of Shadow From the Plane of Eberron. **ASI:** 1 additional point, Charisma is typical. **Size:** Use the height modifiers of another sub-species. **Cunning Intuition:** When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll a d4 and add the number rolled to the ability check. **Shape Shadows:** You know *the minor illusion* cantrip. Starting at 3rd level, you can cast the *invisibility* spell once with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Shadow Spells table are added to the spell list of your spellcasting class. **Mark of Shadow Spells** |Spell Level| Spells| |:-:|:-| |1st| disguise self, silent image |2nd| darkness, pass without trace |3rd| clairvoyance, major image |4th| greater invisibility, hallucinatory terrain |5th| mislead \pagebreakNum ### Nelf **Becoming a Nelf:** Any subrace of elf can become a Nelf by various means, such as demonic influences, potion accidents, or other effects. You can start as a Nelf or change your subrace to it if you gain a tail. As part of becoming a nelf, you grow a tail. It can have any appearance you wish though its initial coloration matches the hair on your head and it does not change after being grown. Your tail is not prehensile. **ASI:** 1 additional point, Charisma is typical. If you became a Nelf after character creation, you do not get this ASI. **Size:** Use the height modifiers of another sub-species. **Spells:** If you have any spells you gained from any source other than a class Spellcasting or Pact Magic feature, you use Charisma for your spellcasting ability instead of what it normally uses. **Nature:** The nature of your tail has changed your biology. If your tail is demonic, you count as a Fiend in addition to your normal creature types. If it is furry or scaled (non draconic), you count as a Beast in addition to your normal creature types. Work with your DM if your tail is none of these options. **Features:** Pick the features of any other elf sub-species, or if you already have one, keep them. You have the features of that subrace except any ability score increases. You can still take feats as that sub-species.
\columnbreak ### Pallid **ASI:** 1 additional point, Wisdom is typical. **Size:** Height Modifier = 2d10 Height = 4 feet + 6 inches + your height modifier in inches Weight in pounds = 90 + ( 1d4 x your height modifier) **Incisive Sense:** You have advantage on Intelligence (Investigation) and Wisdom (Insight) checks. **Blessing of the Moon Weaver:** You know the *light* cantrip. When you reach 3rd level, you can cast the *sleep* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *invisibility* spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race).
\pagebreakNum ### Sea Elves of the open waves. **ASI:** 1 additional point, Constitution is typical. **Size:** Height Modifier = 2d8 Height = 4 feet + 6 inches + your height modifier in inches Weight in pounds = 90 + ( 1d4 x your height modifier) **Sea Elf Training:** You have proficiency with the spear, trident, light crossbow, and net. **Child of the Sea:** You have a swimming speed of 30 feet, and you can breathe air and water. **Friend of the Sea:** Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed. **Extra Language:** You can speak, read, and write Aquan. ### Sunswimmer Elves of the shallow waters. **ASI:** 1 additional point, Wisdom is typical. **Size:** Height Modifier = 2d10 Height = 4 feet + 6 inches + your height modifier in inches Weight in pounds = 90 + ( 1d4 x your height modifier) **Child of the Sunlit Seas:** You have a swimming speed equal to 5 plus your walk speed, and you can breathe air and water. **Friend of the Sunlit Seas:** Whenever you make a Nature check for a coastal or underwater environment, you can roll a d4 and add the result to the ability check. **Additional Language:** You can speak, read, and write Aquan. ### Shadar-Kai Elves native to the Shadowfell. **ASI:** 1 additional point, Constitution is typical. **Size:** Height Modifier = 2d8 Height = 4 feet + 8 inches + your height modifier in inches Weight in pounds = 90 + ( 1d4 x your height modifier) **Necrotic Resistance:** You have resistance to necrotic damage. **Blessing of the Raven Queen:** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
\pagebreakNum ### Tajuru The largest group of elves from Zendikar, fearless and adaptable. **ASI:** 1 additional point, Charisma is typical. **Size:** Height Modifier = 2d10 Height = 4 feet + 8 inches + your height modifier in inches Weight in pounds = 90 + ( 1d4 x your height modifier) **Skill Versatility:** You have proficiency with any combination of two skills or tools of your choice. ### Vahadar A group of elves from Kaladesh with a deep connection with nature. **ASI:** 1 additional point, Wisdom is typical. **Size:** Height Modifier = 2d10 Height = 4 feet + 6 inches + your height modifier in inches Weight in pounds = 90 + ( 1d4 x your height modifier) **Elf Weapon Training:** You have proficiency with the longsword, shortsword, shortbow, and longbow. **Cantrip:** You know one cantrip of your choice from the druid spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race). **Extra Language:** You can speak, read, and write one extra language of your choosing. ### Wood Bishatar and Tirahar elves from Kaladesh as well as Joraga elves from Zendikar have the same features as Wood Elves. **ASI:** 1 additional point, Wisdom is typical. **Size:** Height Modifier = 2d10 Height = 4 feet + 6 inches + your height modifier in inches Weight in pounds = 100 + ( 1d4 x your height modifier) **Elf Weapon Training:** You have proficiency with the longsword, shortsword, shortbow, and longbow. **Fleet of Foot:** Your base walking speed increases to 35 feet. **Mask of the Wild:** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
\pagebreakNum ## Species Feats: Whenever you are able to take a feat, these are additional options for you. Some are restricted to specific elven sub-species. ##### Revenant Blade You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class. * A double-bladed scimitar has the finesse property when you wield it. ##### Drow High Magic **Sub-Species:** Drow, Mul Daya You learn more of the magic typical of dark elves. You learn the *detect magic* spell and can cast it at will, without expending a spell slot. You also learn *levitate* and *dispel magic*, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. You can also cast the spells using any spell slots you have from your class(es). Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). ##### Fey Teleportation **Sub-Species:** High Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits: * Increase your Intelligence or Charisma by 1, to a maximum of 20. * You learn to speak, read, and write Sylvan. * You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell. \columnbreak ##### Wood Elf Magic **Sub-Species:** Vahadar, Wood You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the *longstrider* and *pass without trace* spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. You can also cast the spells using any spell slots you have from your class(es). Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). ##### Elven Accuracy The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits: * Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. * Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. \pagebreakNum
# Eliksni (A.k.A. The Fallen) #### "Listen long enough and you will hear stories of great Eliksni heroes. When the Great Machine was still with us." — Variks, the Loyal
### History ___ Eliksni are an Alien Race from a far away fallen empire, Their homeworld destroyed by a great powerful forerunner artifact. They seek the stars in revenge, hoping to one day find this artifact and destroy it. ### Appearance ___ They are 4 limbed, with grey-violet skin and a semi-arthropod anatomy, with a harsh clan-like society that venerates war. ### Eliksni Names ___ ### Eliksni Traits ___ Your Eliksni character has the following species traits. **ASI:** 3 Points. **Age:** Eliksni age and mature about as fast and live as long as humans **Fecundity:** Eliksni have medium fecundity, and count as Humanoid and Insect for the purposes of breeding compatibility. They lay eggs every 27 days with a base 60% chance for additional eggs. If fertilized the eggs hatch after 90 days. **Size:** You are size medium. They tend to be slightly taller than humans. Height Modifier = 2d10 Height = 4 feet + 10 inches + your height modifier in inches Weight in pounds = 140 + ( 2d6 x your height modifier) **Speed:** You have a walking speed of 30. **Languages:** You know Eliksni and one other language of your choice (common is recommended). **Clan-like:** Eliksni are very clanlike, and each clan specializes in different tactics, from Espionage and Explosives, to Ranged Infantry with melee shock-troops. You may choose any two of the following choices but you may not choose the same one twice: * Proficiency with a weapon of your choice * Proficiency in a skill of your choice * Proficiency with a non-artisan tool of your choice **Multi-Armed:** Elinski are born with 4 arms (lesser born have their lower arms removed at a young age). You can use these extra arms to hold up to four different things at once. They don't grant you extra actions or attacks in combat and you cannot benefit from a shield while wielding a weapon with the Heavy property. **Tough:** Born for war, an Elinski's hit point maximum is increased by an amount equal to their level. **Quick or Cunning:** Elinski are known for their speed and quickness to engage in combat. During the first round of combat, your walking speed is increased by 10 feet.
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# Fairy #### "Fairies are like Pixies or Sprites, but not quite so wee." -Feywild researcher
### History ___ The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well. ### Appearance ___ Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, choose or pick randomly one of the following: your wings are like those of a bird, you have shimmering, multicolored skin, you have exceptionally large ears, a glittering mist constantly surrounds you, you have a small spectral horn on your forehead, like a little unicorn horn, your legs are insectile, you smell like fresh brownies, a noticeable, harmless chill surrounds you. You're also free to come up with your own characteristic if none of the suggestions fit your character. \columnbreak ### Fairy Names ___ Fairies have a unique naming system, they have two names like other humanoids. What set the names of these fae spirits is the way in which they receive their names. The first name that a fairy receives is their fae name, which is given based off of how the fairy was born (Ex: a fairy born out of a flower in the morning could take the name of Morningblossom). The second name a fairy receives is its common name, usually given to the fairy by the first non-fairy humanoid it befriends. Ironically, though they receive their common name last, they use it as their first name. Fairy common names are usually names of the name giver's race (if an elf gives the name, it is probably an elf name), however this isn't necessarily always the case. **Fae Names:** Blacksmoke, Dancingember, Daylily, Dewdrop, Earthbreaker, Ivy, Nightgust, Riverbrook, Rockhammer, Splashbubble, Summerbreeze, Sunspark, Twig, Windweaver \pagebreakNum ### Fairy Traits ___ Your Fairy character has the following species traits. **ASI:** 3 Points. **Age:** It's unknown how long a fairy actually lives, however, it's speculated they reach maturity at the same time as a human child and can live to be an average of at least 150 years old. **Fecundity:** Fairies have low fecundity, and count as Fey for the purposes of breeding compatibility. Their pregnancies last about 8 months and have a base 5% chance for multiple offspring. **Size:** Fairies are between 2 and 4 feet tall and 4 and 30 pounds in weight. Your size is small. **Speed:** You have a base walking speed of 30 feet and a flying speed equal to your walk speed. **Languages:** You can speak, read, and write Common and one other language. **Flight:** Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're heavily encumbered. **Fairy Magic:** You know the *druidcraft* cantrip. Starting at 3rd level, you can cast the *faerie fire* spell with this trait. Starting at 5th level, you can also cast the e*nlarge/reduce* spell with this trait. Once you cast faerie fire or enlarge/reduce with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). You may choose this additional trait. If you do, your Size becomes Tiny and must be adjusted to fit within that range: **Very Small:** You are very, very small. You are unable to use heavy weapons at all in combat, and have disadvantage with all weapons that are not light. Your carry capacity is 1/4th what it would be for a medium creature. For you, armor costs half as much and weighs one quarter the normal weight. You can share the space of any Medium or larger creature even if it is hostile to you. \columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Squat Nimbleness You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. \pagebreakNum
# Fiendling ##### "There's more to their villainy than meets the eye." — A sage of the Prime Material plane
### History ___ Fiendlings is a collective term for a variety of smaller species from the Lower planes. They were not just evil, but born of evil; primal malevolence was one of the roots of their nature, and the evil essence of the fiendish planes permeated every part of their bodies.[3] ### Appearance ___ They have a wide variety of appearances as they include may different creatures. Tiny demons and devils such as Imps and Quasits are Fiendlings. ### Feindlings Names ___ Like all creatures, fiendlings have a true name. Some know theirs and some do not. When a mortal calls the true name of a fiend, it is summoned to them and forced to serve them. Most fiends do not have names, or if they do it is a nickname given to them by their summoner or a companion. ### Feindlings Traits ___ Your Feindlings character has the following species traits. **ASI:** 3 points. **Age:** Fiendlings are generally immortal though few live very long. **Fecundity:** Fiendlings cannot reproduce, though most can enjoy sex. \columnbreak **Size:** Fiendlings are quite small. Your size is Tiny. Height Modifier = 2d6 Height = 6 inches + your height modifier in inches Weight in pounds = 1 + your height modifier **Speed:** You may choose to have a walking speed of 30, or a walking speed and flying speed of 20 each. **Languages:** You can speak, read, and write Common, and your choice of Infernal or Abyssal. **Feindish Nature:** Your creature types are Fiend and Humanoid. **Darkvision:** With eyes adapted for the Lower PLanes, 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. **Fiendish Resistance:** You have advantage on saving throws against spells and other magical effects that directly deal damage. **Shapechanger:** You can use your action to polymorph into a beast. Your statistics are the same in each form except your speed changes as noted. Any equipment you are wearing or carrying is transformed with you. You revert to your true form if you drop to 0 hit points or if you choose to as an action. You can choose to transform into any of the following creatures: Bat (10 ft, fly 40 ft), Centipede (20 ft, climb 20 ft), Rat (20 ft), Raven (20 ft, fly 60 ft), Spider (20 ft, climb 20 ft), Toad (30 ft, swim 40 ft). **Tooth and Claw:** You have sharp claws or teeth or maybe a stinging tail. You can use this to make unarmed strikes. They deal 1d6 + your Dexterity modifier damage and your choice of bludgeoning, piercing, or slashing, though you choose the damage type when you create your character choosing one fitting for you and cannot change it. When you hit, the target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save they also take 1d4 poison damage. **Very Small:** You are very, very small. You are unable to use heavy weapons at all in combat, and have disadvantage with all weapons that are not light. Your carry capacity is 1/4th what it would be for a medium creature. For you, armor costs half as much and weighs one quarter the normal weight. You can share the space of any Medium or larger creature even if it is hostile to you.
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# Firbolg ( pronounced: /ˈfɪərboʊlg/ FEER-bolg )
### History ___ Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs' souls. Centuries later, that magic still thrums inside a firbolg, even one who has never lived under the boughs of a great forest. As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don't try to dominate nature, but rather seek to ensure that it prospers and survives according to its own laws. Firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of elves, humans, and orcs. Such events concern the firbolgs only when the events affect the forest. On some planes, Firbolgs are known as Ogier. ### Appearance ___ Firbolgs resembled humans, and the males would sport great, thick beards. Their thick, tough skin was fleshy pink, and their hair, though it came in many colors, was usually either red or blond and worn long. ### Firbolg Names ___ Firbolg adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the forest's children by their deeds, habits, and other actions. By the same token, their tribe names merely refer to their homes. When dealing with other races, firbolgs refer to their lands by whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it "home." Sometimes firbolgs adopt the nicknames or titles outsiders give them under the assumption that those who need names can call them whatever they wish. \columnbreak ### Firbolg Traits ___ Your Firbolg character has the following species traits. **ASI:** 3 Points. Strength and Wisdom are typical. **Age:** As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years. **Fecundity:** Firbolg have low fecundity, and count as Fey, Giant, and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 12 months and have a base 5% chance for multiple offspring. **Size:** Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium. Height Modifier = 2d12 Height = 6 feet + 2 inches + your height modifier in inches Weight in pounds = 175 + ( 2d6 x your height modifier) **Speed:** You have a walking speed of 30. **Languages:** You can speak, read, and write Common, and two others. Elvish and Giant are common ones. **Firbolg Magic:** You can cast *detect magic* and *disguise self* spells with this trait. When you use this version of disguise self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). **Hidden Step:** As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. **Powerful Build:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Speech of Beast and Leaf:** You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. \pagebreakNum ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Firbolg Beast Magic Your connection to animals deepens. You learn the *Speak with Animals* spell and can cast it at will, without expending a spell slot. You also learn the *Animal Friendship* and *Beast Sense* spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. You can also cast the spells using any spell slots you have from your class(es). Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
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# Gargoyle
Trivia: A tribe of gargoyles is known as a "nastiness", the plural of which is "nastinesses".
### History Gargoyles were originally agents of Terram, the Primordial Lord of Earth, deployed to summon him into the empire. Instead, gargoyles became fascinated with mortal architecture. They decided to ignore their original mission and learn all they could about the mortal world. ### Appearance Gargoyles are humanoid earth elementals that look like statues. Their skin is hard like stone, and they can remain perfectly still for days at a time. There are two main distinguishing features between gargoyles. Some have large, stony wings; others lack wings, but have a thicker hide. ### Gargoyle Names ___ Gargoyles names are inspired by rocks, stones, and other earthen features. Example Names: Morningstar, Marbelera, Basaltir ### Gargoyle Traits ___ Your Gargoyle character has the following species traits. **ASI:** 3 Points. **Age:** Gargoyles reach maturity around 20 years old and can live for up to 300 years **Fecundity:** Gargoyles have low fecundity, and count as Elemental and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 8 months and have a base 5% chance for multiple offspring. **Size:** Gargoyles have the same sizes as a human, although generally winged gargoyles are lighter and smaller than land-based gargoyles. A gargoyle’s size is Medium. Height Modifier = 2d10 Height = 4 feet + 8inches + your height modifier in inches Weight in pounds = 110 + ( 2d4 x your height modifier) - 30 if you have wings **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and Terran. **Dual Type:** You have two creature types: humanoid and elemental. You can be affected by a game effect if it works on either of your creature types.
\pagebreakNum ##### Major Features Choose two of the following major features. You can exchange one major feature for two additional minor features. **Become Stone:** When you use your false appearance, you become an actual stone statue after remaining motionless for 1 minute. You remain aware of your surroundings, but you gain resistance to all bludgeoning, piercing, and slashing damage and no longer need to eat, sleep, or breathe. You can remain like this indefinitely and return to your normal form once you move. **Hard Rock:** When you Dodge, you have resistance to bludgeoning, piercing, and slashing damage from attacks that aren’t adamantine until the start of your next turn. **Light Wings:** You have a flying speed of 30 feet, but you must land at the end of your turn or begin falling. **Stone Hide:** You can harden your body to lessen damage taken. When you take any damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. **Wings (Costs Two Major Features):** You have a flying speed of 30 feet. To use this speed, you can’t be be heavily encumbered (the weight of your belongings exceeds 10x your Strength score). \columnbreak ##### Minor Features Choose two of the following minor features, or four if you only chose one major feature. **False Appearance:** While you remain motionless, you are indistinguishable from an inanimate statue. If you remain motionless for at least 1 minute, your clothing and equipment take on a stony appearance as well. **Climbing Claws:** You have a climbing speed of 30 feet. **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. **Expert Tools:** You have proficiency with one set of tools of your choice. If you choose a set of artisan’s tools, when you make an ability check involving those artisan’s tools, you can roll a d4 and add the number rolled to the ability check. **Fluent:** You can speak, read, and write two additional languages of your choice. **Natural Armor:** When you aren’t wearing armor, your AC is 13 + your 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. **Natural Attack:** You have claws, fangs, or a tail, which you can use to make unarmed strikes. If you hit with them, you deal slashing, piercing, or bludgeoning damage (depending on the type of weaponry) equal to 1d6 + your Strength or Dexterity modifier, instead of the normal bludgeoning damage for an unarmed attack. As part of character creation, you choose what your weapon is, and pick the appropriate damage type for it. Regardless, it always has the Light and Finesse properties. **Rock Blood:** You have resistance to poison damage. **Stone Sense:** Whenever you make an Intelligence (History) check related to stonework, you are considered proficient and can add double your proficiency bonus to the check, instead of your normal proficiency bonus. **Trained Tools:** You have proficiency in two tools of your choice. \pagebreakNum
# Genasi ( pronounced: /dʒɛnˈɑːsi/ jen-AH-see )
### History ___ Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water—these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others were born to non-genasi parents who lived near a place suffused by a genie's magic. ### Appearance ___ Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power. ### Genasi Names ___ Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx. ### Alternative Origins Genasi are typically human. If you would like to play an Genasi of a different species, check out the Planetouched Lineage on page [add later] ### Genasi Traits ___ Your Genasi character has the following species traits. **ASI:** 2 Points. Example: CON +2. **Age:** Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. **Fecundity:** Genasi have medium fecundity, and count as Elemental and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 9 months and have a base 15% chance for multiple offspring. **Size:** Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium. Height Modifier = 2d110 Height = 4 feet + 8 inches + your height modifier in inches Weight in pounds = 110 + ( 2d4 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** Common and one other, typically a dialect of Primordial related to their Genasi element (Aquan, Auran, Ignan or Terran) \columnbreak **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. **Elemental:** Genasi are people with a strong connection to one of the elemental planes. Choose one of the elements: Air, Earth, Fire, or Water. ### Air Genasi **ASI:** 1 additional point. Example: DEX +1. **Unending Breath:** You can hold your breath indefinitely while you're not incapacitated. **Lightning Resistance:** You have resistance to lightning damage. **Mingle with the Wind:** You know the *shocking grasp* cantrip. Starting at 3rd level, you can cast the *feather fall* spell with this trait, without requiring a material component. Starting 5th level, you can also cast the *levitate* spell with this trait, without requiring a material component. Once you cast feather fall or levitate with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). ### Earth Genasi **ASI:** 1 additional point. Example: STR +1. **Earth Walk:** You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor. **Merge with Stone:** You know the *blade ward* cantrip. You can cast it as normal, and you can alternatively cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. Starting at 5th level, you can cast the *pass without trace* spell with this trait, without requiring a material component. Once you cast that spell with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). \pagebreakNum ### Fire Genasi **ASI:** 1 additional point. Example: INT +1. **Burning Vision:** For you, your darkvision reveals things in shades of red, not gray. **Fire Resistance:** You have resistance to fire damage. **Reach to the Blaze:** You know the *produce flame* cantrip. Starting at 3rd level, you can cast the *burning hands* spell with this trait. Starting at 5th level, you can also cast the *flame blade* spell with this trait, without a material component. Once you cast burning hands or flame blade with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). \columnbreak ### Water Genasi **ASI:** 1 additional point. Example: WIS +1. **Swimming:** Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed. **Acid Resistance:** You have resistance to acid damage. **Amphibious:** You breathe air and water. **Call to the Wave:** You know the *acid splash* cantrip. Starting at 3rd level, you can cast the *create or destroy water* spell with this trait. Starting at 5th level, you can also cast the *water walk* spell with this trait, without requiring a material component. Once you cast create or destroy water or water walk with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
\pagebreakNum ## Species Feats: Whenever you are able to take a feat, these are additional options for you. Most are restricted to specific kinds of genasi. ##### Dao Heritage **Sub-Species:** *Earth Genasi* You manifest more of the magical power of your dao heritage. You gain the following benefits: * Increase your Strength or Constitution score by 1, to a maximum of 20. * You learn the detect magic spell and can cast it at will, without expending a spell slot. * You gain natural armor. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. ##### Efreet Heritage **Sub-Species:** *Fire Genasi* You manifest more of the magical power of your efreet heritage. You gain the following benefits: * Increase your Constitution or Intelligence score by 1, to a maximum of 20. * You learn the detect magic spell and can cast it at will, without expending a spell slot. * Your darkvision has a radius of 120 feet. ##### Elemental Air Master **Sub-Species:** *Air Genasi* A descendant of the Elemental Plane of AIr, you have inherited the innate spellcasting of your ancestors. You gain the following benefits: * You learn the *Gust* cantrip. * You learn the *Dust Devil*, *Gust of Wind*, and *Warding Wind* spells. You can cast each spell once, regaining the spent uses after a long rest. You can also cast the spells using any spell slots you have from your class(es). Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species). ##### Marid Heritage **Sub-Species:** *Water Genasi* You manifest more of the magical power of your marid heritage. You gain the following benefits: * Increase your Constitution or Wisdom score by 1, to a maximum of 20. * You learn the detect magic spell and can cast it at will, without expending a spell slot. * You have resistance to cold damage. \columnbreak ##### Elemental Infusion Your connection to your elemental plane has grown stronger. You gain your choice of a Major trait from the Planetouched lineage, or two Minor traits. You count as the elemental-touched for your genasi element. You cannot choose the 'Planar Magic' or Weakly Touched' Traits. You may take this feat multiple times. ##### Elemental Tempest You are a rare individual infused with two elements instead of one. Choose a feature of your choice, except the Ability Score Increase feature, from any genasi sub-species except your own. \pagebreakNum
# Giff #### "Ships that sail between the stars? Next ye will spin tales of a talking hippopotamus that walks on two legs and carries a bow.” — Elminster's notes in Volo's Guide to Monsters.
Giff are split into two camps concerning how their name is pronounced. Half of them say it with a hard g, half with a soft g. Disagreements over the correct pronunciation often blossom into hard feelings, loud arguments, and head-butting contests, but they rarely escalate beyond that. ### History ___ Most scholars believed them to have one world of origin, but the original home world of the giff was long forgotten. For as long as any of them knew, they simply traveled the wildspace of the various crystal spheres, offering their services to those who could provide them with food or interesting weapons. Some claimed that the home world had been destroyed in a great explosion caused by accident. Others said that they sold their own planet. Whatever the truth, the giff's own legends claim that their world was a beautiful, thick jungle filled with swamps and luscious fruit trees, with mountains that could be mined for metal and smokepowder. ### Appearance ___ Giff are tall, broad-shouldered folk with hippo-like features. Some have smooth skin, while others have short bristles on their faces and the tops of their heads. As beings of impressive size and unforgettable appearance, giff are noticed wherever they go. ### Giff Names ___ Many giff took names in the Common tongue as their own, since their native tongue was hard to pronounce for other races. The names they chose for themselves were often upper-class-sounding names such as "Algernon" or "Horatio" for males or "Beatrice" or "Ophelia" for females. \columnbreak ### Giff Traits ___ Your Giff character has the following species traits. **ASI:** 3 Points. **Age:** Giff reach physical maturity at 15 years, and are considered an adult by wider Giff society when they earn the rank of private. (Usually for a feat of marksmanship in-combat) They can reach an average maximum age of 80, but consider dying of old age to be a sign that one wasn't "Sufficiently adventurous". **Fecundity:** have low fecundity, and count as Fey and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 9 months and have a base 5% chance for multiple offspring. **Size:** Most Giff tower over most other medium creatures at 7' to 8' tall. Most Giff weigh 400-500 pounds. You are medium Height Modifier = 2d12 Height = 7 feet + 2 inches + your height modifier in inches Weight in pounds = 400 + ( 2d8 x your height modifier) **Speed:** Your base walking speed is 30 feet. You have a swim speed equal to your walking speed. **Languages:** You can speak, read, and write Common and Giff. **Astral Spark:** Your psychic connection to the Astral Plane enables you to mystically access a spark of divine power, which you can channel through your weapons. When you hit a target with a simple or martial weapon, you can cause the target to take extra force damage equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, but you can use it no more than once per turn. You regain all expended uses when you finish a long rest. **Firearms Mastery:** You have a mystical connection to firearms that traces back to the gods of the giff, who delighted in such weapons. You have proficiency with all firearms and ignore the loading property of any firearm. In addition, attacking at long range with a firearm doesn't impose disadvantage on your attack roll. **Giff Resilience:** Giff are well-suited to constant exposure to explosions, you are resistant to thunder damage, and have advantage on saves against being deafened. **Hippo Build:** You have advantage on Strength-based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
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# Gith #### The githyanki and the githzerai were so profoundly scarred by their enslavement to the mind flayers that they forget they were one race, united. Having won their freedom, they wage war against each other with a hatred none can fully comprehend. — Aristul the Yellow
### History ___ The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open hostility, and the two groups distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths. If the two races were ever to team up against the illithids, a combined force of gith could conceivably tip the balance in their favor. But as long as the githyanki and githzerai stay at each other's throats, their goal of ultimate victory over their original common enemy will likely remain unachieved. ### Appearance ___ Gith were tall and emaciated-looking humanoids.[1] They had pale yellow skin, sometimes with greenish or brownish tones. Their skulls were long and angular, with deep-set eyes, flattened noses, and pointed, serrated ears. Typical hair colors included black, red, russet, and sometimes gray. ### Gith Names ___ Gith names are often guttural sounding as consonants dominate their names. There are some melodic tones as well though, and female names are especially softer sounding than their male counterparts. Female names also tend to be longer overall, though both names can be quite long at times. \columnbreak ### Gith Traits ___ Your character has the following species traits. **ASI:** 1 Point. Example: INT +1. **Age:** Gith reach adulthood in their late teens and live for about a century. **Fecundity:** Gith have medium fecundity, and count as Extraplanar and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 8 months and have a base 15% chance for multiple offspring. **Size:** Gith are taller and leaner than humans, with most a slender 6 feet in height. **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and Gith. **Sub-Species:** After overthrowing their oppressors, the mind flayers, they split into two groups, following two different leaders. They have diverged greatly in philosophy and ability. They are the Githzerai, and the Githyanki. Choose one when creating your Gith. \pagebreakNum
### Githyanki The githyanki were motivated by revenge and convinced that they deserved to take whatever they wanted from the worlds they traveled. Ranging out from the titanic city of Tu'narath on the Astral Plane, they send raiders out to plunder the Material Plane and other worlds, bringing treasures and slaves back to their ageless realm. At the same time, they hunt down and kill mind flayers whenever possible, as recompense for what the illithids did to them. **ASI:** 2 additional points. Example: STR +2. **Size:** Height Modifier = 2d12 Height = 5 feet + 0 inches + your height modifier in inches Weight in pounds = 100 + ( 2d4 x your height modifier) **Decadent Mastery:** You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge. **Martial Prodigy:** You are proficient with light and medium armor and with shortswords, longswords, and greatswords. **Githyanki Psionics:** You know the *mage hand* cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast *jump* once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the* misty step* spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). When you cast them with this trait, they don't require components. \columnbreak ### Githzerai The githzerai believed that the path to an enlightened civilization lay in seclusion, not conflict. Their dedication to the principles of order is so strong that they can manipulate the stuff of chaos and use it to their benefit; thus, they have carved out a stronghold for themselves on the plane of Limbo that is virtually impervious. Though the githzerai are pacifists by nature, they share the githyanki's racial hatred for mind flayers, and from time to time they send out squads to destroy illithid outposts. **ASI:** 2 additional points. Example: WIS +2. **Size:** Height Modifier = 2d12 Height = 4 feet + 11 inches + your height modifier in inches Weight in pounds = 100 + ( 1d4 x your height modifier) **Mental Discipline:** You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds. **Githzerai Psionics:** You know the *mage hand* cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast *shield* once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *detect thoughts* spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). When you cast them with this trait, they don't require components.
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# Gnoll #### "If you should find yourself the object of gnollish pursuit, burn your corpses, cover your scent, and pray to whoever might aid you, for there is no bribing, begging, or reasoning with hunger incarnate.” — Excerpt from The Lords of Madness
### History Gnolls are widely known as raiders and slavers. In the middle of the night, they attack a village or town, killing and eating guards and taking slaves. These slaves are then brutalized physically and mentally. This has become an art among many gnoll tribes. In fact, many gnoll tribes have “tantekurash” or “spirit breakers” who are experts at breaking the wills of slaves. If the slave resists, it is eaten. Occasionally a slave’s mind becomes so broken they revere the brutality of their gnoll captors. They then become “kryshantel” or “savage souls” who follow their gnoll masters into battle as thralls. However, not all gnoll tribes are evil. There are a scattered few nomadic tribes who specialize as hunters and trappers. They may even come to peacefully interact with other races and often offer their service as hunters or trappers. Even so, they remain fairly aggressive and quick to anger, so other races have to be careful not to offend them. In addition to the typical variety of gnoll, there is a sub-race known as flind gnolls. They tend to be shorter and stouter than other gnolls, use flindbars more commonly, and live in more hilly areas than other gnolls who live in plains. Flind gnolls can be either raiders or hunters as described above. If you want to play a flind gnoll, make yourself somewhat short and stout and consider using a flindbar. \columnbreak ### Appearance Demon-worshiping is not the only reason many races are wary of gnolls. A lean, muscular 7-foot tall gnoll can be an imposing sight. Despite their musculature, they move rather quickly, easily outpacing most other races. Gnolls also outpace most other races in how quickly they mature. A gnoll matures by the age of 5 and lives to be about 30. Oddly a gnoll's vitality will remain with them until very soon before their natural death. Gnolls have reflective eyes that are typically bright green or yellow. They also have a thick coat of fur, which is generally light brown or dark brown. Certain clans may possess a single-colored coat or a spotted or striped coat. Some gnolls possess crest like manes of hair going from their head down their spine which rise up when they become frightened or angry. Adding to other races distrust about gnolls, occasionally a gnoll's demonic ancestry will result in peculiar physical traits. This might be manifested in the claws of gnoll claw fighters or an abnormal eye or coat colors. ### Gnoll Names The brutality of gnolls is reflected even in their names which tend to have many harsh consonants. **Male:** Dagnyr, Dhyrn, Doryc, Ghyrryn, Gnasc, Gnoryc, Gnyrn, Hyrn, Lhoryn, Lhyr, Mognyr, Sorgnyn, Thyrn, Toryc, Yrgnyn, Yrych **Female:** Dagnyra, Gnara, Gnora, Gnyrl, Hyra, Hyrgna, Lhyra, Lhyrl, Malgna, Myrl, Sargna, Shyrla, Tarnyra, Yrgna \pagebreakNum ### Gnoll Traits ___ Your Gnoll character has the following racial traits. **ASI:** 3 Points. Example: STR +2, DEX +1. **Age:** Gnolls reach adulthood by the age of 5 and live to around 30. **Fecundity:** Gnolls have medium fecundity, and count as Beast and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 11 months and have a base 25% chance for multiple offspring. **Size:** Gnolls were extremely tall, with the average member of the race standing on average between 7′0″‒7′6″. Though gnolls were relatively lean for their height, weighing in usually between 280-320lb, they cut an impressive visage. Your size is Medium. Height Modifier = 2d6 Height = 5 feet + 11 inches + your height modifier in inches Weight in pounds = 210 + (2d4 * your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and Gnoll. You can also understand, but not speak, read or write Abyssal. **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. **Bite:** You are proficient with your bite attack, which is a melee weapon attack that deals 1d6 piercing damage plus your Strength modifier. **Rampage:** When you reduce a creature to 0 hit points with a melee attack on your turn, you may, use a bonus action to move up to half your speed and make a bite attack. **Frightful Appearance:** You are proficient in the Intimidation skill.
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# Gnome #### "It's not so much that we like keeping secrets as that we hate being discovered. We prefer to live our lives beneath notice, because when we're noticed, it's usually much bigger and much meaner creatures that notice us.” — Egeira of Moonstair
### History ___ Gnomes, or the Forgotten Folk as they are sometimes known, are small humanoids known for their eccentric sense of humor, inquisitiveness, and engineering prowess. Having had few overt influences on the world's history but many small and unseen ones, gnomes are often overlooked by the powers that be, despite their craftiness and affinity for illusion magic. Gnomes are present in nearly every human city and most caravan-stop villages where other cultures and non-human races are at least tolerated. ### Appearance ___ A gnome's energy and enthusiasm for living shines through every inch his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around. A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels. ### Gnome Names ___ Gnomes love names, and most have half a dozen or so. A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are truly new inventions. When dealing with humans and others who are "Stuffy" about names, a gnome learns to use no more than three names; A personal name, a clan name, and a nickname, choosing the one in each category that's the most fun to say. \columnbreak **Male Names:** Alston, Alvyn, Boddynock, Brocc, Ettrgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle. Orryn, Roondar, Seebo, Warryn, Wrenn, Zook **Female Names:** Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna **Clan Names:** Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningcl, Raulnor, Seheppen, Timbers, Turen **Nicknames:** Aleslosh, Aslthearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nina, Oneshoe, Pock, Sparklegem, Scumbleduck ### Gnome Traits ___ Your Gnome character has the following species traits. **ASI:** 2 points. Example: INT +2. **Age:** Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. **Fecundity:** Gnomes have low fecundity, and count as Fey and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 10 months and have a base 10% chance for multiple offspring. **Size:** Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. Height Modifier = 2d4 Height = 2 feet + 11 inches + your height modifier in inches Weight in pounds = 35 + your height modifier **Speed:** Your base walking speed is 25 feet. **Languages:** You can speak, read, and write Common and gnomish, typically gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. **Darkvision:** Accustomed to life underground, 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. **Gnome Cunning:** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. **Sub-Species:** Gnomes come in in one of four sub-species, Forest, Mark of Scribing, Rock, and Svirfneblin. \pagebreakNum ### Forest Gnome **ASI:** 1 point. Example: DEX +1. **Natural Illusionist:** You know the *minor illusion* cantrip. Intelligence is your spellcasting ability for it. **Speak with Small Beasts:** Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets. ### Mark of Scribing **ASI:** 1 point. Example: CHA +1. **Gifted Scribe:** When you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check. **Scribe's Insight:** You know the message cantrip. You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the magic mouth spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). **Mark of Scribing Spells** |Spell Level| Spells| |:-:|:-| |1st| comprehend languages, illusory script |2nd| animal messenger, silence |3rd| sending, tongues |4th| arcane eye, confusion |5th| dream \columnbreak ### Rock Gnome **ASI:** 1 point. Example: CON +1. **Artificer's Lore:** Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. **Tinker:** You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options: **Clockwork Toy:** This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. **Fire Starter:** The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. **Music Box:** When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
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### Svirfneblin (Deep Gnome) **ASI:** 1 point. Example: DEX +1. **Langauges:** You know Undercommon. **Superior Darkvision (Replaces Darkvision):** Accustomed to life underground, 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. **Stone Camoflage:** You have advantage on Dexterity (Stealth) checks to hide in rocky terrain. \columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Fade Away Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits: * Increase your Dexterity or Intelligence by 1, to a maximum of 20. * Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest. ##### Squat Nimbleness You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. ##### Svirfneblin Magic **Subspecies:** Svirfneblin You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast *nondetection* on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: *blindness/deafness*, *blur*, and *disguise self*. You regain the ability to cast these spells when you finish a long rest. You can also cast the spells using any spell slots you have from your class(es). Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). \pagebreakNum
# Goblin #### "Sez here that 'goblinoids are obstreperous and malodorous...” — Booyagh Piddle, reading from On Goblins: My Life Among the Conquering Host
### History ___ Goblin society is tribal by nature, generally led by the strongest (and sometimes smartest) around, who normally had access to the best weapons. Leaders among the race often come to power through betrayal or aggression rather than by more peaceful means, or as clerics of the goblin gods. Because of the violent nature of goblin culture, it is not uncommon for goblins to come under the domination of individuals from a larger, more physically powerful culture, most typically larger goblinoids such as hobgoblins or bugbears. ### Appearance ___ Goblins are small humanoids with flat faces, sloped back forehead, broad noses, pointed ears, and small, sharp fangs. with their eyes varied in color from red to yellow. Their skin color ranges from yellow through any shade of orange to a deep red, though they also came in shades of green. All members of the same tribe normally shared the same skin color Depending on the realm and tribe goblins are bald, either by heredity or by choice, or they might have dark red or black hair slicked back or held in a topknot. Their arms and legs are elongated in proportion to their small bodies, and their fingers and toes are also long and slender. Many goblins prefer to go unshod to leave their toes exposed for climbing. Goblins from the surface of Ixalan more closely resemble small monkeys; most closely vervet and capuchin monkeys, with dark blue-gray skin, white hair all over their bodies, and furry tails. The goblins from the underworld of Ixalan more closely resemble bats, with wide mouths and big eyes and ears. Goblins from Zendikar sport heavy bone protrusions on their spines or elbows. Males have similar growths jutting from their chins, while females have heavier growths on their foreheads in place of hair. ### Goblin Names ___ The Goblin language is fond of certain sounds, and goblin names tend to repeat those sounds to form what can sound like nonsense words. A goblin's name gives no indication of gender. **Goblin Names:** Azzinax, Babolax, Blixanix, Crixizix, Dazzaz, Estrix, Finizix, Juzba, Kaluzax, Lyzaxa, Mizzix, Myznar, Nixispix, Paxizaz, Ravixiz, Stixil, Sunnix, Tozinox, Uxivozi, Vazozav, Wexiny, Zizzix \columnbreak ### Goblin Traits ___ Your Goblin character has the following species traits. **ASI:** 3 points. Example: DEX +2, CON +1. **Age:** Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years. **Fecundity:** Goblins have high fecundity, and count as Goblinoid for the purposes of breeding compatibility. Their pregnancies last about 4 months and have a base 60% chance for multiple offspring. **Size:** Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. Height Modifier = 2d4 Height = 3 feet + 5 inches + your height modifier in inches Weight in pounds = 40 + your height modifier **Speed:** Your base walking speed is 25 feet. **Languages:** You can speak, read, and write Common and Goblin. **Creature Type:** You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid. **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. **Nimble Escape:** You can take the Disengage or Hide action as a bonus action on each of your turns. **Tribes:** Goblins have a variety of tribes. Choose one of them when making a goblin: Faerûn, Fey, Grotag, Ixalan, Lavastep, Tuktuk. ### Faerûn This includes Eberron and Ravnican goblins. **Fury of the Small:** When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. ### Grotag **Grit:** You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier. **Grotag Tamer:** You have proficiency in the Animal Handling skill. \pagebreakNum ### Ixalan **Agile Climber:** You have a climbing speed equal to your walk speed. You can't use this climb speed while encumbered. ### Lavastep **Grit:** You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier. **Lavastep Grit:** You have advantage on Dexterity (Stealth) checks made to hide in rocky or subterranean environments. ### Tuktuk **Grit:** You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier. **Tuktuk Cunning:** You have proficiency with thieves' tools. \columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Like a Boss You are accustomed to using others to avoid being attacked. You gain the following benefits: * Increase your Dexterity score by 1, to a maximum of 20. * When a creature you can see targets you with an attack and another creature is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. Once you use this ability, you can’t do so again until you finish a short or long rest. ##### Squat Nimbleness You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
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# Goliath #### Goliaths can prove useful allies, but never turn to them in weakness. They are as hard and unforgiving as the mountain stone, as cold and pitiless as its bitter, cold winds. If you approach them in strength, they might consider you worth of an alliance. -Tordek, A guide to the Peaks
### History ___ At the highest mountain peaks-far above the slopes where trees grow and where the air is thin and the frigid winds howl-dwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying. ### Appearance ___ Goliaths were massive. They averaged between 7 to 8 feet tall, making them even taller than dragonborn and half-orcs. Goliaths had noticeably bony or prominent supraorbital ridges above their eyes.[ Goliath eyes were often a bright blue or green and sometimes glowed a little. Skin Goliath skin was often gray or brown and was extremely tough (often compared to stone). One of the most distinctive features of the goliath was the darker (often vertically symmetrical) patches of skin that covered their entire bodies.[14] Goliaths believed that these markings somehow explained or controlled their fate or destiny. For this reason, goliaths never tattooed themselves as this could affect their future. Goliath skin was littered with bony growths called "lithoderms". These growths were roughly the size of a coin and appeared like studded pebbles on their arms, shoulders, torso or head. \columnbreak ### Goliath Names. Every goliath has three names: a birth name assigned by the newborn's mother and father, a nickname assigned by the tribal chief, and a family or clan name. A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel. Birth names are rarely linked to gender. Goliaths see females and males as equal in all things, and they find societies with roles divided by gender to be puzzling or worthy of mockery. To a goliath, the person who is best at a job should be the one tasked with doing it. A goliath's nickname is a description that can change on the whim of a chieftain or tribal elder. It refers to a notable deed, either a success or failure, committed by the goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to an individual's notable deeds. Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name. In casual conversation, they use their nickname. **Birth Names:** Aukan, Eglath, Gae-Al, Gauthak, Ilikan, Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla, Orilo, Paavu, Pethani, Thalai, Thotham, Uthal, Vaunea, Vimak **Nicknames:** Bearkiller, Dawncaller, Fearless, Flintfinder, Horncarver, Keeneye, Lonehunter, Longleaper, Rootsmasher, Skywatcher, Steadyhand, Threadtwister, Twice-Orphaned, Twistedlimb, Wordpainter **Clan Names:** Anakalathai, Elanithino, Gathakanathi, Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu, Thuliaga, Thunukalathi, Vaimei-Laga ___
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\columnbreak ### Goliath Traits ___ Your Goliath character has the following species traits. **ASI:** 3 points. Example: STR +2, CON +1. **Age:** Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century. **Fecundity:** Goliath have low fecundity, and count as Giant and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 12 months and have a base 10% chance for multiple offspring. **Size:** Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium. Height Modifier = 2d10 Height = 6 feet + 2 inches + your height modifier in inches Weight in pounds = 200 + ( 2d6 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and Giant. **Little Giant:** You have proficiency in the Athletics skill, and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift. **Mountain Born:** You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet. **Stone's Endurance:** You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Mountain’s Endurance Your ability to shrug off some injuries is legendary, even for your race. You gain the following benefits: * Increase your Strength or Constitution score by 1, to a maximum of 20. * When you use your Stone’s Endurance trait as a reaction to reduce damage, instead of rolling a d12 and adding your Constitution modifier, you can choose to gain resistance to the triggering attack’s damage type until the start of your next turn. If the triggering attack deals more than one type of damage, choose one. As normal, after you use this trait, you can’t use it again until you finish a short or long rest. \pagebreakNum
# Grindylow #### "Finding a home in the sease has been tough for grindylows. When they tried to settle down, we were called vermin and pushed out or even hunted down. Forced to scavenge the open seas as nomads, we learned to survive. The Godwar made things better for those of us who survived in what is now Avalsi. For the first time, we were treated as equals. In the aftermath, grindylows built as much of Damari, Koralla, and Tasi as anyone." -Wixlo Razerteeth, Grindylow Storykeeper
### History ___ Most scholars believe grindylows and goblins have a shared ancestry, which is supported by the goblin language being used by both of these people. Long before the Godwar, grindylows were pushed out and chased into the Wild Seas by the elves, merfolk, and others. Forced to live away from rich seabeds full of life, they learned to survive in the open sea with limited resources. Grindylows are known for enduring harsh conditions, and their ability to eat nearly anything is legendary. According to grindylow storykeepers, the following story explains the origin of the grindylows: Long ago, Tik lived on the coast of a vast continent. He had enough to eat, but the nuku nuku fish was a rare delicacy he desired above all else. Tik was fishing at his favorite spot and was still unable to catch a nuku nuku he found waiting for him there each visit. As always, the fish tempted Tik, taking the bait and no hook and jumping above the water to splash him. The goddess Vesi happened to pass by Tik and asked him why he looked so frustrated. After hearing of his challenges with the fish, Vesi offered to help by transforming Tik’s legs into tentacles. Tik gladly accepted the help and quickly caught the pesky and delicious fish. When he returned with his catch, he asked Vesi to transform his tentacles into legs again. Vesi smiled and told Tik that his legs were gone. Tik started laughing which confused Vesi. He told the goddess he liked the tentacles better than legs. Jumped back into the water, he landed with a splash that soaked her. Vesi smiled despite herself as Tik quickly swam away. Grindylows celebrate this story as fact and believe they had the last laugh on the goddess. \columnbreak ### Appearance ___ Grindylows are amphibious people with a humanoid upper body, and the lower body of an octopus. Their head has a slightly sharklike appearance. Their eyes have dark irises and scleras that are slightly yellow or red. Their rubbery skin comes in a range of colors, from coral to sea green. From the waist down grindylows are similar to an octopus, with eight tentacles that have suckers found on the underside. These tentacles allow them to propel themselves through the water or to move on land. ### Grindylow Names ___ Grindylows are born as larva-like grindywiggles. In the Wild Seas, the average grindywiggle’s life expectancy was low and they were not given a name until they developed into a sturdier grindylow. This tradition continues today for both nomads and city dwellers, with grindylows receiving their first name when they turn two years old. In addition, every grindylow bears a family name, typically a nickname given to a valiant ancestor. **Male Names:** Aalz, Bilnyx, Blek, Dralax, Evro, Gix, Jak, Ket, Mak, Rud, Shol, Tik, Timo, Ulvosz, Von, Vur, Wixlek, Zamex, Zogg, Zybb **Female Names:** Ammi, Blel, Drolla, Elkha, Fixil, Gakgi, Haso, Juc, Lizkel, Marro, Roo, Slin, Thiga, Tena, Trusa, Voga, Vren, Wixlo, Zall, Zammo **Family Names:** Bravespear, Darkcloak, Fastsneak, Hidequick, Inkshroud, Longtooth, Loudlaugher, Manyscars, Pointysnout, Quickeater, Razorteeth, Sharpblade, Swiftswim, Tricktentacle \pagebreakNum ### Grindylow Traits ___ Your Grindylow character has the following species traits. **ASI:** 3 points, Dexterity and Constitution are typical. **Age:** Grindylows reach adulthood at age 15 and live up to 80 years. **Fecundity:** Grindylow have medium fecundity, and count as Goblinoid for the purposes of breeding compatibility. They lay eggs every 30 days with a base 60% chance for additional eggs. If fertilized the eggs hatch after 90 days. **Size:** Grindylows are around five feet long and are similar in build to goblins, but their tentacles are longer than a goblin’s legs. They are size small. Height Modifier = 2d4 Height = 4 feet + 10 inches + your height modifier in inches Weight in pounds = 45 + ( 1 * your height modifier) **Speed:** Your walking speed is 25 feet. You have a swimming speed equal to your walk speed. **Languages:** You can speak, read, and write Common and Goblin. **Amphibious:** You can breathe both air and water. **Darkvision:** Accustomed to life deep underwater, 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. **Fearless:** You have advantage on saving throws to avoid or end the frightened condition on yourself **Grindylow Instincts:** Thanks to your instinctual connection to nature, you gain proficiency in one of the following skills of your choice: *Animal Handling, Nature, Medicine, or Survival*. **Ink Cloud:** While under water you can eject a cloud of ink. As a bonus action you can release this ink and move up to 5 feet. This movement does not provoke opportunity attacks. The cloud extends to a 5 foot radius cloud centered on you. The area is heavily obscured for 1 minute or until the end of your next turn if a strong current (at least 3 miles per hour) is present. After you use your Ink Cloud, you cannot do so again until you finish a long rest. **Quick Escape:** Whenever you take the Disengage action on your turn, you also gain the benefits of the Dash action. \columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Like a Boss You are accustomed to using others to avoid being attacked. You gain the following benefits: * Increase your Dexterity score by 1, to a maximum of 20. * When a creature you can see targets you with an attack and another creature is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. Once you use this ability, you can’t do so again until you finish a short or long rest. ##### Squat Nimbleness You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
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# Grung #### "Sentient, poisonous frogs that live in trees. Truly, the gods hate us.” — Volo
### Grung Life ___ Grungs tend to live in jungles or other tropical forests and swamps. They dwell in or near trees, preferring to live in shady areas, and needed to remain in constant proximity to water. On the ground, their settlements resemble ramshackle, cobbled together groups of crude shelters occasionally hidden within giant dead trees. The shelters themselves tend to be circular and squat with round windows and small chimneys all made of moss, vines, or reeds mortared with mud. Grung society is a rigid caste system, and each grung's place is determined by its color: * Green: Warriors, hunters, and general laborers. * Blue: Artisans, domestic and childcare workers. Grung crafts were traded with other races, and could be found in the marketplaces of cities near their habitats. * Purple: Supervisors of the green and blue grungs. They make sure that the lower castes were happy. * Red: Scholars and magic users. Also known as grung wildlings, they were superior to purple, green and blue castes, and respected even by higher castes. Red grungs were known to fulfill the roles of tribal shamans and priests. * Orange: Elite warriors, with authority over all lesser grungs. The orange grungs were charged with protecting the grungs' most important or sacred sites. * Gold: Also elite warriors, with the highest leadership positions. Every tribe leader was a gold grung. Leaders are always the strongest fighter of the gold caste in the tribe, and as females tend to be larger than males, most tribes were matriarchal and led by female war chiefs, however some are led by a male king or chief. \columnbreak ### Appearance ___ They resembled small humanoids with strong toad or frog-like legs that ended in webbed feet. Their torsos and heads were less amphibian and more humanoid. They had muscular forelimbs and their hands had opposable thumbs. These creatures stood upright erect and moved about in quick, short hops. Unlike frogs and toads, however, grung were incapable of long leaps. ### Names ___ Grung names always start with a consonant followed by an apostrophe, but from here the names can fit into seemingly 4 categories: short, repeating, long and dashed. Short names include b'Leep, b'Loop and b'Lip. Repeating names include b'Ang'r'Ang. Long names include d'Ahten'khan. Dashed names include c'Ah-bülos.
\pagebreakNum ### Grung Traits ___ Your Grung character has the following species traits. **ASI:** 3 points, Dexterity and Constitution are typical. **Age:** Grungs mature to adulthood in a single year, but have been known to live up to 50 years. **Alignment:** Most grungs are lawful, having been raised in a strict caste system. They tend toward evil as well, coming from a culture where social advancement occurs rarely, and most often because another member of your army has died and there is no one else of that caste to fill the vacancy. **Fecundity:** Grung have medium fecundity, and count as Aquatic and Beast for the purposes of breeding compatibility. They lay eggs every 30 days with a base 120% chance for additional eggs. If fertilized the eggs hatch after 30 days. **Size:** Adult grungs usually stand at approximately 3 feet (0.91 meters). Males are generally smaller than females. Your size is small. Height Modifier = 2d4 Height = 2 feet + 8 inches + your height modifier in inches Weight in pounds = 30 + your height modifier **Speed:** Your base walking speed is 25 feet and a climb speed equal to your walk speed. **Languages:** You can speak, read, and write Grung. Grung makes use of chirrs, croaks (transcribed as "roook"), and ribbits or chirps (e.g., "erp"). It further makes distinctions based on the length of croaks (e.g., "roook" versus "rooooook") **Arboreal Alertness:** You have proficiency in the Perception skill. **Amphibious:** You can breathe air and water. **Poison Immunity:** You're immune to poison damage and the poisoned condition. **Poisonous Skin:** Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage. **Standing Leap:** Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start. **Water Dependency:** If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour. \columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Bestial Mutation Your bestial body has undergone a random mutation or spontaneous evolution. Choose 2 of the following options. You may choose the same option more than once. * Increase an ability score of your choice by 1. * Gain a Beastfolk Breed Trait of your choice you don't already have. You may take this feat as many times as you wish. ##### Squat Nimbleness You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. \pagebreakNum
# Hadozee #### “So far we've charted a new island in the Spice Archipelago, fished for dragon turtles, visited the Pearl Citadel of the sea-elves, and escaped from pirates no less than seven times. And this voyage isn't over yet. What fun!” — Bansh Midnightchild, a hadozee deckhand of another world[
### History ___ Hadozee, also known as "deck apes" or "winged deck apes", are simian humanoids with distinctive patagia who are known for being master mariners and famed for their sailing skills and love of their ships and the sea. They are native to the world of Yazir, a world with a temperate to warm climate. Hadozees' progenitors were mammals no bigger than housecats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to branch. Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their homeworld and explore other worlds. For seafaring hadozee, whatever homeland they once had is forgotten, and they do not particularly care where it is. In their cultural memory, they have always been asail. ### Appearance ___ While their nicknames described them as apes, hadozee are taller and skinnier than apes, and some said that they look more like baboons. Hadozee are covered in fur of all varieties of brown — from light tawny to dark chocolate — and it was so thick that they really have no great need to wear clothing. Their faces are surrounded by a shaggy mane. A hadozee's snout protrudes outwards from its face, and has a mouth full of small but sharp teeth and a some long fangs. Their eyes are black and tend to sparkle. Hadozee have no tails. Their feet are fully prehensile, complete with opposable thumbs, allowing them to hold onto things with both hands and feet. The most distinctive physical feature of the hadozee is their patagial wing flaps, much like a bat or flying squirrel. This membrane of skin hangs loosely between the arms and legs, from wrists to ankles. When hadozee raise their arms, the membrane stretches taut. \columnbreak ### Names ___ Hadozee did not use surnames. Instead, they created a "ship-name" for themselves, derived from the name of a vessel on which they took great pride to serve. If that vessel's name was feminine, then they treated it as if a mother, and included a word like 'child', 'son', or 'daughter' to reflect this. For example, a female hadozee named Dashi might call herself Dashi Pearldaughter after serving aboard a vessel named The Lady of the Pearl. Hadozee who had served aboard the same respected vessels might consider themselves stronger family than even true kin. However, they did not change their names with their ships; the ship, crew, captain, or voyage had to be truly great to be worthy of a new name. **Example masculine names:** Bansh, Darsh, Falth, Garsh, Grath, Groh, Harth, Krath, Marn, Polth[4] **Example feminine names:** Bahasha, Bannithi, Dashi, Kalla, Kasha, Mara, Risha, Yasha, Yetha[4] **Example ship-names:** Dawnwarrior of The Dawn Warrior, Midnightchild of The Midnight Lady, Nightdream of The Dream of the Night, Pearldaughter of The Lady of the Pearl, Swiftson of The Swift Lady, Swordstorm of The Sword in the Storm, Wavedancer of The Wave Dance
\pagebreakNum ### Hadozee Traits ___ Your Hadozee character has the following species traits. **ASI:** 3 points **Age:** Hadozee reach adulthood at the age of 20. Most active hadozee are young, as they retire tend to their jungle worlds afterwards. On average they can live about 200 years. **Fecundity:** Hadozee have medium fecundity, and count as Humanoid for the purposes of breeding compatibility. Their pregnancies last about 9 months and have a base 15% chance for multiple offspring. **Size:** Hadozee have a moderately stooped posture, so it was not obvious that they stood about 5.5 to 6 feet tall when fully upright. Some can even reach 7 feet in full, outstretched height. Muscularly built, they usually weigh roughly 200 to 250 pounds . Your size can be small or medium. Small: 2 to 4 feet tall, 8 to 60 lbs. Medium: 4 to 8 feet tall, 60 to 300 lbs. **Speed:** Your base walking speed is 30 feet and a climb speed equal to your walk speed. **Languages:** You can speak, read, and write Common, Hadozee, and one other language of your choice. The native tongue of the hadozee consists of low vocalizations, barks, and hoots, but it also uses a small amount of body language that is easy for non-hadozee to learn. **Dexterous Feet:** As a bonus action, 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. **Glide:** When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide. **Hadozee Dodge:** The magic that runs in your veins heightens your natural defenses. When you take damage, you can use your reaction to roll a d6. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage). You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. \columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Squat Nimbleness **Prerequisite:** You must be size Small. You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
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# Half-Elf ( called Cha'Tel'Quessir in Elven )
### Of Two Worlds and None ___ Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing to adulthood while their peers continue to live as children, growing restless in the timeless elven realms. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life. Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elves grace without elves aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other). Pairings of elves and other races also exist, though they are far more rare. ### Appearance ___ To humans, half-elves look like elves, and to elves, they look human. In height, they're on par with both parents, though they're neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie, somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.
\columnbreak ### Half-Elf Names ___ Half-elves use either human or elven naming conventions. As if to emphasize that they don't really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names. ### Half-Elf Traits ___ Your Half-Elf character has the following species traits. **ASI:** Increase one attribute by 2, and any other two attributes by 1. CHA +2 is typical. **Age:** Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. **Fecundity:** Half-elf have low fecundity, and count as Fey and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 9 months and have a base 15% chance for multiple offspring. **Size:** Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. Height Modifier = 2d8 Height = 4 feet + 9 inches + your height modifier in inches Weight in pounds = 110 + ( 2d4 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common, Elvish, and one extra language of your choice. **Darkvision:** Thanks to your elf blood, 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. **Fey Ancestry:** You have advantage on saving throws against being charmed, and magic can't put you to sleep. **Ancestry:** Choose one of the following ancestries for your elven heritage: Aquatic, Drow, Fire, Moon or Sun, Non-specific, Pallid, or Wood, or you can choose a Mark. You gain an additional feature based on this choice. \pagebreakNum #### Aquatic This includes Deep Diver elves, Sea elves, and Sunswimmer elves. **Child of the Sea (Sea Elf or Deep Diver Elf or Sunswimmer Elf):** You have a swim speed of 30 and can breathe air and water. #### Drow **Drow Magic:** You know the *dancing lights* cantrip. When you reach 3rd level, you can cast the *faerie fire* spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the *darkness* spell once per day; you must finish a long rest in order to cast the spell again using this trait. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). #### Fire **Dwarven Weapon User:** You have proficiency with the warhammer, and one skill of your choice. #### Mark of Detection From Eberron. **Deductive Intuition:** When you make an Intelligence (Investigation) or a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the ability check. **Magical Detection:** You can cast the detect magic and detect poison and disease spells with this trait. Starting at 3rd level, you can also cast the see invisibility spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells, and you don't require material components for them. **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Detection Spells table are added to the spell list of your spellcasting class. |Spell Level| Spells| |:-:|:-| |1st| detect evil and good, detect poison and disease |2nd| detect thoughts, find traps |3rd| clairvoyance, nondetection |4th| arcane eye, divination |5th| legend lore \columnbreak #### Mark of Storm From Eberron. **Windwright's Intuition:** When you make a Dexterity (Acrobatics) check or any ability check involving navigator's tools, you can roll a d4 and add the number rolled to the ability check. **Storm's Boon:** You have resistance to lightning damage. **Headwinds:** You know the gust cantrip. Starting at 3rd level, you can cast the gust of wind spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells. **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Storm Spells table are added to the spell list of your spellcasting class. |Spell Level| Spells| |:-:|:-| |1st| feather fall, fog cloud |2nd|gust of wind, levitate |3rd| sleet storm, wind wall |4th| conjure minor elementals, control water |5th| conjure elemental #### Moon or Sun You get your choice of one of these two features: **Elf Weapon Training:** You have proficiency with the longsword, shortsword, shortbow, and longbow. **Cantrip:** You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. #### Non-specific **Skill Versatility:** You gain proficiency in two skills of your choice. #### Pallid **Blessing of the Moon Weaver:** You know the *light* cantrip. When you reach 3rd level, you can cast the *sleep* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *invisibility* spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race). \pagebreakNum #### Wood You gain your choice of one of these three features: **Elf Weapon Training:** You have proficiency with the longsword, shortsword, shortbow, and longbow. **Fleet of Foot:** Your base walking speed increases to 35 feet. **Mask of the Wild:** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. \columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Elven Accuracy The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits: * Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. * Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. ##### Prodigy You have a knack for learning new things. You gain the following benefits: * You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. * Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
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# Half-Orc #### “Creatures of intense emotion, half-orcs are more inclined to act than contemplate - whether the rage burning their bodies compels them to fight, or the love filling their hearts inspires acts of incredible kindness." -Volo
### History ___ Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury. ### Appearance ___ Half-orcs' grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Half-orcs stand between 6 and 7 feet tall and usually weigh between 180 and 250 pounds. Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an Orc, or half-orc as a former slave or a disgraced exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living among humans might display these scars proudly or hide them in shame.
\columnbreak ### Names ___ Half-orcs usually have names appropriate to the culture in which they were raised. A half-orc who wants to fit in among humans might trade an orc name for a human name. Some half-orcs with human names decide to adopt a guttural orc name because they think it makes them more intimidating. **Male Orc Names:** Dench, Feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Mhurren, Ront, Shump, Thokk **Female Orc Names:** Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shautha, Vola, Volen, Yevelda ### Half-Orc Traits ___ Your Half-Orc character has the following species traits. **ASI:** 3 points. Example: STR +2, CON +1. **Age:** Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. **Fecundity:** Half-orcs have medium fecundity, and count as Humanoid and Orc for the purposes of breeding compatibility. Their pregnancies last about 7 months and have a base 20% chance for multiple offspring. **Size:** Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. Height Modifier = 2d10 Height = 4 feet + 10 inches + your height modifier in inches Weight in pounds = 140 + ( 2d3 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. **Darkvision:** Thanks to your orc blood, 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. **Marked:** Some orcs have a magical mark on them and some do not. Some features change depending on if you have this mark or not. \pagebreakNum ### Mark of Finding From Eberron. **Hunter's Intuition:** When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check. **Finder's Magic:** You can cast the *hunter's mark* spell with this trait. Starting at 3rd level, you can also cast the *locate object* spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class. |Spell Level| Spells| |:-:|:-| |1st| faerie fire, longstrider |2nd|locate animals or plants, locate object |3rd|clairvoyance, speak with plants |4th| divination, locate creature |5th| commune with nature ### Unmarked **Menacing:** You gain proficiency in the Intimidation skill. **Relentless Endurance:** 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. **Savage Attacks:** When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. \columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Orcish Fury **Prerequisite:** Cannot be a Marked Half-Orc. Your fury burns tirelessly. You gain the following benefits: * Increase your Strength or Constitution by 1, to a maximum of 20. * When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest. * Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. ##### Prodigy You have a knack for learning new things. You gain the following benefits: * You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. * Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. ##### Tanarukk Blood Through fell magic or an ancestor, you are touched by the corruptive power of Baphomet. You gain the following benefits: * Increase your Strength or Constitution score by 1, to a maximum of 20. * You have resistance to fire and poison damage. * You gain a bite attack as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. \pagebreakNum
# Halflings #### “Who knows where a hero's spirit will grow? Even the smallest seed can produce the mightiest tree.” — Elminster
### History ___ Halflings – also known as Hin, the "quick folk" amongst themselves, or the "sly folk" or "good folk" by other races – are humanoid creatures similar in shape to humans. The term "halfling" is derived from the fact that the average halfling is around half the size of the average human, but otherwise very similar in appearance. Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires. ### Appearance ___ The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors. Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering. ### Names ___ A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations. **Male Names:** Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby **Female Names:** Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna **Family Names:** Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough \columnbreak ### Traits ___ Your character has the following species traits. **ASI:** 2 points. Example: DEX +2. **Age:** A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. **Fecundity:** Halflings have low fecundity, and count as Humanoid for the purposes of breeding compatibility. Their pregnancies last about 8 months and have a base 5% chance for multiple offspring. **Size:** Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small Height Modifier = 2d4 Height = 2 feet + 7 inches + your height modifier in inches Weight in pounds = 35 + your height modifier **Speed:** Your base walking speed is 25 feet. **Languages:** Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. **Lucky:** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. **Brave:** You have advantage on saving throws against being frightened. **Halfling Nimbleness:** You can move through the space of any creature that is of a size larger than yours. **Sub-Species:** Halflings have a few sub-species. Choose one when making a halfling, or you can choose a mark: Ghostwise, Lightfoot, Lotusden, Mark of Healing, Mark of Hospitality, or Stout.
\pagebreakNum ### Ghostwise **ASI:** 1 additional point. Example: WIS +1. **Silent Speech:** 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. ### Lightfoot **ASI:** 1 additional point. Example: CHA +1. **Naturally Stealthy:** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. ### Lotusden **ASI:** 1 additional point. Example: WIS +1. **Child of the Wood:** You know the *druidcraft* cantrip. When you reach 3rd level, you can cast the *entangle* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *spike growth* spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race). **Timberwalk:** Ability checks made to track you have disadvantage, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement. ### Mark of Healing From Eberron. **ASI:** 1 additional point. Example: WIS +1. **Medical Intuition:** When you make a Wisdom (Medicine) check or an ability check using an herbalism kit, you can roll a d4 and add the number rolled to the ability check. **Healing Touch:** You can cast the *cure wounds* spell with this trait. Starting at 3rd level, you can also cast *lesser restoration* with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race). \columnbreak **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Healing Spells table are added to the spell list of your spellcasting class. |Spell Level| Spells| |:-:|:-| |1st| cure wounds, healing word |2nd|lesser restoration, prayer of healing |3rd|aura of vitality, mass healing word |4th|aura of purity, aura of life |5th| greater restoration ### Mark of Hospitality From Eberron. **ASI:** 1 additional point. Example: CHA +1. **Ever Hospitable:** When you make a Charisma (Persuasion) check or an ability check involving brewer's supplies or cook's utensils, you can roll a d4 and add the number rolled to the ability check. **Innkeeper's Magic:** You know the *prestidigitation* cantrip. You can also cast the *purify food and drink* and *unseen servant* spells with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Hospitality Spells table are added to the spell list of your spellcasting class. |Spell Level| Spells| |:-:|:-| |1st| goodberry, sleep |2nd| aid, calm emotions |3rd|create food and water, Leomund's tiny hut |4th| aura of purity, Mordenkainen's private sanctum |5th|hallow \pagebreakNum ### Stout **ASI:** 1 additional point. Example: CON +1. **Stout Resilienc:** You have advantage on saving throws against poison, and you have resistance against poison damage.
\columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Bountiful Luck Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor! When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can't use your Lucky species trait before the end of your next turn. ##### Second Chance Fortune favors you when someone tries to strike you. You gain the following benefits: * Increase your Dexterity, Constitution, or Charisma by 1, to a maximum of 20. * When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest. ##### Squat Nimbleness You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. \pagebreakNum
# Hanar ##### "It was not the way of the Enkindlers to rely on their weapons, and so it shall not be the way of their children! We fight with that which they have given us: words, and of utmost importance - knowledge." —Doxysirend.
### History ___ Benevolent and introspective, the Hanar are the only known sapient species in the galaxy to have evolved within a marine environment. Unified since ancient times under a zealous government known as the Illuminated Primacy, the species takes great care to put forth an image of peacefulness and kindness. Demonstrations of this have been seen all across the galaxy, most notably with the Evacuation of Rakhana where the hanar saved hundreds of thousands of Drell people from extinction on their dying world, giving them safe refuge on the hanar's own ocean home of Kahje. Recently they were part of an initiative by the citadel races to colonize another galaxy. However on route the colony ship fell into the Astral Sea and ended up at The Hub, where they are slowly learning to adapt to their new environment. ### Appearance And Biology ___ Similar in appearance to the Jellyfish of Earth, the Hanar are completely at home within any marine environment, whether freshwater or saltwater. On the terrestrial surface of any planet, the hanar require contra-gravitic levitation packs utilizing Element Zero that hold them on the ground in a standing position, one that is more comfortable to deal with for most other species. Hanar are extremely polite, almost to a fault. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical. Instead they refer to themselves as "this one," or the impersonal "it." It is only around those who know their soul name that they would ever consider using the first person. ### Hanar Names ___ The hanar have two names, a "face name" and a "soul name." The face name is used as a general label for use by strangers and acquaintances. The soul name is kept for use among close friends and relations, and tends to be poetic.
\pagebreakNum ### Hanar Traits ___ Your Hanar character has the following racial traits. **ASI:** 3 Points. You may put all 3 into the same attribute, but that attribute must be Intelligence, Wisdom, or Charisma. **Age:** Hanar live up to 150 to 210 years. **Alignment:** Hanar are polite and strive to be calm. They tend towards neutral alignments. **Fecundity:** Hanar have low fecundity, and count as Aquatic for the purposes of breeding compatibility. They lay eggs 120 days after being fertilized and lay them after a further 120 days. Their eggs have a base 80% chance for additional eggs. **Size:** Hanar, while between 6 and 8 feet long, are size small. Your body size and tentacle length are calculated separately. Size Modifier = 2d8 Body Height = 10 inches + your size modifier in inches Tentacle Length Modifier = 2d12 Tentacle Length = 6 feet + your tentacle length modifier in inches Weight in pounds = 70 + ( 1d4 x your size modifier) + (1d2 x total tentacle length in feet, rounded up) **Speed:** You have a base walking speed of 20, and a swim speed of 35. **Languages:** Hanar can speak, read, and write Common and they speak it very well. You can also communicate Hanar. Hanar consists of patterns bioluminescence that other species require equipment to understand. Hanar is a "spoken" language only with no written version. **Jellyfish body:** Lacking bones, hanar are fairly weak. You count as 'tiny' for the purposes of determining carry capacity. You also cannot wear any armor. You can use shields if you are proficient. For you, your strength score maximum is 16. **Tentacles:** Hanar possess six tentacles, three on each side of their body. They can grip firmly but cannot lift much. Each tentacle can be used to manipulate objects. For using weapons, 1 tentacle counts as half an arm on other races. A single tentacle will have disadvantage with any weapon that does not have the light property and cannot wield a heavy weapon. Four are required to use a weapon with the heavy property without disadvantage. If you use the two-weapon fighting option, you decide which of the weapons you're wielding is the main hand weapon and which is the offhand when you attack with them (the same weapon cannot be both on the same turn). Hanar also only require two free tentacles to perform somatic components of spells. \columnbreak **Natural Toxin:** Hanar are able to produce a mild natural toxin. If they make an unarmed strike, it deals 1d4 poison damage on top of its normal damage. ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Squat Nimbleness You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
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# Harengon #### "A mysterious folk we know little about. It's a shame those that might know more aren't revealing their secrets." -Volo
### History ___ Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm's exuberance with them and learning new languages as they went. ### Appearance ___ Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures. ### Harengon Names ___ Harengon Names The typical Harengon has one first name and then a family name that comes after it. Male and Female Harengon have different first names, and a family's last names are often a description, deed, or attribute of one of their ancestors. First names are usually a sort of nickname that can change depending on the behavior of the harengon. Male rabbits are called bucks, females are called does and children are called kits. **Male First names:** Haven, Peter, Gander, Hillard, Davin, Wren, Nickoli, Nevin, Acorn **Female First Names:** Bedelia, Poppy, Trinia, Daffodil, Dandelion, Rose, Bonnet, Flopsy, Goldpetal **Family Names:** Highhop, Longjump, Swiftfur, Cottontail, Pinepounce, Pricklelick, Hawkhater, Hillhopper, Warrenward, Burrowbound, Liftquick, Flatstride, Meadowrun, Quickflee, Dewhop, Tricklelick, Treespot, Hiphop, Gloompeeper, Flickfoot \columnbreak ### Harengon Traits ___ Your Harengon character has the following species traits. **ASI:** 3 Points. **Age:** In the absence of alternative information, Harengon have a similar lifespan as humans. **Fecundity:** Harengon have high fecundity, and count as Beast and Fey for the purposes of breeding compatibility. Their pregnancies last about 4 months and have a base 40% chance for multiple offspring. **Size:** You are Medium or Small. You choose the size when you select this race. Small: 2 to 4 feet tall, 8 to 60 lbs. Medium: 4 to 8 feet tall, 60 to 300 lbs. **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and one other of your choice. **Hare-Trigger:** You can add your proficiency bonus to your initiative rolls. **Leporine Senses:** You have proficiency in the Perception skill. **Lucky Footwork:** When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0. **Rabbit Hop:** As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 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. \pagebreakNum ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Bestial Mutation Your bestial body has undergone a random mutation or spontaneous evolution. Choose 2 of the following options. You may choose the same option more than once. * Increase an ability score of your choice by 1. * Gain a Beastfolk Breed Trait of your choice you don't already have. You may take this feat as many times as you wish. ##### Burrow Builder You were born and raised in a Warren. You know how to navigate the twisting tunnels and even dig new ones. * Increase your Strength or Constitution score by 1, to a maximum of 20. * When in soft soil you have a burrowing speed of 5 feet. * You gain darkvision out to 60 feet. ##### Squat Nimbleness **Prerequisite:** You must be size Small. You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
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# Hobgoblin #### “They break before our shields, they fall beneath our blades; Their home is ours to conquer, their children our slaves. Acheron! Acheron! Victory is ours!” — The translation of a hobgoblin war chant
### History ___ Hobgoblins were mostly found in communities where they were in command of either goblins or bugbears, or sometimes both. The most civilized goblinoid communities were ruled by the race. This was in large part because hobgoblin society was more industrious and less savage than that of goblins or bugbears. Though bugbears sometimes took control due to their raw strength, most such communities were ruled over by the strongest hobgoblin, who served as the warchief. ### Appearance ___ Hobgoblins resemble large, muscled humans, their bodies covered in coarse fur with red-brown or gray skin and red or orange faces. Large males have blue or red noses, and may have beards and male-pattern baldness. Hobgoblin eyes are dark brown or yellowish, and their teeth tend to be yellow. They are lean and tall, averaging six and a half feet in height and weighing around 200 pounds. Their muscles are designed more for agility than brute strength, and they have been described as having almost feline dexterity. ### Names ___ Hobgoblin names are guttural and melodic, especially when compared to their goblin cousins. \columnbreak ### Traits ___ Your character has the following species traits. **ASI:** 3 Points. Example: CON +2, INT +1. **Age:** Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs. **Fecundity:** Hobgoblins have high fecundity, and count as Goblinoid for the purposes of breeding compatibility. Their pregnancies last about 6 months and have a base 90% chance for multiple offspring. **Size:** Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium. Height Modifier = 2d10 Height = 4 feet +8 inches + your height modifier in inches Weight in pounds = 110 + ( 2d4 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and Goblin. **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. **Creature Type** You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid. **Versions:** When you make a Hobgoblin, you can choose if they are a Fey or not. This choice grants different features.
\pagebreakNum ### Fey **Fey Ancestry:** You have advantage on saving throws you make to avoid or end the charmed condition on yourself. **Fey Gift:** 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, choose one of the options below each time you take the Help action with this trait: **Hospitality:** You and the creature you help each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus. **Passage:** You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn. **Spite:** Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute. **Fortune from the Many:** If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Not Fey **Martial Training:** You are proficient with two martial weapons of your choice and with light armor. **Saving Face:** Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest. \columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Uphold the Legion You were born for life in the legion. You gain the following benefits: * Increase your Constitution or Intelligence score by 1, to a maximum of 20. * You can deal an extra 2d6 damage to a creature you hit with a weapon attack if that creature is within 5 feet of an ally that isn't incapacitated. You can use this trait only once per combat. * You can extend the benefit of your Saving Face trait to an ally. As a reaction, if an ally misses with an attack roll or fails an ability check or a saving throw, you can grant a bonus to the roll equal to the number of allies your ally can see within 30 feet (including you, maximum bonus of +5). As normal, once you use this trait, you can’t use it again until you finish a short or long rest. \pagebreakNum
# Human #### “Ah, humans, now. There’re a lot of us, to be sure, flung far across all these lands, and more besides, across the sundering seas. We battle like orcs and dream like elves and work harder than all but the dwarves at their forges—and we cover Faerûn.” — Olram Faravaerr, Merchant of Mintarn.
### History ___ In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds. ### Appearance ___ Human physical characteristics, though, vary according to the ancient migrations of the earliest humans, so that the humans of the Silver Marches have every possible variation of coloration and features. \columnbreak ### Forgotten Realms In the Forgotten Realms, nine human ethnic groups are widely recognized, though over a dozen others are found in more localized areas of Faerun. These groups, and the typical names of their members, can be used as inspiration no matter which world your human is in. #### Calishite. Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes.They're found primarily in southwest Faerun. **Calishite Names:** (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, Jasmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, Jassan, Khalid, Mostana, Pashar, Rein
\pagebreakNum #### Chondathan. Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerun, around the Inner Sea **Chondathan Names:** (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Chessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag #### Damaran. Found primarily in the northwest of Faerun, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common. **Damaran Names:** (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag #### Illuskan. Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair. **Illuskan Names:** (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver #### Mulan. Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair. **Mulan Names:** (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt #### Rashemi. Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair. **Rashemi Names:** (Male) Borivik, Faurgar, Jandar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina \columnbreak #### Shou. The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerun. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name. **Shou Names:** (Male) An, Chen, Chi, Fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Lia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan #### Tethyrian. Widespread along the entire Sword Coast at the western edge of Faerun, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names. #### Turami. Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes. **Turami Names:** (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, Jalana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo ### Humans Traits ___ Your Humans character has the following species traits. **Age:** Humans reach adulthood in their late teens and live less than a century. **Fecundity:** Humans have medium fecundity, and count as Humanoid for the purposes of breeding compatibility. Their pregnancies last about 9 months and have a base 15% chance for multiple offspring. **Size:** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. Size Modifier = 2d10 Height = 4 feet + 8 inches + your size modifier in inches Weight in pounds = 110 + ( 2d4 x your size modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. **The most diverse:** There are so many varieties of human with different abilities, including Base, Gavony, Kessig, Nephalia, Stensia, Ixalan, Kaladesh, Keldon, Mark of Finding, Mark of Handling, Mark of Making, Mark of Passage, Mark of Sentinel, Variant, and Zendikar. They are detailed below: \pagebreakNum ### Base Human Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups. **ASI:** Increase all your ability scores by 1. ### Gavony Human Whether safe behind the walls of the High City of Thraben or out in the moors with little more than shuttered windows, barred doors, and grim determination to stand against the horrors of the night, the humans of Gavony are the most well-rounded people of Innistrad. **ASI:** Increase all your ability scores by 1. ### Ixalan Human Humans are found throughout the plane of Ixalan, both in the lands of Torrezon (now controlled by the Legion of Dusk) and in the Sun Empire. The vampires of the Legion of Dusk were once human, and the peasant and servant populations they rule still are. As the Legion of Dusk conquered Torrezon, its forces drove many human populations before them, including those who first formed the Free Cities and later fled across the ocean to form the core of the Brazen Coalition. **ASI:** Increase all your ability scores by 1. **Language:** Being from Ixalan, your second language choice might be based on your national origin: Itzocan for the Sun Empire, Coalition pidgin for the Brazen Coalition, or Vampire for the Legion of Dusk. ### Kaladesh Human The humans of Kaladesh are a race full of passionate aspiration. At their best, humans attempt grand and expansive endeavors, driven to strive after the loftiest and most impossible goals. At their worst, humans are superficial, impractical dreamers who are blind to the consequences of their misguided actions. However, there can be no denying that the best and the worst of humankind—along with the vast swath of humanity in between—have been instrumental in shaping the history of Kaladesh, and continue to shape the destiny of the plane. Their curiosity, their ambition, their apparently boundless energy, and the scope of their vision are powerful forces that drive invention forward. **ASI:** Increase all your ability scores by 1. **Language:** Being from Kaladesh, Vedalken is a common second langauge choice. \columnbreak ### Kessig Human For the Kessiger, life is work. Kessigers are farmers, millers, weavers, and stonemasons, living close to the land and working hard for every meal. This makes them self-reliant, pragmatic, and plainspoken. **ASI:** 2 Points. Example: DEX +1, WIS +1. **Forest Folk:** You have proficiency in the Survival skill. **Fleet of Foot:** Your base walking speed is 40 feet. **Sure-footed:** When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. **Spring Attack:** When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not. ### Keldon The people of Keld are human, but they are like no other humans anywhere. Nearly all adults stand over six feet tall, and heights above seven feet are not uncommon. They are massively muscled and have gray skin, ranging from an ashy gray-white to a deeper bluegray. The typical Human (Keldon)'s hairline points sharply down in the middle of the forehead and at either temple, but recedes elsewhere—sometimes dramatically. Keldons are remarkably resistant to the cold of their homeland, baring skin even in near-freezing temperatures without discomfort. **ASI:** 3 Points. Example: STR +2, WIS +1. **Size:** Keldons are taller and heavier than the human norms of other cultures, standing almost universally above 6 feet tall and reaching heights above 7 feet. Your size is Medium. Size Modifier = 2d10 Height = 5 feet + 8 inches + your size modifier in inches Weight in pounds = 150 + ( 2d4 x your size modifier) **Languages:** You can speak, read, and write Common and Keldon. **Natural Athlete:** You have proficiency in the *Athletics* skill. **Keldon Resilience:** You have proficiency in Strength saving throws. **Icehaven Born:** You are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. \pagebreakNum ### Mark of Finding Human From Eberron. **ASI:** 3 Points. Example: INT +2, one other +1. **Hunter's Intuition:** When you make a Wisdom (*Perception*) or Wisdom (*Survival*) check, you can roll a d4 and add the number rolled to the ability check. **Finder's Magic:** You can cast the *hunter's mark* spell with this trait. Starting at 3rd level, you can also cast the *locate object* spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class. |Spell Level| Spells| |:-:|:-| |1st| faerie fire, longstrider |2nd|locate animals or plants, locate object |3rd|clairvoyance, speak with plants |4th| divination, locate creature |5th| commune with nature ### Mark of Handling Human From Eberron. **ASI:** 3 Points. Example: WIS +2, one other +1. **Wild Intuition:** When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll a d4 and add the number rolled to the ability check. **Primal Connection:** You can cast the animal friendship and speak with animals spells with this trait, requiring no material component. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a short or long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). **The Bigger They Are:** Starting at 3rd level, you can target a beast or monstrosity when you cast *animal friendship* or *speak with animals*, provided the creature's Intelligence score is 3 or lower. \columnbreak **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Handling Spells table are added to the spell list of your spellcasting class. |Spell Level| Spells| |:-:|:-| |1st|animal friendship, speak with animals |2nd| beast sense, calm emotions |3rd|beacon of hope, conjure animals |4th| aura of life, dominate beast |5th| awaken ### Mark of Making Human From Eberron. **ASI:** 3 Points. Example: INT +2, one other +1. **Artisan's Intuition:** When you make an Arcana check or an ability check involving artisan's tools, you can roll a d4 and add the number rolled to the ability check. **Maker's Gift:** You gain proficiency with one type of artisan's tools of your choice. **Spellsmith:** You know the *mending* cantrip. You can also cast the *magic weapon* spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your spellcasting class. |Spell Level| Spells| |:-:|:-| |1st|identify, Tenser's floating disk |2nd| continual flame, magic weapon |3rd|conjure barrage, elemental weapon |4th|fabricate, stone shape |5th| creation \pagebreakNum ### Mark of Passage Human From Eberron. **ASI:** 3 Points. Example: DEX +2, one other +1. **Courier's Speed.** Your base walking speed increases to 35 feet. **Intuitive Motion.** When you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check. **Magical Passage.** You can cast the *misty step* spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your spellcasting class. |Spell Level| Spells| |:-:|:-| |1st|expeditious retreat, jump |2nd| misty step, pass without trace |3rd|blink, phantom steed |4th| dimension door, freedom of movement |5th| teleportation circle ### Mark of Sentinel Human From Eberron. **ASI:** 3 Points. Example: CON +2, one other +1. **Sentinel's Intuition.** When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check. **Guardian's Shield.** You can cast the *shield* spell once with this trait, and you regain the ability to cast it after you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). **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 long rest. \columnbreak **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your spellcasting class. |Spell Level| Spells| |:-:|:-| |1st| compelled duel, shield of faith |2nd|warding bond, zone of truth |3rd| counterspell, protection from energy |4th| death ward, guardian of faith |5th|Bigby's hand ### Nephalia Human Beneath an ever-present shroud of fog billowing in from the sea, the people of Nephalia maintain a semblance of normalcy, buying and selling goods from across Innistrad in their bustling markets, setting out to sea in tiny fishing boats, or tilling the soggy earth in waterlogged fields. **ASI:** 2 Points. Example: INT +1, CHA +1. **Breadth of Knowledge:** You gain proficiency in any combination of four skills or with four tools of your choice. ### Stensia Human Countless generations of hardship and proximity to the vampire strongholds—leading to lost children and neighbors—have taught Stensians to guard their hearts. They are proud and fervent in their beliefs but seem brusque or even cold to the people of other provinces. **ASI:** 2 Points. Example: STR +1, CON +1. **Daunting:** You have proficiency in the *Intimidation* skill. **Tough:** Your hit point maximum increases by 2, and it increases by 2 every time you gain a level. ### Variant Human Inncludes Amonkhet **ASI:** Increase any two ability scores by 1. **Skills:** You gain proficiency in one skill of your choice. **Feat:** You gain one feat of your choice. ### Zendikar Human Humans are the most numerous, diverse, and adaptable folk of Zendikar, and they form the core of most exploratory and adventurous expeditions across the plane. Though many humans huddle behind stone walls and wooden ramparts, at least somewhat protected from the perils of Zendikar, a significant number venture out from the safety of those walls to explore and defend their world. **ASI:** Increase all your ability scores by 1. **Language:** Being from Zendikar, Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: vampire curses, Elvish musical expressions, merfolk scholarly jargon, and so on. \pagebreakNum ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Prodigy You have a knack for learning new things. You gain the following benefits: * You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. * Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. \pagebreakNum
# Hybsil
### History Originally hailing from the Feywild, hybsils have magical abilities that make them immune to poison, able to sense invisible creatures such as their fey kin, and confound the senses of mortals. The roles in hybsil society are mostly split between males and females, although females take up arms if needed. Males focus on hunting, gathering, and protecting the tribe. The females take care of the young, educate, preserve traditions, maintain the tribe's oral history, and care for the injured and sick. ### Appearance Hybsils are small fey creatures that appear as centauroid antelope, with the torsos, arms, and heads of pixies and the body of a small antelope. The color of a hybsil's body varies from dark grays and browns to beige and copper. Like normal antelopes, hybsils also often have spots or stripes. Hybsils have pointed, elegant ears with a small tuft of hair at the tips. Male hybsils have large forking antlers, and females have smaller antlers that were sometimes spiraled. The male's antlers molt in the middle of winter and grow back in spring. ### Hybsil Traits **ASI:** 3 Points. Example: WIS +2, DEX +1. **Age:** Hybsils reach maturity around age 18, and live from 50 to 70 years. **Fecundity:** Hybsil have medium fecundity, and count as Fey for the purposes of breeding compatibility. Their pregnancies last about 5 months and have a base 5% chance for multiple offspring. **Size:** A hybsil stands only 3 feet tall on four legs. Your size is Small. Size Modifier = 2d4 Height = 2 feet + 8 inches + your size modifier in inches Weight in pounds = 200 + ( 2d10 x your size modifier) **Speed:** Despite their small stature, hybsils are remarkably fast on their hooves. Your base walking speed is 35 feet. **Languages:** You can speak, read, and write Common and Sylvan. **Poison Resistance:** You have advantage on saving throws against poison, and you have resistance against poison damage. **Trapfinding:** You have advantage on Intelligence (Investigation) rolls to search for traps in natural surroundings. **Fey Ancestry:** You have advantage on saving throws against being charmed, and magic can't put you to sleep. \columnbreak **Hybsil Magic:** You know the *dancing lights* cantrip. Once you reach 3rd level, you can also cast *see invisibility* without needing material components. Once you reach 5th level, you can cast *mirror image*. You regain the ability to cast each spell after you complete a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race). **Cervidae Build:** Any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. You can act as a mount for another creature. You do not have to follow directions. You count as a mount if an effect or ability requires it, as long as you are mounted. You must have enough carry capacity to carry your gear, your rider, and your rider's gear. You always counte as mounted for the Lance special quality. You must follow barding prices & weights. ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Squat Nimbleness You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
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# Illithid ( pronounced: /ɪlˈlɪθɪd/ il-LITH-id, meaning "mind flayer" or "mind ruler" in Undercommon )
### History Mind fayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, fexing in hungry anticipation when sentient creatures come near. In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive. Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark. ### Appearance In terms of height, weight, and build, mind flayers are roughly comparable to thin humans, but it is at this point that any external comparison to humanoids ended. A mind flayer's body is, in fact, a gruesome mockery of the humanoid form. An illithid's flesh, is soft, supple, moist, and rubbery, resulting in an unmistakable texture easily distinguishable from any other creature by anyone familiar with it. Their skin ranges from mauve to greenish-violet in color. Mind flayers that are healthy from brain-rich diets excreted a thin film of slimy, glistening mucus that keeps in moisture and gives off a faint odor similar to onions, garlic, or even vanilla, although the smell is imperceptible from afar. Their blood had is silvery-white color. An illithid's bulging, ridged, elongated head is reminiscent of an octopus, with a cluster of four flexible, unsegmented, extendable, purplish-black tentacles surrounding their mouths. The tentacles can range in length from 2 to 4 feet , appearing shorter when an illithid is at rest. ### Illithid Names ___ Mind flayer names are diverse, but overall they tend to have both melodic and harsh tones as part of their names. On top of this, their names can also vary in length as well, ranging from single syllable names to four syllable names.
\pagebreakNum ### Illithid Traits ___ Your Illithid character has the following racial traits. **ASI:** 3 Points. Example: INT +2, CHA +1 **Age:** Illithids fully complete ceremorphosis by the age of 9 and become fully mature by age 15. Illithids live longer than humans but rarely past 150 yeaars. **Fecundity:** Illithids do not reproduce as normal. A Live ilithid tadpole is physically inserted into the mind of a captive humanoid host. It then consumes the mind and turns the body into a mind flayer. Adult mind flayers spawn around 1,000 tiny eggs two or three times over the course of its lifetime. **Size:** Most illithids are at least as tall as humans, standing a few inches of over 6 feet, but their bodies are very slender and emaciated, weighing less than an average being of their stature. Their size is medium. Height Modifier = 2d8 Height = 5 feet + 4 inches + your height modifier in inches Weight in pounds = 110 + ( 2d4 * your height modifier) **Speed:** Your base walking speed is 30. **Languages:** You can speak, read, and write Undercommon, Deep Speech and Qualith. On the rare occasion that a mind flayer needs to write somethign down, they do so in Qualith. This system of tacticle writing, similar to braille, is read by an illithid's tentacles. Qualith is written in four line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions. **Telepathy:** You can speak telepathically to any creature you can see within 120 feet of you and prefer to do so as speaking aloud is unnatural and difficult for you. It can understand you as long as it knows at least one language, and it can communicate back to you telepathically as long as it is within range and you wish to hear it. **Lesser Magic Resistance:** Whenever you make a saving throw against a magic spell or effect, if you are proficient in that type of saving throw, you gain advantage on the roll. **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. **Tentacles:** You can use your powerful tentacles to pull a foe's head closer to your mouth. If a creature starts its turn grappled by you, it takes 1d6 piercing damage. If a humanoid grappled by you is reduced to 0 hit points, you may kill it by extracting and devouring its brain. When eating a creatures brain, you learn some of its memories or recent thoughts of the DM's choosing. **Mind Blast:** Though significantly weaker without the full power of the mind flayer's collective networked intelligence behind them, lone illithids' mental assaults are still dangerous. You know the *Mind Sliver* Cantrip. Starting at 4th level you can also cast *Mind Spike* with this trait. Once you cast it, you can't do so again until you finish a long rest. If the creature you target with *Mind Spike* fails the save, and at any point before the spell ends you devour their brain, you may use this ability again immediately. Intelligence is your spellcasting ability for these spells. \pagebreakNum
# Kalashtar #### "I am kalashtar, born of two worlds. Over a thousand years ago, my ancestor bound her bloodline to the spirit Kashtai, and I am a child of that union. Kashtai moves within me. Her memories come to me in dreams, and at times her voice whispers in the silence of my mind. As long as at least one of my sisters is alive, Kashtai will survive—and as long as she lives, she will fight il-Lashtavar.” — Lakashtai, servant of the light
### History ___ The kalashtar are a compound people, created from the union of humanity and renegade spirits from the plane of dreams—spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. There is an unmistakable alien quality to the kalashtar, though, as they are haunted by the conflicts of their otherworldly spirits. ### Appearance ___ Being the combination of humans who willingly fused with quori souls, kalashtar look much like humans, having the same ranges of eye, hair, and skin colors. Kalashtar are commonly tall and slim, though kalashtar of all sizes exist. The only real difference in kalashtar is their monastic behavior. Kalashtar children show the largest difference between them and their human counterparts but still, only in behavior. Whilst human children will run, play, laugh, and show an emotional immaturity, kalashtar children will take part in meditative practices, martial training, and telepathic conversations like their adult seniors. ### Names ___ Kalashtar names are three to five syllables long and feature hard and hissing consonants. Male names end with one of the following suffixes -harath, -khad, -melk or -tash, whilst female names end with the female suffixes -kashtai, -shana, -tari or -vakri. A kalashtar name adds a personal prefix to the name of the quori spirit within the kalashtar. Such names have no relation to the kalashtar's gender. Kalashtar orphans are unlikely to know the name of their spirit and take names from another source. **Quori Names:** Ashana, Ashtai, Ishara, Hareth, Khad, Kosh, Melk, Nari, Tana, Tari, Tash, Ulad, Vakri, Vash **Kalashtar Names:** Coratash, Dalavash, Dolishara, Halakosh, Khoratari, Koratana, Lanhareth, Molavakri, Nevitash, Sorashana, Torashtai, Valakhad, Vishara
\pagebreakNum ### Kalashtar Traits ___ Your Kalashtar character has the following species traits. **ASI:** 3 Points. Example: WIS +2, CHA +1. **Age:** Kalashtar mature and age at the same rate as humans. **Fecundity:** Kalashtar have medium fecundity, and count Humanoid for the purposes of breeding compatibility. Their pregnancies last about 9 months and have a base 15% chance for multiple offspring. Kalashtar are humans merged with a quori spirit,. If their offspring is the same gender as them, then they are either a kalashtar or the other parent's race. If the offspring is not the same gender, then it is a human or the other parent's race. They have no hybrids. **Size:** Kalashtar vary as much as humans. Your size is medium. Height Modifier = 2d6 Height = 5 feet + 4 inches + your height modifier in inches Weight in pounds = 110 + ( 1d6 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common, Quori, and one other language of your choice. **Mind Link:** You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it. **Severed from Dreams:** Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like *dream*, but not to spells and other magical effects that put you to sleep, like *sleep*. \columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Eyes of the Bonded Spirit The bond with your dream-spirit enhances your eyesight unconsiously and lets you gain improved insights into the minds of others. You gain the following benefits: * Increase your Wisdom score by 1, to a maximum of 20. * You gain expertise in either the Perception or Insight skill. * You can add your proficiency bonus to your passive Perception (Wisdom) score, if you don't already. ##### Greater Mind Link Your Mind Link racial trait has been improved by your connection with your Quori Spirit. You gain the following benefits: * Your Mind Link range is extended by 60 feet. * You can use your Mind Link on up to a number of creatures equal to your Wisdom modifier (minimum 2) * You no longer need to see a creature to Mind Link with it, as long as you know where it is. * Creatures granted the ability to respond to your Mind Link by you, also benefit from these changes where applicable. \pagebreakNum
# Karokans #### “Most undersea folks have heard of karokans but few have actually seen one up close. Outlaws like us who live out in the Wild Seas will glimpse a pod of karokans from time to time. We’ve even done a bit of trade with them when they allow it. Our line of work often requires us to raid caravans sent between cities by rich folk, guarded by tough and experienced warriors. Obviously, our band of outlaws is brave and fearless. That being said, we would never be foolish enough to try and take something from a karokan. Most think karokans are gentle and just look intimidating. This is far from the truth. If pressed, a karokan will ferociously defend their pod and are very good at removing the limbs of those who cause them trouble.” - Breeze, Infamous Pirate & Outlaw
### History ___ The karokans believe that long ago they were created by Okeano to wander and protect the seas, revering his realm and taking only what they need to survive. Scholars know few details about the ancient past of the karokans. No evidence has been found of these nomads ever establishing a large permanent settlement. The karokans have also avoided the conflicts of other undersea people and generally only fight to defend themselves. This has created a past devoid of the conquest and architectural achievement that defines the histories of many. ### Appearance ___ Karokans are amphibious crustacean humanoids. They are almost entirely covered by their carapace, a thick, hard shell that provides them with protection and an exoskeleton. Their shells come in a wide range of colors from bright reds, oranges, yellows, and blues to more mottled browns, grays, and blacks. This coloring can be solid or a mix of multiple colors. Karokans also have two sets of arms. Their large, outer arms end in heavy claws that are relatively clumsy and primarily used for defense. Their smaller, inner arms end in nimble finger-like claws. With multiple legs, karokans are natural crawlers, preferring to travel along the seafloor when they can. When swimming is required, karokans can propel themselves effectively using their many limbs. ### Karokans Names ___ Traditionally, karokan names get longer as they age. When born, they are given a first name by their parents. Each time they molt their shell as a child, they will also be given a middle name, each for a revered ancestor. By the time they molt their final child shell, a karokan will usually have three or four middle names. Most karokans are addressed by only their first name. Full names are quite formal and used mainly to respectfully address pod elders or by parents scolding a youngster. \columnbreak **Male Names:** Akano, Alamaki, Bakari, Erakano, Ekilo, Halaki, Koni, Kulako, Lakalo, Lamaki, Mati, Nahini, Nomi, Pakoro, Rakiri, Soro, Taneti, Vako, Yikado, Zaki **Female Names:** Akona, Areta, Bakadoru, Ekaroka, Ekolu, Holoka, Kana, Kalana, Lakola, Lemoku, Mata, Natanu, Noma, Pokoru, Rakora, Saru, Tanota, Vala, Yadu, Zoka ### Karokans Traits ___ Your Karokans character has the following racial traits. **ASI:** 2 points. Example: WIS +2. **Age:** Karokans become an adult when they molt their final child shell and can live up to a century. **Fecundity:** Karokans have medium fecundity, and count as Aquatic and Beast for the purposes of breeding compatibility. They lay eggs every 150 days with a base 70% chance for additional eggs. If fertilized the eggs hatch after a further 150 days. **Size:** Karokans are big and imposing, with some standing over 7 feet tall. Height Modifier = 2d10 Height = 5 feet + 10 inches + your height modifier in inches Weight in pounds = 200 + ( 2d6 * your height modifier) **Speed:** Your base walking speed is 30 feet and you have a swim speed equal to your walking speed. **Languages:** You can speak, read, and write Common and Karokan. **Amphibious:** You can breathe both air and water. **Powerful Build:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Claws:** The claws on your outer arms can be used to make unarmed strikes. They deal 1d6 + your Strength modifier bludgeoning damage. They can also be used to grapple, leaving your other hands free to hold things. \pagebreakNum **Darkvision:** Accustomed to life deep underwater, 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. **Natural Armor:** A thick carapace covers your body. When you aren’t wearing armor, your AC is 13 + your 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. **Subraces:** Over eons, karokans have evolved into two subraces: shallows karokans and deeps karokans. Choose one of these subraces. #### Deeps Karokan **ASI:** 1 additional point. Example: CON +1. **Dweller of the Deeps**. Accustomed to the deepest seas, you have resistance to cold damage and you ignore any of the drawbacks caused by a deep, underwater environment. #### Shallows Karokan **ASI:** 1 additional point. Example: DEX +1. **Dweller of the Shallows:** You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, or Survival. **Strong Swimmer:** Your base swimming speed increases by 5 feet. You also have advantage on saving throws against being knocked prone \columnbreak > ##### Karokans and Extra Limbs > Your large, outer arms end in a claw that can only be used as a natural attack or to hold an item. Your large claws cannot be used to interact with an object, cast a spell, or make an attack with a weapon. Your smaller, inner arms end in finger-like claws which should be considered hands that operate the same as those of any other humanoid. > You can not equip any more weapons or make more attacks than rules allow. In addition, you can benefit from only one shield at a time. ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Bestial Mutation Your bestial body has undergone a random mutation or spontaneous evolution. Choose 2 of the following options. You may choose the same option more than once. * Increase an ability score of your choice by 1. * Gain a Beastfolk Breed Trait of your choice you don't already have. You may take this feat as many times as you wish.
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# Kender #### “I was just keeping it safe. You never know when someone might try to steal it.” — A typical kender response to thievery accusations
### History ___ Kender are small humanoids who inhabited the world of Krynn and are most known for their curiosity, fearlessness, and ability to always find trouble. There are three primary theories on the origins of the kender. They are considered by some sages to be an example of convergent evolution of halflings and are generally accepted as "honorary cousins" by halflings who traveled across the planes. Others believe that when the Greygem came to Krynn, a group of gnomes were exposed to its chaotic magic. Some were transformed into the first dwarves and the rest into the first kender. The third theory states that at the final battle for control of the Greygem at Gargath's tower, the gem's chaotic magic transformed part of the dwarven army into gnomes and part of the elven army into kender. ### Appearance ___ Most kender were similar in appearance to muscled human children. Adult kender males typically reached 3 feet and 7 inches (1.1 meters) tall and weighted 75 pounds (34 kilograms). Females were slightly smaller in size. It was almost unheard of for a kender to be taller than 4 feet (1.2 meters) or to weigh over 100 pounds (45 kilograms). They had fair skin which quickly tanned under the summer sun, turning dark brown. At the age of around forty, kender started to develop "wizened" deep crow's feet wrinkles[2] and laugh lines. Their hair gently greyed with age at the temples.[2] Unlike halflings of the Realms, kender had a more elven appearance with distinctly pointed ears. Kender usually had sandy blonde, light brown, dark brown, copper-red, or red-orange hair, and they kept it long, often braided in a variety of styles or simply worn in ponytails. These small humanoids often decorated their long hair by weaving colorful ribbons, feathers, beads, flowers, and other fanciful things up in it. Among the most common eye colors were pale blue, olive, light brown, and hazel. ### Kender Names ___ Kender had two names. They had a name given at birth as well as a "chosen" name. The "chosen" kender names were more descriptive of their personalities or exploits, etc. These names could be self-given or nicknames given by others. It was not uncommon for a kender to try and appropriate the name of some famous person just to inherit their reputation. There were cases where entire kender adventuring groups all used the same chosen name. \columnbreak ### Kender Traits ___ Your Kender character has the following species traits. Kender are only able to be hybrids with Halflings. **ASI:** 3 Points. **Age:** Kender are fully mature and tend to leave home in their 20s before returning in their 50s or 60s. Kender who avoid fatal trouble can live over 100 years. **Fecundity:** Kender have low fecundity, and count as Fey and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 8 months and have a base 5% chance for multiple offspring. **Size:** Adult kender males typically reach 3 feet and 7 inches tall and weight 75 pounds. Females are slightly smaller in size. It was almost unheard of for a kender to be taller than 4 feet or to weigh over 100 pounds. Your size is small. Height Modifier = 2d8 Height = 2 feet + 9 inches + your height modifier in inches Weight in pounds = 35 + your height modifier **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common, Kenderspeak and one other language of your choice. Elvish, Gnomish, Dwarvish, and Halfling are common. Kender Nation Kenderspeak is based on common, elf, and gnome culture along with some limited goblin influence. **Fearless:** You have advantage on saving throws you make to avoid or end the frightened condition on yourself. When you fail a saving throw to avoid or end the frightened condition on yourself, you can choose to succeed instead. Once you succeed on a saving throw in this way, you can't do so again until you finish a long rest. **Kender Curiosity:** Thanks to the mystical origin of your people, you gain proficiency with one of the following skills of your choice: *Insight, Investigation, Sleight of Hand, Stealth,* or *Survival*. **Taunt:** 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. \pagebreakNum
\columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Bountiful Luck Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor! When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can't use your Lucky species trait before the end of your next turn. ##### Second Chance Fortune favors you when someone tries to strike you. You gain the following benefits: * Increase your Dexterity, Constitution, or Charisma by 1, to a maximum of 20. * When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest. ##### Squat Nimbleness You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. \pagebreakNum
# Kenku #### “If you hear a baby crying in an alley, walk the other way. That's my advice to you.” — Endroth Knag, City Watch corporal in Waterdeep
### History ___ Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies. The kenku once served a mysterious, powerful entity on another plane of existence. Some believe they were minions of Grazz't, while others say that they were scouts and explorers for the Wind Dukes of Aaqa. Whatever the truth, according to legend, the kenku betrayed their master. Unable to resist the lure of a beautiful sparkling treasure, the kenku plotted to steal the item and escape to the Material Plane. Unfortunately for the kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them. First, the kenku's beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls. Finally, to ensure that the kenku could never divulge any secrets, their master took away their voices. Once the entity was satisfied that they had been sufficiently punished, the kenku were set loose on the Material Plane. Since then, the kenku have wandered the world. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime. \columnbreak ### Appearance ___ Although they evolved from avians, kenku had no wings or capacity for flight. Instead, they had arms in place of wings and bird-like talons for hands and feet. They retained bird-like features, however, with black and beady eyes and a long dark-hued beak. Head and torso were covered with soft feathers, a dark russet-brown color, while their scrawny limbs were bare and scaled like a bird's. They most resembled ravens. ### Kenku Names ___ Given that kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names. Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher. Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler. Some kenku turn their back on crime to pursue legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.
\pagebreakNum ### Kenku Traits ___ Your Kenku character has the following species traits. **ASI:** 3 Points. Example: DEX +2, WIS +1. **Age:** Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60. **Fecundity:** Kenku have low fecundity, and count as Avian for the purposes of breeding compatibility. They lay eggs every 24 days with a base 20% chance for additional eggs. If fertilized the eggs hatch after 30 days. **Size:** Kenku tend to be slightly smaller than the average human, standing at around 5 feet (1.5 meters). Because they have partially hollow bones, they are lighter than most creatures their height, averaging only 75 pounds. Height Modifier = 2d8 Height = 4 feet + 4 inches + your height modifier in inches Weight in pounds = 50 + ( 1d6 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and Auran, but you can only speak using your Mimicry trait. **Versions:** There are two versions of Kenku, Mordenkainen and Volo. Choose one when creating your Kenku. #### Mordenkainen **Expert Duplication:** When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. **Kenku Recall:** Thanks to your supernaturally good memory, you have proficiency in two skills of your choice. Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. **Mimicry:** You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. #### Volo **Expert Forgery:** You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects. **Kenku Training:** You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand. **Mimicry:** You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check. \columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Master of Mimicry You have learned to temporarily mimic even the training of others. You gain the following benefits: * Increase your Dexterity or Wisdom score by 1, to a maximum of 20. * Whenever another creature you can see uses a skill or tool, you can use your reaction to gain proficiency in that skill or tool. Proficiencies gained in this way last for 1 hour, and you can only mimic one proficiency at a time. Once you use this ability, you can’t do so again until you finish a short or long rest. \pagebreakNum
# Khenra
### History ___ Khenra are a species unique to the plane of Amonkhet. Many khenra believe that they are created in the image of Hazoret, and though they venerate all five gods in the manner of all citizens of Naktamun, they have a special affinity for the teachings and philosophy of the god of zeal. These khenra share a deep love of combat, especially hand-to-hand fighting, and they devote themselves to their training with particular intensity. Nearly every khenra is born a fraternal or identical twin, and a pair of khenra twins forms an extremely close emotional bond unknown to most others. The death of one twin in training or the trials causes a tremendous shock to the survivor, who typically grows more aggressive and foolhardy in battle. The rare khenra who are born without twins are believed to have killed their siblings in the womb, and are thus viewed as natural-born warriors, sure to achieve great things. ### Appearance ___ The khenra of Amonkhet are tall and lean, with graceful bodies and heads that strongly resemble jackals. Their snouts are long and sharp, and their angular ears rise straight above their heads. Their bodies are covered in dark, sleek hair that ranges from the brown of the desert sands to ebony black. Despite their sharp teeth, they consider biting to be an uncouth and unworthy combat tactic. \columnbreak ### Khenra Names ___ Khenra usually have a name and a title given to them by their weapons master when they are young. Their title represents the way they carry themselves or perform in combat, usually starting with “the”. **Male Names:** Akhom, Anen, Bek, Idu, Ipuki, Kawab, Khafra, Mektere, Nebetkta, Pawah, Sabaf. **Female Names:** A’at, Amunet, Aneksi, Betrest, Hentie, Hetepheres, Ipwet, Joba, Kiya, Nebet, Rai. **Title:** Sharp Blade, Strong Strike, Cunning Bite, Swift, Guardian, Path Finder, Fired Heart, Angry Jaws.
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\columnbreak ### Khenra Traits ___ Your Khenra character has the following species traits. It is highly recommended that if you intend to make a khenra with a living twin that the twin be another player character. **ASI:** 3 Points. Example: DEX +2, STR +1 **Age:** Khenra mature quickly, reaching adulthood in their early teens. Khenra initiates are usually the youngest in a crop, completing the trials by their late teens. Even without a violent death, they rarely live past 60. **Fecundity:** Khenra have medium fecundity, and count as Beast for the purposes of breeding compatibility. Their pregnancies last about 7 months. They have a 75% chance of twins and a 0.1% chance of triplets. **Size:** Khenra have similar builds to humans. Your size is Medium. Height Modifier = 2d10 Height = 4 feet + 10 inches + your height modifier in inches Weight in pounds = 120 + ( 2d4 x your height modifier) **Speed:** Your base walking speed is 35 feet. **Languages:** You can speak, read, and write Common and Khenra. **Khenra Weapon Training:** You have proficiency with the khopesh (longsword), spear, and javelin. **Khenra Twins:** If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can't be frightened. ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Bestial Mutation Your bestial body has undergone a random mutation or spontaneous evolution. Choose 2 of the following options. You may choose the same option more than once. * Increase an ability score of your choice by 1. * Gain a Beastfolk Breed Trait of your choice you don't already have. You may take this feat as many times as you wish. \pagebreakNum
# Kobold #### “The dragon scale toughens our skin. The dragon bone adorns our skull. The dragon heart flames our sorcery. We are the dragon, and for the dragon we live. Long live the dragon.” — A common kobold saying
### Kobold life ___ Kobolds live in the dark, ideally underground or thick forest, in tribal societies. Their lairs are often overcrowded, although when one tribe becomes too numerous, it splits into numerous smaller ones. The overcrowding eliminates the concept of privacy, so kobolds sleep in communal areas where nudity is not regarded as shameful or offensive, even to the opposite sex. Kobolds wear clothing for function or ritual, but not to prevent nudity. The common overcrowding often leds to conflict, and two kobolds will fight to settle their differences, although these fights are not usually lethal. This has led to a lack of deep-rooted divisions or grievances in kobold society Kobolds are resentful of their short stature and hate members of other races who poke fun at them for this. Most feel as though they ought to compensate for their small size in other ways, such as humor or aggression. ### Appearance ___ A kobold are small reptilian humanoiss, with scaled skin between reddish brown and black in color and burnt orange to red eyes. Their legs are sinewy and digitigrade. They have long, clawed fingers and a jaw like a crocodile. Small white or tan horns protrude from their head, and they have rat-like tails. They often smell of wet dog and stagnant water. Kobolds like to wear red or orange garments, which are usually ragged. ### Names ___ Kobold names are short and sweet. Most of the tones in their names are harsher, but some more melodic and softer tones are found here and there as well. Kobold names are supposed to have meanings based on the individual's appearance or behavior, but these meanings are only known to those who speak their language. \columnbreak ### Kobold Traits ___ Your Kobold character has the following species traits. **ASI:** 2 Points. Example: DEX +2. **Age:** Kobold young matured quickly, reaching young adulthood in six years and they can live up to 135 years. **Fecundity:** Kobolds have high fecundity, and count as Dragon for the purposes of breeding compatibility. When impregnated the female will lay eggs within 15 days. The egg then hatches after incubating for about 60 days. Kobolds are also able to slowly change their sex over several months to balance out the sexes within their tribe. **Size:** A kobold stand between 2 and 2.5 feet tall, weighing 35 to 45 pounds. Your size is small. Height Modifier = 2d4 Height = 2 feet + 1 inches + your height modifier in inches Weight in pounds = 25 + your height modifier **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and Draconic. **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 **Versions:** There are several versions of Kobold; Aquatic, Mordenkainen, and Volo. Choose one when making a kobold.
\pagebreakNum ### Aquatic **ASI:** 1 additional point. **Lost Traits:** Aquatic Kobolds have none of the normal traits of normal kobolds. **Aquatic Adaptation:** These kobolds have gotten used to life in the water. Their horns and tails sport fins, their fingers and toes are webbed, and they have gills. They have a swimming speed of 35. They can also breathe water and air equally easily. **Aquatic Kobold training:** You have proficiency with the spear, trident, and net. **Language of the Sea:** You can speak, read, and write Common and Aquan. **Glowing Spots (replaces Darkvision):** These kobolds do not see well in the dark but they do not need to as they bring their light with them. These kobolds have incorporated luminescent bacteria into their bodies. They form large patches around their eyes forming eye spots that make their eyes appear much larger than they actually are, which can sometimes scare away predators. The patches are always glowing and provide 15 feet of dim light at all times, unless the kobold's head is covered. With some effort, the kobold can change the color with which their spots glow to any visible hue, independently of each other but they always glow regardless of color. Changing the color(s) requires a long rest. ### Mordenkainen **ASI:** 1 additional point. **Draconic Cry:** As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. **Kobold Legacy:** Kobold's connections to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold. **Breeder:** Your body is special. While all kobolds can change their sex over time, you can do so rapidly, over the course of a long rest, changing from male to female, both or neither if you want. You also give off the scent of a good mate that other dragonkin can detect. You have advantage on any charisma checks that involve you flirting with or attempting to seduce any dragon type creature or creature with the Dragon breeding type. **Craftiness:** You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Survival. **Defiance:** You have advantage on saving throws to avoid or end the frightened condition on yourself. **Draconic Sorcery:** You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race). **Sneaky and Snide** You gain proficiency in one of the following skills; Stealth, Deception, or Survival. **Urd Wings:** You have two small draconic wings that sprout from your back, granting you a flying speed of 30 feet. To use this speed you cannot be heavily encumbered (though you may always use them to slowfall). Heavily encumbered means that the total weight of all the belongings on your person, plus the weight and gear of anyone you are trying to carry exceeds (your Strength score x 5) lbs. Optionally, you can take the following two features. They replace your Draconic Cry feature. **Dragonscribe Legacy:** Your scales shine brighter and in different colors than other kobolds, showing your deeper draconic connection. You gain resistance to one of the following damage types: Acid, Cold, Fire, Lightning, or Poison. **Higher Ground** Once per turn, you can deal an extra 1d6 damage to a creature you hit with a weapon attack if you are at least 30 ft higher up than the target creature. ### Volo **Grovel, Cower, and Beg:** As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest. **Pack Tactics:** You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. **Sunlight Sensitivity:** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### ##### Squat Nimbleness You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. \pagebreakNum
# Kor #### "With the right tools, even the sky is within reach." -Ardenn, Intrepid Archaeologist
### History ___ Deeply reverent of the land and its sacred sites, the nomadic kor live a spare existence defined by their constant travels. Masters of ropes and hooks, they scale sheer cliffs and cross yawning chasms with such skill and agility that they sometimes seem almost to take flight. The kor have a nonverbal language of hand signs and gestures that allows communication despite significant distance (particularly when augmented with whirling ropes) or howling winds. They also use this sign language among themselves when they wish to avoid being overheard, giving rise to misguided rumors that they are incapable of speech. When they do speak, they typically use as few words as possible to convey their meaning. ### Appearance ___ Kor are tall, slender humanoids with light hair and gray, blue-gray, or ivory skin. All kor have slightly pointed ears, and males have short, fleshy barbels on their chins. They paint softly glowing geometric patterns on their faces and bodies, suggestive of the shapes and design of the hedrons that appear across Zendikar. Their clothing tends to leave their arms and shoulders free to facilitate climbing, and they keep most of their gear in pouches and slings at their waists. ### Names ___ Kor names are fairly melodic and have a slight hint of Indian influences and tend to include a job or title. \columnbreak ### Traits ___ Your character has the following species traits. **ASI:** 3 Points. Example: DEX +2, WIS +1. **Age:** Kor mature at the same rate as humans and live about as long. **Fecundity:** Kor have medium fecundity, and count as Humanoid for the purposes of breeding compatibility. Their pregnancies last about 9 months and have a base 15% chance for multiple offspring. **Size:** Kor average nearly 6 feet tall, but are much lighter and more slender than humans. Your size is Medium. Height Modifier = 2d10 Height = 4 feet + 8 inches + your height modifier in inches Weight in pounds = 90 + ( 1d4 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and communicate in the silent speech of the Kor. **Brave:** You have advantage on saving throws against being frightened. **Climbing:** You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor. **Kor Climbing:** You have proficiency in the *Athletics* and *Acrobatics* skills. **Lucky:** When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
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# Koradi [ ko-RAH-dee ]
### Appearance Though koradi aren't plants themselves, their attunement with nature has given them biological traits similar to those of the plants they deem sacred. Koradi skin often takes earthen tones that deepen as they age to help them blend into the local lands. Eye colors vary greatly but are generally hazel or green in tint with an almond-shaped iris. Their hair ranges from common human tones to vibrant greens and misty whites. Those who are born with less exotic skin tones generally find an easier time assimilating with human society, though even the fairest-skinned koradi will have a noticeable tint. However, the most distinguishable feature of koradi lies in their more naturalistic elements. Koradi from the deep woods will have bark-like skin that resembles trees, while those from the swamp have amphibian-like skin. All koradi have various plant-like markings or growths over their bodies — sometimes symmetrical and sometimes not. These markings help the koradi blend in with the local lands and are used by outsiders to further differentiate them from one another. Koradi with the largest and most visible markings are held with the highest esteem among their community. ### Koradi Names Koradi know each other primarily through their distinct markings and role within their clan. They usually only have a single name assigned to them by either their grandparents or the clan elder. They lack a formal last name and instead use their clan name when required. Koradi clan names are more often than not based off of the materials and resources found within their territory. **Male Names:** Aldon, Bilmorn, Calwin, Darfin, Eldron, Errick, Hagas, Klaern, Salen, Tanion, Valrick, Wrelin, Zaos **Female Names:** Alimer, Ava, Ellarian, Erryn, Gaylia, Lhuna, Naumys, Radelia, Sylmae, Teryani, Thalia, Yhendorn, Zentha **Clan Names:** Alderwood, Amaranthe, Artemisia, Ashtree, Balsame, Calypto, Clove, Fennel, Helmlocke, Lily, Oaknut, Roselia, Spruce, Willow \columnbreak ### Koradi Traits ___ Your Koradi character has the following species traits. **ASI:** 2 Points. Example: WIS +2. **Age:** Koradi age slightly slower than humans and reach maturity at 20 years of age. The oldest koradi can live up to 150 years. **Fecundity:** Koradi are plants. At the start of each year, they roll for multiples (base 200% chance) to determine how many seeds they have that year. Only one seed within them can be fertilized at a time and it is laid 30 days later. If the Koradi wants, they can choose to implant their seeds inside another, fertilized or not. They typically expel one per orgasm this way. If they do, they roll the fertility DC like they are female and that determines the DC of that seed and it stays that way. If it goes 30 days without being fertilized, it dies and exits the host body. If it is fertilized, it is laid 30 days later and sprouts into a new Koradi after about 10 months. **Size:** Koradi are about the same size and build as humans. Your size is Medium. Size Modifier = 2d10 Height = 4 feet + 8 inches + your size modifier in inches Weight in pounds = 105 + ( 2d4 x your size modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and one language known by the people your clan trades with, most often Elvish, Gnomish, or Sylvan. **Natural Camouflage:** You have advantage on Dexterity (Stealth) checks when trying to hide in dense foliage such as in swamps and forests, and you can take the Hide action while only lightly obscured by foliage. You lose these benefits if you don medium or heavy armor. **Folk Remedies:** You are proficient with herbalism kits. ***Choose one of the following traits:*** **Verdant Being::** You know the druidcraft cantrip and can cast it at will. Wisdom is your spellcasting ability for it. **Salutary of nature:** You can cast the goodberry spell once using this trait without requiring material components, but must finish a long rest before you can do so again. Wisdom is your spellcasting ability for it. **Sub-species:** Koradi from different climates tend to develop slightly different characteristics. The most common koradi come from either forested areas and are known as wildhearts, or from swampy regions and are known as mosshearts. \pagebreakNum
#### Deepgrown **ASI:** 1 additional point. Example: INT +1. **Toxic Touch:** Your skin can secrete a mild toxin that is harmful to most creatures. As a bonus action, you can force a creature grappling you, grappled by you, or otherwise in prolonged contact with you to make a Constitution saving throw (save DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target becomes poisoned until the end of its next turn. You must then finish a short or long rest before you can use this trait again. **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. #### Mossheart **ASI:** 1 additional point. Example: CON +1. **Poison Resilience:** The deadly toxins common in your homeland have forced you to evolve a natural resistance against them. You have advantage on saving throws against poison, and gain resistance to poison damage. **Born Swimmers:** You have a swimming speed of 30 feet and can hold your breath for up to 15 minutes. \columnbreak #### Wildheart **ASI:** 1 additional point. Example: DEX +1. **Thick Hide:** Your skin has adapted to protect you without the need for cumbersome armor. You gain a +1 bonus to your AC while you aren't wearing medium or heavy armor. **Tree Climbers:** You have a climbing speed of 30 feet. #### Winterborn **ASI:** 1 additional point. Example: STR +1. **Arctic Acclimation:** You have resistance to cold damage and are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. **Nomadic Physiology:** Your body has evolved to allow you to travel across vast swaths of frozen terrain. You can travel twice as long as other creatures without risking exhaustion, and difficult terrain made of ice or snow doesn't cost you extra movement. \pagebreakNum
# Krogan ##### "A scar does not form on the dying. A scar means I survived." —Urdnot Wrex.
### History ___ The krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators. The krogan managed to not only survive on their unforgiving homeworld, but actually thrived in the extreme conditions. Unfortunately, as krogan society became more technologically advanced, so did their weaponry. The end result is that they destroyed their homeworld in a nuclear war that reduced their race into primitive warring tribes. With the help of the salarians, the krogan were "uplifted" into galactic society, and lent their numbers and military prowess to bring an end to the Rachni Wars. Ironically, after the rachni were eradicated, the rapidly-expanding krogan became a threat to the galaxy in turn, starting the Krogan Rebellions and forcing the turians to unleash the genophage. This genetic "infection" dramatically reduced fertility in krogan females, causing a severe drop in births secondary to prenatal and postnatal death and, ultimately eliminating the krogan's numerical advantage. Recently they were part of an initiative by the citadel races to colonize another galaxy. However on route the colony ship fell into the Astral Sea and ended up at The Hub, where they are slowly learning to adapt to their new environment. Those taken on the initiative were given a prototype antigen to the genophage. While they are no longer able to rapidly reproduce as before, they're not on the verge of extinction from low numbers either. \columnbreak ### Appearance And Biology ___ Krogan eyes are wide-set giveing the krogan 240-degree vision, giving them greater visual acuity and awareness of approaching predators. Krogan eyes have narrow pupils. Their irises may be red, green, amber, or blue in color. Their large shoulder humps store fluids and nutrients, enabling them to survive extended periods without food or water. A bigger shoulder hump is seen as a sign of high status, showing how successful an individual krogan is at hunting. Their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to environmental hazards, including toxins, radiation, and extreme heat and cold. Younger krogan have yellow or green markings on their hides. These markings darken to brown or tan over time, showing their age. Younger krogan tend to have looser plates on their head with soft spots in between. When they grow older the plates grow together to form one whole. The most amazing physiological feature of krogan biology is the multiple instances of major organs. These secondary (and where applicable, tertiary) systems are capable of serving as back-ups in the event of damage to the primary biological structures. Krogan also have a secondary nervous system using a neuroconductive fluid, meaning they are almost impossible to paralyze.
\pagebreakNum ### Krogan Names ___ Krogan names are simple, with their clan name first and their individual name second. All Krogan must complete a rite of passage in order to become full clan members. Individual names tend to come from a drunken father belching out sounds until one sounds good enough to be a name. ### Krogan Traits ___ Your Krogan character has the following racial traits. **ASI:** 2 points. They cannot be put in the same statistic. Strength and Constitution are typical. **Age:** Sheer physical hardiness means an individual krogan can expect to live for centuries. Krogan can live for well over a thousand years. **Alignment:** Due to their history and biology, krogan tend to show little empathy especially to 'weaklings', so they tend to be evil. **Fecundity:** Krogan have high fecundity, and count as Beast and Humanoid for the purposes of breeding compatibility. They lay eggs every 180 days. Krogan are very rapid reproducers, though the genophage has dimmed this. Krogan females will lay clutches of about 1000 eggs when they lay, but of them, only 1-2% will be fertilized. Roll 2d10 each laying to determine how many are fertilized, assuming they were with a male during that time. Any males they sleep with during that time could father any number of those eggs if they make the fertility rolls. If fertilized the eggs hatch after only 15 days. **Size:** Krogan are large and heavy. They typically stand over 7 feet tall not including their hump, and weigh at least 300 to 450 lbs but can be even larger. They are a medium size. Height Modifier = d Height = feet + inches + your height modifier in inches Weight in pounds = + ( d x your height modifier) **Speed:** Your base walking speed is 25 feet. **Languages:** They speak Common and Krogan. Krogan is a language of harsh and short sounds. **Powerful Build:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Menacing:** You are proficient in the Intimidation skill. **Krogan Durability:** Due to their thick hides and redundant organs, Krogan are extremely hard to kill. If you become paralyzed, this lasts either until the end of combat or until half its normal duration would be, whichever is shorter. They also have advantage to resist poisons and weather effects such as heat or cold. When you are reduced to 0 hit points but not killed outright, you can drop to 1 instead. You can do this once, regaining the use after a short rest. \columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. Additionally are able to take the Tough feat as many times as you want and are able to by your class(es). You're not able to take it extra times using feats gained any other way. ##### Blood Rage You are able to go into a rage like a barbarian. It functions exactly the same, except your number of uses is 1 and your Rage Damage is equal to half Strength modifier rounded down (minimum 1). If you are already a barbarian, then your Rage Damage is increased by half of your Strength modifier rounded down (minimum 1) but you don't gain any additional uses. Additionally when in a rage, you gain temporary hit points equal to twice your Constitution modifier that are lost when your rage ends.
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# Leonin #### “The wisdom of the elders is just as much a weapon as a sword or spear. We must learn to wield it.” —Ushanti, leonin seer
### History ___ Leonin are a fierce, proud people who hold honor in high regard. Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond their homelands and seek to test themselves in a wider world. Leonin often act with confidence, which can come off as imperiousness. While this can reassure their allies, it can also suggest defiance in the face of what they perceive as imposed authority or unworthy experts. ### Appearance ___ Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Most leonin resemble humanoid lions, though some do resemble other felines such as jaguars and tigers. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from gold to black. While their hands prove as nimble as those of other humanoids, leonin have retractable feline claws, which they can extend instantly. This, along with their ability to produce bone-shaking roars, gives most leonin an air that readily shifts between regal and fearsome. ### Leonin Names ___ Along with their personal names, leonin identify themselves by their pride. A member of the Flintclaw pride with the personal name of Ziore, for example, would likely style herself as Ziore of the Flintclaw. **Female Names:** Aletha, Atagone, Demne, Doxia, Ecate, Eriz, Gragonde, Iadma, Koila, Oramne, Seza, Ziore **Male Names:** Apto, Athoz, Baragon, Bryguz, Eremoz, Gorioz, Grexes, Oriz, Pyxathor, Teoz, Xemnon, Xior **Pride Names:** Embereye, Flintclaw, Goldenfield, Ironmane, Starfeller, Sunguides ### Leonin Traits ___ Your Leonin character has the following species traits. **ASI:** 3 points, Strength or Constitution is typical. **Age:** Leonin mature and age at about the same rate as humans. **Fecundity:** Leonin have medium fecundity, and count as Beast and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 5 months and have a base 30% chance for multiple offspring. \columnbreak **Size:** Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium. Height Modifier = 2d10 Height = 5 feet + 6 inches + your height modifier in inches Weight in pounds = 180 + ( 2d6 x your height modifier) **Speed:** Your base walking speed is 35 feet. **Languages:** You can speak, read, and write Common and Leonin. **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. **Claws:** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. **Hunter's Instincts:** You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival. **Daunting Roar:** As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest. ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Bestial Mutation Your bestial body has undergone a random mutation or spontaneous evolution. Choose 2 of the following options. You may choose the same option more than once. * Increase an ability score of your choice by 1. * Gain a Beastfolk Breed Trait of your choice you don't already have. You may take this feat as many times as you wish.
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# Lesser Succubi/Incubi
### History ___ Succubi are the iconic depiction of lust. Feared for their typically evil nature and ability to steal one's soul, succubi are fiends who wield subtle illusions and enchantments to tempt their victims into forfeiting their eternal souls. Succubi inhabit all of the Lower Planes, and the lascivious dark-winged fiends can be found in service to devils, demons, night hags, rakshasas, and yugoloths. Asmodeus, ruler of the Nine Hells, uses these fiends to tempt mortals to perform evil acts. The demon lord Graz'zt keeps succubi and incubi as advisers and consorts. Succubi often live up to their reputation, acting as seductive females or males to lure males and/or females into relinquishing some of their life-force. Particularly adept at controlling others in the peak of their strength, they're often employed - albeit reluctantly - by others to act as crowd control, or to tame certain creatures. Most of them share the nature of their reputation; flirtatious. They avoid fighting where possible, instead choosing seduction or fleeing. The gender-neutral term for Succubi and Incubi is usually either Foocubus or Concubus. ### Appearance ___ Succubi in their true forms have an appearance similar to that of humans, but are horned, clawed, tailed, winged, and comely. They are typically slender, well toned, and are very rarely overly muscular. Due to their shapechanging abilities, they can tweak their appearances or even change them completely to suit their needs. ### Names ___ Succubi tend to have names in the Abyssal or Infernal language, and may also take on a wide variety of pseudonyms in their interactions with other races and cultures.
### Cubi Traits ___ Your Lesser Cubi character has the following racial traits. **ASI:** 3 points. Example: CHA +2, CON +1. **Age:** Being fiends, they mature quickly and never show signs of aging. They are mature at 16 and never appear older than their mid 20's. **Alignment.:** Their infernal nature leads them to be more Evil. \pagebreakNum **Fecundity:** Concubi have low fecundity, and count as Dragon and Humanoid for the purposes of breeding compatibility. They are capable of both live birth and laying eggs. Which they do depends on what the other parent normally does (if they also can do either, determine which randomly). If they are pregnant with an egg they will lay it after 60 days and it will hatch 11 months later. If they are pregnant with a live birth it will last 9 months. In either case they have a base 10% chance for multiple offspring. **Size:** They are able to alter their height and apparent weight but they are normally medium. They generally weigh between 110 and 140 pounds. **Speed:** You have a base walking speed of 30 feet. **Languages:** You can speak, read, and write Common and your choice of Abyssal or infernal. **Fiendish Nature:** Your creature type is both *Fiend* and *Humanoid*, and you have the *Shapechanger* tag. **Shapechanger:** Using Shapechanger, as an action, you transform your appearance. You decide what you look like, including your height, apparent weight, facial features, sound of your voice, hair length, coloration, gender, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, which you must have seen at least one example of before, though none of your statistics change. You may appear as a creature one size smaller but you cannot become *Large*, and being small imposes the normal restrictions on you, and your basic shape stays the same; if you’re bipedal, you can’t use this ability to become quadrupedal, for instance, though you can hide your wings and/or tail. Your clothes change size with you but your equipment does not. If you try to take the appearance of an existing creature, which you must have seen clearly to attempt, others familiar with that creature may attempt to see through your imitation (DC = 8 + proficiency bonus + Charisma modifier). The DM may impose advantage or disadvantage on the check, depending on your familiarity and the other person's familiarity with the imitated creature. Suspicious creatures can also make an attempt to see through your disguise but to casual observers, you are indiscernible. When you assume this form, you stay in it until you use this ability again, which can be to change to a new form or revert to your true form. You cannot use this ability again until you finish a long rest, or complete a sexual act with a new creature. A new creature is one you have not ever done a sexual act with before. If you are reduced to 0 hit points, you revert to your true form. **Silver Tongue:** Cubi are known for being seduction. You gain proficiency in your choice of Deception, Persuasion, or Performance. You also gain proficiency with the sex toy kit. You also have advantage in any proficient skill or save to flirt and or do lewd or sexual acts. **Tail** You may or may not have a tail in your true form. It is optional. The tail is too slender and weak to carry anything, and cannot impart force greater than 0.5 lb, but can be as expressive as you want it to be. You cannot change your choice later. **Wings:** While in your true form, or in a form where you choose to still have them you have wings. They are too small to provide lift, but as long as you are not restrained or grappled or grappling, you can use them to slowfall. You can choose if these wings are a single large pair on your back, or a small pair on your head and a medium pair on your hips. You cannot change your choice later and they always take that form if you have them out (though you may change their color and texture). ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Lover's Bond If you do a sexual act with another creature that has an INT of 6 or more, you may choose to form a bond with it. You and that creature both gain Telepathy with infinite range, between the two of you, and being on different planes of existence do not hinder this. While bonded to you, the other creature adds your CHA bonus to rolls to resist charm effects. While bonded you also both have advantage on *medicine* checks to stabilize one another, and you always know the general direction and distance between each other while on the same plane (the margin of error is the number of miles between you divided by 10) and if they are at 0 hit points or above 0. The bonded creature may choose to automatically fail any saves to resist effects and spells from you. The bond lasts until one of you dies, or you choose to dismiss it as an action. To dismiss it, you must be touching the other creature. If one of you dies while bonded, the other is stunned for one round. If you die, the other creature is also stunned for 1 hour. If they die, you are also frightened for 1 hour and cannot take any actions except dash, and disengage. You may only have one bond at a time. ##### Seductive Touch Your charisma score increases by 1, up to a maximum of 20. You may cast *charm person* without material components, but using this ability, it has a range of *touch*. Charisma is your spellcasting modifier for it. If you have done a sexual act with the target within the past hour, they have disadvantage to resist. You may only use this ability a number of times equal to your CHA modifier, regaining all uses after a long rest. ##### Strong Wings Your dexterity score increases by 1, up to a maximum of 20. Your strength has grown and that is reflected in your wings. They have become powerful enough to carry you, giving you a flying speed of 30 as long as you are not heavily encumbered. When you shapeshange, you can choose to keep your wings, retaining your flying speed, though this will make it easier to see through. \pagebreakNum
# Lizardfolk #### “In all my dealings with the lizardfolk. I was never able to tell what they were thinking. Their reptilian eyes belied no hint of their intentions. I gave them supplies. They gave me the willies.” — A merchant's account of the lizardfolk.
### History ___ The lizardfolk themselves had no written history. Lizardfolk themselves believed they were one of the first humanoid races on Toril. In their story, lizardfolk had dwelled in the swamps since the beginning and that all the civilized races outside had evolved from weak lizardfolk who could not endure their harsh life and left the swamps. Thus, the lizardfolk could look down upon the civilized races as weaklings. Outsiders thought it more likely that lizardfolk were an offshoot of the ancient Creator Race known as the sarrukh, appearing long before any of the interloper races came to Toril. Regardless, it was clear that lizardfolk had an unimaginably ancient culture, virtually unchanged over the eons. ### Appearance ___ Lizardfolk are semi-aquatic reptilian humanoids. Their skin is covered in scales and varies in color from dark green through to shades of brown and gray. Taller than humans and powerfully built, lizardfolk are often between 6 and 7 feet tall and weigh between 200 and 250 pounds. Lizardfolk have non-prehensile muscular tails that grow to three or four feet in length, and these are used for balance. They also have sharp claws and teeth. Although non-reptilians struggled to tell the difference between males and females, lizardfolk could easily distinguish themselves. ### Names ___ Lizardfolk take their names from the Draconic language. They use simple descriptives granted by the tribe based on an individual's notable deeds or actions. For example, Garurt translates as "axe," a name given to a lizardfolk warrior who defeated an orc and claimed his foe's weapon. A lizardfolk who likes to hide in a stand of reeds before ambushing an animal might be called Achuak, which means "green" to describe how she blends into the foliage. Lizardfolk make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis. **Lizardfolk Names:** Achuak (green), Aryte (war), Baeshra (animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel) \columnbreak ### Traits ___ Your character has the following species traits. **ASI:** 3 points, Constitution is typical. **Age:** Lizardfolk reach maturity around age 14 and rarely live longer than 60 years. **Fecundity:** Lixardfolk have high fecundity, and count as Beast and Dragon for the purposes of breeding compatibility. They lay eggs every337 days with a base 50% chance for additional eggs. If fertilized the eggs hatch after 120 days. **Size:** Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium. Height Modifier = 2d10 Height = 4 feet + 9 inches + your height modifier in inches Weight in pounds = 120 + ( 2d6 x your height modifier) **Speed:** Your base walking speed is 30 feet and a swim speed equal to walk speed. **Languages:** You can speak, read, and write Common and Draconic. **Bite:** Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. **Hold Breath:** You can hold your breath for up to 15 minutes at a time. **Natural Armor:** You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your 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. **Sub-types:** There are three specific types of Lizardfolk with different features. Choose one of the three when making a Lizardfolk: Crafty, Intuitive, or Ssurran.
\pagebreakNum #### Crafty **Cunning Artisan:** Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools. **Hungry Jaws:** In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest. #### Intuitive **Hungry Jaws:** In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest. **Nature's Intuition:** Thanks to your mystical connection to nature, you gain proficiency with two of the following skills of your choice: *Animal Handling, Medicine, Nature, Perception, Stealth,* or *Survival*. #### Ssurran Ssurran are an offshoot of lizardfolk who have adapted to life in arid climates and in Wildspace. While lizardfolk are generally greenish in color and bulky, ssurran are yellowish or brown in color and generally slender, though some can be just as bulky or bulkier than lizardfolk. **Desert Dweller:** Your scales are adapted to protecting you from the hot sun. You are immune to any weather affects based on hot temperatures, though you are not protected from fire. **Psionics:** Long exposure to the Astral Sea has opened your mind to new avenues. You can use the *mage hand* spell, though for you the hand is invisible. Starting at 3rd level you can cast *longstrider* once with this trait, regaining the use after a long rest. Starting at 5th level you can cast *invisibility* once with this trait, regaining the use after 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). None of these spells require spell components when you cast them with this trait.
\columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Bestial Mutation Your bestial body has undergone a random mutation or spontaneous evolution. Choose 2 of the following options. You may choose the same option more than once. * Increase an ability score of your choice by 1. * Gain a Beastfolk Breed Trait of your choice you don't already have. You may take this feat as many times as you wish. ##### Touch of Sess’inek You embody the demonic bearing of a lizard king or queen. You gain the following benefits: * Increase your Constitution or Wisdom score by 1, to a maximum of 20. * You learn to speak, read, and write Abyssal. * You are immune to being frightened.
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# Locathah ( pronounced: /ˈloʊkɑːθɑː/ LO-ka-tha or: /loʊkɑːˈθɑː/ lo-ka-THA), also known as fish-men, gill-men or kaparl ("slave" in the kuo-toan language )
### History ___ The oldest physical evidence of locathah in the Inner Sea were some carvings in undersea caves that depicted them alongside merfolk and sahuagins, dating to around −20000 DR. Over the centuries the locathah of the Inner Sea would experience slavery from all the sentient races of Serôs, with the exception of the shalarins. They also experienced slavery under the Netherese Empire, through the subsea colonies known as Deep Netheril. ### Appearance ___ All locathah have fish-like heads with toothless mouths, small fins where ears would normally be, and large eyes that are either all-black or all-white. The latter coloration is viewed as a good omen. Instead of hair, they have a dorsal fin and flukes. Their size is comparable to humans. The fine scales covering their bodies range from olive green to ochre in color, although those on their stomachs range from sea green to pale yellow. Additionally, locathah have a stripe near their egg sacs, the coloration of which cam distinguish whether they were male or female. For female locathah, this stripe bears the same coloration as their stomach scales. ### Names ___ ### Locathah Traits ___ Your Locathah character has the following species traits. **ASI:** 3 Points, Strength is typical. **Age:** Locathah mature to adulthood by the age of 10 but have been known to live up to 80 years. **Fecundity:** Locathah have high fecundity, and count as Aquatic and Beast for the purposes of breeding compatibility. They lay eggs every 60 days with a base 110% chance for additional eggs. If fertilized the eggs hatch after a further 60 days. **Size:** Locathah stand between 5 and 6 feet tall and average about 150 pounds. Your size is Medium. Height Modifier = 2d6 Height = 4 feet + 10 inches + your height modifier in inches Weight in pounds = 90 + ( 2d4 x your height modifier) **Speed:** Your base walking speed is 30 feet and a swim speed equal to your walk speed. **Languages:** You can speak, read, and write Aquan and Common. **Natural Armor:** You have tough, scaly skin. When you aren't wearing armor, your AC is 12 + your 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. **Observant & Athletic:** You have proficiency in the Athletics and Perception skills. **Leviathan Will:** You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep. **Limited Amphibiousness:** You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating. ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Bestial Mutation Your bestial body has undergone a random mutation or spontaneous evolution. Choose 2 of the following options. You may choose the same option more than once. * Increase an ability score of your choice by 1. * Gain a Beastfolk Breed Trait of your choice you don't already have. You may take this feat as many times as you wish.
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# Loxodon
### Description ___ Loxodons are tireless, patient artisans with an unrivaled intuition about their craft. Although they make nurturing spiritual leaders, their gift for stonework is so ingrained that they are often at a loss when they try to impart that knowledge to others. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. If provoked to action, loxodons are true terrors—bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their guilds. ### Appearance ___ The humanoid elephants called loxodons tower above most other humanoids, standing over 7 feet tall. They have the heads—trunks, tusks, ears, and faces—of elephants, and hulking bipedal bodies covered by thick, leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of elephants. Like that of an elephant, a loxodon's trunk is a useful appendage. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects. The trunk can be used to carry both food and liquid to the mouth and can even act as a snorkel. ### Names ___ A loxodon's name includes subtle tones, produced in a loxodon's resonant nasal chambers, that indicate status, family connection, and community role. Since most non-loxodons can't distinguish these underlying tones, let alone produce them, loxodons often translate them into titles, such as Hierarch, Revered, Grandmother, Healer, or Saint, when interacting with other races. **Male Names:** Bayul, Berov, Brooj, Chedumov, Dobrun, Droozh, Golomov, Heruj, Ilromov, Kel, Nikoom, Ondros, Radomov, Svetel, Tamuj, Throom, Vasool **Female Names:** Ajj, Boja, Dancu, Dooja, Elyuja, Fanoor, Irij, Jasoo, Katrun, Lyooda, Mayja, Radu, Shuja, Soofya, Totoor, Verij, Vesmova, Yoolna, Zarij, Zoorja \columnbreak ### Traits ___ Your character has the following species traits. **ASI:** 3 points, Constitution is typical. **Age:** Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60. **Fecundity:** Loxodon have low fecundity, and count as Beast and Giant for the purposes of breeding compatibility. Their pregnancies last about 16 months and have a base 5% chance for multiple offspring. **Size:** Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium. Height Modifier = 2d10 Height = 6 feet + 7 inches + your height modifier in inches Weight in pounds = 295 + ( 2d4 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and Loxodon. **Powerful Build:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Loxodon Serenity:** You have advantage on saving throws against being charmed or frightened. **Natural Armor:** You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + 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. **Trunk:** You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell. **Keen Smell:** Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
\pagebreakNum ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Bestial Mutation Your bestial body has undergone a random mutation or spontaneous evolution. Choose 2 of the following options. You may choose the same option more than once. * Increase an ability score of your choice by 1. * Gain a Beastfolk Breed Trait of your choice you don't already have. You may take this feat as many times as you wish. ##### Loxodon Physique You gain the following benefits: * Increase your Strength or Constitution score by 1, to a maximum of 20. * Your hide thickens, increasing your Natural Armor's AC bonus by 1. * You gain a natural weapon attack: Trunk, which deals 1d6 bludgeoning damage.
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# Merfolk
### History ___ Merfolk generally live in isolated settlements within coral reefs or cliffs that are honeycombed with numerous passages and rooms. Some live within underwater cities of their own design, built from coral, rocks, and shells. Such communities tend to have netted pens where fish are kept like livestock. ### Appearance ___ Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones. Merfolk wear little clothing unless they are armored for battle. Even then, they drape themselves with nets and a minimum of cloth, wearing armor crafted of large, bleached seashells and augmented with leather. ### Names ___ Merfolk names are melodic, but with larger and darker tones. Female names are more melodic than male names, which is mostly because their names always end in a vowel. \columnbreak ### Traits ___ Your character has the following species traits. **ASI:** 3 points. **Age:** Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years. **Fecundity:** Merfolk have medium fecundity, and count as Aquatic and Humanoid for the purposes of breeding compatibility. They are capable of both live birth and laying eggs. Which they do depends on what the other parent normally does (if they also can do either, determine which randomly). If they are pregnant with an egg they will lay it after 60 days and it will hatch 90 days later. If they are pregnant with a live birth it will last 5 months. In either case they have a base 30% chance for multiple offspring. **Size:** Ixalan Merfolk are significantly taller than most humans, standing between seven and eight feet tall and averaging about 300 pounds. Zendikar Merfolk are about the same size and build as humans. Your size is Medium. Blue & Green Merfolk: Height Modifier = 2d10 Height = 6 feet + 7 inches + your height modifier in inches Weight in pounds = 255 + ( 2d4 x your height modifier) Cosi, Emeria & Ula Merfolk: Height Modifier = 2d10 Height = 4 feet + 8 inches + your height modifier in inches Weight in pounds = + ( 2d4 x your height modifier) **Speed:** 30' walk, and a swim speed equal to your walk speed. **Languages:** You can speak, read, and write Common, Merfolk, and one extra language of your choice. **Amphibious:** You can breathe air and water. **Color & Creed:** There are five varieties of merfolk on two different planes. Choose one of them when making your merfolk: Blue, or Green from Ixalan, or Cosi, Emeria, or Ula from Zendikar.
\pagebreakNum #### Blue **Cantrip:** You know one cantrip of your choice from the wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). When you cast them with this trait, they don't require components. **Lore of the Waters:** You gain proficiency in the *History* and *Nature* skills. #### Cosi **Cantrip:** You know one cantrip of your choice from the bard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). When you cast them with this trait, they don't require components. **Creed of the Trickster:** You have proficiency in the *Sleight of Hand* and *Stealth* skills. #### Emeria **Cantrip:** You know one cantrip of your choice from the bard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). When you cast them with this trait, they don't require components. **Wind Creed Manipulation:** You have proficiency in the *Deception* and *Persuasion* skills. #### Green **Cantrip:** You know one cantrip of your choice from the druid spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). When you cast them with this trait, they don't require components. **Mask of the Wild:** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. #### Ula **Cantrip:** You know one cantrip of your choice from the wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). When you cast them with this trait, they don't require components. **Water Creed Navigation:** You have proficiency with *navigator's tools* and in the *Survival* skill. \columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Triton Deep Magic You master more of the magic of elemental air and water. You learn the *Create or Destroy Water* spell and can cast it as a 1st level spell at will, without expending a spell slot. You also learn *Warding Wind* and *Water Breathing*, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.
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# Minotaur #### “I've wielded every weapon man and dwarf have invented, but nothing compares to these.” — Elak, minotaur gladiator of Thay, talking about his horns.
### History ___ The origin of the minotaur species was unknown. However, some speculated that Geryon molded the first bull-men out of ogres. This claim was quite dubious as minotaurs never uttered Geryon's name and only swore or praised Baphomet. Another theory was that the first especially devote cultists of Baphomet the Horned King were transformed into minotaurs as this transformation was considered the highest honor in the Demon Lord's church. Yet another myth talked about the Lady of Pain, the mysterious power that ruled over Sigil. These tales claimed that the first minotaurs were created by her to guard the Lady's many magical planar maze prisons. Yet one more legend claimed that minotaurs were created by some curse placed on a human fighter who wanted to be "as strong as a bull" for "crimes against the natural order." The same school of thought mistakingly believed that minotaurs were exclusively male. Among planar creatures and inhabitants of Sigil, a common legend stated that bulezau were created by Baphomet through crossbreeding minotaurs and tanar'ri. However, the legend remained unconfirmed. Not much was known of Minotaur history, but it is said that the Labyrinth was once an empire, rather than the uncivilized lands it was known as. ### Appearance ___ Minotaurs are large, muscular humanoids. They hae the head of a bull, upper torso, hands, and the body of a human, and hooved feet. Their fur and wild hair typically range from brown to black.The fur often covers forearms, chest, abdomen, and legs. Males are referred to as bulls and reach up to 9 feet in height, while females – cows, are similar in appearance, with broader hips, humanoid breasts, and reach only 7 feet (2.1 meters). Minotaur bodies are of similar shape and build to that of an ogre. Their hands are huge and strong, ending in thick sharp yellow nails. Minotaurs are known to use claws in battle, but they are brittle and did not survive heavy use. Despite their heads being that of a bull, there are subtle differences in features between mundane beasts and minotaurs. Some are known to have cow-like tails; however, that trait is not common. Their snouts are thicker and longer than that of an animal, and bull-men have sharp carnivore teeth. Their canines are especially noticeable, and minotaurs never hesitate to bite their victims, prey, and opponents. Lastly, unlike bovines, minotaurs' eyes are positioned closer to the center of their faces, granting them good depth perception and another telltale evidence of their predatory nature. The creatures' iconic feature – their horns – are very similar to normal bulls', slightly curving forward. Both males and females have similarly shaped huge horns. However, males' are longer and thicker on average. There are several horn coloring variations, and sometimes as many as three colors can be present. Minotaurs with dark fur often have dark yellow or brown horns. The shortest horns are around 1 foot (0.3 meters) and can reach up to three times that length. ### Minotaur Names ___ The legends that recount the deeds of ancient minotaur heroes are full of other names as well: those of the retainers, allies, lovers, servants, enemies, and others who played roles, however small, in the lives of the heroes. Almost every minotaur name is drawn from that long list of minor characters of legend, so that those folk are never forgotten. **Male Names:** Alovnek, Brogmir, Brozhdar, Dornik, Drakmir, Drazhan, Grozdan, Kalazmir, Klattic, Melislek, Nirikov, Prezhlek, Radolak, Rugilar, Sarovnek, Svarakov, Trovik, Vraslak, Yarvem, Bamvros, Fotiyinos, Halafotios, Keranios, Menetavro, Nikavros, Prodos, Rhordon, Tavrostenes, Thyrogog **Female Names:** Akra, Bolsa, Cica, Dakka, Drakisla, Eleska, Enka, Irnaya, Jaska, Kalka, Makla, Noraka, Pesha, Raisha, Sokali, Takyat, Vrokya, Veska, Yelka, Zarka, Zoka, Bozzri, Dhazdoro, Erinimachis, Ghalantzo, Halafoti, Kerania, Mitévra, Philoprodis, Tavromiki, Ypoudoris
\pagebreakNum ### Minotaur Traits ___ Your Minotaur character has the following species traits. **ASI:** 3 points, Strength is typical. **Age:** Depending on the realm, Minotaurs may develop faster or more slowly than humans. Most Minotaurs enter adulthood at around the age of 17 and can live up to 150 years, though the ram-like Minotaurs of Amonkhet age more slowly until full maturity at age 20 when they start to age quickly and rarely live beyond 40. **Fecundity:** Minotaurs have high fecundity, and count as Beast and Giant for the purposes of breeding compatibility. Their pregnancies last about 10 months and have a base 20% chance for multiple offspring. **Size:** Your size is . Height Modifier = 2d8 Height = 5 feet + 4 inches + your height modifier in inches Weight in pounds = 170 + ( 2d6 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and Minotaur. **Natural Weapon:** You can use your horns as a natural weapon to make unarmed strikes. If you hit with your horns, you deal bludgeoning damage equal to 1d6 + your Strength modifier. **Versions:** There are four different versions of Minotaurs: Amonkhetian, Mordenkainen, Ravnican/Therosian. Choose one when making your minotaur. ### Amonkhet These minotaurs more closely resemble rams than bovines, but they are still minotaurs. **Menacing:** You gain proficiency in the Intimidation skill. **Relentless Endurance:** 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. **Savage Attacks:** When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
\columnbreak ### Mordenkainen **Horns (Replaces Natural Weapon):** You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. **Goring Rush:** Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action. **Hammering Horns:** Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you can push it up to 10 feet away from you. **Labyrinthine Recall:** You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track. ### Ravnican/Therosian **Goring Rush:** Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action. **Hammering Horns:** Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you. **Imposing Presence:** You have proficiency in one of the following skills of your choice: Intimidation or Persuasion. \pagebreakNum
# Mothfolk ( The true name of the mothfolk race is complex and rich with meaning - the moniker 'mothfolk' was coined by a human. The mothfolk are fine with this, as "Llkllrxzshlkl" is exceedingly difficult to pronounce for those not versed in the language. )
### Description Moody and perplexing, isolated and elegant, tough and passionate, the ways in which one might describe the mothfolk are many - although those capable of pronouncing the true name of the species are few and far between. They're a quiet breed with a tendency toward nature - solitary, yet intimate creatures with a penchant for thought and ritual. Often on their feet or in the skies, even the most fierce and untamed of mothfolk carry an attitude of worldly place that comes from their nomadic lifestyle. They owe their lives to the land they come from, and often find themselves responsible for its protection. Pensive, loving, determined, and gentle, the mothfolk are hidden away, but not to be overlooked. ### History Mothfolk are a mysterious, reclusive race found in the lost reaches of the world, seldom seen in more "civilized" places. Tall and often silent, mothfolk have a reputation for being cryptic and thoughtful - although in reality many of them stay silent because they know the thrumming, clicking sound of their communication makes the more "normally-speaking" races uncomfortable. ### Appearance The appearance of a mothkin is also not something that most are accustomed to. Their large, heavy wings hang around their tall humanoid bodies like cloaks, and their inhuman faces with antennae and compound eyes may prove off-putting to those with strong aversions to all things insectoid. Sometimes covered in fur, these four-armed, threefingered creatures are the subjects of many countryside myths and legends about giant bugs that stalk the night, preying on children - although these myths vary wildly in truthfulness. \columnbreak ### Mothfolk Names In most moth cultures, the mother is assigned the task of naming each of her children as they grow. These names will often change at the whim of the mother, and usually do not become official until metamorphosis. Their names are often difficult to pronounce with human tongues, but this does not bother mothfolk, as they lack human tongues. Mothfolk do not have gendered names. **Mothfolk Names:** Adz'kit, Andile, Axa, Bixi, Chch, Chitha, Dalph, Fen, Fira, G'Zigg, Glik, Hadae, Iitus, J'llkx, Kl'il, Lenna, Lepha, Molf, N'Kakt, Riz, Scelkt, Sedna, Thom, Timpth
\pagebreakNum ### Mothfolk Traits ___ Your Mothfolk character has the following species traits. **ASI:** 2 points, Wisdom is typical. **Age:** Mothfolk are born as larvae, and are only considered fully grown after metamorphosis. They are considered adults once their wings are fully grown, and live into their midforties on average. The oldest mothfolk live until their late fifties **Fecundity:** Mothfolk have medium fecundity, and count as Insect for the purposes of breeding compatibility. They lay eggs every 60 days with a base 150% chance for additional eggs. If fertilized the eggs hatch after 90 days. **Size:** Mothfolk range from a bit under six feet to almost seven feet tall, not counting their lengthy antennae. Their builds tend towards the light and lithe, and they usually weigh between 130 and 160 pounds. Your size is Medium. **Speed:** Your base walking speed is 30 feet. **Wings:** As a mothkin, you have large, cloak-like wings. You have a flying speed equal to your walking speed. **Natural Camouflage:** You have proficiency in the Stealth skill. **Languages:** You can speak, read, and write Common and Ivathi. Ivathi is a language native to mothfolk. It is learned and internalized as a larvae and spoken upon emergence. The language is complex and almost impossible to speak with a human mouth, as mothfolk speak with a specialized organ in their throat that other beings lack. Ivathi sounds like a series of squishes, clicks, and chitters, cut with the occasional thrumming or soft vowel. It uses its own alphabet, and translating it to other scripts only results in an approximation of the language's true sound. If you know Ivathi, you can also communicate very simple ideas to moths, and understand similar ideas from moths that choose to share them with you. **Compound Vision:** Your compound eyes are excellent at finding what little light there is in darkness. You can see in dim light as if it were bright light out to 60 feet, and in darkness as if it were dim light. You can discern colors in dim light and darkness, but only on the ultraviolet spectrum. **Armed and Dangerous:** Mothfolk have four arms, and each of them can hold an object as normal. You don't benefit from a shield if you're holding a weapon with the two-handed property or more than one weapon. You may interact with a second object or feature of the environment for free during your turn. They do not grant extra attacks. This, plus your wings means that generic armor will not fit you without special modification (half the base cost of the armor unless it is armor you start with) **Subraces:** All mothfolk share a common ancestor, but there are three distinct groups of mothfolk that roam the world, each with their own customs and abilities. Choose one of these subraces on the next page. \columnbreak #### Diamondback **ASI:** 1 additional point, Strength is typical. **Hardend Carapace:** When you aren't wearing armor, you have a natural AC of 14 + your Dexterity modifier (to a maximum of 2). 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. **A Warrior's Upbringing:** You have proficiency with the spear, trident and war pick, as well as one simple or martial weapon of your choice. #### Luna **ASI:** 1 additional point, Intelligence is typical. **Close to Nature:** Pick one druid cantrip. Intelligence is your spellcasting ability for it. **Soothing Appearance:** You have advantage on Animal Handling checks to calm hostile or agitated animals. **Epitome of Grace:** Your broad wingspan means that you are always under the effects of a feather fall spell. #### Royal **ASI:** 1 additional point, Charisma is typical. **Extra Languages:** You can speak, read, and write two extra languages of your choice. **High Class:** You can double your proficiency bonus for Charisma checks when speaking with noble or high-class creatures. **Well-mannered:** Whenever you make an ability check with a Charisma-based skill you are proficient in, you can treat a d20 roll of 4 or lower as a 5. \pagebreakNum
# Naga
### History ___ Naga believe in a principle called the Sweetest Harmony, which describes a perfect balance between the body and the mind. Finding that balance, as they understand it, is a sure path to glory in the trials, since a combination of physical and mental preparation will ensure success in every trial. ### Appearance ___ Naga resemble enormous snakes with shoulders, arms, and a torso that resembles a humanoid form. They typically hold their heads and torsos off the ground while moving, but they can increase their speed by lowering their bodies and using their hands for extra propulsion. They adorn their torsos with armor, jewelry, and a vague nod toward the clothing worn by other races. Male naga have broad hoods, wider than their shoulders, while females have narrower hoods and longer faces. ### Names ___ ### Alternative Origins Naga are all snake. If you're looking to play a different sort of being with the lower body of a snake, check out the Lamia half-linage on [page]. ### Naga Traits ___ Your naga character has the following species traits. **ASI:** 3 points. Example: CON +2, INT +1. **Age:** Like humans, naga reach adulthood in their late teens. They show no signs of aging beyond that point except for growing larger. They have no maximum age. **Fecundity:** Naga have medium fecundity, and count as Monstrosity for the purposes of breeding compatibility. They lay eggs 42 days after being fertilized and the eggs hatch 180 days later. They have a base 15% chance for additional eggs. **Size:** Naga continue to grow over their lifespans. Upon reaching adulthood (assume 18), they are around 10' long. They can raise no more than 50% of their length up, if trying to stand upright, unaided. They weigh between 1 and 4 lbs per inch of body length. They grow 1d3 inches per year they are alive. Once they exceed 20 feet, they follow barding prices for armor but the armor weight only doubles. After 40', their armor costs and weighs 3 times normal. After 60' they are classified as large and suffer a -5 speed penalty. Their armor costs and weighs 4 times normal. After 80' it costs and weighs 5 times normal. At 100' they are classified as huge, their armor costs and weighs 6 times normal and have a maximum speed of 20'. No matter their size, they can always fit through 5' by 5' spaces as they remain thin. For every 20' of length (do not round), you require an additional ration worth of food. Player naga cannot start older than 40 years. **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and Naga. **Poison Immunity:** You are immune to poison damage and can’t be poisoned. **Speed Burst:** By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn **Legless:** Naga have no legs or feet, so are unable to wear footwear of any kind, including magical ones. **Natural Attack:** You can make unarmed strikes with your venomous fangs and long body. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage. If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t constrict another target. You must be 10' long to constrict a Small or smaller creature, 15' long to constrict a Medium creature, 20' to constrict a Large creature, 40' to constrict a Huge creature, and 100' long to constrict a Gargantuan creature. **Poison Affinity:** You gain proficiency with the poisoner’s kit
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# Noc-Chiro #### "We were running through the caves that night, running to escape our rock-covered prison, caring not for where we would go. Anything was better than this terrible place, that's what we told ourselves. We heard our former master's roar, once he had discovered the destroyed bars of his delicate cages, with the faint beating of wings in the distance. None of us cared that most of us were going to die, tonight. Tonight, for each one of us that dies, one more of us will live. Freedom will be ours." -Free-Walk, one of the founders of the Noc-Chiro's rebellion against the dragons
### History ___ Centuries ago, when dragons still ruled the land, many chromatic dragons required servants, due to many of the races they had enslaved revolting against them. When the first spawn of vampires began to come into the world, the dragons hatched the idea of capturing the weaker kin, and enslaving them, threatening them with sunlight. Over time, the threats grew more violent and hostile, until eventually through constant damage to the sensitive vampiric eyes of the first of the Noc-Chiro, they were rendered fully blind. The dragons forced them to polymorph over and over again, slowly morphing their sleek, human-like vampiric forms, into creatures that were half-man, half-bat. Over time, the noc-chiro had plans of rebellion, of freedom, to escape from the dragons. Although most were slain, enough escaped to reach civilization, and never turned back to the side of the dragons. ### Appearance Noc-Chiro are athro bats, rendered permanently blind by cruel draconic slavemasters. All of them are blind and this is an inherited trait. They were once vampires, able to change into bats but this was abused by their masters, rendering their current forms. ### Noc-Chiro Names Noc-Chiro take on names based on their dreams and wishes when they reach maturity, combining two words related to their favorite dreams. Before they become mature, they have a name based on either one of their parent's first dream after having the child, which most-but not all-noc-chiro abandon once they reach maturity. Although they do not have gendered names, males have a tendency to take more aggressive names, with females tending towards more caring names. \columnbreak **Premature Names:** Child-Love, Freedom-Hero, Happy-Day, Nightmare-Bite, Wealthy-Joy **Noc-Chiro Names**: Dragon-Slayer, Father-Joy, Feared-Sword, Holy-Shield, Loved-One, Magic-Tamer, Many-Friend, Melody-Tuner, Royal-Flight, Sight-Seer ### Noc-Chiro Traits ___ Your Noc-Chiro character has the following racial traits. **ASI:** 2 Points, Dexterity and Charisma are typical. **Age:** Noc-Chiro, while not immortal due to losing most of their vampiric nature, still possess long lifespans and fast maturity from their bat-like forms. A noc-chiro becomes mature at the age of 13, and can live to be under three hundred years old. **Fecundity:** Noc-Chiro have medium fecundity, and count as Beast for the purposes of breeding compatibility. Their pregnancies last about 9 months and have a base 15% chance for multiple offspring. **Size:** Your size is . Height Modifier = d Height = feet + inches + your height modifier in inches Weight in pounds = + ( d x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak Common and Draconic, and can read and write Noc-Chiro. Noc-Chiro is a language that is written from specific bite and claw marks on objects, and has no spoken form. **Flight:** You have a flying speed of 30 feet. **Blindfight:** You are permanently affected by the blinded condition. As long as you are able to hear, you have blindsight of up to 30', which is blocked by solid objects. If you are underwater and are affected by a waterbreathing effect, this distance is increased to 40'. **Keen hearing:** You have advantage on Perception (Wisdom) checks relying on hearing. **Thirsting Fangs:** You can use your sharp canines to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike. **Furred Brothers:** You can speak to bats as if you share a language. You can communicate simple ideas and emotions to them, though you have no special ability to understand them in return.
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# Oni #### "Sanzo was transfixed by the beauty of the maiden in front of him, so much so that he did not notice that the sake in his cup had become muddy water, or that the magnificent castle around him was fading away like an ink painting submerged in water. He only noticed when the horns poked up from the maiden's forehead and the smile she had so carefully hidden throughout his visit, revealed a row of sharp teeth. And by then it was too late." -A cautionary tale to a young samurai
### History ___ At one time, the Oni guarded locations where the Spirit World overlapped with the Material Plane. Years on the Material Plane, however, corrupted some of the Oni splintering them into the three sub-races. The Oni corrupted by the material pleasures of the world became the Red Oni. The Oni corrupted by the power and knowledge of the world became the Blue Oni. The Oni that remained guard, resisting the temptations became the White Oni. ### Appearance In their natural form, Oni look like demonic Ogres though are slightly smaller in stature. They have skin that varies between hues of red, blue and white, and dark colored eyes with shining white pupils. They have long wild hair that is usually black or grey, however, pure white hair is not an uncommon sight, especially among the Pale Oni. They have a single or pair of short ivory horns protruding out of their forehead that grow longer as they age and their teeth and claws are jet black. The length of their horn(s) is something Oni take pride in, to the point that even the most disheveled Oni are known to polish their horn(s on a daily basis. While Oni commonly take the form of other humanoid species to blend in, some Oni who live in harmony with other races, tend to take on hybrid forms, still appearing to be part of their host race, except with their horn(s protruding from their forehead, proudly visible to all. ### Oni Names Oni names are granted at their first revel if they are Blue or Red Oni. Sometimes, the names are from a famous Oni, or a powerful adversary, but often they are just words of meaning fused together in a drunken stupor. **Male:** Waka, Douji, Akuran, Yorozu, Ibaraki, Jizou, Hachiman, Daikoku, Akuma **Female:** Hashi, Rairaku, Akane, Izami, Koyane, Sakuya, Benzen, Amematsu \columnbreak Pale Oni do not have names in order to keep themselves distant from the Material Plane and usually address each other and themselves as "this one". However, when traveling with companions from other races, the Oni will often take a name that signifies a virtue or concept. **Pale Oni Taken Names:** Mu (Nothingness), Jingi (Honor), Hei-on (Tranquil), Daigo (Enlightenment), Satori (Comprehension), Waraku (Harmony), Enman (Perfection), Tsutome (Duty) ### Oni Traits ___ Your Oni character has the following species traits. **ASI:** 2 points, Strength is typical. **Age:** Oni reach maturity about the same time as humans do however, their aging slows down drastically after that. Most live to about 400. **Fecundity:** Oni have medium fecundity, and count as Fiend and Giant for the purposes of breeding compatibility. Their pregnancies last about 11 months and have a base 10% chance for multiple offspring. **Size:** Your size is . Height Modifier = d Height = feet + inches + your height modifier in inches Weight in pounds = + ( d x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and giant **Size:** Oni are medium, reaching heights from seven to over eight foot by maturity and are about 300-400 pounds. Your size is medium. **Speed:** Your base walking speed is 30 feet. **Languages:** ou can speak Common and Giant **Change Shape:** As an action, Oni can magically polymorph into a medium humanoid, it's hybrid state (with its horns exposed), or its true form. They are unable to exactly match the appearance of an existing humanoid, instead assuming a generic or preferred form. They can appear as any medium humanoid race of any gender and age, they are just unable to use this ability to impersonate anyone but you can disguise yourself. \pagebreakNum **Claws:** In your full Oni form, your unarmed strikes deal 1d6 + your Strength modifier slashing damage. **Darkvision:** As a creature of the night, you are very good at seeing in the dark. 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. **Sub-species:** Oni come in Red, Blue, and Pale varieties. #### Aka (Red) Oni The most common out of the oni, red oni or aka oni are known for their large size and toughness. They are slightly bigger than the rest of their kin, with skin coloration of shades of dark red. They are very violent and pursue material pleasure over long term plots and schemes. **ASI:** 1 additional point, Dexterity is typical. **The Revel Continues:** 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.
#### Ao (Blue) Oni Blue oni or ao oni are known for their unnatural cunning and aptitude for magic .They are smaller than their red kin, though larger then their pale kin, and with skin coloration of shades of dark blue. They are usually calculating and meticulous pursuing lofty goals such as of power and knowledge **ASI:** 1 additional point, Intelligence is typical. **Oni Magic:** You can use the *dancing lights* cantrip, and do not require material components. At third level, you can cast *charm person* once per day.
#### Shiro (Pale) Oni Pale oni or shiro oni are known for their aloofness and connections to the spiritual realm. They are the smallest of oni, and are the fewest. Their skin can vary from pale white to light grey. Unlike the other oni, pale oni wish only to keep the balance between the Spirit World and the Material Plane. They usually guard locations where the presence of the Spirit World but sometimes adventure to seek artifacts of the spirit world or mend imbalances. **ASI:** 1 additional point, Wisdom is typical. **Spirit Walk:** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space of darkness or dim light that you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.
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# Ooze
### History ___ Most oozes are mindless blobs of goo, lacking a distinct shape, bone structure, or nervous system. However, you are different. You have somehow achieved sentience and awareness. Maybe you were the result of arcane experiments, or maybe you digested someone and absorbed their intelligence. Either way, you now have a humanoid shape, though your body is still made of ooze. ### Appearance ___ Oozes are normally formless, but your natural state is humanoid in shape. You might be smooth, blocky, or drippy, but your humanoid shape is most comfortable for you. You lack a bone structure and internal organs, but you might possess parts of other consumed creatures that remain floating in your body. For example, some oozes are able to keep a skull floating in their head. ### Ooze Names ___ Ooze names can be anything. Example Names: Hawai, Blob, Kiwi, Strawberry. ### Ooze Traits ___ Your Ooze character has the following species traits. **ASI:** 2 points. **Age:** No one knows how old a sentient ooze can become. They show very slow signs of aging. **Fecundity:** All ooze reproduce by joining with another of their species, exchanging genetic material, and then at any later time (from instantly to years in the future), they simply divide in half. One of the ooze is the original; the other is a near duplicate except it starts with only basic skills and knowledge (whatever the parent could spare). **Size:** Ooze size is measured by their volume, since their shape is so fluid. Generally they have a volume between 1.5 and 3.5 cubic feet and weigh 9 to 10 pounds per 0.13 cubic feet. Your size is medium. **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and one other language of your choice. **Dual Type:** You have two creature types: humanoid and ooze. You can be affected by a game effect if it works on either of your creature types. \columnbreak ##### Major Features Choose two of the following major features. You can exchange one major feature for two additional minor features. **Absorb Armor:** If you wish, you can digest a set of armor that you are proficient with. You may only do so over the course of a long rest during which you are in contact with the armor the whole time. Once the armor is digested, it is destroyed and cannot be recovered. As an action, if you are not wearing any armor, you may sculpt your body to manifest the armor (though it looks slimy). The manifested armor grants you its normal AC bonus and other traits. While it is manifested you may use an action to de-manifest the armor. If you have already digested a set of armor and you do so again, you lose the first one. Magic item robes may also be digested this way. **Acid Body:** Your body is acidic. You have resistance to acid damage. In addition, you deal acid damage equal to your Constitution modifier (minimum 1) to any creature that starts its turn grappling or grappled by you. **Amorphous:** Your body is gelatinous. You can move through a space as narrow as 1 inch wide without squeezing, and you can share the same space with other creatures and move through them as if they were difficult terrain. Any equipment you are wearing is not does not share this property, just your physical body. **Blindsight:** You have blindsight with a radius of 30 feet. **Budding:** You are one of those slimes who can reproduce. The process takes one hour, and you split in half, into two identical but different entities. Your size becomes one size class smaller. It takes one month (30 days) to return to your normal size and you can only divide again when at your normal size. Your copies are not obligated to aid you, and become side kicks if they do follow you. Should you die, you can play as one of the copies if you wish. **Fitted Armor:** You have proficiency with light and medium armor. **King Slime:** You gain the ability to increase your size for short durations. As an action you can grow to one class size larger for up to 1 hour. You cannot do so again, even if you don't use the whole duration, until you complete a long rest. **Spider Climb:** Your body is sticky. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You gain a climbing speed of 30 feet. \pagebreakNum ##### Minor Features Choose two of the following minor features, or four if you only chose one major feature. **Absorb Clothes:** If you wish, during a long rest you may digest a set of clothing you are wearing or in contact with the entire time. Once it is digested it is destroyed and cannot be recovered. As an action, you may choose to manifest clothing you have digested, or de-manifest clothing you've created this way. Your manifested clothing match the texture and cut of the original but not color. The clothes can only be the same hue as you (but saturation and darkness can change). You are free to mix and match outfits you have digested however you want when you manifest/de-manifest. **Colorful:** Most slimes are one or two colors. You can be as many colors as you want, with different textures (metallic, matte, shiny, etc) **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, and everything is tinged in whatever color your body is, distorting the normal grayness of darkvision. **Fluid Movement:** You can move through the spaces of other creatures, and you can end your turn in the space of a creature that is your size or smaller than you. **Fluent:** You can speak, read, and write two additional languages of your choice. **Goopy Reach:** When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. **One Size Fits All:** You can wear armor or clothing that is sized for a Small, Medium, or Large creature without it needing to be reshaped. You only gain the benefits of armor worn this way if you are proficient with it. **Slime Spawn:** You can extrude part of your body to create mini slimes. You cannot have this feature and the Acid Body feature. The mini slimes obey you and are about 1% your size. You can make a number of slimes equal to your proficiency bonus every week (10 days). They have hit points equal to your constitution modifier and your hit point maximum is reduced by that amount for each slime that is still alive. The slimes have all your ooze features but cannot attack or take actions in combat except dash, a speed of 5, and attributes equal to your modifiers for each. You can communicate with the slimes via skin contact. They die if they run out of hit points or you choose to reabsorb a slime you are touching. **Tracker:** You have proficiency in the *Survival* skill. **Trained Tools:** You have proficiency in two tools of your choice. **Transparent Ooze:** You have advantage on Dexterity (Stealth) checks to be unseen when you are motionless for at least 1 minute. Any clothing or equipment you are carrying or wearing becomes transparent as well. **Yummy:** You cannot choose this if you have the acid body trait. Your makeup is not only non-toxic, but actually quite tasty to other beings. During a short or long rest, you can spend and roll a hit die, adding your Constitution modifier. Up to that many creatures can eat some of your slime, and it counts as a full ration for them. You loose mass by doing this, but eating a ration of your own returns it. Follow the lack of food rules if you are unable to regain mass but keep giving it away. ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Slime Evolution **Race:** *Ooze* Your body has changed over time, gaining new abilities. You gain one major and one minor feature of your choice, or three minor features of your choice you don't already have. You may take this feat as many times as you wish.
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# Orc
### History ___ They have been a threat to the civilized cultures of Toril, particularly Faerûn, for as long as any can remember. This changed somewhat in the years preceding and immediately after the Spellplague, when a horde of mountain orcs under the command of King Obould Many-Arrows unified into a single kingdom, one that was remarkably civilized. These orcs maintain a tenuous peace with the dwarves of Mithral Hall and the other races in Luruar, though many suspect war could break out at any moment should the delicate balance between the races be upset. It is from this region that the most unusual kind of orc would sometimes emerge - heroes. ### Appearance ___ While they differ greatly, orcs share certain physical qualities. Orcs of all kinds usually have stooped builds, grayish skin, and coarse black hair, with low foreheads, reddish eyes, and faces of porcine appearance that feature large lower canines similar to a boar's tusks. They also have wolf-like ears that were pointed on the ends. ### Names ___ Orc names are strong and guttural sounding, with female names being slightly more melodic. They don't have surnames, but do use epithets like "Knee Smasher" and "The Behemoth". \columnbreak ### Traits ___ Your character has the following species traits. **ASI:** 3 points. Example: STR +2, CON +1. **Age:** Orcs reach adulthood at age 12 and live up to 50 years. **Fecundity:** Orcs have high fecundity, and count as Humanoid and Orc for the purposes of breeding compatibility. Their pregnancies last about 6 months and have a base 10% chance for multiple offspring. **Size:** Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium. Height Modifier = d Height = feet + inches + your height modifier in inches Weight in pounds = + ( d x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and Orc. **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. **Versions:** There are different versions of orc: Eberron/Volo/Wildmont, Ixalan, Mordenkainen. Choose one when you make an Orc. ### Eberron/Volo/Wildmont **Aggressive:** As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started. **Powerful Build:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Primal Intuition:** You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.
\pagebreakNum ### Ixalan **Menacing:** You gain proficiency in the Intimidation skill. **Relentless Endurance:** 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. **Savage Attacks:** When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. ### Mordenkainen **Adrenaline Rush:** You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus. **Powerful Build:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Relentless Endurance:** 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. \columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Orcish Fury **Prerequisite:** Must have the *Reckless Endurance* Feature. Your fury burns tirelessly. You gain the following benefits: * Increase your Strength or Constitution by 1, to a maximum of 20. * When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest. * Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. ##### Tanarukk Blood Through fell magic or an ancestor, you are touched by the corruptive power of Baphomet. You gain the following benefits: * Increase your Strength or Constitution score by 1, to a maximum of 20. * You have resistance to fire and poison damage. * You gain a bite attack as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. \pagebreakNum
# Owlin ( From the plane of Arcavios and others )
### Appearance ___ Distant kin of giant owls from the Feywild, owlin come in many shapes and sizes, from petite and fluffy to wide-winged and majestic. Owlin have arms and legs like other Humanoids, as well as wings that extend from their back and shoulders. Owlin can resemble any kind of mundane owl. Like owls, owlin are graced with feathers that make no sound when they move or fly, making it easy for them to sneak up on you in the library. ### Nighttime Avians ___ Your owlin character might be nocturnal. Or perhaps your character is simply prone to rise later, embodying the common nickname of night owl. ### Owlin Names ___ There are no official guidelines for Owlin names. Aarakocra names are a good place to start. ### Owlin Traits ___ Your character has the following species traits. **ASI:** 3 points. **Age:** Owlin live, on average, around 130 years, reaching maturity around the age of 30. **Fecundity:** Owlin have medium fecundity, and count as Avian for the purposes of breeding compatibility. They lay eggs every 39 days with a base 30% chance for additional eggs. If fertilized the eggs hatch after 90 days. **Size:** You are Medium or Small. You choose the size when you select this race. Height Modifier = d Height = feet + inches + your height modifier in inches Weight in pounds = + ( d x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and owlin. **Darkvision:** You can see in dim light within 120 feet of yourself 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. \columnbreak **Flight:** Thanks to your wings, you have a flying speed equal to your walking speed. You can't use this flying speed while heavily encumbered. **Silent Feathers:** You have proficiency in the Stealth skill. ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Aerial Skirmisher Your natural flight makes you exceptionally speedy and agile. * Increase your Dexterity score by 1, to a maximum of 20. * Your flying speed increases by 10. * If you are flying while you make a melee attack against a creature on your turn, you don't provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not. ##### Bestial Mutation Your bestial body has undergone a random mutation or spontaneous evolution. Choose 2 of the following options. You may choose the same option more than once. * Increase an ability score of your choice by 1. * Gain a Beastfolk Breed Trait of your choice you don't already have. You may take this feat as many times as you wish. ##### Squat Nimbleness **Prerequisite:** You must be size Small. You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
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# Pixie #### “Petal gowns and acorn caps are so last summer!” — Rivergleam, pixie fashionista
### Habits Curious as cats and shy as deer, pixies go where they please. They like to spy on other creatures and are always excited to make new friends; only a pixie's fear of being captured or attacked can contain its innate curiosity. In truth those who wander through a pixie's glade might never see the creatures, perhaps hearing the occasional giggle, gasp, or sigh. When seen, Pixies generally wear doublets or flowing gowns made of silk that sparkle in the moonlight. Some dress in acorns, leaves, bark, and the pelts of tiny woodland beasts. They take great pride in their regalia and beam with joy when they are complimented on their ensembles. Unlike their fey cousins, the sprites, most pixies abhor weapons and would sooner flee than get into a physical altercation with an enemy. ### Appearance Being barely a foot tall, pixies resemble diminutive elves with gossamer wings like those of dragonflies or butterflies, bright as the clear dawn and as luminous as the full moonrise. Their skin, hair, and eyes come in shades of natural colors including the greens of the leaves and grass or the browns and bronzes of the dirt and trees and even spans into the reds and yellows of autumn. \columnbreak ### Pixie Names Traditional pixie names are no more than a combination of two pleasant-sounding nouns. It is sometimes impossible to distinguish a male pixie from a female by name alone if the pixie is given a traditional name, though some trends and patterns can be observed (for instance, names with "sun" are usually masculine and names with "moon" are usually feminine). Pixies tend not to place as much emphasis on masculinity or femininity as most other races, and as such, a pixie parent usually names his/her child with whatever name seems best, regardless of gender. Most pixie communities have no concept of surnames. Pixies will sometimes name their children after the non-pixie wanderers or adventurers that they come across. Though they favor names that sound whimsical, it isn't unheard of for a pixie to be named along the lines of Kildrak or Doug. **Traditional:** Ambergrass, Beetlesong, Cedarflower, Feathercloud, Frostwing, Goldspring, Honeystar, Jellybeam, Moondrop, Oakwind, Silverbell, Snowmist, Sugardust, Sundew, Willowkiss **Male:** Alven, Amnon, Ander, Cedric, Flint, Gimble, Ivellios, Lindal, Mival, Patrin, Romero, Skamos, Soveliss, Warryn, Wellby **Female:** Amber, Arveene, Bai, Criella, Diesa, Ellywick, Farideh, Jasmal, Kithri, Meriele, Minna, Xanaphia, Yua
\pagebreakNum ### Pixie Traits ___ Your Pixie character has the following species traits. **ASI:** 3 points, Dexterity is typical. **Age:** Pixies do not age as normal races do, like most fey, they live indefinitely or until killed. Pixies reach maturity at 20. **Fecundity:** Pixies have low fecundity, and count as Fey for the purposes of breeding compatibility. Their pregnancies last about 9 months and have a base 5% chance for multiple offspring. **Size:** Pixies are like tiny elves, standing at barely a foot tall. Your size is Tiny. Height Modifier = 2d4 Height = 5 inches + your height modifier in inches Weight in pounds = 0.5 + ( 1d4 * your height modifier) **Speed:** Your base walking speed is 15 feet. **Languages:** You can speak, read, and write Common, Elvish, and Sylvan. **Wings:** You have a flying speed of 25. If your wings are cut, removed or injured, you regrow them at the end of a long rest. **Darkvision:** Living mostly outdoors without exposure to traditional lighting, you have superior vision in dark or 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. **Fey Ancestry:** You have advantage on saving throws against being charmed, and magic can’t put you to sleep. **Nature's Child:** The children of the Feywild have a natural gift for the outside world. You are proficient in the Nature skill. **Invisibility:** Starting at 3rd level, you can cast the invisibility spell without needing a material component, choosing yourself as the target. You can cast invisibility this way a number of times equal to your Charisma modifier (minimum 1), regaining your uses of the spell after finishing a long rest. **Very Small:** You are very, very small. You are unable to use heavy weapons at all in combat, and have disadvantage with all weapons that are not light. Your carry capacity is 1/4th what it would be for a medium creature. For you, armor costs half as much and weighs one quarter the normal weight. You can share the space of any Medium or larger creature even if it is hostile to you. \pagebreakNum
# Plasmoid #### Bloop
### Description ___ Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar shape, but there's little chance of mistaking a plasmoid for anything else. They consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores. Plasmoids don't have internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that constrict to produce sound. When plasmoids sleep, they lose their rigidity and spread out and are thus sometimes mistaken for a rock or some other feature of the environment. ### Names ___ There are no official guidelines for Plasmoid names ### Traits ___ Your character has the following species traits. **ASI:** 3 Points. **Age:** Plasmoids are born as full adults and do not age or die from old age. **Fecundity:** All plasmoids reproduce by joining with another of their species, exchanging genetic material, and then at any later time (from instantly to years in the future), they simply divide in half. One of the plasmoids is the original; the other is a near duplicate except it starts with only basic skills and knowledge (whatever the parent could spare). **Size:** You are Medium or Small. You choose the size when you select this race. **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and one other language of your choice. **Creature Type:** You are an Ooze. **Amorphous:** You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple. \columnbreak **Darkvision:** You can see in dim light within 60 feet of yourself 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. **Hold Breath:** You can hold your breath for 1 hour. **Natural Resilience:** You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned. **Shape Self:** As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size. As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can't attack, activate magic items, or lift more than 10 pounds. ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Squat Nimbleness **Prerequisite:** You must be size Small. You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
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# Poppet #### "You've got a friend in me" -common Poppet phrase
### Description ___ Poppets are small, basic constructs that typically help their owners with simple tasks. Occasionally, poppets gain sapience, independence, and a spark of life. Elevated beyond mere helpers or playthings, these poppets are free to chart their own destinies. Most commonly made of cloth, wicker, and wood, poppets are among the simplest of constructs. They serve as helpers to fetch tools, clean dishes, tidy rooms, or perform other light tasks. Their size and appearance vary, but nearly all poppets appear humanoid in shape and between 1 to 3 feet tall. They're usually roughly made with button eyes sewn onto blank faces, strings of yarn in place of hair, and a simple dress or tunic made from coarse, cheap cloth. Wealthy families sometimes purchase poppets as toys, with their squishy bodies and stitched smiles, to keep their children company. Most poppets can't speak and lack the intellect to understand speech beyond preprogrammed orders. Poppets can become familiars, as presented here. Very, very rarely, a common poppet spontaneously manifests a spark of life—a tiny bit of life essence— and becomes a thinking, independent creature. These events are exceedingly rare; fewer than one in a thousand gain this spark. A poppet might manifest this life essence through a magical fluke in its construction, a brush with ephemeral spirits, or even the fervent wish of a loving child. Whatever their origin, the poppets described here as an race have their own life and free will. They might consider their creators or former owners to be friends, but they acknowledge no one as their master and often leave comfortable homes or workshops to seek their place in the world.
\columnbreak ### Traits ___ Your character has the following species traits. **ASI:** 3 Points. Example: CON +2, CHA +1. **Age:** Being constructs, Poppets do not age, however their materials are not made to last forever. The magic helps, but it's rare for Poppets to exist more than 60 years before their bodies wears out. **Fecundity:** Poppets do not reproduce. **Size:** Poppets are dolls and are usually Tiny. The material of your being makes you lighter than your size would imply. You can choose to be Small instead of Tiny and if you do, you lose the **Very Small** feature. **Tiny:** Height Modifier = 2d8 Height = 8 inches + your height modifier in inches Weight in pounds = 0.5 * ( 1d4 * your height modifier) **Small:** Height Modifier = 2d8 Height = 2 feet 9 inches + your height modifier in inches Weight in pounds = 1 + ( 1d4 * your height modifier) **Speed:** Your base walking speed is 20 feet. **Languages:** You can speak, read, and write Common and one other language of your choice. **Harmless Doll:** When laying completely still, you are indistinguishable from that of a regular inanimate doll. Creatures will be unable to tell you are alive if you remain motionless, unless they already know otherwise. Due to your nature, however, you are a magical object, and therefore detect as magical, and magical senses that detect life or magical objects will pick you out. **Helpful:** You want to help others. You can use the *Help* action as a bonus action, a number of times equal to your proficiency bonus, regaining all spent uses after a long rest. **Tough Stuffing:** You have been made with remarkable fortitude, represented by the following benefits: * You have advantage on saving throws against being poisoned, and you have resistance to poison damage. * You don't need to eat, drink, or breathe. * You are immune to disease. * You don't need to sleep, and magic can't put you to sleep. * You are infertile. **Plaything's Rest:** When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. **Very Small:** (Only if you are Tiny) You are very, very small. You are unable to use heavy weapons at all in combat, and have disadvantage with all weapons that are not light. Your carry capacity is 1/4th what it would be for a medium creature. For you, armor costs half as much and weighs one quarter the normal weight. You can share the space of any Medium or larger creature even if it is hostile to you. \pagebreakNum ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Squat Nimbleness **Prerequisite:** You must be size Small. You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
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# Quarian ##### "Keelah Se'lai" —Quarian phrase in meaning "By the homeworld I hope to see one day".
### History ___ The quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. Since their homeworld Rannoch was conquered, the quarians live aboard the Migrant Fleet, a huge collection of starships that travel as a single fleet. Recently they were part of an initiative by the citadel races to colonize another galaxy. However on route the colony ship fell into the Astral Sea and ended up at The Hub, where they are slowly learning to adapt to their new environment.
\columnbreak ### Appearance And Biology ___ Quarians have an endoskeleton, lips, teeth, and two eyes with eyelids and tear ducts. Their ears or ear analogues differ in a noticeable fashion from those of humans, with references made to "what [passes] for the quarian version of an ear". Their eyes can see into the ultraviolet end of the spectrum; their suit HUDs can show information in those wavelengths. Quarian facial structure and hair actually makes them the most similar to humans in physical appearance. They also have three thick fingers on both hands which include a thumb, an index finger, and a long finger, similar to the middle fingers for humans, as well as three toes on each foot. Their lower legs are bowed backwards significantly, compared to asari or humans. Aside from hands and legs, their general body shape and sexual dimorphism is similar to humans. Male quarians, however, appear to lack a third toe. Like humans, quarian blood is red. The most distinguishing feature of quarian biology is their weak immune system, compounded by centuries of living in sterile environments. As a result, all quarians by necessity dress in highly sophisticated enviro-suits, to protect them from disease or infection if they are injured. Quarians are a dextro-protein species. The food of levo-protein races such as humans or asari is at best inedible and at worst poisonous, most likely triggering a dangerous allergic reaction. Quarians who want to taste something (other than the refined edible paste issued to all who leave on their Pilgrimage) can eat specially purified turian cuisine, though the typical quarian diet is vegan, as livestock were found to possess an inefficient resource-to-calorie ratio when stored on the Migrant Fleet. ### Quarian Names ___ Quarian names are composed of four parts, the given name, the clan name separated by an apostrophe, then either 'nar' or 'vas' depending on if they have completed their Pilgrimage or not, and the name of their home vessel. On formal occasions they may add the ship of their birth and their current ship names in succession (Example: Tali'Zorah vas Neema nar Rayya) \pagebreakNum ### Quarian Traits ___ Your Quarian character has the following racial traits. **ASI:** Your intelligence score increases by 2. **Age:** A quarian's lifespan is roughly equal to a human's, but is prone to be less if infection breaks into the suit. **Alignment:** Quarians live in a delicate situation in the Migrant Fleet. As they become adults, they must leave their home ship and seek another to join. To do so, they must first go out into the wider galaxy and bring back something of value as a gift. This tends them towards Good alignments. **Fecundity:** **Size:** Quarians are generally shorter and of slighter build than humans. They are medium. **Speed:** You have a speed of 30 **Languages:** Quarians who have completed their pilgrimage know Common, Khelish, and one other language. Kehelish is the only surviving Quarian language with a significant number of speakers. **Weak Immune system:** Quarians have lived for so long inside their suits that their immune systems are almost totally useless. Your constitution score cannot go above 18 and you always have disadvantage on saving throws against diseases. **Recycled Tech:** Quarians are experienced with making do with old parts and refurbishing them to work like new. You know the *Mending* cantrip and can cast it without material components. You are able to repair damage of any size, requiring 1 minute per foot of damage to do so. This cannot replace more than 1 cubic foot or 5 lbs (whichever is lower) of missing materials. You also can cast *Purify Food and Drink* as a ritual. **Sealed Suits:** All quarians wear an elaborate and highly advanced environment suit. When you obtain armor, you cannot don or doff it as normal, you instead must spend a long rest incorporating it into your suit or removing it to don or doff the armor. While you are wearing a sealed suit, you have immunity to air based issues like poisons, diseases, spores, hard vacuum and other similar hazards. You also have resistance to weather based effects, and can survive twice as long as normal without air than your Constitution score would permit. If, at any point, you have less than half your maximum HP remaining, or take damage while below that threshold, your suit becomes ruptured. While it is ruptured, or if you remove it for any reason, you have vulnerability to all air based issues like those previously listed, and lose all other benefits of having the suit sealed. Every minute the suit is ruptured, you have a 50% chance of becoming poisoned, and a 50% chance every time you are hit by a weapon attack. You also have a 50% chance of contracting a random disease (chosen by your DM). The poison lasts until you finish a long rest inside a sealed suit. The suit remains ruptured until you fully repair it. Mending will do this, requiring one casting for every 10 HP (rounded up) you are below your maximum to become fully repaired. \pagebreakNum
# Reigar #### "Yeah, I was there when we destroyed our homeworld in the Master Stroke. It was absolutely beautiful" -Lord Hastain when asked about his past
### History ___ Reigar do not trust each other, and generally don't pay attention to the universe at large. They tend to be solitary but sometimes they find reason to travel with companions, perhaps as part of some greater project. Because of their isolated nature, not much is known about them. It is known they only live in wildspace and the Astral Sea, as they destroyed their own homeworld in an event called the Master Stroke. Reigar support art above everything else, and consider warfare to be a high if not the highest form of art. They commit violence with the intent of making something beautiful. ### Appearance ___ Reigar are tall, androgynous folk who evolved from a species of cephalopods into a humanoid shape. They have bioluminescent freckles and the ability to change the coloration of their skin. Their hair varies but is generally a mix or shade of red, yellow and/or green. A cloud of glowing, colorful motes that change color in random patterns, called a Glory or Halo surrounds them, offering some protection from attacks. Reigar value self-expression and artistry. THey are known to use lots of jewelry, tattoos, make-up, hair styles, and other forms of self decoration, with no distinction between sexes. ### Reigar Names ___ Reigar are too rare for naming conventions to be known. In the rare event a Reigar child is born, the parents generally pick a name from a culture that has recently interested them. ### Reigar Traits ___ Your Reigar character has the following racial traits. **ASI:** 2 Points. Example: CHA +2. **Age:** Reigar reach maturity at age 20 and can live up to 100 years, though as they tend to inhabit the Astral Sea, they can be much older. **Fecundity:** Reigar have low fecundity, and count as Fey and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 10 months and have a base 5% chance for multiple offspring. **Size:** Reigar are tall humanoids, standing anywhere from 6 to 7 feet. Your size is medium. Height Modifier = 2d10 Height = 5 feet + 6 inches + your height modifier in inches Weight in pounds = 130 + ( 2d6 * your height modifier) **Speed:** Your base walking speed is 30 and you have a swim speed equal to your walking speed. **Languages:** You can speak, read, and write Common, Celestial, and one other language of your choice. **Creature Type:** You are a Celestial and a Humanoid. You are also considered a Celestial for any prerequisite or effect that requires you to be a Celestial. **Rainbow Skin:** As an action, you may alter your hair and skin color to anything you can imagine. This can include bioluminescent patches which give off 5 feet of dim light. You cannot use this to blend in with your surroundings due to your Glory. **Glory:** You have a halo of twinkling, colorful motes of light around you all the time. You may use your charisma modifier instead of your dexterity modifier when determining your armor class, including with armor. **Talarith:** Every reigar has their own personal talarith. A talarith can be any sort of jewelry you want (bracelet, broach, diadem, necklace). While you wear it, any weapon you wield deals extra damage equal to your charisma modifier, in force damage. If your talarith is destroyed, you can make a new one by making or otherwise obtaining a piece of jewelry and enchanting as though it were an uncommmon magical item. Starting at 5th level you are able to use your talarith to summon a golem duplicate of yourself in an open space within 5 feet of you. This takes an action to do and the golem gets half of your current hit points (if you have an odd number remaining you keep the 1 extra hit point) and your hit point maximum is reduced to half (rounded up) while the golem exists. The golem obeys you utterly and can do anything you do, sharing resources like spell slots and feature uses. It has the same statistics you do except it is a construct. It does not have a talarith of its own but it does have a conjured duplicate of any weapons or armor you have. The golem moves immediately after you. If you are rendered unconscious or otherwise unable to give orders, the golem will attempt to protect you as best it can. After 1 hour or if it is reduced to 0 hit points, the golem and everything conjured with it vanish into motes of light. You can only have one golem at a time and you can use this feature once, regaining the use after a long rest.
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# Salarian ##### "Yes Bedig, the wind pushes the sail, which pushes the boat, which carries the people. But what, child, forces the wind?" —Neydi Jath, Parables for Ponderance.
### History ___ The second species to join the Citadel, the salarians are warm-blooded amphibians native to the planet Sur'Kesh. They opened diplomatic relations at once and became one of the founding species of the Citadel Council. In a gesture of trust, the salarians opened the records of one of their intelligence services, the League of One, but this quickly created problems when the League's members found themselves in danger as a result. The League slaughtered the entire Union inner cabinet, but were later hunted down, leaving only relics behind. Recently they were part of an initiative by the citadel races to colonize another galaxy. However on route the colony ship fell into the Astral Sea and ended up at The Hub, where they are slowly learning to adapt to their new environment. ### Appearance And Biology ___ The salarians are a bipedal race of amphibians, with tall, elongated bodies well-suited for their high metabolism, and skeletons composed of more cartilage than those of other races such as humans. Salarian heads are long and thin, and have a pair of horns protruding from the top of their skulls. Skin varies in color, from bright reds and greens to the more common shades of blue or grey. Their blood is a greenish color. Salarians are androgynous, and exhibit no major facial differences between males and females. Salarian eyes are large and oval and have thin membranes in place of eyelids. The pupils are a wide slit, oriented horizontally, and the irises can be dark green, purple, red, blue, or brown. Salarians can see ultraviolet at the short-wavelength end of the spectrum. Salarians blink upwards, rather than downwards as humans do. When salarians roll their eyes, it is not a sign of disdain as with humans, but rather a response to situations where the thin protective membranes require extra help in defending against dryness or irritants. Salarians are noted for their high-speed metabolism, which allows them to function on just one hour of sleep a day. Their minds and bodies work faster than most sapient races, making them seem restless or hyperactive. The drawback of this active metabolism is a short lifespan of around 40 human years. \columnbreak ### Salarian Names ___ Salarian names are quite complex. A full name includes – in order – the name of a salarian's homeworld, nation, city, district, clan name and given name. For example, a salarian named Gorot II Heranon Mal Dinest Got Inoste Ledra would be called either by his clan name, Inoste, or his given name, Ledra. ### Salarian Traits ___ Your Salarian character has the following racial traits. **ASI:** 2 Points. Example: INT +2. **Age:** Their metabolic speed leaves them with a relatively short lifespan; salarians over the age of 40 are a rarity. **Alignment:** Salarians come with a wide variety of attitudes though they tend to push the boundaries of just about anything. **Fecundity:** Salarians almost no sex drive and fertilization is done externally. Their species is also 90% male. Females lay their eggs once a year. Those that are to be fertilized are done so at this time by individuals the mother, or clan matriarch has chosen. Fertilized eggs result in female Salarians. Unfertilized ones become male. They count as Aquatic and Humanoid for the purposes of breeding compatibility. They lay every 324 days, with a 200% base chance for additional eggs, and the eggs hatch after 120 days. **Size:** Salarians are slightly taller than humans but far thinner and have few bones making them even lighter. Size Modifier = 2d8 Height = 5 feet + 10 inches + your size modifier in inches Weight in pounds = 70 + ( 1d4 x your size modifier) **Speed:** Being hyperactive, Salarians have a speed of 35 and a swimming speed of 20. **Languages:** You know Common, Salarian, and any two other languages. **Amphibious:** You are able to breathe air or water. **Live Fast:** Salarians high metabolism allows them to function on less rest. Salarians only require 4 hours to complete a long rest, and only one of those hours do they need to sleep. \pagebreakNum
**Know Everything:** Salarians are expert information gatherers and researchers. You have proficiency in your choice of History or Investigation as well as any one set of tools of your choice. In addition, any learning or researching you do, is done twice as fast as it would be for any other race. This includes copying spells into a spellbook (but this does not reduce the cost). Finally, all Salarians have a photographic memory, giving them advantage on all checks to recall information they have seen. **Cutting Edge:** Salarians are always experimenting and trying the latest and greatest technology. During a long rest, you can 'upgrade' one melee weapon or 20 units of ammunition. To do so, you must attune to it, then choose one of the following: acid, cold, fire, force, lightning, poison, or radiant. The weapon or ammunition now does that type of damage instead of its regular type. The damage is not magical. The effect on a weapon lasts until you roll a 1 on an attack roll, upon which the weapon breaks and is totally destroyed. The ammunition is destroyed upon its use, even if it misses but otherwise the effect lasts indefinitely. You can have a total number of weapons or sets of ammunition modified with this feature up to your proficiency bonus. If you try to create another at that limit, the oldest weapon or set of ammunition is destroyed at the same time. ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Early Adopter **Race:** *Autognome*, *Vedalken*, *Warforged*, *Reforged Lineage* You're quick to apply changes in understanding. You gain the following benefits: * Increase your Intelligence or Wisdom score by 1, to a maximum of 20. * Whenever you complete a long rest. choose one skill in which you already have proficiency. You gain expertise in that skill until the end of your next long rest. ##### Iterative Improvement **Race:** *Autognome*, *Salarian*, *Vedalken*, *Warforged*, *Reforged Lineage* You excel at improving your technique, even in the heat of combat. You gain the following benefits: * Increase your Dexterity or Intelligence score by 1, to a maximum of 20. * If you miss with an attack roll (including spells) on your turn, your next attack roll with the same weapon or spell is made with advantage if made before the end of your next turn. \pagebreakNum
# Satyr #### “"I'd rather bed a satyr," muttered Vasha darkly. "Well, sure. Who wouldn't?" agreed the drow.” — Vasha the Red and Liriel Baenre
### History ___ Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by simple desires, to see the world and to sample its every pleasure. While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness. Life is a blessing from the gods, after all, and the proper response to such a gift, as far as most satyrs are concerned, is to accept it with relish. ### Appearance ___ Generally, they look similar to humans, with a range of builds and features. But their goatlike horns, pointed ears, and furred lower bodies sharply distinguish them. Satyrs' solid horns connect to their heads at the base of their skulls, while their legs end in sturdy hooves. Thick fur covers their bodies from the waist down, shorter at the waist and longer below the knees. Short, soft hair grows down their neck and spine, along their shoulders, and on their forearms. ### Names ___ A satyr's name is as playful and mischievous as they are, and each one is given when a satyr's personality shines through. Most satyrs also give each other nicknames. **Female Names:** Aliki, Avra, Chara, Dafni, Eirini, Elpida, Irini, Kaiti, Lia, Niki, Tasia, Xeni, Yanna, Zoi **Male Names:** Alekos, Dimi, Filippos, Ilias, Kyriakos, Neofytos, Omiros, Pantelis, Spyro, Takis, Zenon **Nicknames:** Bounder, Bristlechin, Clip-Clop, Dappleback, Hopper, Nobblehorn, Orangebeard, Quickfoot, Scrufflebutt, Sunbeam, Skiphoof, Twinkle-Eyes \columnbreak ### Traits ___ Your character has the following species traits. **ASI:** 3 Points. Example: CHA +2, DEX +1. **Age:** Satyrs mature and age at about the same rate as humans. **Fecundity:** Satyrs have high fecundity, and count as Fey for the purposes of breeding compatibility. Their pregnancies last about 8 months and have a base 10% chance for multiple offspring. **Size:** Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium. Height Modifier = 2d8 Height = 4 feet + 8 inches + your height modifier in inches Weight in pounds = 100 + ( 2d4 x your height modifier) **Speed:** Your base walking speed is 35 feet. **Languages:** You can speak, read, and write Common and Sylvan. **Fey:** Your creature type is fey, rather than humanoid. **Ram:** You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier. **Magic Resistance:** You have advantage on saving throws against spells and other magical effects. **Mirthful Leaps:** Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal. **Reveler:** You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.
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# Selkie #### “Years ago, I was out on lookout duty along a quiet stretch of Njord’s east coast. A few minutes after I settled into a hidden spot, I saw a seal approaching the shore. The seal appeared to shed its skin as it turned into a human woman and walked onto the rocky beach. The woman began a dance full of swaying and leaping under the moonlight. Unconsciously, I shifted my position to get a better look, but the noise must have startled her. She quickly gathered up her seal skin, dove into the waves, and was gone. To this day, I can’t look at a seal without wondering if it’s her, a selkie.” -Grainne Jewele, Njord Lookout
### History ___ The origins of the selkie people lay in the Feylands. Like other fey, they arrived in Vodari thousands of generations ago. While a selkie’s humanoid appearance is nearly identical to a human, their fey heritage gives them an otherworldly grace and charm. These fey gifts can reveal a selkie’s true nature, but usually, just help them make friends. Their fey heritage also provides other gifts, such as the ability to breathe both air and water, and to magically change into the form of a seal. ### Appearance ___ Selkies are amphibious seal-people with fey ancestry who are tied to the sea. They are usually found in cold, northern waters, but are comfortable anywhere from deep beneath the waves to dry land. Selkies are natural shapeshifters who can take the form of a humanoid or seal. A selkie’s humanoid form is nearly physically identical to a human, but their fey heritage can give them away. When they shapeshift, selkies appear to grow or shed a seal skin, with most wearing the seal skin as a cloak. For most selkies, modesty is an alien concept, preferring to be naked while among themselves, wearing clothing only when among outsiders. A selkie’s seal form (size, shape, and coloration) is similar in many ways to common seals. To pick out a selkie in seal form among the common seals in a pod is near impossible for non-selkies \columnbreak ### Selkie Names ___ Selkies prefer a single name that is short, simple, and often related to the cold, northern seas they call home. Their names are sometimes created by combining the names of their parents. While on land, selkies prefer to pass as human and usually adopt a human name they like the sound of. **Male Names:** Arto, Baru, Cuain, Daro, Eigho, Fionn, Gero, Havo, Hegg, Kala, Kuu, Luthi, Mallo, Nuno, Roin, Selo, Sundo, Tamo, Tuul, Verm, Ulo **Female Names:** Aurini, Bara, Bati, Cairi, Darielle, Eighi, Fionni, Gera, Havi, Isi, Kali, Mara, Nula, Oona, Rakki, Saili, Seona, Tama, Tuula, Valti, Una ### Selkie Traits ___ Your Selkie character has the following racial traits. **ASI:** 3 Points. Example: DEX +1, WIS +1, CHA +1. **Age:** Despite their fey ancestry, selkies age at nearly the same rate as humans, reaching adulthood at 20 and living just over a century **Fecundity:** Selkies have medium fecundity, and count as Aquatic, Fey and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 9 months and have a base 5% chance for multiple offspring. **Size:** Selkies tend to fall into the same height and build range as typical humans. Height Modifier = 2d10 Height = 4 feet + 8 inches + your height modifier in inches Weight in pounds = 110 + ( 2d4 * your height modifier) **Speed:** Your walking speed is 30 feet. You have a swim speed of 20 feet. **Languages:** You can speak, read, and write Common and Sylvan. **Darkvision:** Accustomed to swimming in the deep sea, 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. \pagebreakNum **Child of the Northern Seas** You're as comfortable in cold northern waters as you are on land. You can breathe air and water. In addition, you have resistance to cold damage. **Fey Ancestry:** You have advantage on saving throws against being charmed, and magic can’t put you to sleep. **Speak with Seals:** Selkies spend their lives living with seals who are their friends and family. You can speak to and understand seals and other species of marine mammals as though under the effects of a *speak with animals* spell. **Seal Skin:** As a bonus action, you can magically assume the shape of a seal. You can revert back to your natural appearance as a bonus action, and you automatically do so if you are unconscious. * While you are in your humanoid form, you have a +1 bonus to your AC. While you are transformed into your seal form, you retain your statistics, traits, and features. In addition, the following rules apply: * Physical transformations from a spell, beast shape, or other temporary effect end immediately. * Your base walking speed is 20 feet and your base swimming speed is 50 feet. * Your Armor Class equals 10 + your Dexterity modifier (max 4) + your Proficiency Bonus. * You can take the Dash action as a bonus action while underwater. * You have advantage on Wisdom (Perception) checks while underwater. * You can use your teeth to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. * You are limited in the actions you can perform by the nature of your seal form, and you can’t speak, cast spells, or take any other action that requires hands or speech. * Your gear melds into your seal form. You can’t activate, use, wield, or otherwise benefit from any of your equipment. \columnbreak > #### Selkie Transformations: > When your selkie character changes between its seal and humanoid form using your Seal Skin trait, how the transformation works is up to you. Here are a couple of ideas: > > When you change into humanoid form, your seal skin turns into a cloak that you always wear. To change into your seal form, you wrap the cloak tightly around you. The cloak holds powerful fey magic and can’t be sold, given away, or destroyed. If lost or stolen, it returns to you at sunrise. > > When you change shape from seal to human form, you shed your seal skin, which you must keep safe and secure. As long as you have your seal skin in your possession, you can use your Seal Skin trait and can maintain your seal form indefinitely. Without your seal skin, you can’t use your Seal Skin trait until the skin is retrieved, you are the target of a greater restoration, heal, regenerate, or wish spell, or you regenerate the skin after a year and a day.
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# Shifter #### “Geth's ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth's gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal's tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!” — Don Bassingthwaite, The Binding Stone
### History ___ Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can't fully change shape, they can temporarily enhance their animalistic features—a state they call shifting. Each shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization? Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time. ### Appearance ___ Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral. \columnbreak ### Shifter Names ___ Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use "wandering names" with strangers. These are usually tied to a physical or personality trait. **Male:** Ash, Brook, Claw, Cliff, Flint, Frost, River, Rock, Storm, Thorn, Torn **Female:** Aurora, Autumn, Dawn, Hazel, Iris, Lily, Rain, Rose, Summer ### Shifter Traits ___ Your Shifter character has the following species traits. **ASI:** None (See sub-species) **Age:** Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old. **Fecundity:** Shifters have medium fecundity, and count as Beast and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 9 months and have a base 15% chance for multiple offspring. **Size:** Your size is Medium. Height Modifier = d Height = feet + inches + your height modifier in inches Weight in pounds = + ( d x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common **Darkvision:** 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. **Shifting:** As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter sub-species, described below. Once you shift, you can't do so again until you finish a short or long rest. \pagebreakNum ### Shifter Sub-Species A shifter's beast within is reflected by the shifter's subrace. Four subraces are especially common: Beasthide often signifies the bear or boar: stoic, stubborn, and thick-skinned. Longtooth shifters typically have lupine traits and prefer to run with a pack. Swiftstride are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows. Wildhunt shifters are born from any creature that tracks its prey. While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character. Do not feel you have to conform to the common shifter animals. Pick an animal you like and decide which kind of shifter best suits them. #### Beasthide Shifter Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but this subrace could embody any creature known for its toughness. **ASI:** 3 points. Example: CON +2, STR +1 **Natural Athlete:** You have proficiency in the *Athletics* skill. **Shifting Feature:** Whenever you shift, you gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class. \columnbreak #### Longtooth Shifter Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators. **ASI:** 3 points. Example: STR +2, DEX +1 **Fierce:** You have proficiency in the *Intimidation* skill. **Shifting Feature:** While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. #### Swiftstride Shifter Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially. **ASI:** 3 points. Example: DEX +2, CHA +1 **Graceful:** You have proficiency in the *Acrobatics* skill. **Shifting Feature:** While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks. #### Wildhunt Shifter Wildhunt shifters are sharp and insightful. Many are constantly alert, ever wary for possible threats. Others focus on their intuition, searching within. Wildhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities. **ASI:** 3 points. Example: WIS +2, DEX +1 **Natural Tracker:** You have proficiency in the *Survival* skill. **Shifting Feature:** While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated.
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# Simic Hybrid #### Thanks to the Simic Combine, almost all of the plane's contagious diseases have been wiped out, cancer is rare, and the average Ravnican is at least 7% salamander by volume. -Description of the Simic from The Omenpath Traveler's Guide to the Multiverse
### History ___ The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the Guardian Project is to build a Simic army of soldiers perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes refer to themselves as guardians. ### Appearance ___ A hybrid's biological enhancements can change its appearance drastically, though most hybrids retain their basic physical form. All are augmented with characteristics of animals, mostly aquatic, reptilian, or amphibian creatures. These include crab claws, squid tentacles, wings or fins like those of manta rays, translucent or camouflaged skin, or shark-like maws filled with sharp teeth. Hybrids are the product of Simic magic. It's not impossible for a hybrid to leave the Simic Combine and join another guild, but the Simic would consider the individual a deserter. And the new guild might never fully welcome a hybrid who could easily be a Simic spy. ### Names ___ A hybrid usually bears the name given by their human, elf, or vedalken parents. Some hybrids assume a new name after their transformation—a name chosen personally or by those who transformed them. ### Traits ___ Your character has the following species traits. Simic Hybrids are already hybrids. Hybridizing them with another race can only change their starting language and size. **ASI:** 3 points. Example: CON +2, any other +1. **Age:** Hybrids begin their lives as adult humans, elves, or vedalken. They age at a slightly accelerated rate, so their maximum life spans are probably reduced somewhat. The Guardian Project has not been operating long enough to observe the full effect of this phenomenon. \columnbreak **Fecundity:** Simic Hybrids have low fecundity, and count as Humanoid and one other of your choice when creating your character (options: Aquatic, Avian, Beast, Celestial, Construct, Dragon, Elemental, Extraplanar, Fey, Fiend, Giant, Goblinoid, Insect, Monstrosity, Ooze, Vermin) for the purposes of breeding compatibility. They are capable of both live birth and laying eggs. Which they do depends on what the other parent normally does, however they always do the opposite (so if the other parent lays eggs, it will be a live birth) (if they also can do either, determine which randomly). If they are pregnant with a live birth it will last 9 months. If they are pregnant with an egg they will lay it after 12 or you can choose to lay eggs on a regular cycle, every 27 days, in either case the eggs hatch after 270 days. For each pregnancy, roll a d200 to determine the base 10% chance for multiple offspring. **Size:** Your size is Medium, within the normal range of your humanoid base race (pick another humanoid, or pick anything within this range: 4 to 8 feet tall, 60 to 500 pounds) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and your choice of Elvish or Vedalken.
\pagebreakNum ##### **Animal Enhancement:** Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level. At 1st level, choose one of the following options: **Manta Glide:** You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. **Nimble Climber:** You have a climbing speed equal to your walking speed. **Tentacles:** You gain (a) prehensile tentacle(s) on your body. The appendage has a reach equal to your height and is your primary reproductive organ, so it expels your semen if you're male, and has a stretchy, hollow tube to allow egg laying if you're female. If you are female, you are exclusively an egg layer and you can lay your eggs anywhere including inside others, though they will fail to mature if in a poor environment and they can be fertilized inside you or where they are laid. It can do both if you're both. It does not need to be on your groin and as part of being prehensile, you can adjust its length, though it gets thinner the longer it gets. You count as medium fecund instead of low. **Underwater Adaptation:** You can breathe air and water, and you have a swimming speed equal to your walking speed.
At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options: **Acid Spit:** As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. **Carapace:** Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor. **Grappling Appendage:** You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment. **Suckers:** Your limbs have suckers on them, allowing you to latch on to things. You have advantage on grapple checks, and can climb any surface that isn't excessively porous. You also have advantage on not being disarmed of anything you are holding. ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Bestial Mutation Your bestial body has undergone a random mutation or spontaneous evolution. Choose 2 of the following options. You may choose the same option more than once. * Increase an ability score of your choice by 1. * Gain a Beastfolk Breed Trait of your choice you don't already have. You may take this feat as many times as you wish.
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# Siren - Air
### History ___ Sirens are at home along the waters of the Stormwreck Sea. They settle on rocky coasts and remote islands, and even on floating piles of kelp. Sirens are mercurial creatures who can turn in an instant from lonely to repulsed, from desirous to hateful, from welcoming to irritated, from loving to murderous—and then back again. They are fascinated with ships, and enjoy toying with them. One siren might call out to a passing crew for company, only to capriciously draw the ship into an entangling mass of kelp. Another might lure a vessel onto jagged rocks so as to study the wreckage and learn more about the strange contraption. But as the number of Brazen Coalition ships passing through siren-controlled waters has increased over the years, a growing number of sirens have decided to satisfy their curiosity by taking positions on ship crews—including, in at least one case, the position of captain. ### Appearance ___ Sirens are humanoid creatures with birdlike features. Their long, slender arms extend into powerful wings that easily carry their light frames into the air. Their fingers bear sharp claws but are nimble enough to wield weapons and perform fine manipulation. Crests of feathery plumage start between their eyes and cover the backs of their heads. ### Names ___ There is no info on siren names ### Traits ___ Your character has the following species traits. **ASI:** 2 Points. Example: CHA +2. **Age:** Sirens mature and age as fast as humans and live about as long. **Fecundity:** Sirens have medium fecundity, and count as Avian and Humanoid for the purposes of breeding compatibility. They lay eggs every 36 days with a base 60% chance for additional eggs. If fertilized the eggs hatch after 30 days. **Size:** Sirens stand about 5 to 6 feet tall, but their bodies are slender and their bones partially hollow to facilitate their flight. Your size is Medium. Size Modifier = d Height = feet + inches + your size modifier in inches Weight in pounds = + ( d x your size modifier) **Speed:** Your base walking speed is 25 feet. **Languages:** You can speak, read, and write Common and Siren **Siren's Song:** You know the *friends* cantrip and can cast it without material components. Additionally, you have advantage on all *persuasion* checks when you are able to speak. **Flight:** You have a flying speed of 30 feet. You can't use your flying speed while heavily encumbered \columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Aerial Skirmisher Your natural flight makes you exceptionally speedy and agile. * Increase your Dexterity score by 1, to a maximum of 20. * Your flying speed increases by 10. * If you are flying while you make a melee attack against a creature on your turn, you don't provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not. ##### Sky Warden You are trained for both scouting the skies and aerial combat. You gain the following benefits: * Increase your Dexterity or Wisdom score by 1, to a maximum of 20. * You add double your proficiency bonus to Perception checks that rely on sight. * Once per turn, if you are flying and move at least 30 feet straight toward a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target.
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# Siren - Sea
### History ___ Long ago, the sirens lived in the Feylands where the beauty of their songs was legendary. Muse, an archfey, was jealous of the sirens and decided she would trick them. She challenged Aria, the vain siren queen, to a singing challenge. The loser and all her people would be banished. Aria, knowing she had no equal as a singer, greedily accepted. The contest was to see which of them could lure a mortal with their singing. Muse put beeswax in the ears of the mortal and threatened to turn his family into birds. Unaware of Muse’s treachery, the defeat tormented Aria. She jumped from the highest cliff and crashed into the rocks below. The sirens were exiled to Vodari in humiliation and without their queen. ### Appearance ___ The alluring beauty and songs of the sirens are legendary, but many of the old sailor stories paint them as deadly monsters. Their fey heritage has blessed them otherworldly beauty and sirens are always physically stunning with gold or amber eyes, long hair that ranges from light blue to deep indigo, and slender but muscular builds. Their skin ranges from greenish blue to turquoise, with an iridescent sheen while in sunlight. They are similar in height to humans on average, ranging from 5 to 6 feet tall. Being amphibious, sirens have fins on their calves and forearms, webbed hands and feet, and gills in their neck that close tightly while on land ### Siren Names ___ Siren names can draw on their traditions or a common word for something found in nature. Family ties are unimportant to the communal sirens and they do not have last names. A name is given to them by the entire community when they are born. Once they come of age, they select their own name to go by. For sirens, there is not much distinction between male and female names. **Names**: Achelo, Aelar, Aeraki, Anemone, Aria, Bela, Breeze, Cadenza, Canto, Calypso, Cela, Ceto, Clio, Coral, Echo, Harmony, Laguna, Mako, Melody, Mezzo, Molpe, Pearl, Rain, Reef, Ruby, Sapphire, Sargasso, Silver, Stone, Storm, Sunset, Teles, Thalassa, Wind, Xander, Zara, Zeno \columnbreak ### Siren Traits ___ Your Siren character has the following racial traits. **ASI:** 1 Point. Example: WIS +1. **Age:** A siren matures at the same rate as humans, but they’re considered young until they reach the age of 30. On average, they live close to three centuries. **Fecundity:** Sirens have low fecundity, and count as Aquatic and Fey for the purposes of breeding compatibility. Their pregnancies last about 9 months and have a base 10% chance for multiple offspring. **Size:** Your size is Medium. Height Modifier = 2d8 Height = 4 feet + 8 inches + your height modifier in inches Weight in pounds = 90 + ( 2d4 * your height modifier) **Speed:** Your base walking speed is 30 feet. You have a swimming speed of 30 feet. **Languages:** You can speak, read, and write Common and Sylvan **Amphibious:** You can breathe air and water. **Fey Ancestry:** You have advantage on saving throws against being charmed, and magic can’t put you to sleep. **Subraces:** Two subraces of sirens are found in Vodari: seasinger sirens and wavedancer sirens. These distinctions are based on which magical gift a siren receives as they near adulthood. Seasingers and wavedancers usually live in the same communities, or at least in close proximity to each other. Choose one of these subraces. #### Seasinger As a seasinger siren, your love of singing has bestowed magical gifts upon you. During adolescence, your beauty and presence became even more alluring and you gained the ability to enchant your songs **ASI:** 2 Points. Example CHA +2. **Singer:** Whenever you make a Performance check to sing, you add double your proficiency bonus, instead of any other proficiency bonuses you normally apply. **Siren Song:** You can use your action to sing a song laced with a subtle enchantment to a creature you can see within 60 feet. If it can hear you (though it need not understand you), it must make a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus). On a failed save, it is charmed by you for one hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends, the creature knows it was charmed by you. You can use this feature a number of times equal to your proficiency bonus, regaining all spent uses after a long rest. Starting at 3rd level you can target up to two creatures with this song, and starting at 5th level you can target up to three creatures. All creatures targeted must be within 30 feet of each other. \pagebreakNum #### Wavedancer As a wavedancer siren, your love of frolicking beneath the waves provided you with gifts as you grew from a child to an adult. You gained the ability to magically transform your legs into a tail. **ASI:** 2 Points. Example DEX +2. **Darkvision:** Accustomed to life deep underwater and having fey heritage, 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 **Tail:** As a bonus action, while the lower half of your body is submerged in water, you can magically transform your legs into a tail covered in bluish-green scales. Your tail has no impact on your worn equipment and any worn magical items work identically to when you have legs. While you have a tail, your base speed is 10 feet and your swimming speed increases to 40 feet. You can change your tail back into legs as a bonus action. **Sea Dancer:** You gain proficiency in the Acrobatics skill and are considered proficient in the Performance skill if you the check involves dancing. You have advantage on all Acrobatics (Dexterity) checks made underwater.
## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Triton Deep Magic **Race:** *Merfolk*, *Triton* You master more of the magic of elemental air and water. You learn the *Create or Destroy Water* spell and can cast it as a 1st level spell at will, without expending a spell slot. You also learn *Warding Wind* and *Water Breathing*, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells. \pagebreakNum
# Skaven ( pronounced "SKAY-ven" )
### History ___ The Skaven care little for the past and do not keep any recorded history. For a Skaven, there are only two times worth thinking about: right now, when they are not ruling the world, and very soon, when they will be. The only history the Skaven do consider worthy of thought is personal, rather than racial. One might recall such things as the glory days when he rose in power in his sect, or the despicable enemy that brought about his downfall, but rarely would he think about his origins, or any great achievements of any Skaven other than himself. They have no rituals or remembrances of their dead, for the Skaven are a jealous breed and would rather undermine their fellows than praise them for their achievements. Beyond this, they have no real or consistent concept of time or dates, nor years, generations, or ages. ### Appearance ___ The Skaven, in terms of physical appearance, look almost exactly like large bipedal rats, possessing just enough intelligence to make simple tools and converse in a developed language. Most have brown, often dirty or matted fur, with large fangs in the upper jaw structure, red blood-shot eyes, over-grown claws, and a naked tail growing to the size of its body length. The large majority of Skaven are normally malnourished, having scrawny arms and legs, and lacking greatly in terms of strength or weight. ### Names ___ Skaven names are unisex, harsh sounding and, more often not, quite short. Their surnames are as vicious as the Skaven themselves, names like 'Headtaker', 'Deathmaster' and 'Boneripper' are common. ### Skaven Traits ___ Your Skaven character has the following species traits. **ASI:** 2 Points. Example DEX +2. **Age:** Skaven age quickly, becoming fully mature by 5 years old, though they can live as long as humans. **Fecundity:** Skaven have low fecundity, and count as Beast, Humanoid, and Vermin for the purposes of breeding compatibility. Their pregnancies last about 4 months and have a base 120% chance for multiple offspring. **Size:** Skaven can stand from 4ft - 5ft tall, and are Medium sized Size Modifier = 2d4 Height = 3 feet + 8 inches + your size modifier in inches Weight in pounds = 90 + ( 2d6 x your size modifier) **Speed:** You have a base walking speed of 35' **Languages:** You know Undercommon and one other language (usually Common) **Superior Darkvision:** Living underground, your eyes can make out much with little light. You have superior vision in dark or 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. **Subraces:** Scaven are born into clans, each clan has unique changes and mutations. Choose either Eshin, Moulder, Pestilens, Skyre, Stormvermin , or Slave Stock. #### Clan Eshin Clan Eshin are masters of Stealth and Espionage. **ASI:** 1 additional point. Example: WIS +1. **Masters of Sneek:** Clan Eshin Skaven gain proficiency with *Stealth* and *Deception* **Gutter Runners:** Clan Eshin Skaven Can choose to Dash or Disengage as a Bonus action. They can do this once per short rest **Stab-Kill:** Clan Eshin Rats have advantage when attacking enemies they missed an attack against, this advantage goes away when they hit the enemy. #### Clan Pestilens Pestilens Skaven are Hardy, Constantly rife with disease. **ASI:** 1 additional point. Example: CON +1. **Plague Bearers:** Clan Pestilens Skaven are immune to disease, but may still contract and spread disease as normal, suffering no ill effects from them. **Masters of Disease:** Clan Pestilens Skaven are Proficient with *Medicine* and gain advantage on checks to diagnose Disease or poisons. #### Clan Skyre Masters of war, and weapons, Clan Skyre rats are bred to fight. **ASI:** 1 additional point. Example: STR +1. **Machines of War:** Skyre Skaven gain proficiency with firearms and Land Vehicles **Warpstone Tinkerers:** Clan Skyre Sckaven are Engineers and Masters of weaponcraft, giving them the ability to use 1 Artificer cantrip, the Casting ability for this is Int, if the Skaven is an artificer this does not count against number of Cantrips known **Fear no Death:** Clan Skyre Skaven are less cowardly than other clans, More willing to go out and kill to sate their bloodlust, They have advantage against Fear and Demoralizing effects \pagebreakNum #### Slave Stock Slave stock know to keep their heads down **ASI:** 1 additional point. Example: WIS +1. **Groveler:** Slave stock are Proficient with *Persuasion* and *Deception* **Expendable:** Slave stock have advantage on death saves. #### Stormvermin Stormvermin are bigger, stronger, and more aggressive than other skaven **ASI:** 1 additional point. Example: STR +1. **Trained for War:** Stormvermin gain Proficiency with 2 martial weapons of their choice, and With Light armor **Savage Elites:** Storm Vermin Have proficiency with *Intimidation*, and have advantage when making opposed intimidation checks. #### Clan Moulder Moulder rats are Devious, masters of crafting and warping flesh **ASI:** 1 additional point. Example: INT +1. **Mutation:** Moulder Skaven are under constant exposure to Mutation, radiation, and Vile experimentation, and this often leads to them gaining unsightly changes whether for good or ill- Roll on the mutation table on the next page for a random Mutation. **Packmasters:** Clan Moulder Skaven get proficiency with *Animal handling* and *Nature*. **Unstable Genes:** Clan Moulder rats gain advantage on saves against spells that Polymorph or change their Appearance in any way. To determine a body part, Roll a d8. Then roll a d20 to determine the mutation. | | | |:----:|:-------------:| | **D8 Result** | **Bodypart** | | 1 |Right arm | | 2 |Left Arm | | 3 |Right Leg | | 4 |Left Leg | | 5 |Genitals or Head | | 6 |Tail | | 7 |Chest or Head | | 8 |Torso | \columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Bestial Mutation Your bestial body has undergone a random mutation or spontaneous evolution. Choose 2 of the following options. You may choose the same option more than once. * Increase an ability score of your choice by 1. * Gain a Beastfolk Breed Trait of your choice you don't already have. You may take this feat as many times as you wish.
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| | | |:----:|:-------------:| | **D20 Result** | **Mutation** | | 1 |No mutation, perhaps your mutation, is being normal. | | 2 |Extra arm: roll a 1d2 and you gain that many arms (these arms can hold more items, but cannot grant additional attacks, actions, or allow you to use more than one two handed weapon) | | 3 |Extra legs: roll a 1d2 and you gain that many extra legs (these legs grant no benefit) | | 4 |Extra head: you grow a second head- you have advantage on Wisdom checks, but disadvantage on Charisma checks | | 5 |Extra eyes: you grow more eyes, you have advantage on perception checks, but disadvantage on any saves that rely on sight | | 6 |Bony spikes: your unarmed strikes deal 1d6 + Strength modifier piercing damage but you cannot wear medium or heavy armor | | 7 |Stench: you gain a vile stink, enemies who breath have disadvantage when attacking you when other targets are in reach, however you have disadvantage on stealth checks | | 8 |Claws: you gain claws! On one hand You have a natural attack that deals 1d6 slashing, but you have disadvantage when using a weapon with this hand | | 9 |Tentacles: roll 1d8, you gain that many long spindly tentacles, that give you advantage on grappling, but disadvantage on avoiding grappling | | 10 |Prehensile appendage: one of your extremities becomes extremely Prehensile, allowing you to hold one extra item with it, as long as it is available, this can be your tail, feet, or genitals | | 11 |Extra Appendage: you grow a second tail, extra fingers, or second set of working genitals (your choice) | | 12 |Second Heart: you grow a second heart, giving you advantage on death saves, however Any failed death saves are doubled (you gain 2 fails on a failed death save) | | 13 |Second stomach: you can eat twice as much, and have advantage against ingested poisons | | 14 |Larger Limb: a random part of your body doubles in size | | 15 |Smaller limb: a random part of your body halves in size | | 16 |Alternate limb: a random part of your body is replaced with that of another species (your choice) | | 17 |Warped Flesh: your organs are in different places, granting you advantage on saves against disease and poison, but allies have disadvantage when using medicine checks on you | | 18 |Extra Sharp teeth: you gain a unarmed (strike) bite attack that deals 1d6 piercing damage, but have disadvantage on Charisma checks that rely on speech | | 19 |Weaponized: a Random part of your body is replaced with a weapon you are proficient with, this counts as a natural weapon with all the traits of the weapon replacing the limb, and cannot be used to make unarmed strikes. | | 20 |Roll twice more and take both |
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# Skittermander
Skittermanders have a unique outlook: individualistic without being anarchic, and somehow unable (or perhaps unwilling) to grasp the concept of permanent governance. Skittermanders can be found across the galaxy in positions that allow them to aid as many people as possible. Their employers have to give them missions with open-ended parameters, as a skittermander who feels they have completed a task can be distracted from reporting back by someone whom they think that needs their help. They're often compared to goblins without the goblins' malice. ### Appearance Skittermanders are six-armed, furry creatures measuring 3 feet tall and weighing about 35 pounds. Skittermanders living in hot climes have short, soft fur, while that of their arctic cousins are tough and shaggy. Their colouration is variable, with blue, green and violet being the most common, but with no obvious correlation to their surroundings. Skittermanders begin life in a larval stage. A skittermander whelp looks like a miniature version of an adult, but with more prominent ears and a tiny, secondary mouth on its abdomen which can attach itself to prey and secretes a numbing mucus. ### Skittermander Traits ___ Your Skittermander character has the following species traits. **ASI:** 3 Points. Example: DEX +2, CHA +1. **Age:** ? **Fecundity:** Skittermanders have medium fecundity, and count as Beast and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 4 months and have a base 8% chance for multiple offspring. **Size:** You are size small. Height Modifier = 2d4 Height = 3 feet + 4 inches + your height modifier in inches Weight in pounds = 40 + your height modifier **Speed:** You have a walking speed of 35. **Languages:** You know Common and Skittermander **6 armed:** Skittermander's have six arms, allowing you to hold up to six different objects at once, though this does not grant you extra actions or attacks in combat and you cannot benefit from a shield while wielding a weapon with the Heavy property. **Grappler:** Having six arms makes it easier to hold on. You have advantage on attempts to grapple and to maintain a grapple. **Hyper:** You are full of energy. You are able to dash as a bonus action. \columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Squat Nimbleness You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
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# Tabaxi ( pronounced: /tɑːˈbæksi/ ta-BÆK-seeor: /tɑːˈbɑːʃi/ ta-BAHSH-ee )
### History ___ Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost. Depending on their region and fur coloration, tabaxi are known by different names. Tabaxi with solid spots are sometimes called leopard-folk and tabaxi with rosette spots are called jaguar-folk. The way the tabaxi pronounce their own name also varies; the "leopard-folk" pronounce it ta-BÆK-see, and the jaguar-folk tah-BAHSH-ee. ### Appearance ___ Tabaxi are taller than most humans at six to seven feet. Their bodies are slender and covered in spotted or striped fur. Like most felines, Tabaxi have long tails and retractable claws. Tabaxi fur color ranges from light yellow to brownish red. Tabaxi eyes are slit-pupiled and usually green or yellow. ### Names ___ Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names. Clan names are usually based on a geographical feature located in or near the clan's territory. The following list of sample tabaxi names includes nicknames in parenthesis. **Tabaxi Names:** Cloud on the Mountaintop (Cloud), Five Timber (Timber), Jade Shoe (Jade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke) **Tabaxi Clans:** Bright Cliffs, Distant Rain, Mountain Tree, Rumbling River, Snoring Mountain \columnbreak ### Tabaxi Personality A tabaxi might have motivations and quirks much different from a dwarf or an elf with a similar background. You can use the following tables to customize your character in addition to the trait, ideal, bond, and flaw from your background. The Tabaxi Obsession table can help hone your character's goals. For extra fun, roll a new result every few days that pass in the campaign to reflect your ever-changing curiosity. |d8|My curiosity is currently fixed on...| |:-:|:-| | 1| A god or planar entity | 2| A monster | 3| A lost civilization | 4| A wizard's secrets | 5| A mundane item | 6| A magic item | 7| A location | 8| A legend or tale |d10|Quirk| |:-:|:-| | 1| You miss your tropical home and complain endlessly about the freezing weather, even in summer. | 2| You never wear the same outfit twice, unless you absolutely must. | 3| You have a minor phobia of water and hate getting wet. | 4| Your tail always betrays your inner thoughts. | 5| You purr loudly when you are happy. | 6| You keep a small ball of yarn in your hand, which you constantly fidget with. | 7| You are always in debt, since you spend your gold on lavish parties and gifts for friends. | 8| When talking about something you're obsessed with, you speak quickly and never pause and others can't understand you. | 9| You are a font of random trivia from the lore and stories you have discovered. | 10| You can't help but pocket interesting objects you come across. \pagebreakNum ### Traits ___ Your character has the following species traits. **ASI:** 3 Points. Example: Dex +2, CHA +1. **Age:** Tabaxi have lifespans equivalent to humans. **Fecundity:** Tabaxi have medium fecundity, and count as Beast for the purposes of breeding compatibility. Their pregnancies last about 7 months and have a base 45% chance for multiple offspring. **Size:** Tabaxi are taller on average than humans and relatively slender. Your size is Medium. Height Modifier = 2d10 Height = 4 feet + 10 inches + your height modifier in inches Weight in pounds = 90 + ( 2d4 x your height modifier) **Speed:** Your base walking speed is 30 feet and a climbing speed equal to your walking speed. **Languages:** You can speak, read, and write Common and one other language of your choice. **Darkvision:** You have a cat's keen senses, especially in the dark. 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. **Feline Agility:** Your reflexes and agility allow you to move with a burst of speed. 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. **Cat's Claws:** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. **Cat's Talents:** You have proficiency in the *Perception* and *Stealth* skills. \columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Bestial Mutation **Races:** *Beastfolk*, *Grung*, *Harengon*, *Karokans*, *Khenra*, *Leonin*, *Lizardfolk*, *Locathah* *Loxodon*, *Owlin*, *Simic Hybrid*, *Skaven*, *Tabaxi*, *Therians*, *Tortal*, Others with DM permission Your bestial body has undergone a random mutation or spontaneous evolution. Choose 2 of the following options. You may choose the same option more than once. * Increase an ability score of your choice by 1. * Gain a Beastfolk Breed Trait of your choice you don't already have. You may take this feat as many times as you wish. ##### Feline Grace **Race:** *Tabaxi* Your incredible reflexes and agility further improve. You gain the following benefits: * Increase your Dexterity score by 1, to a maximum of 20. * You can use your Feline Agility trait twice before you must move 0 feet on one of your turns to use the trait again. You can still only use this ability once per turn when you move. * You don’t take damage from falling 20 feet or less if you aren’t incapacitated.
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# Thri-Kreen ( pronounced: /θraɪˈkrin/ thry-KREEN )
### Personality ___ Thri-kreen hace no clear or definable personalities as humans would know them. No emotions can be discerned from their insectoid faces or their patterns of behavior, though rapid twitching of their antennae or mandibles indicates agitation. Acting spontaneously, they are unpredictable and always of chaotic alignment, showing no inclination toward good or evil. These traits make them utterly alien and inscrutable to other races, and folk unfamiliar with them regarded them as savage and brutal monsters. In fact, thri-kreen simply view themselves and other beings in terms of the relationship between predator and prey. They see themselves as noble hunters, and are wholly focused on survival and the basic needs of existence, a life in which the weak die and the strong survive. They are not cruel or evil if they have no need to be, but nor do they go out of their way to aid others if they do not have to. By instinct, they see humanoid beings as food first and as trading partners or allies second. Their alien thought patterns make it hard for them to understand the advanced concepts or sophisticated social rules of other races. They lack ideas of devotion, honor, or loyalty, but they respect skill and strength and recognize the convenience of working with talented hunting companions. They maintain no traditions, and see no benefit in the traditions of others. They value little that humanoids make. ### Appearance ___ A thri-kreen resembles a giant praying mantis, bipedal and standing 4.5–7 feet high and weighing 100–375 pounds; a full-grown adult averaging at 6 feet (1.8 meters) and 200 pounds (90 kilograms). They hae exoskeletons over their entire bodies. They have six limbs protruding from their thorax: two for walking and four for use as arms, ending in four-fingered claw-like hands capable of tool- and weapon-use. Their insectoid heads have two black, multi-faceted compound eyes; two small antennae sprouting from the top; and a complex jaw structure with large sharp mandibles. It is extremely difficult to distinguish the males and females. The carapace of a thri-kreen is typically a sandy yellow in hue, but can vary from a sandy brown to a pale green color, as best suited the environment. This enablsd thri-kreen to blend in with the dry savannas and grasslands they dwelled in. Thri-kreen wear little to no clothing or armor. Instead, they wear only simple leather belts, harnesses, or slings to hold their food, equipment, and weaponry, and only as much as they need. They do not make or wear any kind of adornments. They place little value in possessions. What few treasures or trinkets they have are kept for their usefulness or decorative purposes. \columnbreak ### Names ___ Typical thri-kreen names include Chak-tha, Chit'al, Drik-chkit, Gulnik, Kacht-ta, Kat'chka, Kiktul, Klaktuk, Krik, Pak'cha, Pik-ik-cha, Pok, Ptekwe, Tak-tha, Tal'tich, Tilnak, and Tik-tik; there are no gendered names and no surnames. ### Traits ___ Your character has the following species traits. **ASI:** 2 Points **Age:** An average thri-kreen reaches adulthood after 5 of 6 years and has the life expectancy of only 30 years. **Fecundity:** Thri-kreen have medium fecundity, and count as Insect for the purposes of breeding compatibility. They generally mate once in spring and lay eggs 30 days after fertilization. If fertilized the eggs hatch after 90 days. They have a base chance for multiples of 110%, but for each roll, increase the number of eggs by 10 instead of 1. The chance is still reduced by %% for each roll as normal. **Size:** You are Medium or Small. You choose the size when you select this race. Small: 2 to 4 feet tall, 8 to 60 lbs. Medium: 4 to 8 feet tall, 60 to 300 lbs. **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and Thri-Kreen. Thri-Kreen is up of whistles and clicks and snaps of their mandibles. **Creature Type:** You are a Monstrosity. **Chameleon Carapace:** While you aren't wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings. **Darkvision:** You can see in dim light within 60 feet of yourself 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. **Secondary Arms:** You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property. **Sleepless:** You do not require sleep and can remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest. \pagebreakNum **Thri-kreen Telepathy:** Without the assistance of magic, you can't speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures within 120 feet of yourself. A contacted creature doesn't need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required). \columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Squat Nimbleness **Prerequisite:** You must be size Small. You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
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# Tiefling #### Eh... She's a tiefling, chief. They got fiend blood in their veins, usually 'cause some ancestor of theirs shared knickers with one demon or another. Makes some of 'em addled in the head... and addled-looking, too.” — Morte
### History ___ To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable. ### Appearance ___ Tieflings tend to have an unsettling air about them, and most people are uncomfortable around them, whether they were aware of the tiefling's unsavory ancestry or not. While some look like normal humans, most retain physical characteristics derived from their ancestor, with the most common features being horns, prehensile or non-prehensile tails, and pointed teeth. Some tieflings also have eyes that were solid orbs of black, red, white, silver, or gold, while others have eyes more similar to those of humans. Other, more unusual characteristics include a sulfurous odor, cloven feet, or a general aura of discomfort they left on others. In many other ways, tieflings are similar to humans physically. Tieflings are, on average, just as tall as humans, from 5 feet and 6 inches to 6 feet and 2 inches and weigh just a little bit heavier at 140 to 220 pounds. Tiefling skin is usually human-like in color, though extending past normal human colors into reddish hues as well. Tiefling hair is also often the same color as human hair, though dark blue, red, or purple are common shades amongst the race. Although it is not always the case, tieflings tended to have better reflexes than their human kin. This, along with their natural propensity for hiding and deceit, help to give tieflings a reputation for thievery and duplicity. \columnbreak #### Customizable Appearance As an option when creating your tiefling, you may to have choose 1d4+1 or more of the following features: You have two small horns on their head. You have four small horns on their head. You have two large horns on their head. Your teeth are sharp fangs. Your canines are overly large and sharp. Your tongue is 3d4 inches long. They have a forked tongue. Your eyes are slits like a cat. Your eyes are slits like a lizard. Your eyes are odd like a goat's. You have an extra digit on each hand and foot. Your hands have thumbs on both side of the palm. You have goatlike legs. You have cloven hoof feet (but human legs.) You have a forked tail. You have two tails, though they are about half as thin as normal for a tiefling. You are totally hairless. You have small bat like wings on their back, too small to provide any lift. Your skin is very leathery. You have scaly skin in most places. You cast no shadow. They have no reflection. You constantly smell of brimstone. Your genitals resemble that of a beast's. You have more breasts (or nipples) than a human. You are a hermaphrodite. You are sterile. You have strongly deviant desires. You have a fetish for a normally mundane act or object. ### Names ___ Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the infernal language passed down through generations, and reflect their fiendish heritage. And some younger tieflings striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a quest. For others, its a grim destiny. **Male Infernal Names:** Akmenos, Amnon, Harahas, Ekernon, Tados, Kairon, Leucis, Melech, Morthos, Pelaios, Skamos, Therai **Female Infernal Names:** Akra, Anakis, Bryseis, Criella, Ea, Kallista, Lerissa, Makaria, Nemeia, Phelaia, Rieta **Virtue Names:** Art, Carrion, Chant, Creed, Despair, Fear, Glory, Hope, Ideal, Music, Nowhere, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary \pagebreakNum ### Alternative Origins Tieflings are typically human. If you would like to play an Tieflings of a different species, check out the Planetouched Lineage on page [add later] ### Traits ___ Your character has the following species traits. **ASI:** 3 Points. Example: CHA +2, and one other +1. **Age:** Tieflings mature at the same rate as humans but live a few years longer. **Fecundity:** Tieflings have medium fecundity, and count as Fiend and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 9 months and have a base 10% chance for multiple offspring. **Size:** Tieflings are about the same size and build as humans. Your size is Medium. Height Modifier = 2d8 Height = 4 feet + 9 inches + your height modifier in inches Weight in pounds = 110 + ( 2d4 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and Infernal. **Darkvision:** Thanks to your infernal heritage, 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. **Hellish Resistance:** You have resistance to fire damage. **Infernal Heritage:** Tieflings can trace their bloodline to a variety of the Nine Hells and even the Abyss. Choose one of the following legacies, or you can choose one of the variants below. A variant tiefling can be of any legacy, but their variant trait replaces their legacy trait. #### Variant: Devil's Tongue **Devil's Tongue:** You know the *vicious mockery* cantrip. When you reach 3rd level, you can cast the *charm person* spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the *enthrall* spell once with this trait. You must finish a long rest to cast these spells once again with this trait. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). #### Variant: Hellfire **Hellfire:** You know the *thaumaturgy* cantrip. Wnce you reach 3rd level, you can cast the *burning hands* spell once per day as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the *darkness* spell; you must finish a long rest in order to cast the spell again using this trait. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). \columnbreak #### Variant: Winged **Winged:** You have bat-like wings sprouting from your shoulder blades. You have a flying speed of equal to your walking speed when not heavily encumbered. ### Legacies #### Asmodeus The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself. **Legacy of Nessus:** You know the *thaumaturgy* cantrip. Once you reach 3rd level, you can cast the *hellish rebuke* spell as a 2nd-level spell with this trait; you regain the ability to cast it when you finish a long rest. Once you reach 5th level, you can also cast the *darkness* spell once per day with this trait; you regain the ability to cast it when you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
\pagebreakNum #### Baalzebul The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically. **Legacy of Maladomini:** You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *ray of sickness* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the* crown of madness* spell once with this trait and regain the ability to do so when you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
\columnbreak #### Dispater The great city of Dis occupies most of Hell's second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators. **Legacy of Dis:** You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *disguise self* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *detect thoughts* spell once with this trait and regain the ability to do so when you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
\pagebreakNum #### Fierna A master manipulator, Fierna grants tieflings tied to her forceful personalities. **Legacy of Phlgethos:** You know the *friends* cantrip. When you reach 3rd level, you can cast the *charm person* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *suggestion* spell once with this trait and regain the ability to do so when you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
\columnbreak #### Glasya Glasya, Hell's criminal mastermind, grants her tieflings magic that is useful for committing heists. **Legacy of Malbolge:** You know the *minor illusion* cantrip. When you reach 3rd level, you can cast the *disguise self* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *invisibility* spell once with this trait and regain the ability to do so when you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
\pagebreakNum #### Levistus Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom. **Legacy of Stygia:** You know the *ray of frost* cantrip. When you reach 3rd level, you can cast the *armor of Agathys* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *darkness* spell once with this trait and regain the ability to do so when you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
\columnbreak #### Mammon The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth. **Legacy of Minauros:** You know the *mage hand* cantrip. When you reach 3rd level, you can cast the *Tenser's floating disk* spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the *arcane lock* spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
\pagebreakNum #### Mephistopheles In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic. **Legacy of Cania:** You know the *mage hand* cantrip. When you reach 3rd level, you can cast the *burning hands* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *flame blade* spell once with this trait and regain the ability to do so when you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
\columnbreak #### Zariel Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle. **Legacy of Avernus:** You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *searing smite* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *branding smite* spell once with this trait and regain the ability to do so when you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
\pagebreakNum ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Flames of Phlegethos You learn to call on hellfire to serve your commands. You gain the following benefits: * Increase your Intelligence or Charisma by 1, to a maximum of 20. * When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. * Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. ##### Infernal Constitution Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits: * Increase your Constitution score by 1, to a maximum of 20. * You have resistance to cold and poison damage. * You have advantage on saving throws against being poisoned. ##### Infernal Infusion Your connection to the lower planes has grown stronger. You gain your choice of a Major trait from the Planetouched lineage, or two Minor traits. You count as infernal-touched. You cannot choose the 'Planar Magic' or Weakly Touched' Traits. You may take this feat multiple times. \pagebreakNum
# Tortle #### “We wear our homes on our back.” — A tortle saying.
### History ___ What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances. ### Appearance ___ Tortles are reptilian-looking humanoids with large shells on their backs that are capable of containing their entire bodies. They have leathery skins that varies between olive-green to blue-green hues. The dorsal portion of their shells is usually darker than their skins, while the ventral portion is lighter, usually with yellowish tones. Tortles rarely wear any clothing, favoring instead belts and harnesses to carry their belongings. They have little tolerance for cold, and usually migrate away from temperate areas when winter approached. ### Names ___ Tortles prefer simple, non-gender-specific names that are usually no more than two syllables. If a tortle doesn't like its name for whatever reason, it can change it. A tortle might change its name a dozen times in its life. Tortles don't have surnames or family names. **Male and Female Names:** Baka, Damu, Gar, Gura, Ini, Jappa, Kinlek, Krull, Lim, Lop, Nortle, Nulka, Olo, Ploqwat, Quee, Queg, Quott, Sunny, Tibor, Ubo, Uhok, Wabu, Xelbuk, Xopa, Yog \columnbreak ### Traits ___ Your character has the following species traits. **ASI:** 3 Points. Example: STR +2, WIS +1. **Age:** Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years. **Fecundity:** Tortles have low fecundity, and count as Aquatic and Beast for the purposes of breeding compatibility. They lay eggs every 120 days with a base 80% chance for additional eggs. If fertilized the eggs hatch after 150 days. **Size:** Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium. Height Modifier = 2d8 Height = 4 feet + 10 inches + your height modifier in inches Weight in pounds = 395 + ( 2d4 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Aquan and Common. **Claws:** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. **Hold Breath:** You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air. **Natural Armor:** Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal. **Nature's Intuition:** Thanks to your mystical connection to nature, you gain proficiency with one of the following skills of your choice: *Animal Handling, Medicine, Nature, Perception, Stealth,* or *Survival*. **Shell Defense:** You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell. \pagebreakNum
\columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Bestial Mutation Your bestial body has undergone a random mutation or spontaneous evolution. Choose 2 of the following options. You may choose the same option more than once. * Increase an ability score of your choice by 1. * Gain a Beastfolk Breed Trait of your choice you don't already have. You may take this feat as many times as you wish. ##### Tortle Protector You have mastered using your shell to better protect yourself and others. You gain the following benefits: * Increase your Strength or Wisdom score by 1, to a maximum of 20. * Your natural armor trait now provides a base AC of 18. As normal, your Dexterity modifier doesn't affect this number. * As a reaction when you are forced to make a Dexterity saving throw, choose any number of creatures within 5 feet of you. Each chosen creature is considered to have half-cover against any harmful attacks or effects while within 5 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. \pagebreakNum
# Triton #### “Ah, the tritons. Imagine if elves spent a few centuries far beneath the sea, where their arrogance and pretension could grow undisturbed. At least the tritons spent that time fighting sahuagin and worse, so you know you can count on them in a fight.” — Brego Stoneheart, sea captain.
### History ___ Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above. Centuries ago, tritons entered the world in response to the growing threat of evil elementals. Tritons waged many wars against their enemies on the Plane of Water, driving them into the Darkened Depths where they escaped into the crushing pressure and utter darkness. In time, the tritons noticed that their ancient elemental foes had grown quiet. Expeditions to the depths revealed that krakens, sahuagin, and far worse foes had fled the Plane of Water for the Material Plane. ### Appearance ___ Tritons are a humaniform race, notable in their many underwater adaptations that render them visually distinct from other humanoid races. Their skin is most commonly a deep-blue but has also been known to appear as pearl, light green, or in rare cases, other mutant colors. Their hands and feet are webbed, and they have minor dorsal fins that run from their mid-calf and end at their ankles. They are notably shorter than humans, averaging around five feet tall. Triton hair tends to be dark blue or dark green and is worn in the form of long, flowing "manes". Triton men typically cut their hair around five inches past their shoulders, and braid it to keep it out of their eyes. While triton women occasionally followed this rule, they have also been known to let it flow free. Triton hair does not grow within two inches of the base of their pointed ears, giving the appearance that it has been shaved there. When heading into combat, they often bind their hair into styles such as tight ponytails, so as to maintain visibility. They are also known to weave pieces of coral or metal into their hair for emergency use as bludgeons. Triton eyes typically seem to vary between brilliant shades of green or blue. If seen in standard lighting (typically within 200 feet (61 meters) of the surface of the sea or near a typical torch), their eyes appear similar to a human's. In dim lighting, their pupils expand greatly to allow for better sight in the dark, sometimes turning the entire eye black. Their eyes also possess a nictitating membrane, which protects them from sudden changes or flashes in light. \columnbreak ### Names ___ Most triton names have two or three syllables. Male names typically end with a vowel and the letter s, and female names traditionally end with an n. Tritons use their home protectorate as a surname, with the name formed by adding a vowel followed by a "th" to the end of the protectorate's name. **Female Triton Names:** Aryn, Belthyn, Duthyn, Feloren, Otanyn, Shalryn, Vlaryn, Wolyn **Male Triton Names:** Corus, Delnis, Jhimas, Keros, Molos, Nalos, Vodos, Zunis **Triton Surnames:** Ahlorsath, Pumanath, Vuuvaxath ### Triton Personality. Far from flawless, these champions of good mean well, but they are easily frustrated by others. You can select, roll, or adapt a triton-specific quirk from the Triton Quirks table. Use the quirk to inform how you portray your character. Triton Quirks |d6| Quirk| |:-:|:-| |1| You phrase requests as orders that you expect to be obeyed. |2| You are quick to boast of the greatness of your civilization. |3| You learned an antiquated version of Common and drop "thee" and "thou" into your speech. |4| You assume that people are telling you the truth about local customs and expectations. |5| The surface world is a wondrous place, and you catalog all its details in a journal. |6| You mistakenly assume that surface folk know about and are impressed by your people's history. \pagebreakNum ### Traits ___ Your character has the following species traits. **ASI:** 3 Points. Example: STR +1, CON +1, CHA +1. **Age:** Tritons reach maturity around age 15 and can live up to 200 years. **Fecundity:** Tritons have medium fecundity, and count as Aquatic and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 9 months and have a base 15% chance for multiple offspring. **Size:** Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium. Height Modifier = 2d10 Height = 4 feet + 6 inches + your height modifier in inches Weight in pounds = 90 + ( 2d4 x your height modifier) **Speed:** Your base walking speed is 30 feet and you have as swim speed that matches your walk speed. **Languages:** You can speak, read, and write Common and Primordial. **Amphibious:** You can breathe air and water. **Control Air and Water:** A child of the sea, you can call on the magic of elemental air and water. You can cast **fog cloud** with this trait. Starting at 3rd level, you can cast *gust of wind* with it, and starting at 5th level, you can also cast *wall of water* with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). **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. **Emissary of the Sea:** Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return. **Guardians of the Depths:** Adapted to even the most extreme ocean depths, you have resistance to cold damage. \columnbreak ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Triton Deep Magic You master more of the magic of elemental air and water. You learn the *Create or Destroy Water* spell and can cast it as a 1st level spell at will, without expending a spell slot. You also learn *Warding Wind* and *Water Breathing*, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
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# Turians ##### "If I don't care about the safety of the people I protect, then I don't deserve to be the one protecting them." —Garrus Vakarian.
### History ___ Known for their militaristic and disciplined culture, the turians were the third race to join the Citadel Council. They gained their Council seat after defeating the hostile krogan for the Council during the Krogan Rebellions. The turians then filled the peacekeeping niche left by the once-cooperative krogan, and eventually gained a Council seat in recognition of their efforts. Originally from the planet Palaven, turians are best known for their military role, particularly their contributions of soldiers and starships to the Citadel Fleet. They are respected for their public service ethic, it was the turians who first proposed creating C-Sec, but are sometimes seen as imperialist or rigid by other races. There is some animosity between turians and humans, largely due to the turian role in the First Contact War. This bitterness is slowly beginning to heal, as shown by the cooperation of the two races on the construction of the SSV Normandy, but many turians still resent humans, and vice versa. Throughout their lives, turians ascend to the higher tiers and are occasionally "demoted" to lower ones. The stigma associated with demotion lies not on the individual, but on those who promoted them when they weren't ready for additional responsibility. This curbs the tendency to promote individuals into positions beyond their capabilities. Settling into a role and rank is not considered stagnation. Recently they were part of an initiative by the citadel races to colonize another galaxy. However on route the colony ship fell into the Astral Sea and ended up at The Hub, where they are slowly learning to adapt to their new environment. \columnbreak ### Appearance And Biology ___ Turians exhibit the characteristics of predators rather than those of prey species. Their forward-facing alert eyes give the impression that they possess outstanding eyesight and their teeth and jaws mimic the structures possessed by apex predators such as crocodiles or ancient, carnivorous dinosaurs. Needless to say, their talons on both their feet and hands seem capable of ripping flesh. As such, their diet is primarily meat-based. Their slender bodies also seem to suggest that they are also capable of moving at high speeds. The turian homeworld, Palaven, has a metal-poor core, generating a weak magnetic field and allowing more solar radiation into the atmosphere. To deal with this, most forms of life on Palaven evolved some form of metallic "exoskeleton" to protect themselves. Their reflective plate-like carapace makes turians less susceptible to long-term, low-level radiation exposure, but they do not possess any sort of "natural armor". A turian's thick skin does not stop projectiles and directed energy bolts. They can, however, experience the equivalent of a "massage": turians can feel vibrations through the carapace with the use of a hammer. Turian blood has a dark blue colouration. Although life on Palaven is carbon-based and oxygen-breathing, it is built on dextro-amino acids. The food of humans, asari, or salarians (who evolved in levo-amino acid-based biospheres), will at best pass through turian systems without providing any nutrition. At worst, it will trigger an allergic reaction that can be fatal if not immediately treated. ### Turian Names ___ Turians have a mix of names with no clear themes. Of note, almost all turians wear elaborate face tattoos, and those without tend to be mocked for it. \pagebreakNum
\columnbreak ### Turian Traits ___ Your Turian character has the following racial traits. **ASI:** Turians are trained in a variety of fields, so you may increase any two different ability scores by 1. **Age:** Turians age and mature about the same as humans, though they are viewed as old enough for military service at 15 and for deployment at 16. **Alignment:** As all turians must complete military training to become full citizens, and they have a strong cultural sense of public service, most turians tend to be lawful good, though some tend to break laws to do what they view as justice. **Fecundity:** Turians have medium fecundity, and count as Avian and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 9 months and have a base 5% chance for multiple offspring. **Size:** Turians stand between 6 and 7 feet tall and are slender. They are of medium size. Size Modifier = 2d4 Height = 6 feet + 0 inches + your size modifier in inches Weight in pounds = 115 + (1d6 x your size modifier) **Speed:** You have a speed of 30. **Languages:** You know Common and Turian. Turian includes many minor dialects. **Turian Military Training:** As part of your service, you were given or chose to take specific training. You gain one feat you are eligible for of your choice that does not have an ability score increase. This may be influenced by your training variant. **Training Variants:** While rare, some Turians are biotics. In most settings, they would be considered mages and spellcasters. They are trained in separate groups as most soldiers distrust them. Choose one of the following training variants: #### Turian Cabalist **Turian Magic/Biotic Training:** As a rare Turian biotic, you are given special training to use your abilities. You know your choice of either the *Primal Savagery* or the *Poison Spray* cantrip. Dexterity is your spellcasting ability for it, or if you have a spellcasting or pact magic feature, you may use that spellcasting ability instead. You can also cast *Misty Step* a number of time equal to half your proficiency bonus, rounded up between short rests and you can also cast these spells using any spell slots you have of the appropriate level. For you, the mist is a cloud of purplish sparks. #### Turian Soldier **Turian Weapon Training:** You gain proficiency with the longbow, and heavy crossbow and your choice of one of the following: Battleaxe, Longsword, Warhammer. If your setting allows for firearms, replace the longbow and heavy crossbow with firearm proficiency. Additionally, you gain weapon mastery with one weapon of your choice that you are proficient with. You can change your choice after a long rest. \pagebreakNum
# Vakuri #### “When Sindri and Aubori created life in Vodari’s waters, they brought into being intelligent creatures, called Vakuri, to swim and dance. The Vakuri were blessed by the gods and created cities full of beauty and wonder using a mix of magic and technology. Over centuries these people split into the Varu who loved the sunlit shallows, and the Dakri who cloaked themselves in the darkness of the deep. Their civilization was destroyed when each chose a side in the first war between Taeva and Vesi. Today, most believe the Ancients are gone, leaving only their sunken ruins and relics.” -Orlon Candlewyck, Scholar Primus of Istori
### History ___ Long ago, the gods created the first people, the Vakuri. These near-divine beings constructed a highly advanced civilization combining magic and technology. Over centuries they split into the Varu who loved the Sunlit Seas, and the Dakri who cloaked themselves in the Midnight Depths. After thriving in peace for eons, a devastating war left countless dead and their cities in ruins. While a small number tried to rebuild, most of the survivors departed Vodari. Today, the dakri and varu are found in small and scattered numbers, with only remnants of the power their ancestors once held. They are collectively called “ancients” by the few outsiders who know of their existence. ### Appearance ___ Dakri and Varu are amphibious humanoids. Ancients are both familiar and alien in appearance. Most are tall and muscular, but their head crests are their most noticeable physical trait. Rising from the bridge of their nose to the back of their head, these crests are used for sensation and breathing. Their eye color is usually silver or golden, but for dakri, their large pupils tend to hide their iris. Ancients have webbed hands and feet and are solid swimmers, with dakri slightly faster. While dakri and varu share many commonalities, they also have some noticeable differences. Their skin colors include green, blue, and purple, with varu coloration being more pastel and dakri tending towards muted, grayish tones. Also, dakri have retractable claws and stabilizing fins on their elbows and shins. In contrast, varu tend to rely on magic rather than physical defenses and have a more streamlined look. Dakri crests tend to be covered with protective protrusions in the shape of horns and spikes, while only male varu have horns. \columnbreak ### Vakuri Names ___ Both dakri and varu traditionally name their children with a first name and two last names: the father’s first name followed by the mother’s first name. Most of their names are rooted in celestial, but non-celestial names emerged over the millennia as new languages have emerged in Vodari. **Male Names:** Ambrio, Azrael, Cadriel, Corthio, Dumoth, Haraph, Kadmiel, Kalaziel, Nayoth, Nuriel, Ophamal, Raziel, Seraph, Saniel, Tabris, Tamezo, Umatho, Valetho, Zakrio, Zazaron **Female Names:** Ambria, Ashal, Coretha, Duma, Ephemera, Harela, Kalmiya, Karelia, Larela, Minda, Naya, Nurela, Ophani, Ramiya, Sarela, Tathela, Tatrela, Umabel, Zarall, Zazri ### Vakuri Traits ___ Your Vakuri character has the following species traits. **ASI:** 2 Points. Example: INT +1, WIS +1. **Age:** Vakuri reach both physical and mental maturity at around the age of 50, with lifespans that can stretch to 1000 years. **Fecundity:** Vakuri have low fecundity, and count as Aquatic and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 10 months and have a base 5% chance for multiple offspring. **Size:** Your size is medium. Height Modifier = 2d10 Height = 5 feet + 10 inches + your height modifier in inches Weight in pounds = 180 + ( 2d6 * your height modifier) **Speed:** You have a walking speed of 25 feet. You have a swimming speed of 30 feet. **Languages:** You can speak, read, and write Common and Celestial. **Amphibious:** You can breathe air and water. **Subraces:** Long ago, the ancients were split into two subraces by geography and war, the Dakri and Varu. Choose one of these subraces. \pagebreakNum #### Dakri As a dakri, you seek darkness and cold. You feel most at home deep beneath the waves, where the sun’s light can barely reach. The deadly monsters found in this environment have taught you the benefits of stealthy ambushes. **ASI:** 1 additional point. Example: DEX +1. **Superior Darkvision:** Accustomed to sunless seas of the Midnight Depths, 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. **Dweller of the Midnight Depths:** You have resistance to cold damage, and ignore any of the drawbacks caused by a deep, underwater environment. **Natural Predator:** Eons ago, the goddess Dokahi turned your people into natural predators. * Your base swimming speed increases to 35 feet. * Whenever you make a Dexterity (Stealth) check to hide, you can roll a d4 and add the number rolled to the ability check. * You can use your claws to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike
\columnbreak #### Varu **ASI:** 1 additional point. Example: CHA +1. **Darkvision:** Accustomed to life deep underwater 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. **Celestial Ancestry:** You have resistance to radiant damage. **Sacred Memories:** You have the ability to draw on the memories of your ancestors. Whenever you finish a long rest, you gain proficiency in one of the following skills of your choice: *Animal Handling, Arcana, History, Nature, Medicine, Religion or Survival*. This proficiency lasts until your next long rest. **Taeva’s Chosen:** Eons ago, the goddess Taeva blessed your people to become her magical warriors and a small remnant of this divine gift remains in your blood. You know one cantrip of your choice from the sorcerer spell list. When you reach 3rd level, you can cast the *Guiding Bolt* spell as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *Branding Smite* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (you choose when you create your character). You can use a weapon as a spellcasting focus for these spells
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# Vampire #### “They say that the only thing a vampire can feel is hunger. Nothing else touches them - not grief, or mercy. Or any sense of what is just.” — High Harper Jaheira
This entry covers two kinds of vampires; Ixalan vampires and Zendikar vampires. Both have different origins but similar abilities, and neither is harmed by sunlight. ### Ixalan History ___ Vampires on Ixalan are originate on the continent of Torrezon and are part of the Legion of Dusk, which is under their control. Expedition forces have crossed the sea to Ixalan to reclaim an artifact stolen from them - the Immortal Sun. With it, they hope to bestow immortality without the drawback of drinking blood to their followers. The first of their kind, Elenda of Garrano, allegedly achieved this state due to a deal with Aclazotz on Ixalan and then spread her teachings among her native kingdom before leaving them behind again. For many vampires, the Rite of Redemption that transforms a human into a vampire is an act of personal sacrifice, paving the way for a promised glorious age. These vampires embody Torrezon's noble tradition in Ixalan. They are often guided by their dual loyalties to church and crown, believing that the monarch acts with righteous purpose. As such, these vampires carry themselves with a self-assurance that is both imposing and imperial. Other societies seem inferior and unclean compared to their own, leading them to feel that they have a right to claim new lands despite the presence of people already inhabiting those lands. Other vampires view vampirism merely as a means to attain a powerful advantage over others. These vampires are fierce, ruthless, and often cruel, relishing conflict—be it political or armed—as a means of demonstrating their superiority. Many are politically ambitious, invoking Torrezon's hierarchy when it serves their interests, but ignoring all the rules of church, state, and morality when those rules become a burden. When these vampires come to Ixalan, they are conquerors, motivated by the prospect of personal glory and the accumulation of riches. Those who achieve wealth and power display it ostentatiously. The core of every vampire's nature is the Feast of Blood. Though it is forbidden to feed on human citizens of Torrezon, including the human sailors and servants who accompany the vampire conquistadors to Ixalan, vampires are encouraged to feed on outsiders and heretics. The Feast of Blood sends new life essence flowing through the vampire who partakes of it, manifesting as even greater strength and speed.
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\columnbreak ### Zendikar History ___ A few Zendikari cultists were made vampires by the Eldrazi Ulamog and differ from typical vampires in many respects. They have a lifespan of approximately 200 years, and while they feed on blood, it does not have to be blood from a sentient race. The vampires of Zendikar feed on the energy in the blood of living creatures—an energy that is particularly strong in times of terror and pain. To members of the other races, vampires are a fearsome mystery and the stuff of nightmares, hunting their prey like beasts or reclining on thrones made of skulls in their moss-draped cities. But few understand how the vampires are locked in a brutal civil war. On one side are those who hold to their traditional ways, desperately battling to remain free. On the other side are those vampires whose legacy reaches back into the deepest recesses of history. A few thousand years after the imprisonment of the Eldrazi by The Three, a group of cultists performed rituals that loosened the prison. Only twelve of them survived the initial wave of eldrazi spawn emerging from the prison, but those twelve became the first vampire bloodchiefs, the progenitors of the vampire race. Whether they were originally human, kor, or a race of their own, they became something entirely new – and utterly enslaved to the will of Ulamog. The Eldrazi took the plane's vampires as a race of servants, adapting their very anatomy for servitude. Hook-like horns grew from the vampires' shoulders, convenient handles for the Eldrazi to dominate their slave race, and, for millennia afterward, physical symbols of the vampires' heritage of enslavement. The vampires, forced to conspire in the campaign of destruction against their homeworld, had their identity and tribal memory erased forever, even after the prison was resealed they remained, but now free of Ulamog's yoke. When a bloodchief drains blood from a sentient creature, that creature will become a vampire with the tastes and passions of the bloodchief imprinted on them. Whenever a vampire fully drains the blood of a living creature without destroying the husk, that creature does not become a vampire. Instead, it becomes a null, a faceless zombie that is stronger and much faster than typical zombies. If nulls are left without orders, they will hunt and kill living things that they can find. \pagebreakNum ### Appearance ___ For the most part, a vampire retained the appearance they had in life. The main differences were their pale skin tone and sharp, feral features, giving them a predatory aspect. Whatever their eye color was in life, after transformation, vampires' eyes changed to a red color that was hard to forget. Their hands ended in sharp, glassy claws. No one knows exactly why but humans tend to survive the vampire transformation more often than most races, so far more vampires used to be human than any other species. ### Zendikar Vampire Appearance The vampires of Zendikar are not undead. Rather, their unique nature comes from an eldritch disease that turns their flesh cold, makes their gray or purple skin feel dead to the touch, and enables them to drain concentrated magical energy from the blood of other living creatures. They are tall and slender, with long, elegant necks and broad shoulders. Bony horns protrude from their shoulders and elbows, often augmented by the layered plates of their armor and clothing. Their canine teeth are slightly elongated, but not enough to protrude between their closed lips. Zendikarian Vampires dress in leather and the chitin carapaces of the gigantic insects that dwell in the swamps and jungles of their native Guul Draz, augmented with fine silk and gauzy fabric. They decorate their skin in elaborate, symmetrical patterns of red paint made from blood and mineral pigments. Their clothing is an odd mixture of complex layers and elaborate patterns combined with plenty of exposed skin, since their cold bodies are unaffected by the temperature around them. ### Vampire Names ___ Vampires who were high-born tend to keep the names they had in life. If they are commoners, they may adopt new names. Their names can come from any culture and people. ### Vampire Traits ___ Your Vampire character has the following species traits. **ASI:** 3 Points. Example: CHA +2 and INT +1 or WIS +1. **Age:** Vampires don't mature and age in the same way that other races do. Most vampires are thus very old, but few have any memory of their earliest years. **Fecundity:** Vampires reproduce by turning others into vampires. They can very rarely reproduce with other species to create actual offspring called Dhampirs. For this you have low fecundity and disadvantage on all related rolls. Their pregnancies last about 9 months and have a base 5% chance for multiple offspring. **Size:** Vampires are the same size and build as humans. Your size is Medium. Height Modifier = 2d10 Height = 4 feet + 8 inches + your height modifier in inches Weight in pounds = 110 + ( 2d4 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and Vampire. **Blood Thirst:** You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. **Darkvision:** Thanks to your heritage, 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. **Vampiric Resistance:** You have resistance to necrotic damage. **Vampire Strain:** Each strain of vampire has a unique ability. Choose your strain and gain the related feature below: Ixalan, or Zendikar. #### Ixalan **Feast of Blood:** When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute. #### Vampire **Null Transformation:** A humanoid killed with your Bloodthirst ability becomes a null. Nulls have the same statistics as a zombie, except it can be small or medium, depending on what size the humanoid was, has a speed of 35 and 60 feet of blindsight as it has no eyes. Nulls are bestial beings that acton instinct. If left alone it will attempt to hunt and kill any living thing it can find. Any force or ability that controls undead or zombies will work on nulls, however a null will never attack a vampire and cannot be made to. ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Null Caller **Prerequisite:** Vampire (Zendikar) You've gotten some skill at controlling the normally bestial minded nulls. You can command nulls to do your bidding, though they are easily distracted by prey. You can control a number of nulls equal to your Charisma modifier (minimum 1) at any given time. If you try to control more than that number, the some will become too distracted and will stop obeying you. ##### Vampiric Exultation **Prerequisite:** Vampire (Ixalan) As an action, you can transform the lower half of your body into an inky black vapor, allowing you to float through the air. While transformed, you have a flying speed of 30 feet. You can maintain this form for up to 10 minutes. Once you use this ability, you can’t use it again until you finish a short or long rest. \pagebreakNum
# Vedalken #### “Of course it's flawed. Everything is. And it's a good thing, too! Can you imagine how dreadful it would be if everything was already perfect?” -Vedalken saying
### History ___ Vedalken have an unusual view of progress. They believe that nothing is perfect, nor can it ever be perfect—and they rejoice in this. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never actually be reached. Thus, pointing out imperfection is hardly an insult—which leads vedalken to note flaws and problems with an enthusiasm that members of other races sometimes find exasperating. This enthusiasm extends to every aspect of vedalken work, both practical and theoretical. They are curious and excitable, and often become deeply engrossed in their labors. It's not uncommon for a vedalken to spend hours on end caught up in the details of an abstract question or a minute engineering problem. Vedalken can be utterly oblivious to their surroundings while meditating on thorny issues, and they are prone to launching into lengthy explanations of their current research, since most find that talking about a problem often leads to a solution. ### Appearance ___ Vedalken are tall, thin, hairless, blue-skinned humanoids. They have only the slightest indication of an outer ear, with no lobe or 'rim' — just a hole that leads to the eardrum. They have nostrils but only a slight nose bridge. Natives of many planes, they tend to have unique quirks depending on where they are from. Vedalken of Kaladesh have an extra finger on their hands and can grow hair on their heads, though most remain bald. Ravnican Vedalken are partly amphibious. The most extreme differences are with the Mirran Vedalken, which have four arms and enlarged craniums to contain distended brains; all mutations caused by the Quicksilver sea. ### Names ___ Vedalken are given names at birth, but usually choose new names for themselves as part of their transition into adulthood. They rarely use family names. **Male Names:** Aglar, Bellin, Dallid, Firellan, Kavin, Koplony, Lomar, Mathvan, Modar, Nebun, Nhillosh, Nitt, Otrovac, Ovlan, Pelener, Rill, Trivaz, Uldin, Yolov, Zataz **Female Names:** Azi, Barvisa, Brazia, Direll, Fainn, Griya, Hallia, Katrille, Kovel, Lilla, Mirela, Morai, Nedress, Ossya, Pierenn, Roya, Sestri, Triel, Uzana, Yaraghiya, Zlovol \columnbreak ### Vedalken Traits ___ Your Vedalken character has the following species traits. **ASI:** 3 Points. Example: INt +2, WIS +1. **Age:** Vedalken mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. **Fecundity:** Vedalken have low fecundity, and count as Humanoid for the purposes of breeding compatibility. Their pregnancies last about 11 months and have a base 5% chance for multiple offspring. **Size:** Vedalken are taller than humans but more slender. They average 6 to 6½ feet tall, but usually weigh less than 200 pounds. Your size is Medium. Height Modifier = 2d10 Height = 5 feet + 4 inches + your height modifier in inches Weight in pounds = 60 + ( 2d4 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and Vedalken. The Vedalken language is renowned for its technical treatises and its catalogs of knowledge about the natural world. **Home Plane:** Vedalken have different abilities depending on where they are from. Choose one of the following planes to hail from: Kaladesh or Ravnica, and gain the associated ablities. #### Kaladesh: **Vedalken Cunning:** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. **Aether Lore:** Whenever you make an Intelligence (History) check related to magic items or aether-powered technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. #### Ravnica: **Vedalken Dispassion:** You have advantage on all Intelligence, Wisdom, and Charisma saving throws. **Tireless Precision:** You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total. **Partially Amphibious:** By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest. \pagebreakNum ## Species Feats: Whenever you are able to take a feat, these are additional options for you. There are no changes made to Vedalken. Ravnican and Kaladesh variants are both approved. ##### Early Adopter You're quick to apply changes in understanding. You gain the following benefits: * Increase your Intelligence or Wisdom score by 1, to a maximum of 20. * Whenever you complete a long rest. choose one skill in which you already have proficiency. You gain expertise in that skill until the end of your next long rest. ##### Iterative Improvement You excel at improving your technique, even in the heat of combat. You gain the following benefits: * Increase your Dexterity or Intelligence score by 1, to a maximum of 20. * If you miss with an attack roll (including spells) on your turn, your next attack roll with the same weapon or spell is made with advantage if made before the end of your next turn.
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# Verdan #### “Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant, and the Verdan emerged. I'm sorry, was that the question?” — K'thriss Drow'b
### History ___ The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world. Because the verdan have not dwelled long in the world, they are still discovering new things about themselves. Chief among these discoveries is that their physical forms change as they age, signifying that the mutative power of That-Which-Endures is not done with them. The first verdan emerged from the Underdark as creatures of goblin stature. But they soon learned that their kind were fated to eventually undergo a dramatic, painful, and random growth spurt that sees them transformed to hobgoblin size over a period of days. At the same time, many verdan undergo changes in coloring as they age. Male verdan typically have little to no hair, while females sport shocks of wiry hair that they try to tame in a variety of styles. But the color of any verdan's hair, skin, and eyes can transform from their original jade tones to pale white, deep ebon, or any other shade in between. A verdan's ears also undergo numerous spontaneous alterations over their lifetime, from the typical range of point and peak seen among the elves, to huge ears that sweep back from the head like wings, and which are often pierced behind the head with a single ring to keep them from flapping about. ### Appearance ___ When the power of That-Which-Endures mutated the verdan, their skin was turned the color of jade and their blood began to flow black. Their ears grew pointed, and they gained a limited form of telepathy—but at the cost of forgetting their history. The underground homes of the goblins were places of terror to the new creatures those goblins became, and the verdan quickly fled to the surface and into the sunlight. When they arrived in the new lands of the surface, the verdan found that they were often mistaken for smaller, green-skinned half-elves. Attracting curiosity but no real questions, they have thus been able to make their way reasonably freely in the world \columnbreak ### Names ___ The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only to change those names when they wander into a human area. A verdan is also not hesitant to change their name as their physical appearance changes—or, indeed, whenever the mood strikes them. Verdan make no differentiation between male, female, and family names, and often eschew family names altogether. **Verdan Names:** Bronn, Crahma, Dolar, Dreeda, Duglee, Gruvald, Hulm, Jeal, Kalo, Klesh, Korm, Lathi, Ovlig, Paracii, Pils, Praet, Promul, Reezni, Rin, Shylk, Slyra, Sollo, Stalsii, Stromvo, Stussa, Syrkart, Takat, Toit, Tubyna, Varr, Veriga, Wraq, Wural, Wurxee
\pagebreakNum ### Traits ___ Your character has the following species traits. **ASI:** 3 Points. Example: CHA +2, CON +1. **Age:** Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race's initial creation, their upper age limits remain subject to speculation. **Fecundity:** Verdan have high fecundity, and count as Goblinoid for the purposes of breeding compatibility. Their pregnancies last about 4 months and have a base 60% chance for multiple offspring. Verdan are infertile until they hit their growth spurt. **Size:** Verdan start out similar in size to the goblins they were created from, ranging from 3 to 4 feet in height. But at some point after reaching maturity, each verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a Small creature. When you reach 5th level, you become a Medium creature. Small size: Height Modifier = 2d4 Height = 3 feet + 5 inches + your height modifier in inches Weight in pounds = 35 + your height modifier When you hit your growth spurt, your height modifier by 6d6 inches and your weight becomes 50 + (1d4 x your total height modifier). **Speed:** Your base walking speed is 30 feet. **Languages:** You speak, read, and write Common, Goblin, and one additional language of your choice. This language typically has some connection to one of the areas or cultures that has been part of your life. **Black Blood Healing:** The black blood that is a sign of your people's connection to That-Which-Endures boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll. **Limited Telepathy:** You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts. **Persuasive:** Your people's lack of history makes you trustworthy and humble. You have proficiency in the *Persuasion* skill. **Telepathic Insight:** Your mind's connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws. \pagebreakNum
# Voda #### “Early one morning on the beach, I saw a human woman who looked like she was dressed for swimming. Then to my surprise I saw her change into a person with blue, rubbery skin. When she saw me, she turned my way and gave me a wink. Whatever she was, she dove into the waves and was gone. Nobody will believe me, but I know what I saw.” -Arcos Monesti, Veraci Fisher
### History ___ The Godwar created great destruction above and below the waves. In the aftermath, massive coral reefs grew on the ruins of the old world, in the coastal shallows surrounding the southern islands. Over the centuries, scattered settlements of voda survivors thrived. Vodas hid themselves and their spired cities in the massive coral reefs, often only miles away from a busy port city. Living so close to the surface world also kept them out of the age-old conflicts facing other undersea peoples, such as the elves and sahuagin. They have no desire for conquest and war, but they bravely defend their lands when threatened ### Appearance ___ Vodas are an amphibious humanoid species, as comfortable underwater as on land. They have dark-colored eyes, head-tresses, and webbed hands and feet. The coloration of their rubbery skin varies from bright blue to deep purple. They are similar in height to humans on average, ranging from 5 to 6 feet tall. Due to the fluidity of their bodies, they have the ability to naturally shapeshift. They generally keep their own form while amongst themselves. While above the waves, they prefer to hide their true appearance and take the form of one of the many land-dwelling peoples \columnbreak ### Voda Names ___ Every voda has a given name and a family name that combines the first names of their parents. Vodas care deeply about the coral reefs where they live. The root of most voda names draw from local features, plants, and animals found in their underwater home. **Male Names:** Aqilus, Caol, Kai, Nerio, Ondo, Salas, Sedor, Shoali, Tsunis, Typhi **Female Names:** Amaria, Anosa, Corali, Cyraeni, Marea, Neresi, Nyissa, Selina, Soli, Tsuna ### Voda Traits ___ Your Voda character has the following racial traits. **ASI:** 3 Points. Example: CHA +2, DEX +1. **Age:** A voda reaches adulthood at the age of 20 and can live up to 200 years. **Fecundity:** Vodas have low fecundity, and count as Aquatic, Elemental and Humanoid for the purposes of breeding compatibility. Their pregnancies last about 10 months and have a base 5% chance for multiple offspring. **Size:** Vodas are about the same size as humans, but relatively slighter. Your size is Medium. Height Modifier = 2d8 Height = 4 feet + 6 inches + your height modifier in inches Weight in pounds = 80 + ( 2d4 * your height modifier) **Speed:** Your base walking speed is 30 feet. You have a swimming speed of 30 feet. **Languages:** You can speak, read, and write Common and Primordial. **Amphibious:** You can breathe air and water **Shapechanger:** As an action, you can change your appearance. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can shapeshift to appear as a member of another race, though none of your statistics change. You can duplicate the appearance of a creature you 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 if you are rendered unconscious. You also have advantage on any Deception checks you make to avoid having your shapeshifted appearance detected. **Empathic:** You have a limited ability to sense the emotions of others. You have proficiency in the *Insight* skill. Also when you make an insight check, you can roll a d4 and add the number rolled to the check.
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# Vorcha ##### "YESSSSSS...WE...NO...DIE!" —Zreep.
### History ___ Though there is some debate among the more xenophobic corners of the galaxy as to whether or not they are truly sapient, the Vorcha are an aggressive and short-lived species native to the molten world of Heshtok. Though not themselves a spacefaring race, the vorcha are often corralled from their homeworld by mercenary guilds and crime syndicates to be utilized as cannon fodder to bolster their forces. Without a formal government, their hellish world is truly capable of only being home to those of their kind. Recently the citadel races tried to colonize another galaxy and some vorcha either sneaked aboard or were smuggled on. On route the colony ship fell into the Astral Sea and ended up at The Hub, where they are slowly learning to adapt to their new environment. ### Appearance And Biology ___ The vorcha are known for a rather unique biology that differentiates them from other known species and which carries with it a striking set of advantages and disadvantages. They have clusters of non-differentiated cells, similar to those found on the planarian worm of Earth. These cells allow the vorcha limited regenerative abilities, as well as the ability to adapt quickly to its environment, such as developing thicker skin after being burned or increased musculature to survive in high gravity. When a vorcha is injured or in distress, these cells move to the affected area and rapidly (~1 week) mature to specialized forms that will alleviate the issue. This also makes the Vorcha immune to almost all disease. \columnbreak
\pagebreakNum ### Vorcha Names ___ Vorcha have simple one word names of few syllables. ### Vorcha Traits ___ Your Vorcha character has the following racial traits. Vorcha cannot be hybrids. **ASI:** Increase any one ability score by 2. **Age:** Vorcha are mature after 3 years and live up to 30 years though most only live to about 20. **Alignment:** Their demeanor is heavily dependent on how they are raised but most tend towards chaotic and evil alignments. They also tend to favor the company of their own kind, or solitude over company with other races. **Fecundity:** **Size:** Vorcha are medium. **Speed:** Your base walking speed is 30. **Languages:** You speak, read, and write speak common (poorly). **Vorcha Biology:** Due to their unique biology, Vorcha can regenerated and adapt to almost anything. Any ailment or permanent injury is alleviated after 3d4 months. This includes any ailments healed by *lessor restoration*, *greater restoration*, and lost bodyparts. **Vorcha Adaptation:** A Vorcha adventurer has already suffered a trauma that has caused a permanent change to their physiology. Choose one of the following options at level 1, and again at level 10. You may not take an adaptation more than once unless it says so. #### Adaptations: **Climbing:** You spent a lot of time in a vertical environment. You have a climbing speed equal to your walking speed. **Darkvision:** You were kept in the dark. 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. You may take this adaptation more than once, increasing the distance by 60 feet each time. **Dasher:** You often found yourself running fast to avoid predators. Your base movement speed is 35. **Light Sleeper:** Many pranks were pulled on you while you slept, not anymore. If you are asleep, and a creature within 10 feet of you moves, and does not make a stealth roll versus your passive perception (or chooses not to), you are woken up and are aware of their presence though their location is not automatically revealed to you. **Lung Capacity:** Being starved of oxygen has increased the size of your lungs. You can hold your breath twice as long. **Mage's Pet:** You spent time as the minion of a mage and managed to pick up a little. You learn any one cantrip. Constitution is your spellcasting modifier for it, if applicable. If you have a Spellcasting or Pact Magic feature, you may use the spellcasting ability it grants instead. You may take this feature more than once. \columnbreak **Resistance:** You were subjected to a certain type of punishment, so now your body is ready. You gain resistance to any single damage type of your choice. (Damage types are: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder.) You may take this adaptation more than once, choosing a different damage type each time. **Small Belly:** You never got enough food. Now it's not a problem. You only require half the normal amount of rations to be sated. **Swimmer:** You spent a lot of time in the water. You have a swimming speed equal to your walking speed. **Thick Hide:** You were beaten a lot, resulting in thicker skin. Your base AC is 13 instead of 10. **Toxiholic:** Having spent years in a toxic atmosphere, you stopped breathing it all in. You gain advantage on checks to avoid and/or resist airborne toxins. **Unpicky Eater:** You've learned to eat almost anything. You have resistance to toxic substances in foods you consume, and can eat things not normally considered food (with DM approval) for sustenance. **Weapon Master:** You were trained almost exclusively with a specific weapon. You gain weapon mastery with one weapon of your choice that you are proficient with. You may take this feature more than once, choosing a different weapon each time. **Weaponry:** You were trained extensively in the use of certain weapons. You gain proficiency in any three weapons of your choice. You may take this feature more than once, choosing different weapons each time. **Well Trained:** You got extensive training as a welp. Increase any ability score by 1, as long as this does not exceed the normal limit of 20. You may take this feature more than once. ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Spontaneous Mutation Your life experience has caused your body to change even more. You gain the following benefits: * Increase one of your ability scores by 1, to a maximum of 20. * Gain an additional vorcha adaptation. You may take this feat as many times as you wish. \pagebreakNum
# Warforged #### "Pierce was built by design, while you were built by accident," Lakashtai said. "The soul is what matters, not the shape of the vessel." #### "What makes you think he has a soul?" Gerrion said #### "What makes you think you do?" — Keith Baker, The Shattered Land
### History ___ The warforged were built to fight in the Last War. While the first warforged were mindless automatons, House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced sapient soldiers, giving rise to what some have only grudgingly accepted as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold-hearted killer, or a visionary in search of meaning. At current estimates, there are about 10,000 active warforged on Eberron. Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids. The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The Treaty of Thronehold gave them freedom, but many still struggle both to find a place in the post-war world and to relate to the creatures who created them. The typical warforged shows little emotion. Many warforged embrace a concrete purpose—such as protecting allies, completing a contract, or exploring a land—and embrace this task as they once did war. However, there are warforged who delight in exploring their feelings, their freedom, and their relationships with others. Most warforged have no interest in religion, but some embrace faith and mysticism, seeking higher purpose and deeper meaning. \columnbreak ### Appearance ___ Warforged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed. The typical warforged has a sexless body shape. Some warforged ignore the concept of gender entirely, while others adopt a gender identity. The more a warforged develops its individuality, the more likely it is to modify its body, seeking out an artificer to customize the look of its face, limbs, and plating. ### WarforgedNames ___ Warforged Names. Most warforged were assigned numerical designations for use in military service. Many of them adopted nicknames, often given to them by their comrades. As independent individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor. **Warforged Names:** Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall
\pagebreakNum ### Warforged Quirks Warforged often display an odd personality trait or two, given how new they are to the world. The Warforged Quirks table contains example quirks. |d10|Quirk| |:-:|:-| | 1| You analyze—out loud—the potential threat posed by every creature you meet. | 2| You often misread emotional cues. | 3| You are fiercely protective of your friends. | 4| You try to apply wartime discipline to every situation. | 5|You don't know how to filter your feelings and are prone to dramatic emotional outbursts. | 6| You don't understand clothing beyond its utility and assume it denotes a person's function. | 7|You are obsessed with your appearance and constantly polish and buff yourself. | 8| War is the only thing that makes sense to you, and you're always looking for a fight. ### Alternative Origin If you want to play a Warforged designed to look very different, you might want to check out the Reforged lineage on page ### Traits ___ Your Warforged character has the following species traits. **ASI:** 3 Points. Example: CON +2, any other attribute +1. **Age:** A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects. **Fecundity:** Warforged are constructs and do not reproduce, though some may be modified to be able to perform certain sexual acts. **Size:** Warforged are a sizable race, averaging over 6 feet tall and weighing over 300 pounds. Your size is Medium. Height Modifier = 2d6 Height = 5 feet + 10 inches + your height modifier in inches Weight in pounds = 270 + ( 4 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and one other language of your choice. **Constructed Resilience:** You were created to have remarkable fortitude, represented by the following benefits: * You have advantage on saving throws against being poisoned, and you have resistance to poison damage. * You don't need to eat, drink, or breathe. * You are immune to disease. * You don't need to sleep, and magic can't put you to sleep. \columnbreak **Sentry's Rest:** When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. **Integrated Protection:** Your body has built-in defensive layers, which can be enhanced with armor: * You gain a +1 bonus to Armor Class. * You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. * While you live, the armor incorporated into your body can't be removed against your will. **Specialized Design:** You gain one skill proficiency and one tool proficiency of your choice. ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Early Adopter You're quick to apply changes in understanding. You gain the following benefits: * Increase your Intelligence or Wisdom score by 1, to a maximum of 20. * Whenever you complete a long rest. choose one skill in which you already have proficiency. You gain expertise in that skill until the end of your next long rest. ##### Iterative Improvement You excel at improving your technique, even in the heat of combat. You gain the following benefits: * Increase your Dexterity or Intelligence score by 1, to a maximum of 20. * If you miss with an attack roll (including spells) on your turn, your next attack roll with the same weapon or spell is made with advantage if made before the end of your next turn.
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# Watcher #### “Think ye weave cunning schemes and elaborate intrigues with fallback plans and positions? Beholders change, refine, discard, and spin anew scores of such plans all the time. To the average beholder, human intrigues are the fumbling of babies.” — Elminster's notes in Volo's Guide to Monsters.
### History ___ Sometimes when a beholder sleeps, they warp reality with their subconsious mind and spawn a fully-grown beholder instantaneously out of nothing. Sometimes those dreams are warped, resulting in a somewhat distorted version of themselves. Watcher are one such result, formed from the dreams of their beholder 'parent', usually after an encounter with humans. They are born as children, with the ability to levitate; possess strong racial memories and an inherent ability to speak Quevquel, though their eye powers develop later. The parent will either raise them, reject them, or eat them depending on its mad whims. Few watchers ever leave home but those that do are treated with fear, given their parentage. ### Appearance ___ Watchers have a rather monstrous appearance though are most closely similar to humans. They can very wildly in appearance. They typically have an inhuman skintone like dark orange or gray and wide mouths with sharp teeth. However they all have a single large eye in the center of their forehead, a small nose or no nose at all (just slits), and ten eyestocks. These eye stalks protrude from either the back of the watcher or the head, replacing or mixed in with their hair. \columnbreak ### Watcher Names ___ Although most watcher are given or take on human names, in some cases, they have a natural beholder name instead. **Male:** Quaervaxthanus, Thaluul, Manxam, Xaejil, Bairixis, Chelm, Irv, Eddalx, Nagish, Xeo, Ralakor **Female:** Vaxall, Xavlal, Xaejil, Shatevar, Orox, Zalshox, Famax, Khoa ### Watcher Traits ___ Your watcher character has the following racial traits. **Age:** A watcher matures at the same rate as humans do and live up to 130 years of age. **Fecundity:** Being creations of the dreams of beholders, watchers cannot reproduce on their own. **Size:** Height Modifier = 2d10 Height = 4 feet + 8 inches + your height modifier in inches Weight in pounds = 110 + ( 2d4 * your height modifier) **Speed:** Your base walking speed is 30 feet. You also have a hover speed of 15 (while hovering you cannot be knocked prone). You cannot hover while heavily encumbered. **Languages:** You can speak, read and write Common, and Deep Speech. **Subraces:** There are three subrace options for Watcher; Beholder, Cyclops, and Medusa. Choose one when choosing this race.
\pagebreakNum #### Beholder **ASI:** Increase your Intelligence score by 2 and your Charisma score by 1. **Aberrant Nature:** Your creature type is considered to be both Aberration and Humanoid. **Multieye:** Your extra eyes make it easier to see. You are proficient in the perception skill. You also have darkvision to a range of 60 feet. **Eye Ray:** Like a true beholder, you can fire blasts of energy from your eye stalks. You can use this power a number of times equal to your proficiency bonus, regaining all uses after a long rest. As an action, aim an eye at a target within 60 feet that you can see and roll a d6 then consult the table below. If the effect requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.
|D6|Eye Ray| |:--|:--| |1|**Charm Ray:** Your eyes swirl in a hypnotic pattern to mess with their mind. The targeted creature must make a wisdom saving throw. On a failed save, the creature is charmed by you for 1 hour or until you harm the creature. |2|**Disintegration Ray:** You fire a blast of destructive energy. Make a ranged spell attack, dealing 1d10 force damage on a successful hit. If a creatures hit points are reduced to 0 by this attack, the creature is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine grey dust. This abilities damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). |3|**Fear Ray:** You awaken the sense of mortality in one creature you can see within range. Constructs and undead are immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |4|**Petrification Ray:** You make eye contact with a creature, forcing the target within range to make a Wisdom saving throw. On a failed save, the creature's speed is reduced to 0 and its legs, if any, have turned to stone for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |5|**Telekinetic Ray:** You can mentally hold a creature in place. The creature must make a Wisdom saving throw. On a failed save, the creature is restrained, and using a bonus action you may move them up to 30 feet in any direction. The effect ends at the end of your next turn. |6|You may pick an eye ray of your choice.
#### Cyclops Instead of many eyes, you possess one large eye in the middle of your forehead. You lack eye stalks but your one eye allows you to see more than others. **ASI:** Increase your Strength score by 2 and your Wisdom score by 1. **Watcher's Gaze:** Instead of a wide range of vision, your gaze is focused inward allowing you to not only see those in front of you but peer into their nature as well. You gain proficiency with the Insight skill. **Giantkin:** You are quite large (suggested: double your height and weight modifiers), as your beholder parent was thinking of giants when you were made. **Seer's Eye:** Once per long rest you may roll a d20 and record the result. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the recorded result. You must choose to do so before the roll. This result can only be used once and the die is lost when you finish your next long rest. #### Medusa Your eye stalks are more like snakes, with fangs and eyes of their own. You're still able to see through them and control them. **ASI:** Increase your Wisdom score by 2 and your Constitution score by 1. **Monsterous Nature:** Your creature type is considered to be both Humanoid and Monstrosity. **Multieye:** Your extra eyes make it easier to see. You are proficient in the perception skill. You also have darkvision to a range of 60 feet. **Stoney Gaze:** Your eyes are focused around one thing. Stopping things from moving. You can use this power a number of times equal to your proficiency bonus. This gaze can target a number of creatures up to your Wisdom modifier (minimum 1) and has a range of 60 feet. You must be able to see the creatures and they must be able to see you. Reflections do not count. You make eye contact with the target(s) and force them to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Wisdom modifier), On a failed save, their speed is reduced to 0 and their legs, if any, are turned turned to stone for one minute. The target(s) can repeat the saving throw at the end of each of their turns, and on a success they end the effect. The effect also ends if you are no longer able to see them or they are no longer able to see you. If one or more of the targets has a CR of less than half your level rounded down, and the effect has lasted the full minute, you can choose to turn the creature to stone, Petrifying it. The petrification ends when you die, or if you choose to end it by gazing at it for 1 minute, or can be cured with the *Greater Restoration* spell. \pagebreakNum
# Wemic ( pronounced: /ˈwɛmɪk/ WEM-ik or: /ˈwimɪk/ WEE-mik )
### Society ___ Wemics are a nomadic species that do not make settled homes, but form patriarchal prides, following the herds they hunt for food. Their prides are typically served by a spiritual leader, often a druid. Sometimes, a number of prides will band together to form a single tribe, led by a chieftain. During times of imminent danger, a number of prides unite into a nation, and a king is chosen from among the chieftains of the prides to rule over the greater collective. Some wemics live solitary lives, like those found in the Dalelands, and shepherd flocks of sheep and other livestock through the region's rolling pastures. Others hire themselves out as mercenaries, trackers or wilderness guides, often seeking magical weapons as compensation for their services. ### Appearance ___ A wemic is a creature with the upper body of a humanoid and the lower body of a lion. Like centaurs, they have six limbs and are considered "tauric" creatures. Both their humanoid hands and feline feet bear claws, with their fore claws being extremely sharp. They have keen eyesight, including darkvision, and exceptional hearing. The humanoid part of wemics have feline characteristics around their eyes, ears and nose with pointed teeth, and their entire bodies are covered in golden fur, save for their white underbellies and black-tipped tails. Males have thick, black, lion-like manes. ### Names ___ Along with their personal names, wemics identify themselves by their pride. A member of the Flintclaw pride with the personal name of Ziore, for example, would likely style herself as Ziore of the Flintclaw. **Female Names:** Aletha, Atagone, Demne, Doxia, Ecate, Eriz, Gragonde, Iadma, Koila, Oramne, Seza, Ziore **Male Names:** Apto, Athoz, Baragon, Bryguz, Eremoz, Gorioz, Grexes, Oriz, Pyxathor, Teoz, Xemnon, Xior **Pride Names:** Embereye, Flintclaw, Goldenfield, Ironmane, Starfeller, Sunguides \columnbreak ### Wemic Traits ___ Your Wemic character has the following species traits. **ASI:** 3 Points. Example: DEX +2 and +1 to another ability score. **Age:** They age at the same rate as humans **Fecundity:** Wemic have medium fecundity, and count as Beast for the purposes of breeding compatibility. Their pregnancies last about 10 months and have a base 30% chance for multiple offspring. **Size:** They are Medium. Height Modifier = 1d8 Height = 5 feet + 8 inches + your height modifier in inches Weight in pounds = 400 + ( 2d10 * your height modifier) **Speed:** Your speed is 35 ft **Languages:** You can read, write, and speak Common and one additional language. **Feline build:** Wemic are not sturdy enough to carry creatures on their back. A Wemic can sometimes employ a burst of speed by spend a bonus action to dash. This tires them out. They cannot do this again until the spend at least one turn not moving. **Claws:** Their claws are dangerous weapons. You can use them to make unarmed strikes that deal 1d6 + Strength or Dexterity modifier slashing damage. **Pounce:** If you move at least 25 feet straight towards a target and jump at it, if you make an attack with your claws and it hits, they must make a Dexterity saving throw (DC = 8 + proficiency bonus) or fall prone. **Feline Ability:** Some wemic take after a different kind of feline. You gain one of the following features of your choice: **Lion's Roar:** As a bonus action, you can let out an especially menacing roar that can be heard for miles if the terrain is right. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Charisma modifier. Once you use this trait, you can’t use it again until you finish a long rest. **Speed of the Cheetah:** You are built for speed. Your walking speed is increased to 40. **Swimming Tiger:** You are a good swimmer, and have a swim speed equal to your walk speed. **Treetop Jaguar:** You have a climb speed equal to their walk speed. In addition you may Pounce without moving first if you jump from at least 10 feet above your target.
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# Yinglet
### Biology/Behavior The vast majority of Yinglets, 80% of their species, are males, and males are usually the ones outside the enclave as the females are kept under guard as leaders. Usually the only case of a Yinglet female being outside of an enclave is when one is sent to establish a new enclave, a survivor from a destroyed one, or in rare cases, a human magically transformed into one through various means. Due to this wild gender imbalance, males are generally expected to find companionship with other males, as the female leadership will generally only pick the most "beneficial" males to continue the species, whether that be a particular skill, being stronger than average, more capable of learning, etc. Male Yinglets come in two varieties: Receptive / Preening and Aggressive / Seeking, based on their temperament and minor biological differences. Preening Yinglets tend to be those males with feminine features such as rounder ears and shorter snout, shorter shell-tooth, thicker fur including longer hair-like fur on the top of the head and a significant tuft of hair at the end of the tail. They tend to decorate their tails with adornments such as bells and rings in the hopes of attracting Seeker types, and typically have a more social attitude and tend to spend more time at Enclaves as nurses, diplomats, or scholars. Seeking Yinglets are those with traits generally considered more masculine: Longer limbs, thicker forerams and forelegs, long shelltooth. They typically have an "aggressive" attitude, though note that "aggressive" does not mean "hostile" and is meant that they are simply more 'active' than their receptive / preening counterparts, usually preferring physical pursuits to intellectual ones. Often accompanied by a desire to range far from the enclave to hunt, scavenge, and adventure, and otherwise generally having a high level of confidence and self-assurance. \columnbreak ### Appearance Yinglets are small, furry, bipedal creatures with long, stilt-like forearms and forelegs, large eyes and ears, two whiskers poking out of the inner edge of each eyebrow, often possessing actual "hair" as well, a long, fur-covered tail, like an otter, and a "shell-tooth", a large, chissel-like tooth in the center of their snouts used for prying open mollusks, or as a last-ditch weapon. Their short fingers have one less section / joint than human fingers and end in a short claw with a bulbous pad to assist in gripping. Their bones are mostly hollow, almost avian in design, despite having no capability of flight. Transparent irises, reptile-like pupils as well. They have a minor speech impediment due to tooth structure, rendering them unable to make the "th" sound, and thus must replace it with a suitable substitute, such as instead of saying "The others are headed for that town down the road." they might say "Za ozhers are headed for zat town down za road" or the like. This does not impact verbal spell components, usually. ### Yinglet Traits ___ Your Yinglet character has the following racial traits. **ASI:** 3 Points. **Age:** Yinglets are considered adults by age 2 and reach old age by 25 though few live that long. **Fecundity:** Yinglets have high fecundity, and count as Humanoid and Insect for the purposes of breeding compatibility. They lay eggs every 21 days with a base 50% chance for additional eggs. If fertilized the eggs hatch after 120 days. Yinglets are genetically very sloppy, so their sperm will happily mix with any present in the womb and their eggs will accept multiple sperm, resulting in a hybrid child that can have multiple fathers. This is true for yinglet mothers and fathers. **Size:** Your height is an average of 3 feet. Yinglets can be anywhere from 2 to 4 feet tall, but most of them are 3 feet and average around 40 pounds. Your size is small. Size Modifier = 4d6 Height = 2 feet + 0 inches + your size modifier in inches Weight in pounds = 30 + your size modifier **Speed:** Your base walking speed is 25 feet. **Languages:** You can speak, read, and write Common. **Shell Tooth:** Yinglets may bite with their shelltooth like a dagger for 1d6 + strength or dexterity. In a pinch this tooth may also be used as a tool to pry open small objects, such as a rusted-shut locket or a clam, adding a proficiency bonus to requisite rolls to do so should they be required.
\pagebreakNum **Power Naps:** Yinglets do not sleep through the night like most creatures. Instead they nap in 1 hour intervals every 4-5 hours. If they have slept a total of 5 hours through these naps over the course of 24 hours, they count as having had a Long Rest at the end of the final nap. They can stay awake for longer, but each nap cycle missed counts as sleep deprivation until they are able to nap again. **Spring-loaded Arms:** Yinglets' arms are adapted to and prefer thrusting weapons due to their ancient history in the marshes of their homeland snatching fish out of the water. You have proficiency with the spear, rapier, pike, and trident. **Gross Gourmand:** Evolving in a marsh / swampland full of poisonous plants has given them a resistance to poison damage, as well as having advantage for resisting poisons. **Special Saliva:** Yinglet saliva has antibiotic and mild painkilling properties. If a Yinglet has not recently ingested toxic substances and is allowed to lick a wound on themselves or another, it gives advantage to resist the wound becoming infected and removes penalties due to pain from that wound for three hours. The time it takes to complete this depends on the severity of the wound, with minor wounds taking mere moments and larger wounds potentially taking a few minutes. **Ferrets on Stilts:** Because of their long, skinny legs adapted to wading through water and dealing with the soft, wet sand of the shore, they ignore rough terrain through mud, wet sand, high water, and similar conditions to marshes and shorelines. **Prehensile Feet:** Yinglet feet can function as hands, though rarely useful due to the fact they obviously can't walk while holding something or doing anything with them and are always counted as off-hands. ### Optional Flavor: Mutations: Yinglets are highly prone to mutations and oddities, from the below examples, or may make your own. As a general rule of thumb they should be flavorful and not impact the game mechanically, being meant to give ideas for interesting quirks and roleplay. It is suggested you take 1d6 mutations chosen or rolled at random. Reroll if they have odd conflicts (or don't if if you find it funny). **Unusual Fur:** You have bright and colorful fur or it is in an unusual style, this may be a mishmash of colors or an unnatural color such as blue. This can be full-body or it may be restricted to head-fur, like a large green afro. **Furless Forearms:** Your forearms resemble your legs, being either short haired or hairless. A very common mutation. **Fluffy Legs**: Your legs are furry like (most) yinglet forearms. Enjoy the extra preening! **Fluffy Tail**: Like a female Yinglet, if male, you have a large fluffy tuft of fur at the end of your tail almost as large as your head. If female, the tuft is especially large and fluffy. **Fluffy Everything!**: Your fur is unusually luxurious and fluffy, often combining Fluffy legs and Fluffy Tail, but that is not required. **Two Toozh!** You have two front teeth like that of a rodent. Useful when one falls out or cracks before they regrow! **The Odd One "Snout"**: Your snout is unusually long, or short and rounded. **Duckfoot**: Your feet and fingers are webbed! **W(ear)d**: Your ears are incredibly large, almost bigger than your head! Alternatively, or in addition, they may be pointed and long, or short and rounded. **Go See A Dentist:** Your shelltooth is sharp and jagged, resembling a poorly-sharpened dagger. **Tall!...For a Yinglet**: You have almost an extra foot in height over your fellows, rendering you 4 feet tall, though you still count as Small. This could be because you have much longer legs, really living up to the "furballs on stilts" stereotype, or your legs may be thicker and stockier with your height coming from just plain being bigger than average with the thicker legs to handle the extra bulk. **I Didn't Know They Could *Get* That Small!**: You're short, even for a yinglet, averaging around 2 feet tall instead of 3 feet, though you still count as small. Usually because of very short, yet stocky and wide legs rather than the long and thin legs of their normal counterparts. **Eye See You**: Unlike most yinglets you have visible irises instead of the normal transparent ones! One of the most common mutations and quite harmless. They are often a color that contrasts and sticks out from the main eye, for example orange-eyed yinglets having reddish irises. **Heads or...Tail!:** Your tail is unusually long, extending a distance almost equal to your height. **Bread and Circuses...What's a Circus?:** Unlike most Yinglets, you have a beneficial mutation that allows you to eat grain products like wheat, rye, or rice. Go you! **Lovely Liver**: Your liver has decided to extend its normal toxin resistance to alcohol as well. It does it so well in fact you can't be rendered drunk nor will you suffer negative effects from booze! Shame if you enjoy being drunk though...
\pagebreakNum ## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Sickly Spit Yinglets are able to make use of poisons that have entered their body and spread them to others through their saliva, for a short time. On the bright side it lets you retaliate against a poisoner with their own toxin. On the down side you have most likely been *stabbed*... When you are afflicted by a poison but successfully resist it with a saving throw, for the next two hours, your bite becomes poisonous. Your bite attack gains the same stats as the poison, including its DC, damage and other effects, except anything regarding the area of effect of the poison as it is only transfered by your bite and nothing else. After the two hours, the poison has left your body. There is no limit to the poisons your saliva can have at one time but you cannot have the same poison effect more than once at a time. If you resist the same poison again while within the two hours, the duration is reset but the effects are not increased. This feature works even if resisting the poison means you suffer no effects at all. ##### Squat Nimbleness You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
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# Yuan-Ti Pureblood #### "Look like the innocent flower, but be the serpent under it." -Yuan-Ti Saying
### History ___ Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new people who mix characteristics of humans and snakes. ### Appearance ___ Blessed with resistance to magical and poisonous effects by the rituals that created them, each of these yuan-ti manifests their serpentine heritage in a variety of ways: a forked tongue, snake eyes, a snakelike nose, or some other ophidian characteristic. However a yuan-ti looks, they have the power to pursue great good or evil in the multiverse. ### Names ___ Yuan-ti names are serpentine as well, but mixed with Aztec elements. There are many hissing sounds, and some choose to add extra letters to accentuate the snake-like hissing. They don't use surnames or epithets however. ### Traits ___ Your character has the following species traits. **ASI:** 3 Points. Example: CHA +2, INT +1. **Age:** Purebloods mature at the same rate as humans and have lifespans similar in length to theirs. **Fecundity:** Purebloods have medium fecundity, and count as Humanoid and Monstrosity for the purposes of breeding compatibility. They lay eggs 90 days after conception with a base 20% chance for additional eggs. The laid eggs hatch after 180 days. \columnbreak **Size:** Purebloods match humans in average size and weight. Your size is Medium Height Modifier = 2d10 Height = 4 feet + 8 inches + your height modifier in inches Weight in pounds = 110 + ( 2d4 x your height modifier) **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common, Draconic, and Abyssal. **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. **Magic Resistance:** You have advantage on saving throws against spells and other magical effects. **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. **Serpantine Spellcasting:** You know the *poison spray* cantrip. You can cast *animal friendship* an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast *suggestion* with this trait. Once you cast it, you can't do so again until you finish a long rest. You can also cast the spells using any spell slots you have from have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
## Species Feats: Whenever you are able to take a feat, these are additional options for you. ##### Serpent Form **Race:** *Yuan-Ti Pureblood* You have unlocked more of your serpentfolk heritage. You gain the following benefits: * Increase your Intelligence or Charisma score by 1, to a maximum of 20. * You can use an action to polymorph into a Medium snake or back into your true form. Your statistics are the same in each form. Any equipment you are wearing or carrying isn’t transformed. If you die, you stay in your current form. * While in snake form, you gain a bite attack as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. When you hit with a bite attack, you can choose to deal 2d6 additional poison damage to the target. Once you deal this poison damage, you can’t do so again until you finish a long rest. \pagebreakNum
# Half Lineages
Some might want to make a slight tweak to their character, to make them more unique and fitting to them. These are some half lineage options to allow changes to the standard races without totally erasing their identity. They also lead to a change in your height and weight but not your size class, which is outlined below. **Ability Score Decrease:** To balance out these half lineages, decrease one of your ability scores by 1. This can be done before or after applying the ability score increases from your race. |Half Lineage|Height Change|Weight Change| |:-:|:-:|:-:|:-:| |Cyborg|Base| 2x base weight mod dice or + 20 lbs if none| |Lamia| 1/2 base + 1d3" per year| Base + 1d4 lb per inch| |Mer|Base|Base| |Taur| Base + 2d6" | If small: + 100 lb, If medium: + 500 lb| |Winged|Base|0.75 * Base| \columnbreak ### Cyborg Cyborgs are those who have either elected to have part of their body replaced, or have had body parts replaced due to disease or injury, by machinery or magical contraptions. These replacements generally serve the same purpose as that body part did, though it might do more. **Lost Features:** Cyborgs are very complex beings and as such, require a sphere of medium or high technology to fully function. While in a sphere of low technology, your cyborg parts will be able to perform whatever basic function the body part they replace would do, but with none of the added benefits, such as a cybernetic arm still being able to function as an arm but no more. This means all the other features of this half lineage provide no benefits and should be treated as though they don't exist, while in a low technology sphere. **Fecundity:** Cyborgs have the same fecundity as their 'base' species, except they also count as Constructs for the purposes of breeding compatibility. **Cyborg Enhancement:** Your cyborg part(s) has given you extra abilities. Choose any two of the Reforged's Specialized Design traits. They should reflect the parts of your body that have been replaced machinery. You can also choose this additional option: * Air Recycler. Your lungs have been replaced with a handy machine that keeps your blood oxygenated and filters out carbon dioxide and some other poisons. You do not need to breathe, though you still can if you choose to. You are immune to poisons and diseases that must be breathed in.
\pagebreakNum ### Lamia Body The lamia body means your lower body, from the waist down is replaced with the body of a snake, changed in size to match that of the upper body. Most lamia have a human like upper body, but not all of them. You gain the following traits. **Lost Features:** If your base race has any features dependent on your lower body, they may be lost as logic dictates. **Fecundity:** Lamia have the same fecundity as their 'base' species, except they also count as Monstrosities for the purposes of breeding compatibility. **Growing:** Your snake body continues to grow over your lifetime. Upon reaching adulthood (assume 18), they are around 10' long. They can raise no more than 50% of their length up, if trying to stand upright, unaided. They grow 1d3 inches per year they are alive. Once they exceed 20 feet, they follow barding prices for armor but the armor weight only doubles. After 40', their armor costs and weighs 3 times normal. After 60' they are classified as large and suffer a -5 speed penalty. Their armor costs and weighs 4 times normal. After 80' it costs and weighs 5 times normal. At 100' they are classified as huge, their armor costs and weighs 6 times normal and have a maximum speed of 20'. No matter their size, they can always fit through 5' by 5' spaces as they remain thin. For every 20' of length (do not round), you require an additional ration worth of food. Regardless of how or when you became a lamia, you cannot start longer than 18 feet in length. **Speed Burst:** By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn **Legless:** Lamia have no legs or feet, so are unable to wear footwear of any kind, including magical ones. **Natural Attack:** You can use your constricting serpentine body to make a special unarmed strike. If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t constrict another target. You must be 10' long to constrict a Small or smaller creature, 15' long to constrict a Medium creature, 20' to constrict a Large creature, 40' to constrict a Huge creature, and 100' long to constrict a Gargantuan creature.
\pagebreakNum ### Mer Body Mer are races adapted for life under the ocean. Their lower body, from the waist down is replaced with the body of a fish or aquatic mammal, though their upper body begins where the head of the fish or aquatic mammal would be. Regardless of the animal chosen, its size is changed to fit with the size of their upper body. You gain the following traits. **Lost Features:** If your base race has any features dependent on your lower body, they may be lost as logic dictates. Your base walking speed is reduced by 5 (minimum 5). **Fecundity:** Mer have the same fecundity as their 'base' species, except they also count as Aquatic for the purposes of breeding compatibility. **Aquatic:** You are able to breath air and water and you have a swim speed equal to your walking speed. You also choose one of the following two options for your lower body: **Fins:** As a bonus action while you are at least partially submerged in water, you can transform your lower body from legs into a fish or aquatic mammal tail. You can transform your tail into legs as a bonus action. While your legs are transformed into your fins, your walk speed is reduced to by a further 10 (minimum 5) and you are always considered prone when trying to move on dry land. Your swim speed becomes 40. When you take the dash action on your turn, your swim speed is increased by 10 until the end of your turn. **Tentacles:** You have a set of eight tentacles instead of your legs. While your height remains the same as determined by your base race, you find it hard to stand fully upright while on land, so will appear to be about 2/3rds as tall. You have a swim speed of 30. You have a climb speed of 25. Your walking speed does not change further. When you hit with an unarmed attack, you can immediately attempt to grapple the creature you hit as a bonus action. Because you are using your tentacles to grapple, you do not need a hand free, though you can only grapple one creature with your tentacles at a time. Any more and you will have to use your hands.
\columnbreak ### Taur Body The taur body half lineage means your lower body, from the waist down is replaced with the body of a quadrupedal animal, except your waist begins where its neck would be. Horses are of course the most common animal, but you can go with any quadruped that your DM approves of. Regardless of the animal chosen, its size is changed to fit with the size of their upper body. You gain the following traits. **Lost Features:** If you have other features dependent on your lower body, they may be lost as logic dictates. Any lower body clothing will need to be modified or designed to fit you, and you may be unable to wear certain magical garments, subject to DM ruling. **Fecundity:** Taurs have the same fecundity as their 'base' species, except they also count as Beast for the purposes of breeding compatibility. **Fast:** Your extra legs and body shape allow you to move faster. Your base walking speed is increased by 10. **Taur Build:** You count as one size larger when determining your carrying capacity and the weight you can push or drag. You count as mounted for the Lance's special property but not for any other feature or abilities. Additionally, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. You follow barding prices and weights regarding armor. Finally, if you wish, you can act as a mount for others or can even pull a cart or wagon. You do not have to follow their directions like a trained mount would, but you count as one for the purposes of any features or effects they have. Any rider(s) count against your maximum carrying capacity and affect you just the same. **Natural Attack:** *If your race has a feature that gives them an unarmed strike attack, you can choose to replace it with this, otherwise you cannot take this trait.* Your feet (paws, hooves, etc) can be used to make unarmed strikes. If you hit with them, they deal 1d6 + your strength modifier bludgeoning, piercing, or slashing damage (you choose when you create your character).
\pagebreakNum ### Winged Sometimes you just want to fly like an eagle. Winged have a pair of large wings on their back. They could be bird like, insect like, bat like, pterodactyl like, or something else, scaled to fit your body, though they are always rather big, to support your weight. You gain the following traits. **Lost Features:** Due to the large wings on your back, non magical clothes you find will need to be modified to fit you. This can be done with weaver's tools, or by paying an NPC 1/10th the value of the clothes to do it for you. The same goes for non magical armor, requiring smith's tools or paying an NPC. **Fecundity:** Winged have the same fecundity as their 'base' species, except they also count as Avian for the purposes of breeding compatibility. **Flight:** Because of your wings, you have a flying speed equal to your walking speed. To use this speed you cannot be heavily encumbered (though you may always use them to slowfall). Heavily encumbered means that the total weight of all the belongings on your person, plus the weight and gear of anyone you are trying to carry exceeds (your Strength score x 10) lbs. You also gain one of the following three features of your choice: **Dive Attack:** If you are flying and fly 30 feet straight at a target then hit them with a melee weapon attack, the attack deals an extra 1d6 damage to the target. **Elemental Air Infusion:** You know the *Gust* cantrip and for you, your wings can perform the the somatic components even while flying. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). **Hawkeyed:** Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls (though the maximum range still applies).
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# Lineages ###### You can take feats as one other species in addition to your Lineage. It must be your 'base' species. # Dhampir ##### Those that are between mortal and vampire
### Description Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire's deathless prowess in the form of increased speed, darkvision, and a life-draining bite. With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who'd tempt their hunger. ### Dhampir Hungers Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge. While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed. **Dhampir Hungers** |d6|Hunger| |:-:|:-| | 1|Blood | 2| Frlesh or raw meat | 3| Cerebral spinal fluid | 4| Psychic energy | 5| Dreams | 6| Life energy \columnbreak ### Dhampir Origins Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage. **Dhampir Origins** |d8|Origin| |:-:|:-| | 1| You are the reincarnation of an ancestor who was a vampiric tyrant. | 2| Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger. | 3| You survived being attacked by a vampire but were forever changed. | 4| A parasite lives inside you. You indulge its hunger. | 5| Tragedy interrupted your transformation into an immortal. | 6| You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal. | 7| One of your parents was a vampire. | 8| A radical experiment changed your body, making you reliant on others for vital fluids. ### Dhampirs Traits ___ Your Dhampirs character has the following species traits. **ASI:** If you are replacing your species with this lineage, do not make any changes. If you are not, you get 3 points. **Fecundity:** Regardless of the fecundity of your 'base' species, Dhampirs are infertile and cannot breed. **Size:** You are Medium or Small. You choose the size when you gain this lineage, or keep the size for your 'base' species. Small: 2 to 4 feet tall, 8 to 60 lbs. Medium: 4 to 8 feet tall, 60 to 300 lbs. **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages. \pagebreakNum **Ancestral Legacy:** If you replace a species with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. *Intimidation* is suggested but not required. **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. **Deathless Nature:** You don't need to breathe. **Spider Climb:** You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. **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: You regain hit points equal to the piercing damage dealt by the bite. 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. ## Lineage Feats: Whenever you are able to take a feat, these are additional options for you. Additionally, when you make your Dhampir character, you can choose one species and take feats as though you were that species. The chosen species is your 'base' species. ##### Squat Nimbleness You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
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# Dullahan ##### Headless Hunters
### Description A dullahan is a type of fey creature born of the Unseelie Court. Dullahan resemble undead due to their headlessness but both head and body are kept alive by a curse. Inclined to travel at night by Unseelie magic and their own appearance, grim folklore has sprung up about them. Dullahan are created by Unseelie fey when they decapitate a human, or a similar race, as part of a dark ritual. Due to this ritual, most dullahan tend to retain most of their characteristics of their human self, but memories of their human life is mostly forgotten, only a few dullahan manage to remember a few memories from their human life due to a trigger or a lasting impression that can never be forgotten. Dullahan are also capable of producing offspring, but much like a planetouched, the offspring will be a dullahan, regardless of the partner's race. Most dullahan are able to integrate into the society of their original race more easily than a hybrid. However, the differences they do have and their headless nature are still viewed negatively by other races, often being described as creepy, sickening, and often being compared as a monster. Dullahan tend to keep their nature hidden as much as possible in order to save themselves some unwanted attention and discrimination. All things considered, dullahan are still a rare race to encounter in most large cities or towns as they mostly prefer to travel, often due to their profession or to simply live a nomadic life. ### Apperance You were originally another race but became a cursed individual. You look close to your original race but with a few changes. Your skin is typically paler than usual, your eyes are black except the iris which can be any normal color for your race (or not). Your hair generally is black, gray, or white, and you have a wider than normal mouth. When your head is not attached, an ethereal flame forms on the top of your neck, which allows the body to see and hear. This flame is invisible to the naked eye, visible only to magical vision, and it does not give off any heat nor can it do damage or ignite things (You can work with your DM to decide on a different sort of effect for your neck). ### Dullahan Traits ___ Your Dullahan character has the following species traits. **ASI:** If you are replacing your race with this lineage, do not make any changes. If you are not, you get 3 points. **Fecundity:** Dullahan have the same fecundity as their 'base' species, except they also count as Fey for the purposes of breeding compatibility. **Creature Type:** You are a Fey and Humanoid. **Size:** You are Medium or Small. You choose the size when you gain this lineage. \columnbreak **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages. Sylvan is recommended. **Ancestral Legacy:** If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Intimidation is suggested but not required.
\pagebreakNum **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. **Headless:** Your head and your body are separated, the wound that separated them never healing, although you may always attach or detach your head at will as an action. Your head must be in place on your neck to attach it. You cannot be killed by decapitation. While your head is separated from your neck you gain the following effects: * You always know the distance and direction to your head unless it is on another plane or if an effect prevents divination magic it will also prevent this effect. * Unless your head is being carried by you or another creature, it can be targeted, its AC being equal to yours but without the benefit of Dexterity or armor that does not include a helmet. You cannot be damaged twice by an area of effect due to this. Your head automatically fails Dexterity saving throws. * When separate, both head and body can see and hear. * Your headless body cannot speak but it can consume food and drink as well as cast spells, even spells with verbal components as long as the separated head is not silenced or gagged and your body can hear your head. * Your head cannot eat (things can go into its mouth but it just falls out the neck). Even while apart, you remain the same entity. Your head and body share HP, and are both affected by conditions together. If one sleeps, both sleep. \columnbreak **Unseelie Magic:** You know the *Toll The Dead* cantrip. Once you reach 5th level you can cast *Find Steed* once per long rest. The mount conjured is considered a fey creature. You can also cast the spells using any spell slots you have from your class(es). Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). Additionally the steed can be stored in your shadow as an action and can be retrieved as a bonus action. If some other feature or spell allows you to summon a creature, if it is a fey type creature, you can also store it in your shadow. Your shadow can store any number of creatures at a time but they still count towards the summon limits of those features. When storing or retrieving, you can only store/retrieve one per action/bonus action. ## Lineage Feats: Whenever you are able to take a feat, these are additional options for you. Additionally, when you make your Dullahan character, you can choose one species and take feats as though you were that species. The chosen species is your 'base' species. ##### Squat Nimbleness You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
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# Hexblood ##### Beings who are part of a pact with a Hag, willing or not
### Description ___ Where wishing fails, ancient magic can offer a heart's desire—at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag's influence: ears that split in forked points, skin in lurid shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as darkvision and a variety of magical methods to beguile the senses and avoid the same. While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age—particularly if a hag influenced them early in life or even before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fey natures, or to avoid a hag that obsesses over them.
\columnbreak ### Heir of Hags ___ One way hags create more of their kind is through the creation of hexbloods. Every hexblood exhibits features suggestive of the hag whose magic inspires their powers. This includes an unusual crown, often called an eldercross or a witch's turn. This living, garland-like part of a hexblood's body extends from their temples and wraps behind the head, serving as a visible mark of the bargain between hag and hexblood, a debt owed, or a change to come. ### Hexblodo Origins A bargain with a hag or other eerie forces transformed your character into a magical being. Roll on or choose an option from the Hexblood Origins table to determine how your character gained their lineage. **Hexblood Origins** |d6|Origin| |:-:|:-| | 1| Seeking a child, your parent made a bargain with a hag. You are the result of that arrangement. | 2| Fey kidnappers swapped you and your parents' child. | 3|A coven of hags lost one of its members. You were created to replace the lost hag. | 4| You were cursed as a child. A deal with the spirits of the forest transformed you into a hexblood, now free of the curse. | 5| You began life as a fey creature, but an accident changed you and forced you from your home. | 6| A slighted druid transformed you and bound you to live only so long as a sacred tree bears fruit. \pagebreakNum ### Hexblood Traits ___ Your Hexblood character has the following species traits. **ASI:** If you are replacing your species with this lineage, do not make any changes. If you are not, you get 3 points. **Fecundity:** Hexblood have the same fecundity as their 'base' species, except they also count as Fey for the purposes of breeding compatibility. **Size:** You are Medium or Small. You choose the size when you gain this lineage, or keep the size for your 'base' species. Small: 2 to 4 feet tall, 8 to 60 lbs. Medium: 4 to 8 feet tall, 60 to 300 lbs. **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages. **Ancestral Legacy:** If you replace a species with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. **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. **Eerie Token:** As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions: Telepathic Message. As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words. **Remote Viewing:** If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed. Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows. \columnbreak **Hex Magic:** You can cast the *disguise self* and *hex* spells with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this lineage). ## Lineage Feats: Whenever you are able to take a feat, these are additional options for you. Additionally, when you make your Hexblood character, you can choose one species and take feats as though you were that species. The chosen species is your 'base' species. ##### Squat Nimbleness You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. \pagebreakNum
# Integia ##### Humanoids made insectile
### Description Some folks have become modified, through magic or scientific experiments to gain more insect like properties, typically resulting in a large stinger where a tail might be, and wings to lift them into the air. They may have chitin covering part of their body. Despite their insectile features they still retain enough of their original appearance that anyone can tell they are not a pure insect. **ASI:** If you are replacing your race with this lineage, do not make any changes. If you are not, your Charisma score increases by 2 and you can increase any other score by 1. **Fecundity:** When you create your Integia, you decide if you have live births or lay eggs. Lay Eggs: You have high fecundity and count as Insect for the purposes of breeding compatibility in addition to your other types. You decide how often you lay, between 3 and 60 days, and what chance for additional eggs you have, between 100 and 1000%. Generally larger eggs will be laid less often. The eggs will always hatch after 90 days. Live Births: Integia have the same fecundity as their 'base' species, except they also count as Insect for the purposes of breeding compatibility. **Size:** You are Medium or Small. You choose the size when you gain this lineage. **Speed:** Your base walking speed is 30 feet.
\columnbreak **Languages:** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages. Sylvan is recommended. **Creature Type:** You are a Beast and a Humanoid **Ancestral Legacy:** If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Intimidation is suggested but not required. **Bug Life:** As an integia, you have gained a variety of new abilities and physical traits. You gain a Hive Role from the list below and two Variable Traits from the list on the following page. \pagebreakNum #### Hive Role. Different bugs have different purposes in a hive. You choose yours by choosing one of the following features: **Breeder:** You were made for expanding the hive efficiently. Your fecundity is high if it wasn't already. You no longer experience any form of morning sickness, and you suffer none of the Strength or Constitution penalties (the Dexterity ones still apply). See the Variable Mothers explanation at the end of this lineage. If you lay eggs, your clutches now become (your % chance for multiples / 5), rather than rolling. You generate this many eggs each day, and lay this many each day, but the clutch time remains the same (so for example if you have a clutch time of 5 days, you'll have 5 days worth of eggs inside you at any given time). For every 1000 eggs (rounded up) in your body at the same time, your speed is reduced by 5 and your HP maximum is increased by 1 x your level. You cannot choose a clutch time/clutch size combination that results a speed of less than 5. If you have live births, you are now able to get pregnant even if you already are, with no limit, though only one pregnancy check is made per sexual encounter. Instead of the normal pregnancy speed penalties, for each pregnancy in the second trimester, your speed is reduced by 5, and for each pregnancy in the third trimester, your speed is reduced by 10 (minimum speed 0). Your HP is increased by 1 x your level for each concurrent pregnancy you have. **Harvester:** By eating high sugar things you can convert them into honey. Each day you can convert a number of pounds of sugar and sweet foods equal to your Constitution score into half as many pounds of honey, stored in your body. You can also choose to turn existing body weight into honey, though this may cause you long term harm. You can secrete or otherwise expel (how is your choice) this honey for others to consume, or into a container if you prefer. You're also immune to any side effects of weight gain effects until you are rendered immobile by it. **Hunter:** You are best for laying sticky traps to capture prey. You can cast the *Web* spell without material components and without using a spell slot (if you do not have a spellcasting ability modifier, the DC is 8 + your proficiency bonus + your choice of your Intelligence, Wisdom, or Charisma modifier). You can cast it once this way, regaining the use after a short rest or you can cast it using any spell slots you have, though it never needs material components for you. Finally if you are able to take a Warlock Invocation, you can take ones with the Drider Patron prerequisite even if that is not your patron. **Queen:** You were made to be obeyed. Non magical insects are not automatically hostile to you even if they are hostile to your party. You can use Animal Handling checks to control insects and you have advantage if the insects you are attempting to control match the type of insect you are like. You also have advantage on Charisma checks to any insect races or other Integia, except other queens. \columnbreak **Soldier:** You were made to fight threats to the hive. Your body has a sturdy exoskeleton. Your AC is 12 + your Dexterity modifier. You can use this to determine your AC even if you wear armor with a lower AC. A shield's benefits apply as normal when you use your natural armor. **Worker:** Your job is to move and build. You gain the Powerful Build feature. Additionally, for you Forced March does not start applying until after 12 hours. ### Variable Traits The following traits all have options within them, allowing you to better customize your Integia. You can choose one Extra feature and one Mobility feature. #### Extra Parts All Integia have gained additional bodyparts as part of their insectile transformation. This takes a few different forms and you choose this when creating your character: * **Extra Arms:** These extra arms help you hold more things. All four of your arms are equally strong and hold weapons as normal, you can just hold more at once. You can use them to perform somatic gestures if they're empty. You do not benefit from holding a shield while wielding a two handed weapon, you do not gain any benefit from wielding multiple shields at the same time, and the extra hands do not grant you extra actions or attacks in combat. * **Extra Legs:** These extra legs help you to move more quickly. Any speeds you have or gain in the future except flying and hover speeds are increased by 5. * **Extra Senses:** Your eyes are insectile, possibly multi-faceted and allow you to see outside the range of normally visible light. You have a form of truesight, allowing you to see in normal and magical darkness, see invisible creatures and objects, and you have advantage on seeing through illusions, but you can't see through shapeshifting, automatically detect illusions, or see into the ethereal plane. This sense has a range of 10 feet. * **Natural Weapon: Pincher:** Some Integia have powerful mandibles sticking out of their jaws that allow them to make powerful bites. You can use these mandibles to make an unarmed strike which deals piercing damage equal to 1d6 + your strength modifier. If you hit, you can attempt a grapple as part of the same attack. You cannot have more than one creature grappled this way at a time, and if you make a pincher attack against any other creature, the grapple is immediately ended. While you are grappling a creature this way, your pincher attacks have advantage against them. \pagebreakNum * **Natural Weapon: Stinger:** Some Integia have a large abdomen extending out from their spine. This is generally quite round and about 2/3rds as big as their torso is by volume. At the end of this abdomen is a stinger which can be used to inject venom into enemies. You can use this stinger to make unarmed strikes which deals piercing damage equal to 1d4 + your strength modifier. When you hit, the target must make a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus), taking 1d4 poison damage and becoming poisoned. The poison lasts for 1 hour but they can repeat the save at the end of each of their turns, ending the effect on a success. If they roll a 1 on the save, roll a d100 and on a 5 or less, they have a severe reaction. They become incapacitated and begin suffocating on top of the other effects. They do not get to make saves at the end of their turns to end the effect; something must rid them of the poison. #### Mobility All Integia have a way of getting around that sets them apart. Some can climb sheer surfaces, while others have wings to help them. In all cases, Integia have the ability to cling to any dry surface, even upside down, though this does not translate into a climbing speed. Choose your form of extra mobility when creating your character: * **Boatman:** Your insect is at home in the water. You have a swim speed equal to your walk speed. You can't breathe in water like a fish but you can hold your breath for up to an hour. Finally, your body is naturally buoyant so you will float at the surface of water when not swimming, even if you're unconscious. * **Digger:** You insect is known for burrowing. You have a burrowing speed equal to your walking speed, and can burrow through any non-magical material except stone and metal. When you do so, you can choose to leave behind a tunnel that creatures your size or smaller can crawl through or collapse it behind you. In either case, your tunnels greatly disturb the ground you travel through. Finally while burrowing you gain tremorsense for a range of 10 feet. * **Scopulae:** Your body lacks wings but instead your limbs end in fine hairs, allowing you to climb almost anything. You have a climbing speed equal to your walk speed and can move up, down, and across vertical surfaces and upside down along ceilings without needing to make any ability checks, as long as at least two of your legs are touching it. You are also not slowed by nonmagical webbing. * **Wings:** Many Integia have a set of thin wing membranes on their back they can use to fly. You have a flying speed of 30. To use this speed you cannot be heavily encumbered (though you may always use them to slowfall). Heavily encumbered means that the total weight of all the belongings on your person, plus the weight and gear of anyone you are trying to carry exceeds (your Strength score x 10) lbs. \columnbreak ##### Variable Mothers. When creating your character, you decide if you still give live birth or if you lay eggs. They have slightly different fecundity attributes. If you lay eggs, you may choose that this takes the form of an ovipositor that must lay eggs inside a warm body for them to properly develop, or simply laying them on the ground. You can choose the egg size, but generally they should range in size from baseball to watermelon. Live births will be very similar to your base race, though the children may carry some of your Integia traits. ## Lineage Feats: Whenever you are able to take a feat, these are additional options for you. ##### **Rapid Mutation.** Your insectile nature has changed, perhaps due to environmental pressures, or a latent change that was waiting to manifest. You gain your choice of any two of the following benefits. You can choose the same benefit more than once. * Increase an ability score by 1 * You gain an additional Extra trait of your choice (you cannot choose the same trait twice except Extra Arms and Extra Legs) * You gain an additional Mobility trait of your choice (you cannot choose the same trait twice) ##### Squat Nimbleness **Prerequisite:** You must be size Small. You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. \pagebreakNum
# Planetouched ##### Beings infused with energies or with ancestors from the elemental planes or the higher or lower planes.
### About Planetouched are individuals or sometimes small racial groups that have a connection to planes other than the material plane. Sometimes this can be due to exposure, or to an unusual coupling. While they may have a more specific origin, they are broken down into the following categories based on what plane they are connected to: The Upper Planes, The Lower Planes, or the Elemental Chaos, which is further broken down into Air, Water, Earth, and Fire. If you're looking to make an Aasimar, Genasi, or Tiefling but of another race, this is the lineage for you. **For the sake of convenience**, they will be given a shorter term, 'plane'-Touched. so Air-Touched, Water-Touched, Earth-Touched, Fire-Touched, Celestial-Touched, Infernal-Touched, or elemental-Touched (for air ,earth, water, and fire). They may also be called 'infused'. The non touched part of their origin may be referred to as their 'base race'. ### Planetouched Traits Your Planetouched character has the following species traits. **ASI:** If you are replacing your race with this lineage, do not make any changes. If you are not, you get 2 points. **Age:** Generally plane touched reach maturity at the same rate their non plane touched side does, but tend to live a bit longer. On average this is about 50% longer, except for Celestial-Touched who generally live twice as long **Speed:** 30 feet **Languages:** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages. **Ancestral Legacy:** If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. **Planar Infusion:** When creating your Planetouched, choose one of the following types of Planetouched: Air-Touched, Celestial-Touched, Earth-Touched, Fire-Touched, Inferenal-Touched, or Water-Touched. The different types are detailed below, with slightly different traits and abilities. \columnbreak ## Lineage Feats: Whenever you are able to take a feat, these are additional options for you. Different Planetouched types have their own additional feats but these are available to all of them. ##### Deeply Touched. Your connection to that other plane is stronger than most. You can choose an additional Major trait, or two Minor Traits. You cannot choose the 'Weakly Touched' Trait and you cannot take this feat if you have that trait. You cannot choose the same trait more than once. You may also choose this additional Major trait: **Extra Magical:** Your planar magic is extra potent. Instead of choosing one spell per tier, you choose two. Additionally, if you have the Elemental Tempest trait, you can choose spells from the lists of either of your elements. You can cast a spell of each tier twice per long rest, meaning you can cast the same spell twice, or both spells once. You may take this feat as multiple times. ##### Squat Nimbleness **Prerequisite:** You must be size Small. You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. \pagebreakNum ## Air-Touched ### Appearance and Size The appearances of planetouched vary wildly based on the type. Follow the normal sizing for your base race. You should consider the following modifications to them (round to the nearest inch/lb): Air-Touched have traits like: light blue; or pale white skin; white or light blue hair; flesh that feels cool to the touch; a slight breeze in their presence; a voice that can be heard over any nonmagical wind, or any sudden movements by them are accompanied by whistling wind. They are usually 10% taller and lighter than their base race. ### Air-Touched Traits ___ Your Air-Touched character has the following species traits. **Restriction:** You cannot be Air-Touched if you are an Aasimar, Genasi or Tiefling. **Creature Type:** Due to your planar connection, you are considered an Elemental and a Humanoid. If a spell or effect would affect either type, it affects you. **Fecundity:** Planetouched have the same fecundity as their 'base' species. You count as Elemental for the purposes of breeding compatibility, in addition to their other types. **Planar Resistance:** You have resistance to to Thunder damage. **Planar Infusion:** Your connection to the other plane has given you some special features abilities. You can choose one major trait and one minor trait that you have the prerequisite origin for, or you can forgo the major trait for 3 minor traits. Some traits are only available to certain infusions. #### Air-Touched Major Traits: **Elemental Form:** Your touch on the Material Plane is rather weak. As reaction to being attacked by a creature you can see, or as an action on your turn, you can weaken that touch even more, and become one with your element for a brief time. As an air-touched you become a puff of air, gaining the following qualities: * You gain immunity to nonmagical bludgeoning, piercing, and slashing damage. * You gain a fly speed equal to your walk speed. * You cannot be grappled. * You can pass through any space air can fit through. This effect lasts until the start of your next turn. If you end this state in an occupied space, you are shoved out to the nearest open space you can fit, and take 1d10 force damage for every 5 feet you are pushed. You cannot attack, talk or cast spells while in this state, or perform most interactions. After using this trait, you cannot use it again until you finish a long rest. You also cannot use this while on the plane your element is associated with. \columnbreak **Elemental Tempest:** You are a rare individual infused with two elements instead of one. Choose an additional Element. You count as both types of Elemental-Touched, can take traits for either and you display physical traits of both. You also gain the *Planar Resistance* feature from that other element. **Extra Resistant:** Your infusion has made you even more resistant. You can choose to gain immunity to the damage type you got resistance to from *Planar Resistance* (Thunder) or you may choose an additional damage type from this list and gain resistance to that: Acid, Cold, Fire, Lighting, Necrotic, Poison, Radiant. **Planar Aura:** Starting at 3rd level, as an action, you can unleash your planar energy on your surroundings. Your appearance may change a bit to reflect your extraplanar heritage. This aura lasts for 1 minute, but ends early if you are rendered unconscious, or if you choose to end it early as a bonus action. When you initiate the aura, you can choose if it surrounds you, or your weapons (or your fists if you use no weapons). If it surrounds you: Any creature, excluding you, that enters a 10 foot radius sphere centered on you or ends its turn there, must make a Constitution saving throw (DC = 8 + your proficiency bonus + your constitution modifier) or Thunder damage equal to half your proficiency bonus (rounded up). If it surrounds your weapons: once on each of your turns when you make a weapon attack (or unarmed strike), you can deal extra thunder damage equal to your proficiency bonus. **Planar Magic:** Your planar connection gives you access to magic. This is detailed on page []. **Weakly Touched:** You are only lightly connected to that other plane. Work with your DM on this one, to choose one trait from your base race that you lost by taking this legacy. You gain that trait. **Wings:** Wings sprout from your shoulders, giving you a flying speed equal to your walk speed. You cannot fly while heavily encumbered. You can choose if they are always present, or if you can magically hide them inside your body when you want. \pagebreakNum #### Air-Touched Minor Traits **Air Cushion:** When falling, you may use your reaction to conjure a cushion of air beneath you which lasts until you land. This cushion reduces any bludgeoning damage you take from the fall by half, and you may land on your feet. Only you can benefit from this; if you try holding another creature while using this feature, the cushion fails. **Breathless:** You can hold your breath indefinitely while not incapacitated. **Cloudwalker:** As a free action at any time when you are not currently inside a cloud (or fog), you can choose to treat all clouds as solid objects in regards to you and whatever you are wearing. This does not work with fog. You can also end this effect at any time as a free action. **Complex Origin:** Your family history is very complicated. You can choose any number of appearance traits for a second type of Touched, though they may overlap with the ones you choose for your primary type. This does not give you access to any other features for that infusion. **Step of the Wind:** Pushed by the wind, you can move faster. Your base walking speed increases by 5. \columnbreak ## Lineage Feats: Whenever you are able to take a feat, these are additional options for you. ##### Djinn Heritage You manifest more of the magical power of your djinn heritage. You gain the following benefits: * Increase your Dexterity or Constitution score by 1, to a maximum of 20. * You learn the detect magic spell and can cast it at will, without expending a spell slot. * You have resistance to lightning damage. ##### Elemental Air Master A descendant of the Elemental Plane of AIr, you have inherited the innate spellcasting of your ancestors. You gain the following benefits: * You learn the *Gust* cantrip. * You learn the *Dust Devil*, *Gust of Wind*, and *Warding Wind* spells. You can cast each spell once, regaining the spent uses after a long rest. You can also cast the spells using any spell slots you have from your class(es). Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this feat). \pagebreakNum ## Celestial-Touched ### Appearance and Size The appearances of planetouched vary wildly based on the type. Follow the normal sizing for your base race. You should consider the following modifications to them (round to the nearest inch/lb): **Celestial-Touched** have traits like: golden, pearly opalescent or topaz eyes; silver hair; emerald or silvery or golden skin; a lack of skin blemishes; feathered shoulders; feathers in or for hair; a ringing voice, or small patches of iridescent scales. They are generally 5% lighter than their base race. ### Celestial-Touched Traits ___ Your Celestial-Touched character has the following species traits. **Restriction:** You cannot be Celestial-Touched if you are an Aasimar, Genasi or Tiefling. **Creature Type:** Due to your planar connection, you are considered an Celestial and a Humanoid. If a spell or effect would affect either type, it affects you. **Fecundity:** Planetouched have the same fecundity as their 'base' species. You count as Celestial for the purposes of breeding compatibility, in addition to their other types. **Planar Resistance:** You have resistance to to Radiant damage. **Planar Infusion:** Your connection to the other plane has given you some special features abilities. You can choose one major trait and one minor trait that you have the prerequisite origin for, or you can forgo the major trait for 3 minor traits. Some traits are only available to certain infusions. \columnbreak #### Celestial-Touched Major Traits **Extra Resistant:** Your infusion has made you even more resistant. You can choose to gain immunity to the damage type you got resistance to from *Planar Resistance* (Radiant) or you may choose an additional damage type from this list and gain resistance to that: Acid, Cold, Fire, Necrotic, Poison, Thunder. **Healing Hand:s** As an action, you can touch a creature and cause it to regain a number of hit points equal to your level up to their hit point maximum. Once you use this trait, you can't use it again until you finish a long rest **Planar Aura:** Starting at 3rd level, as an action, you can unleash your planar energy on your surroundings. Your appearance may change a bit to reflect your extraplanar heritage. This aura lasts for 1 minute, but ends early if you are rendered unconscious, or if you choose to end it early as a bonus action. When you initiate the aura, you can choose if it surrounds you, or your weapons (or your fists if you use no weapons). If it surrounds you: Any creature, excluding you, that enters a 10 foot radius sphere centered on you or ends its turn there, must make a Constitution saving throw (DC = 8 + your proficiency bonus + your charisma modifier) or radiant damage equal to half your proficiency bonus (rounded up). If it surrounds your weapons: once on each of your turns when you make a weapon attack (or unarmed strike), you can deal extra radiant damage equal to your proficiency bonus. **Planar Magic:** Your planar connection gives you access to magic. This is detailed on page []. **Weakly Touched:** You are only lightly connected to that other plane. Work with your DM on this one, to choose one trait from your base race that you lost by taking this legacy. You gain that trait. **Wings:** Wings sprout from your shoulders, giving you a flying speed equal to your walk speed. You cannot fly while heavily encumbered. You can choose if they are always present, or if you can magically hide them inside your body when you want. \pagebreakNum #### Celestial-Touched Minor Traits **Breathless:** You can hold your breath indefinitely while not incapacitated. **Complex Origin:** Your family history is very complicated. You can choose any number of appearance traits for a second type of Touched, though they may overlap with the ones you choose for your primary type. This does not give you access to any other features for that infusion. **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. **Glowing Personality:** As a bonus action, you can choose to begin to glow, emitting bright light in a 20 foot radius and dim light for an additional 20 feet. The effect lasts for up to an hour, or until you dismiss it as a bonus action. As another bonus action, you can dim the light, so you only produce 10 feet of bright light and a further 5 feet of dim light. You emit heat while this effect is active, giving others warmth like a fire, which can help ward off cold weather but will not ignite things. After using this feature, you cannot use it again until you complete a short rest. **Holy Feet:** As a free action at any time when you are not currently inside a cloud (or fog), you can choose to treat all clouds as solid objects in regards to you and whatever you are wearing. This does not work with fog. You can also end this effect at any time as a free action. **Holy Warrior:** Any creatures you summon via magic, are Celestials, in addition to their normal types. **Planar Fortitude:** Your hit point maximum increases by half your level (minimum 1) \pagebreakNum ## Earth-Touched ### Appearance and Size The appearances of planetouched vary wildly based on the type. Follow the normal sizing for your base race. You should consider the following modifications to them (round to the nearest inch/lb): **Earth-Touched** have traits like: earthlike skin; eyes like black pits or gems; a gravelly voice; large hands or feet or both; iron gray hair;, a metallic sheen to their skin or hair; or sweat mud instead of normal sweat. They are usually 10% shorter and heavier than their base race. ### Earth-Touched Traits ___ Your Earth-Touched character has the following species traits. **Restriction:** You cannot be Earth-Touched if you are an Aasimar, Genasi or Tiefling. **Creature Type:** Due to your planar connection, you are considered an Elemental and a Humanoid. If a spell or effect would affect either type, it affects you. **Fecundity:** Planetouched have the same fecundity as their 'base' species. You count as Elemental for the purposes of breeding compatibility, in addition to their other types. **Planar Resistance:** You have resistance to to Lightning damage. **Planar Infusion:** Your connection to the other plane has given you some special features abilities. You can choose one major trait and one minor trait that you have the prerequisite origin for, or you can forgo the major trait for 3 minor traits. Some traits are only available to certain infusions. #### Earth-Touched Major Traits **Elemental Form:** Your touch on the Material Plane is rather weak. As reaction to being attacked by a creature you can see, or as an action on your turn, you can weaken that touch even more, and become one with your element for a brief time. As an earth-touched you turn into gravel, gaining the following qualities: * You have a burrow speed equal to your walk speed and can pass through earth, sand and stone without disturbing the material you pass through. * You have resistance to all damage except: * Damage from adamantine weapons bypasses all resistances and immunities you have. \columnbreak This effect lasts until the start of your next turn. If you end this state in an occupied space, you are shoved out to the nearest open space you can fit, and take 1d10 force damage for every 5 feet you are pushed. You cannot attack, talk or cast spells while in this state, or perform most interactions. After using this trait, you cannot use it again until you finish a long rest. You also cannot use this while on the plane your element is associated with. During that time you gain specific properties based on your element. **Elemental Tempest:** You are a rare individual infused with two elements instead of one. Choose an additional Element. You count as both types of Elemental-Touched, can take traits for either and you display physical traits of both. You also gain the *Planar Resistance* feature from that other element. **Extra Resistant:** Your infusion has made you even more resistant. You can choose to gain immunity to the damage type you got resistance to from *Planar Resistance* (Lightning) or you may choose an additional damage type from this list and gain resistance to that: Acid, Cold, Fire, Necrotic, Poison, Radiant, Thunder. **Planar Aura:** Starting at 3rd level, as an action, you can unleash your planar energy on your surroundings. Your appearance may change a bit to reflect your extraplanar heritage. This aura lasts for 1 minute, but ends early if you are rendered unconscious, or if you choose to end it early as a bonus action. When you initiate the aura, you can choose if it surrounds you, or your weapons (or your fists if you use no weapons). If it surrounds you: Any creature, excluding you, that enters a 10 foot radius sphere centered on you or ends its turn there, must make a Constitution saving throw (DC = 8 + your proficiency bonus + your constitution modifier) or force damage equal to half your proficiency bonus (rounded up). If it surrounds your weapons: once on each of your turns when you make a weapon attack (or unarmed strike), you can deal extra force damage equal to your proficiency bonus. **Planar Magic:** Your planar connection gives you access to magic. This is detailed on page []. **Weakly Touched:** You are only lightly connected to that other plane. Work with your DM on this one, to choose one trait from your base race that you lost by taking this legacy. You gain that trait. \pagebreakNum #### Earth-Touched Minor Traits **Complex Origin:** Your family history is very complicated. You can choose any number of appearance traits for a second type of Touched, though they may overlap with the ones you choose for your primary type. This does not give you access to any other features for that infusion. **Earth Walk:** You ignore difficult terrain made from earth and/or stone. **Eye for Value:**: You have an eye for money. You can inspect a number of gemstones and/or pieces of metal in any combination up to your proficiency bonus, or a single complex item involving many such pieces, as part of a long rest. After that, you know exactly what type of gemstone/metal you studied, and the base value of them. You are also able to determine if they are authentic or not. **Fast Connection:** On your turn, if you are standing on earth or stone, you can double your movement speed. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. **Planar Fortitude:** Your hit point maximum increases by half your level (minimum 1) \columnbreak ## Lineage Feats: Whenever you are able to take a feat, these are additional options for you. ##### Dao Heritage You manifest more of the magical power of your dao heritage. You gain the following benefits: * Increase your Strength or Constitution score by 1, to a maximum of 20. * You learn the detect magic spell and can cast it at will, without expending a spell slot. * You gain natural armor. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. \pagebreakNum ## Infernal-Touched ### Appearance and Size The appearances of planetouched vary wildly based on the type. Follow the normal sizing for your base race. You should consider the following modifications to them (round to the nearest inch/lb): **Infernal-Touched** have a variety of traits based on their specific demonic origin like: pairs of small or large horns (cow or goat); fants or sharp teeth; a forked or extra long tongue; catlike or lizard like eyes; extra digits on hands and/or feet; saytr-like legs; cloven or uncloven hoofs; a single; double; or forked tail; leathery or scaly skin; red, blue, or purple skin; lack a shadow; lack any hair; lack a reflection in some surfaces; spell of brimstone; have extra genitals (different or duplicate including breasts) or beast like genitals. They are usually about 5% taller than their base race. ### Infernal-Touched Traits ___ Your Infernal-Touched character has the following species traits. **Restriction:** You cannot be Infernal-Touched if you are an Aasimar, Genasi or Tiefling. **Creature Type:** Due to your planar connection, you are considered an Fiend and a Humanoid. If a spell or effect would affect either type, it affects you. **Fecundity:** Planetouched have the same fecundity as their 'base' species. You count as Fiend for the purposes of breeding compatibility, in addition to their other types. **Planar Resistance:** You have resistance to to Fire damage. **Planar Infusion:** Your connection to the other plane has given you some special features abilities. You can choose one major trait and one minor trait that you have the prerequisite origin for, or you can forgo the major trait for 3 minor traits. Some traits are only available to certain infusions. #### Infernal-Touched Major Traits **Extra Resistant:** Your infusion has made you even more resistant. You can choose to gain immunity to the damage type you got resistance to from *Planar Resistance* (fire) or you may choose an additional damage type from this list and gain resistance to that: Acid, Cold, Necrotic, Poison, Radiant, Thunder. **Planar Magic:** Your planar connection gives you access to magic. This is detailed on page []. **Weakly Touched:** You are only lightly connected to that other plane. Work with your DM on this one, to choose one trait from your base race that you lost by taking this legacy. You gain that trait. **Wings:** Wings sprout from your shoulders, giving you a flying speed equal to your walk speed. You cannot fly while heavily encumbered. You can choose if they are always present, or if you can magically hide them inside your body when you want. \columnbreak #### Infernal-Touched Minor Traits **Complex Origin:** Your family history is very complicated. You can choose any number of appearance traits for a second type of Touched, though they may overlap with the ones you choose for your primary type. This does not give you access to any other features for that infusion. **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. **Eye for Value:** You have an eye for money. You can inspect a number of gemstones and/or pieces of metal in any combination up to your proficiency bonus, or a single complex item involving many such pieces, as part of a long rest. After that, you know exactly what type of gemstone/metal you studied, and the base value of them. You are also able to determine if they are authentic or not. **Grabby:** You have a tail, or you have a tentacle that isn't taking the place of a normal limb. That extra appendage is prehensile. It does not grant you extra actions in combat, nor can it use a weapon, but it can hold things and interact with some objects. **Ice Walk:** You ignore difficult terrain made from ice and/or snow. **Unholy Warrior:** Any creatures you summon via magic, are Fiends, in addition to their normal types. **Planar Fortitude:** Your hit point maximum increases by half your level (minimum 1)
\pagebreakNum ## Lineage Feats: Whenever you are able to take a feat, these are additional options for you. ##### Tanarukk Blood Through fell magic or an ancestor, you are touched by the corruptive power of Baphomet. You gain the following benefits: * Increase your Strength or Constitution score by 1, to a maximum of 20. * You have resistance to fire and poison damage. * You gain a bite attack as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. \pagebreakNum ## Fire-Touched ### Appearance and Size The appearances of planetouched vary wildly based on the type. Follow the normal sizing for your base race. You should consider the following modifications to them (round to the nearest inch/lb): **Fire-Touched** have traits like: charcoal gray or red skin; red or orange hair that waves like flames; eyes that glow when angry; large red teeth; unusually warm skin; or always smell of smoke. h; decorative fins for hair or for ears; nonfunctional gill slits; a tentacle like limb; permanently wrinkly skin. ### Fire-Touched Traits ___ Your Fire-Touched character has the following species traits. **Restriction:** You cannot be Fire-Touched if you are an Aasimar, Genasi or Tiefling. **Creature Type:** Due to your planar connection, you are considered an Elemental and a Humanoid. If a spell or effect would affect either type, it affects you. **Fecundity:** Planetouched have the same fecundity as their 'base' species. You count as Elemental for the purposes of breeding compatibility, in addition to their other types. **Planar Resistance:** You have resistance to to fire damage. **Planar Infusion:** Your connection to the other plane has given you some special features abilities. You can choose one major trait and one minor trait that you have the prerequisite origin for, or you can forgo the major trait for 3 minor traits. Some traits are only available to certain infusions. #### Fire-Touched Major Traits: **Elemental Form:** Your touch on the Material Plane is rather weak. As reaction to being attacked by a creature you can see, or as an action on your turn, you can weaken that touch even more, and become one with your element for a brief time. As an air-touched you become a bonfire, gaining the following qualities: * You behave like the *Create Bonfire* spell, but cover a 10' radius circle centered on the point you stood on. * Your speed is 0 and you cannot move. * You have immunity to fire damage. This effect lasts until the start of your next turn. If you end this state in an occupied space, you are shoved out to the nearest open space you can fit, and take 1d10 force damage for every 5 feet you are pushed. You cannot attack, talk or cast spells while in this state, or perform most interactions. After using this trait, you cannot use it again until you finish a long rest. You also cannot use this while on the plane your element is associated with. \columnbreak **Elemental Tempest:** You are a rare individual infused with two elements instead of one. Choose an additional Element. You count as both types of Elemental-Touched, can take traits for either and you display physical traits of both. You also gain the *Planar Resistance* feature from that other element. **Extra Resistant:** Your infusion has made you even more resistant. You can choose to gain immunity to the damage type you got resistance to from *Planar Resistance* (Fire) or you may choose an additional damage type from this list **Planar Aura:** Starting at 3rd level, as an action, you can unleash your planar energy on your surroundings. Your appearance may change a bit to reflect your extraplanar heritage. This aura lasts for 1 minute, but ends early if you are rendered unconscious, or if you choose to end it early as a bonus action. When you initiate the aura, you can choose if it surrounds you, or your weapons (or your fists if you use no weapons). If it surrounds you: Any creature, excluding you, that enters a 10 foot radius sphere centered on you or ends its turn there, must make a Constitution saving throw (DC = 8 + your proficiency bonus + your constitution modifier) or fire damage equal to half your proficiency bonus (rounded up). If it surrounds your weapons: once on each of your turns when you make a weapon attack (or unarmed strike), you can deal extra fire damage equal to your proficiency bonus. **Planar Magic:** Your planar connection gives you access to magic. This is detailed on page []. **Weakly Touched:** You are only lightly connected to that other plane. Work with your DM on this one, to choose one trait from your base race that you lost by taking this legacy. You gain that trait. \pagebreakNum #### Fire-Touched Minor Traits **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 red. **Complex Origin:** Your family history is very complicated. You can choose any number of appearance traits for a second type of Touched, though they may overlap with the ones you choose for your primary type. This does not give you access to any other features for that infusion. **Glowing Personality:** As a bonus action, you can choose to begin to glow, emitting bright light in a 20 foot radius and dim light for an additional 20 feet. The effect lasts for up to an hour, or until you dismiss it as a bonus action. As another bonus action, you can dim the light, so you only produce 10 feet of bright light and a further 5 feet of dim light. You emit heat while this effect is active, giving others warmth like a fire, which can help ward off cold weather but will not ignite things. After using this feature, you cannot use it again until you complete a short rest. **Inner Fire:** With a warm body, you can better handle the hold. You have resistance to the effects of cold weather. **Matchfingers:** You can start fires with your hands. Using an interaction, you can instantaneously light or snuff out a candle, a lantern, a torch, or a small campfire (or something similar) you are touching. \columnbreak ## Lineage Feats: Whenever you are able to take a feat, these are additional options for you. ##### Efreet Heritage You manifest more of the magical power of your efreet heritage. You gain the following benefits: * Increase your Constitution or Intelligence score by 1, to a maximum of 20. * You learn the detect magic spell and can cast it at will, without expending a spell slot. * Your darkvision has a radius of 120 feet. \pagebreakNum ## Water-Touched ### Appearance and Size The appearances of planetouched vary wildly based on the type. Follow the normal sizing for your base race. You should consider the following modifications to them (round to the nearest inch/lb): **Water-Touched** have traits like: lightly scaled skin; clammy flesh; blue green skin or hair; light blue-black eyes; webbed hands or feet or bot ### Water-Touched Traits ___ Your Water-Touched character has the following species traits. **Restriction:** You cannot be Water-Touched if you are an Aasimar, Genasi or Tiefling. **Creature Type:** Due to your planar connection, you are considered an Elemental and a Humanoid. If a spell or effect would affect either type, it affects you. **Fecundity:** Planetouched have the same fecundity as their 'base' species. You count as Elemental for the purposes of breeding compatibility, in addition to their other types. **Planar Resistance:** You have resistance to to acid damage. **Planar Infusion:** Your connection to the other plane has given you some special features abilities. You can choose one major trait and one minor trait that you have the prerequisite origin for, or you can forgo the major trait for 3 minor traits. Some traits are only available to certain infusions. #### Water-Touched Major Traits: **Elemental Form:** Your touch on the Material Plane is rather weak. As reaction to being attacked by a creature you can see, or as an action on your turn, you can weaken that touch even more, and become one with your element for a brief time. As an air-touched you become a puddle of wate,r gaining the following qualities: * Your walk speed is doubled * You cannot climb at all * You can occupy up to four congruent 5'x5' spaces * Any space you occupy is under the effects of the *Grease* spell as long as you occupy them in this state. This effect lasts until the start of your next turn. If you end this state in an occupied space, you are shoved out to the nearest open space you can fit, and take 1d10 force damage for every 5 feet you are pushed. You cannot attack, talk or cast spells while in this state, or perform most interactions. After using this trait, you cannot use it again until you finish a long rest. You also cannot use this while on the plane your element is associated with. \columnbreak **Elemental Tempest:** You are a rare individual infused with two elements instead of one. Choose an additional Element. You count as both types of Elemental-Touched, can take traits for either and you display physical traits of both. You also gain the *Planar Resistance* feature from that other element. **Extra Resistant:** Your infusion has made you even more resistant. You can choose to gain immunity to the damage type you got resistance to from *Planar Resistance* (Acid) or you may choose an additional damage type from this list and gain resistance to that: Cold, Fire, Lighting, Necrotic, Poison, Radiant Thunder. **Healing Hands:** As an action, you can touch a creature and cause it to regain a number of hit points equal to your level up to their hit point maximum. Once you use this trait, you can't use it again until you finish a long rest. **Planar Aura:** Starting at 3rd level, as an action, you can unleash your planar energy on your surroundings. Your appearance may change a bit to reflect your extraplanar heritage. This aura lasts for 1 minute, but ends early if you are rendered unconscious, or if you choose to end it early as a bonus action. When you initiate the aura, you can choose if it surrounds you, or your weapons (or your fists if you use no weapons). If it surrounds you: Any creature, excluding you, that enters a 10 foot radius sphere centered on you or ends its turn there, must make a Constitution saving throw (DC = 8 + your proficiency bonus + your constitution modifier) or acid damage equal to half your proficiency bonus (rounded up). If it surrounds your weapons: once on each of your turns when you make a weapon attack (or unarmed strike), you can deal extra acid damage equal to your proficiency bonus. **Planar Magic:** Your planar connection gives you access to magic. This is detailed on page []. **Weakly Touched:** You are only lightly connected to that other plane. Work with your DM on this one, to choose one trait from your base race that you lost by taking this legacy. You gain that trait. \pagebreakNum #### Water-Touched Minor Traits **Amphibious:** You can breath air and water. **Complex Origin:** Your family history is very complicated. You can choose any number of appearance traits for a second type of Touched, though they may overlap with the ones you choose for your primary type. This does not give you access to any other features for that infusion. **Grabby:** You have a tail, or you have a tentacle that isn't taking the place of a normal limb. That extra appendage is prehensile. It does not grant you extra actions in combat, nor can it use a weapon, but it can hold things and interact with some objects. **Ice Walk:** You ignore difficult terrain made from ice and/or snow. *Swimmer:** You have a swim speed equal to your walk speed. \columnbreak ## Lineage Feats: Whenever you are able to take a feat, these are additional options for you. ##### Marid Heritage You manifest more of the magical power of your marid heritage. You gain the following benefits: * Increase your Constitution or Wisdom score by 1, to a maximum of 20. * You learn the detect magic spell and can cast it at will, without expending a spell slot. * You have resistance to cold damage. \pagebreakNum
#### Planar Magic: Your planar connection gives you access to magic. At 1st level you pick one of the cantrips from the list, as listed below. At 3rd level, you gain one of the spells from the level 3 list, and can cast it as a 2nd level spell. At 5th level you learn one spell from the final list which you cast at its lowest level. You may only select spells for your type of Planetouched. You are able to cast each of the leveled spells once using this feature, regaining the use after a long rest. You do not need material components for these spells. If the spell is a ritual, you can cast it as many times per day as you wish using the ritual method. You can also cast the spells using any spell slots you have from your class(es). Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this lineage). |Air-Touched|Spells| |:-|:---| |1st Level|*Blade Ward*, *Gust*, *Message*, *Thaumaturgy* |3rd Level|*Catapult*, *Feather Fall*, *Thunderwave*, *Warding Wind* |4th Level|*Gust of Wind*, *Leviate*, *Misty Step*, *Skywrite* |**Celestial-Touched**| |1st Level|*Guidance*, *Light*, *Sacred Flame*, *Spare the Dying*, *Thaumaturgy* |3rd Level|*Bless*, *Cure Wounds*, *Divine Favor*, *Searing Smite* |4th Level|*Arcane Lock*, *Burning Smite*, *Find Steed*, *Find Traps* |**Earth-Touched**|| |1st Level|*Druidcraft*, *Lightning Lure*, *Mold Earth* |3rd Level|*Animal Friendship*, *Earth Tremor*, *Entangle*, *Hail of Thorns* |4th Level|*Earthbind*, *Heat Metal*, *Maximilian's Earthen Grasp*, *Pass Without Trace* |**Fire-Touched**|| |1st Level|*Control Flames*, *Create Bonfire*, *Fire Bolt*, *Produce Flame* |3rd Level|*Burning Hands*, *Chromatic Orb*, *Color Spray*, *Faerie Fire* |4th Level|*Flame Arrows*, *Flame Blade*, *Pyrotechnics*, *Scorching Ray* |**Infernal-Touched**|| |1st Level|*Friends*, *Minor Illusion*, *Mage Hand*, *Thaumaturgy* |3rd Level|*Charm Person*, *Disguise Self*, *Hellish Rebuke*, *Ray of Sickness* |4th Level|*Crown of Madness*, *Darkness*, *Detect Thoughts*, *Suggestion* |**Water-Touched**|| |1st Level|*Frostbite*, *Ray of Frost*, *Shape Water*, *Shocking Grasp* |3rd Level|*Armor of Agathys*, *Create or Destroy Water*, *Fog Cloud*, *Purify Food and Drink* |4th Level|*Enlarge/Reduce*, *Melf's Acid Arrow*, *Moonbeam*, *Snowball Swarm*
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# Reborn ##### Arise now, ye tarnished
### Description Death isn't always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they've been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own. ### Faded Memories Reborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause sensations or visions of the past to come rushing back. Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost Memories table to inspire its details. **Lost Memories** |d6|Memory| |:-:|:-| | 1|You recall a physically painful moment. What mark or scar on your body does it relate to? | 2|A memory brings tears to your eyes. Is it a bitter or cheerful memory? Does recalling it make you feel the same way? | 3| You recall a childhood memory. What about that event or who you were still influences you? | 4|A memory brings with it the voice of someone once close to you. How do they advise you? | 5| You recall enjoying something that you can't stand doing now. What is it? Why don't you like it now? | 6| A memory carries a vivid smell or sensation. What are you going to do to recreate that experience? \columnbreak ### Reborn Origins Reborn might originate from circumstances similar to those of various undead or constructs. The Reborn Origins table provides suggestions for how your character became reborn. **Reborn Origins** |d8|Origin| |:-:|:-| | 1| You were magically resurrected, but something went wrong. | 2| Stitches bind your body's mismatched pieces, and your memories come from multiple different lives. | 3| After clawing free from your grave, you realized you have no memories except for a single name. | 4|You were a necromancer's undead servant for years. One day, your consciousness returned. | 5| You awoke in an abandoned laboratory alongside complex designs for clockwork organs. | 6| You were released after being petrified for generations. Your memories have faded, though, and your body isn't what it once was. | 7| Your body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs. | 8| In public, you pass as an unremarkable individual, but you can feel the itchy straw stuffing inside you. ### Reborn Traits ___ Your Reborn character has the following species traits. **ASI:** If you are replacing your species with this lineage, do not make any changes. If you are not, you get 3 points. **Fecundity:** Regardless of the fecundity of your 'base' species, Reborn are infertile and cannot breed. **Size:** You are Medium or Small. You choose the size when you gain this lineage, or keep the size for your 'base' species. Small: 2 to 4 feet tall, 8 to 60 lbs. Medium: 4 to 8 feet tall, 60 to 300 lbs. **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages. \pagebreakNum **Ancestral Legacy:** If you replace a species with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. **Deathless Nature:** You have escaped death, a fact represented by the following benefits: * You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage. * You have advantage on death saving throws. * You don't need to eat, drink, or breathe. * You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness. **Knowledge from a Past Life:** You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ## Lineage Feats: Whenever you are able to take a feat, these are additional options for you. Additionally, when you make your Dhampir character, you can choose one species and take feats as though you were that species. The chosen species is your 'base' species. ##### Squat Nimbleness **Prerequisite:** You must be size Small. You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
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# Reforged ##### You can be rebuilt. Better. Faster. Stronger.
### About Sometimes warforged are created to resemble another type of creature, or sometimes when a being is brought back from the dead, their body is too badly broken and one of machine is created instead. Reforged are Warforged that are sculpted to resemble another race. ### Appearance You resemble any playable race you want, superficially (except Warforged). You have the same size and arrangement of limbs, except you are obviously a construct, and weigh much more. Your appearance does not directly convey any abilities except that you may take feats that are normally exclusive to that race. ### Reforged Traits ___ Your Reforged character has the following species traits. **ASI:** If you are replacing your race with this lineage, do not make any changes. If you are not you get 2 points. Example: CON +1, any other one +1. **Fecundity:** Regardless of the fecundity of your 'base' species, Reforged are infertile and cannot breed. **Size:** You are Medium or Small. You choose the size when you gain this lineage, though it must make sense for whatever other race you are resembling. Other sizes are acceptable with DM permission. Use the heights and weights for your 'base' species except increase your weight by 150lbs or double it (whichever is higher) **Speed:** You have a walking speed of 30. **Languages:** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages. **Creature Type:** You are a Construct and a Humanoid. If a spell or effect would affect either type, it affects you. **Ancestral Legacy:** If you replace a race with this lineage, you can keep the following elements of that race: any creature types and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, pick the race (including sub race) you wish to resemble. You gain any speeds it has. Unlike other lineages, you do NOT retain skill proficiencies. \columnbreak **Constructed Resilience:** You have been made with remarkable fortitude, represented by the following benefits: * You have advantage on saving throws against being poisoned, and you have resistance to poison damage. * You don't need to eat, drink, or breathe. * You are immune to disease. * You don't need to sleep, and magic can't put you to sleep. * You are infertile. **Sentry's Rest:** When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. **Custom Design:** You gain two Specialized Design traits of your choice. They should be traits available or similar to those offered by your original race or the one you resemble. If you gain spells from a trait, you may use your spellcasting ability from another source if you have that. If you do not, Constitution is your spellcasting ability. #### Specialized Designs: * Armed. Part of your body can be used to make unarmed strikes. It deals 1d6 + Strength or Dexterity modifier, and deals your choice of slashing, piercing, or bludgeoning damage (you must pick during character creation). * Armored. You have the Warforged Integrated Protection Feature. * Bestial. Pick a Shifter *Shifting* feature of your choice, or a Simic Hybrid 1st level Animal Enhancement. You gain that trait, though it may appear mechanical for you. Or you may choose a Beastfolk Breed trait. * Breath Weapon. You gain the Dragonborn Breath Weapon feature. You choose the breath type. * Charger. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one unarmed melee strike. Your walk speed also increases by 5. * 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 as shades of gray. * Disciplined. Pick one of the following conditions or effects. You have advantage on saving throws to resist this condition (or whatever is targeting you has disadvantage to do so): Being Tracked, Blinded, Charmed, Frightened, Illusions, Paralyzed. Or you may choose immunity to being poisoned. * Dwarven Cunning. You gain the dwarven Stonecunning feature. You also gain proficiency in one of the following artisan tools of your choice: Smith's tools, brewer's supplies, or mason's tools. \pagebreakNum * Extra Armor. You have tough, metallic skin. When you aren't wearing armor, your AC is 12 + your 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. * Fast. 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. * Flexible Design. While made to look like one creature, you were designed with two in mind. Choose a race other than the one you choose for Appearance. You count as both races, for the purposes of speeds, Specialized Design traits, and feat prerequisites. * Grabbing Appendage. Your design includes an additional limb, in the front or back. It has the same reach you do with a weight limit in pounds equal to five times your Strength score, and an do simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. It can't use weapons (though it may hold them) or use a shield, use magic items or perform somatic spell components. Alternatively, these qualities can be applied to your feet instead of an additional limb. * Hawkeyed. You gain proficiency in the perception skill and attacking at long range does not impose disadvantage on your ranged attacks. * Magical 1. You know two cantrips of your choice or you may know one cantrip of your choice and be able to cast it without material components. * Magical 2. Once you reach 3rd level, pick any 1st or 2nd level spell. Once you reach 5th level, pick and 2nd or 3rd level spell. If you pick a 3rd level spell it must be of the same school as the spell you gained at level 3. You can cast each spell once, regaining the use after a long rest. You can also cast these spells using a spellcasting or pact magic feature if you have one. * Magic Resistance. If you are proficient in a saving throw, you make saves of that type with advantage to avoid or resist magical effects. * Miscellaneous. Pick any Minor Feature trait from: Gargolye, Selaguan. You may choose to only take this Specialized Design trait. If you do, you can pick a Major Feature from one of those races instead or two Beastfolk Breed traits. * Naga. You have the lower body of a serpent. You can decide how long you are, up to a length of 16 feet. This does not change your size. You can raise no more than 50% of your length up, unaided. You do not grow longer. You also gain the Naga Speed Burst Feature. * Nimble. You can move through the space of any creature that is of a size larger than yours. \columnbreak * Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. * Radio Head. You can speak telepathically. You can do so to a number of creatures of your choice up to your Intelligence modifier (minimum 1). You must share a language in order to do so. Whoever you are talking to can communicate back to you telepathically as long as you are both able to see each other. Any creatures who can see any of you that is also telepathic can hear the communication and join it if they wish. * Resistance. Pick one of the following: Acid, cold, fire, lightning, necrotic, radiant, thunder. You gain resistance to that damage type. * Skilled. Gain expertise in any skill of your choice or you gain proficiency in any combination of two skills and tools of your choice. * Strong. You gain the Powerful Build feature. * Taur. You are designed to be four legged. You gain the centaur Equine Build feature (note the racial homebrew on the server) or you may take the Hybsil Cervidae Build and Trapfinding features. * Training; Armor. You gain proficiency with Light Armor. If you already have that from another source, you instead gain proficiency in Medium Armor. If you have both from another source, you instead gain proficiency with Shields. * Training; Weapon. You gain proficiency in up to four weapons of your choice. * Versatile. You gain a feat of your choice. * Very Small. You are Tiny, gaining the Pixie Very Small feature. You may choose an additional Specialized Design trait. * Worldly. You know two additional languages of your choice. One of these may be a race specific language but if it is, it must be from the race you are resembling. * Other. Work with your DM to pick another feature that suits your base race that is not listed here. If you somehow have two features that give you an unarmed strike, the weapon die increases to a d8. If you have two darkvision features, the distances are additive.
\pagebreakNum ## Lineage Feats: Whenever you are able to take a feat, these are additional options for you. You may take any feats that are options for your 'base' species. ##### **Advanced Design** You are made or have been modified to do more. * Increase an ability score by 1 * You gain an additional Specialized Design trait other than Miscellaneous that you don't already have You may take this feat as many times as you wish. ##### Early Adopter You're quick to apply changes in understanding. You gain the following benefits: * Increase your Intelligence or Wisdom score by 1, to a maximum of 20. * Whenever you complete a long rest. choose one skill in which you already have proficiency. You gain expertise in that skill until the end of your next long rest. ##### Iterative Improvement You excel at improving your technique, even in the heat of combat. You gain the following benefits: * Increase your Dexterity or Intelligence score by 1, to a maximum of 20. * If you miss with an attack roll (including spells) on your turn, your next attack roll with the same weapon or spell is made with advantage if made before the end of your next turn. ##### Squat Nimbleness **Prerequisite:** You must be size Small. You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
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# Space Clown ##### Honk honk! -The last sound you hear before a Space Clown kills you.
### History Space clowns are inhabitantes of a Wildspace system known as Clownspace. The people who once inhabited the system's three ring-shaped worlds had placed their faith in a god of revelry. Their worship ceremonies were centered on festivals and frivolity. Over time the people's happiness hinted on the ever-increasing consumption of an elixir called Thrill Joy. Only after they became addicted did they discover that the priests of their faith had distilled the elixir from demonic ichor and the nectar of the bozo flower. Eventually Thrill Joy transformed the faithful into fiendish creatures and "blessed" them with clown-like appearances. They have been traveling Wildspace for millennia, attacking and terrorizing other civilizations, leaving behind long lingering fears of them. They travel through space in garishly decorated ships, sometimes landing on populated worlds where they set up carnival tents to lure in curious onlookers. Space clowns feed almost exclusively on Humanoid flesh. Thrill Joy is still being made so sometimes, when their numbers are low, they capture people and instead of feasting, force feed them Trill Joy until they become space clowns. ### Appearance You were originally another race but have since become cursed. You look close to your original race in terms of body shape. However your face appears painted, generally white with spots of other colors, but this is not universal. The rest of your skin tends to match closely with the new tone your face has taken on. Your feet have doubled in size, requiring large shoes. If you have hair, it is now always curly and messy. You are driven to wear colorful, silly clothes all the time. \columnbreak ### Space Clown Traits ___ Your Space Clown character has the following species traits. **ASI:** If you are replacing your race with this lineage, do not make any changes. If you are not, you get 3 points. Example: CHA +2, any other +1. **Fecundity:** Space Clowns reproduce by transforming members of other races. They are infertile. **Size:** You are Medium or Small. You choose the size when you gain this lineage. **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages. Abyssal is recommended. **Creature Type:** You are a Fiend and Humanoid. **Ancestral Legacy:** If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Intimidation is suggested but not required. **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 see color in darkness, however the colors you see are not the true colors of things, but random colors. There is no pattern or consistency to the colors you see (and they change whenever you blink). **Dying Burst:** When you die, you pop like a balloon, releasing a splash of putrid, corrosive ichor. Each creature within 5 feet of you when you burst, must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier), taking xdy (where x is your proficiency bonus and y is the size of your largest hit die) acid damage on a failure or half as much on a success. This also destroys your body, making resurrection difficult. \pagebreakNum \columnbreak **Comical Casting:** You know the *vicious mockery* spell. Starting at 3rd level you know the *Tasha's Hideous Laughter* spell and can cast it a number of times equal to your proficiency bonus. You can also use any spell slots you have to cast it. For each of these, Charisma is your spellcasting modifier, unless you have a spellcasting class with a different modifier. **Phantasmal Form:** Using your clown magic you can veil yourself and everything you're wearing and carrying into an illusion that looks like a creature of your size or smaller (such as a child), or an object smaller than you (such as a floating balloon). Maintaining this effect requires concentration (as if concentrating on a spell), and the illusion fails to hold up to physical inspection. Creatures can also see through the illusion with an Insight (Wisdom) check (DC = 8 + your proficiency bonus + your Charisma modifier), or automatically if they saw you assume this illusion. You can use this feature once, regaining the use after a short rest. **Ray Gun:** Your clown aura extends to some weapons. Whenever you wield a firearm, it transforms, becoming a colorfully colored, oddly shaped ray gun. The ray gun deals psychic damage instead of its normal type, and if your score a critical hit with it against a Humanoid, they must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, they are overtaken with amusement, finding everything so funny they can't stop laughing, rendering them incapacitated for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect with a success. If you stop wielding the firearm, it transforms back into its normal state instantly ## Lineage Feats: Whenever you are able to take a feat, these are additional options for you. ##### Squat Nimbleness **Prerequisite:** You must be size Small. You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
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# Symbiote Lineage ##### Trust Nobody
### Description You are not the creature you appear to be. You are in fact a synbiote who has attached yourself to this being and now share your body with it. This is a permanent bonding. You cannot be removed from your host. You fully control your host and can access parts of its memories so you can generally pass as them, though not perfectly. Creatures that knew your host before very well might see through your deception. You can be less dominant, giving your host some control if you wish but this can be risky and isn't common for symbiotes. #### Appearance You have some strange form, perhaps a pile of slime mold, a worm, or something else. however your true form is never seen. You have taken over the body of a host and you look like them. Your host can be a member of any Humanoid race and looks typical for that race. ### Symbiote Lineage Traits ___ Your Symbiote Lineage character has the following species traits. **ASI:** If you are replacing your race with this lineage, do not make any changes. You get 2 points. **Fecundity:** Your host body is what determines your fecundity. It can be any other playable race. Whenever your host is in intimate contact with another being, or is birthing offspring, you may attempt to infect them. Roll fertility as normal, and if you succeed, you infect them with your own offspring. This can only be done to player characters with permission as it forced them to adopt this lineage. You count as Extraplanar for the purposes of breeding compatibility. **Size:** You are whatever is normal for your host race. Your true self is Tiny. **Speed:** Your base walking speed is 30 feet. **Languages:** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If your host race has a racial language that is recommended. **Creature Type:** While in a host, you count as humanoid. When outside of a host, you are one of the following of your choice: Aberration, Ooze, or Plant (choose when you select this lineage). **Ancestral Legacy:** If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Intimidation is suggested but not required. **Host:** You are a symbiote inside the body of another creature. Your host may be any other playable race. This bonding is permanent. You cannot be separated while alive except by divine intervention or the *Wish* spell. Attempting to remove you any other will will result in fatal maiming to your host. You and your host have a single shared health pool and count as a single entity for spells and effects. You count as a single entity for leveling purposes. Your presence is almost impossible to detect, unless someone is already aware of your existence. If your host dies, you die as well. If your host body is resurrected by someone who is aware of your existence, they may choose to resurrect the host without you; which will leave you dead and the host free of your control. If they are not aware of your existence, or choose to revive you with them, then you both return to life and resume your life as before. **Two Minds, One Body:** You have advantage on saving throws against mind effecting effects. You also have resistance to psychic damage. **Inherited Knowledge:** You gain proficiency in any combination of two skills or tool sets. **Lost Sense of Self:** Whenever you fail a saving throw against a charm effect, you are not charmed, you are stunned for the duration, as you and your host attempt to reestablish control of the body. The charm effect still ends however it normally ends. **Wordly Knowledge:** You've learned more about the world, thanks to your friendly face. Choose any skill you want to gain proficiency in, and you may learn an additional language of your choice. ## Lineage Feats: Whenever you are able to take a feat, these are additional options for you. ##### Squat Nimbleness **Prerequisite:** You must be size Small. You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. \pagebreakNum ## Therian Therians, Lycanthropes, or Were-animals are people able to turn into a specific animal. This can be caused by a curse or disease, or they might be born with this ability. They have many origins but have some sense of unity as most people fear them due to the infectiousness of their state. Not all can handle this state of being well, letting the animal instincts override their normal personality. When not an animal most therians can pass for humans, though some tend to appear larger than average if their animal form is large as well. In addition to their human and beast forms, they can adopt a middle form where they have bestial traits while remaining on two feet. They have other traits as well, found below. Therians can take on a variety of forms. Roll or choose from the table below to determine what animal your character has inside. Almost any animal is acceptable, as long as it has jaws and vertebrate and is no bigger than 'Huge'. Your ability score increase is affected by this and you may gain some additional features based on your choice. | d6 | Animal | ASI | |:---:|:-----------|:-:| |1|Canine or Shark or Vulpine|+2 STR| |2|Feline or Rodent or Weasel|+2 DEX| |3|Badger or Bovine or Ursine|+2 STR or CON| |4|Equine or Swine or Ungulate or Mole|+2 CON| |5|Dolphin or Rabbit|+2 CHA| |6|Amphibian or Avian or Reptile|+2 WIS| |7|Elephant or Primate or Raccoon|+2 INT| |8|Any other|+2 Any| **ASI:** If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this. **Languages:** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages. Beastspeech is recommended. **Creature Type:** You are a Beast and Humanoid. **Size:** You are Medium or Small. You choose the size when you gain this lineage, though it must make sense for your animal form. **Speed:** You have a walking speed of 30. If your animal is a Equine, Feline or Rabbit, your walking speed is 35 while in your hybrid form. If your animal is aquatic, you have a swimming speed equal to your walking speed while in your hybrid or animal form. If your animal can fly, you have a flying speed equal to your walking speed while in your animal form and can slowfall while in hybrid form. If your animal is a Primate or another tree climber, you have a climb speed equal to your walking speed. If your animal is a mole or other burrower, you have a burrow speed of 10 while in hybrid or animal form. **Ancestral Legacy:** If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. **Cursed:** Your lycanthropy is caused by a magical curse. That curse can be broken or removed by various means. If it is, you lose all features associated with your hybrid and animal forms. You gain all the normal features for your race, if applicable. If you should regain lycanthropy later, this is reversed. You cannot contract other forms of lycanthropy while a therian. **Shapechanger:** As a therian, you can use your action to change form. You can change between your human form, your animal form, or your hybrid form. Your mass (weight) does change between forms. While in your hybrid form, you have access to all your normal features and you may use your Natural Attacks (see below). Your hybrid form will roughly resemble a beastfolk or anthro animal. You may gain access to additional features in your hybrid form, but these are animal specific and clarified elsewhere. Your body does grow or shrink, to be closer to your animal form's actual size though you do not change enough to change your size class. Your gear does not change to fit your body so it is best to get gear that easily chances size or comes off easily if you want to change a lot. While in animal form, you retain your statistics and resistances. You cannot talk though you may make whatever noises your animal is normally capable of. You can use any class features that do not require hands or your voice, though some obviously won't work if they require you to have a normal body shape or other things you are unable to use in animal form. Your gear does not merge into you, and may fall off if your new body shape doesn't allow for it to remain on you. Your size does change to match what is normal for that creature, ranging from Tiny to Huge. Your exact height and weight are up to you as long as they are reasonable for that size of creature. If your armor no longer fits, you can't wear it in this form. It is entirely possible to have special armor made for you that fits your other body shape. Generally this will cost 50% more than normal armor to make due to the complexity. **Silver:** All therians have a weakness to silver. You have vulnerability to all damage from silvered sources. In addition, you are unable to use your Shapechanger feature nor infect others while in physical contact with silver. \pagebreakNum **Natural Attacks:** Depending on your breed, you have a way to hurt others. This can be a bite, claw, tusk, hoof, etc, or more than one. Either way these unarmed strikes deal 1d6 plus your choice of Strength or Dexterity damage of your choice of bludgeoning, piercing, or slashing (whichever makes the most sense) and uses the same to make attack rolls. If your attack is a bite and it hits, the target must make a Constitution saving throw (DC 8 + prof + your Constitution modifier) or they become infected with your form of lycanthropy. This follows server lycanthropy rules. **Natural Gift:** You gain two additional features below based on your animal: * Alpha. You happen to be an Alpha therian. These are rare so ask your DM before choosing this. Alphas are bigger and larger than others, gaining the Powerful Build trait and advantage on intimidation checks in all forms. There is a downside in that Alphas are naturally seen as leaders, so other therians will either want to follow an Alpha, or view them as a rival to defeat. Alphas are always viewed as targets so being one means a dangerous often short life. * Aquatic. You can breathe equally well in air and water while in hybrid or animal form. * Camouflage. You're able to blend into your background. While you are not moving, you have advantage on stealth checks while in hybrid or animal form. * 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 as shades of gray. * Fluffy. Your animal has thick fur. While in hybrid or animal form you are resistant to the effects of cold weather. * Herd Mentality. Your animal moves in groups. While in hybrid form you have the pack tactics feature but only with therians and/or beastfolk of the same or similar animal. In animal form they don't need to be therians or beastfolk. * High Stamina. Your animal is built to travel long distances. You can travel 12 hours per day before risking exhaustion. * Nimble. You are very good on your feet. You ignore non magical difficult terrain. * Pocket. Your animal has a pocket or pouch it can use to store things or even children. The pocket is the size of a pouch though if it is full it may be obvious. Creatures trying to check you for concealed items have disadvantage on those checks to find items in your pocket. If you are female, you can carry a child in your pouch instead of your arms. * Pollical. Your animal has thumbs or something that can function in the role. You may use your regular weapons while in animal form, though size restrictions still apply. * Predator. Your animal is an extremely dangerous predator. Your Natural Attack damage die changes to a d8. In addition you're able to eat raw meat without the risk of getting sick. * Quiet. Your animal is very sneaky. While in your animal form, you have advantage on stealth checks. * Sensitive Senses. You have a keen nose, eyes, or ears. You choose sound, sight or smell and gain advantage on perception checks of that type. * Steel Trap Mind. You have advantage on checks to recall things. * Stubborn. You are hard to persuade. You have advantage on saves against being charmed. * Strong. Your animal is stronger than most. You have the Powerful Build trait. * Thick Skin. Your thick hide or scales are better protection than nimbleness. If you are not wearing armor and in your hybrid or animal form, your AC is 11 + your constitution modifier. * Vocal. You are able to talk or make noises close enough to speech to be understood when in animal form. This does not allow you to cast spells but it can work for other features requiring others to hear you. Not everyone reacts to the animal inside the same. Roll or choose from the table below to determine how you feel about yourself. | d6 | View | |:---:|:-----------| |1|You are ashamed of your state and try to keep it a secret from everyone. It is rare for you to transform when others can see. You might seek a cure but that would also mean exposing yourself dangerously.| |2|You are proud of your state. You ignore the opinions of others or seek to change them. You tend to favor your half form when being casual. A cure a cure holds no interest for you.| |3|You are unaware of your state. A powerful mental block caused by denial has made you unable to believe this about yourself even when confronted with obvious evidence. You experience blackouts when you change and remember nothing about what happens while not in human form.| |4|This is a blessing or curse and one you intend to spread. You want to share or inflict this on others even if they do not want it. Attempts to cure it are the ultimate insult.| |5|You chose this state, perhaps seeking it out deliberately. Your reason is your own for wanting to be a were creature.| |6|You needed this state. Your life was almost lost before someone converted you to save your life. You may or may not be happy with being a therian but it is the only reason you are still alive so losing it would kill you and you really don't want to die just yet.| \pagebreakNum ## Lineage Feats: Whenever you are able to take a feat, these are additional options for you. ##### Bestial Mutation Your bestial body has undergone a random mutation or spontaneous evolution. Choose 2 of the following options. You may choose the same option more than once. * Increase an ability score of your choice by 1. * Gain a Beastfolk Breed Trait of your choice you don't already have. You may take this feat as many times as you wish. Therians may only gain the benefits of certain traits in hybrid and beast form. ##### Loxodon Physique For therians, they can only use their trunk in hybrid or beast form. * Increase your Strength or Constitution score by 1, to a maximum of 20. * Your hide thickens, increasing your Natural Armor's AC bonus by 1. * You gain a natural weapon attack: Trunk, which deals 1d6 bludgeoning damage. ##### Squat Nimbleness **Prerequisite:** You must be size Small. You are uncommonly nimble for your species. You gain the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Increase your walking speed by 5 feet. * You gain proficiency in the Acrobatics or Athletics skill (your choice). * You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
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## Pregnancy and Racial Fecundity Not all races reproduce the same. The following chart gives information on the various races and how they all interbreed. How it works is, the female rolls a d20 and that determine how fertile she is. This can be done once per day. If they are different races, the DC increases by 2. If they don't share a creature breeding type it increases by a further 2 (note these breeding types have no impact anywhere else). If one parent is human or changeling, then the different race/breeding type penalties do not apply. Below is a chart, showing what a given DC needs for a roll for each level of fecundity. Note: Fecundity has no bearing on how horny a race is, it's just a measure of how easily it reproduces. A creature with no fecundity cannot get pregnant or make anyone else pregnant. |Fecund|DC 5|DC 10|DC 15|DC 20|Infertile| |:---:|:-----------|:-----------|:-----------|:-----------|:-----------| |High Fecund|17-20|13-16|9-12|5-8|1-4| |Medium Fecund|20|16-19|11-15|6-10|1-5| |Low Fecund|None|19-20|16-18|11-15|1-10| Then the male makes a Constitution **check** to try and beat the DC. If the male is highly fecund they get a +2 to the roll. If the male is low fecund they get a -2 to the roll. Beating the roll results in a pregnancy Creatures either give live birth or lay eggs. Once a pregnancy is happening, the mother should roll a d100. If the result is less than their % chance for multiples, then they are having +1 child (so 2) and roll again but the % chance decreases by 5 (minimum 1%). They repeat the roll until they roll above their chance for multiples, each time decreasing the % chance by 5%. Below is the full chart. For each child, roll a d100. 1-44 they are the race of the mother. 56-100 they are the race of the father. 45-55 they are a hybrid. The gender is determined randomly however makes sense. **While pregnant** they will go through three trimesters. Each trimester brings new changes to the carrying parent. Regular egg laying creatures suffer none of these effects. Many changes do not need mechanics to govern them; they can be described by the DM or decided by the player. While they can be the source of jokes and fun, they should not be used to ridicule characters. As the body transforms to give birth, major shifts will affect a character in notable physical ways. If you wish to add mental/emotional changes, you may do so. With a normal pregnancy, these trimesters do not overlap. **First trimester:** The offspring begins to form. Nausea may strike at inopportune moments. each week (10 in game days), roll a Constitution check (DC 15). Failing means nausea is a problem that week. At any time, a DM can require you to make another Constitution saving throw (DC 15) or become nauseated for 1d6 rounds (they cannot make you roll more than 4 times per day). Succeeding on the saving throw grants a +2 bonus to the next one that day. Once you are halfway through, *Caress the Fetus* can work on you. By the end of the first trimester, the bump is visible though may be mistaken for something else. **Second trimester:** At the start of this trimester, roll a d20. If it's a 1, the nausea continues for this trimester. On any other result, it fades away. During this time the offspring grows bigger, and heavier. Going forward the mother must modify their armor to accommodate their belly or forgo it altogether as it will no longer fit. Their center of gravity has shifted, making it harder to move. The player's speed is reduced by 1/4th (rounded up to the nearest increment of 5), and they have a -2 penalty applied to all Dexterity checks. Because of how the body is changing, physically and hormonally, they suffer disadvantage on all saving throws (except death saves). **Third trimester:** During the final trimester, the end approaches even as the burden grows. The player suffers a further -2 penalty (-4 total) to Dexterity checks, and a -2 penalty to Strength checks, and their speed is reduced to half (rounded up to the nearest increment of 5). Their body is still awkward and hard to manage but their hormones have settled back down. They have disadvantage on all Strength, Dexterity, and Constitution saving throws. They might begin to lactate in the final few weeks of the pregnancy, as well (unless modified by something else, 1 cup per breast per day). **Size matters:** Sometimes your baby could be a different size class than you, or you could be carrying multiple children. If the player's child is one class size larger than them, or if they are carrying more than 2 children, the second and third trimester effects begin [1/10th of the full pregnancy duration's length days] days earlier than normal, but the previous trimester continues as normal, so the effects overlap. If the child is two classes larger, or they are carrying more than 8 children, the second and third trimester effects happen [1/6th of the full pregnancy duration's length] days earlier, except that the speed penalties are doubled (minimum speed of 5). Other times, the child is smaller than you are. If the player's child is at least one size class smaller, or if they have Powerful Build, and they are not carrying more than 4 children, their check penalties are halved, and their speed is only reduced during the final trimester and only reduced to 1/4th (rounded). If there is a size difference greater than two class sizes, consult a DM. The pregnancy will have complications and be abnormal (Possibly no bump, immobility, or fatal, depending on who is bigger).
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**Childbirth** is its own form of battle. When a player character gives birth, they earn 500 xp if it's a single child, 700 xp if there are two, 850 xp if there are three, and 1000 xp if there are four or more. If the father is another player character, they earn 100 xp. (If the birth is part of a quest or task that is already granting xp for the birth, this does not grant additional xp) A character that gave live birth cannot be impregnated again for 1 month (10 irl days) unless some ability allows them to. The body needs SOME time to recover. If they are an egg layer, they can get pregnant with each batch of eggs, after the first 6 days which are infertile. On the below chart, there are two columns that may be confusing at first: Clutch rate and Pregnancy. Clutch rate applies only to those who lay eggs. It is how many days there are between layings. An egg layer can get pregnant at any time before then except the first 6 days. A diligent egg layer will roll multiples at the start of their cycle, to determine how many eggs they will lay in that clutch. If one wants multiple fathers, they can have the father roll to fertilize each egg they have (though they only roll fertility once per day as usual). The 'pregnancy' time refers to two things. If they give live birth, then it is the number of in game days between conception and birth. If they are an egg layer, then it is the number of days between when an egg is laid and when it hatches (if fertilized). |Fecund|DC 5|DC 10|DC 15|DC 20|Infertile| |:---:|:-----------|:-----------|:-----------|:-----------|:-----------| |High Fecund|17-20|13-16|9-12|5-8|1-4| |Medium Fecund|20|16-16|11-15|6-10|1-5| |Low Fecund|None|19-20|16-18|11-15|1-10| Some races have odd quirks and those are listed on the next page. Lineages may override your normal stats, so check the end of this section if you have one. |Race|Fecundity|Live/Egg|Multiples|Clutch Time|Pregnancy| Breeding types| |:-:|:-:|:-:|:-:|:-:|:-:|:-:| |Aarakocra|Medium|Egg|50%|39 Days|30 Days|Avian, Elemental| |Aasimar^1^|Medium|Live|15%|-|270 Days|Celestial, Humanoid| |Aetherborn|None|-|-|-|-|Construct| |Alien^21^|Varies|-|-|-|-|Varies| |Asari|None^17^|Live|0%|-|270 Days|Extraplanar, Humanoid| |Asurian|Low|Live|5%|-|270 Days|Celestial, Humanoid| |Autognome|None|-|-|-|-|Construct| |Aven|Medium|Egg|45%|39 Days|30 Days| Avian, Humanoid |Batarian|Medium|Live|15%|-|270 Days|Humanoid |Beastfolk^2^|Varies|Both|5-150%|33 Days|60-420 Days|Beast| |Bugbear|Medium|Live|20%|-|210 Days|Goblinoid| |Cecaelia|Medium|Egg|60%|45 Days|120 Days|Aquatic, Humanoid| |Centaur|Medium|Live|10%|-|420 Days|Beast, Fey| |Changeling^3^|Medium|Live|15%|-|270 Days|All| |Chwinga|None|-|-|-|-|Elemental| |Dragonborn|Low|Both^4^|10%|50 Days^5^|390 Days|Dragon, Humanoid| |Drell|Low|Egg|40%|33 Days|120 Days|Dragon, Humanoid| |Drider|Low|Both^16^|5-200%^16^|27 Days|90-270 Days^16|Fey, Insect, Monstrosity| |Dwarf|Low|Live|5%|-|300 Days|Humanoid| |Elf|Low|Live|5%|-|270 Days|Fey, Humanoid| |Eliksni|Medium|Egg|60%|27 Days|90 Days|Humanoid, Insect| |Fairy|Low|Live|5%|-|240 Days|Fey| |Fiendling|None|-|-|-|-|Fiend| |Firbolg|Low|Live|5%|-|360 Days|Fey, Giant, Humanoid|
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|Race|Fecundity|Live/Egg|Multiples|Clutch Time|Pregnancy| Breeding types| |:-:|:-:|:-:|:-:|:-:|:-:|:-:| |Gargoyle|Low|Live|5%|-|240 Days|Elemental, Humanoid| |Genasi|Medium|Live|15%|-|270 Days|Elemental, Humanoid |Gith|Medium|Live|15%|-|240 Days|Extraplanar, Humanoid| |Gnoll|Medium|Live|25%|-|330 Days|Beast, Humanoid| |Gnome|Low|Live|10%|-|300 Days|Fey, Humanoid| |Goblin|High|Live|60%|-|120 Days|Goblinoid| |Goliath|Low|Live|10%|-|360 Days|Giant, Humanoid| |Grindylow|High|Egg|60%|30 Days|90 Days|Goblinoid| |Grung|High|Egg|150%|30 Days|30 Days|Aquatic, beast| |Half-Elf|Low|Live|15%|-|270 Days|Fey, Humanoid| |Half-Orc|Medium|Live|20%|-|210 Days|Humanoid, Orc| |Halfling|Low|Live|5%|-|240 Days|Humanoid| |Hanar|Low|Egg|80%|120 Days|120 Days|Aquatic| |Haregon|High|Live|40%|-|120 Days|Beast, Fey| |Hobgoblin|High|Live|90%|-|180 Days|Goblinoid| |Human|Medium|Live|15%|-|270 Days|Humanoid| |Hybsil|Medium|Live|5%|-|150 Days|Fey| |Illithid|None|Special^6^|-|-|-|Extraplanar| |Kalashtar^7^|Medium|Live|15%|-|270 Days|Humanoid| |Karokans|Medium|Egg|70%|150 Days| 150 Days|Aquatic, Beast| |Kender|Low|Live|5%|-|240 Days|Fey, Humanoid| |Kenku|Low|Egg|20%|24 Days|30 Days|Avian| |Khenra|Medium|Live|75%^8^|-|210 Days|Beast| |Kobold|High|Egg|115%|15 Days|60 Days|Dragon| |Kor|Medium|Live|15%|-|270 Days|Humanoid| |Koradi|Special^9^|Seeds|200%|365 Days|300 Days|Plant| |Krogan|High|Egg|^18^|180 Days|15 Days|Beast, Humanoid| |Leonin|Medium|Live|30%|-|150 Days|Beast, Humanoid| |Lesser Cubi|High|Both^4^|5%|180 Days^5^|270 Days|Fiend, Humanoid| |Lizardfolk|High|Egg|50%|33 Days|120 Days|Beast, Dragon| |Locathah|High|Egg|110%|60 Days|60 Days|Aquatic, Beast| |Loxodon|Low|Live|5%|-|480 Days|Beast, Giant| |Merfolk|Medium|Both^4^|30%|60 Days|90 Days|Aquatic, Humanoid| |Minotaur|High|Live|20%|-|300 Days|Beast, Giant| |Mothfolk|Medium|Egg|150%|60 Days|90 Days|Insect| |Naga|Medium|Egg|15%|42 Days|180 Days|Monstrosity| |Noc-Chiro|Medium|Live|15%|-|270 Days|Beast|
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|Race|Fecundity|Live/Egg|Multiples|Clutch Time|Pregnancy| Breeding types| |:-:|:-:|:-:|:-:|:-:|:-:|:-:| |Oni|Low|Live|10%|-|330 Days|Fiend, Giant| |Ooze|None|-|-|-|-|Ooze| |Orc|High|Live|10%|-|180 Days|Humanoid, Orc| |Owlin|Medium|Egg|30%|39 Days|90 Days|Avian| |Pixie|Low|Live|5%|-|270 Days|Fey| |Plasmoid|None|-|-|-|-|Ooze| |Poppet|None|-|-|-|-|Construct| |Quarian|Low|Live|5%|-|270 Days|Humanoid| |Reigar|Low|Live|5%|-|300 Days|Aquatic|Celestial, Humanoid| |Salarian|^19^|Egg|200%|324 Days|120 Days|Aquantic, Humanoid| |Satyr|High|Live|10%|-|240 Days|Fey| |Selkie|Medium|Live|15%|-|270 Days|Aquatic, Fey, Humanoid| |Shifter|Medium|Live|15%|-|270 Days|Beast, Humanoid| |Simic Hybrid|Low|Both^10^|X%^11^|0 or 27 Days^12^|270 Days|Humanoid + 1 Other (choose)| |Siren|Low|Live|10%|-|270 Days|Aquatic, Fey| |Siren (Ixalan)|Medium|Egg|33%|36 Days|30 Days|Avian, Humanoid| |Skaven|Low|Live|120%|-|120 Days|Beast, Humanoid, Vermin| |Skittermander|Medium|Live|80%|-|120 Days|Beast, Humanoid |Tabaxi|Medium|Live|45%|-|210 Days|Beast| |Thri-Kreen|Medium|Egg|110%^22^|30 days|90 days|Insect |Tiefling|Medium|Live|10%|-|270 Days|Fiend, Humanoid| |Tortle|Low|Egg|80%|120 Days|150 Days^13^|Aquatic, Beast| |Triton|Medium|Live|15%|-|270 Days|Aquatic, Humanoid| |Turian|Medium|Live|5%|-|270 Days|Avian, Humanoid| |Vakuri|Low|Live|5%||300 Days|Aquatic, Humanoid| |Vampire|Low^23^|Live|5%|-|270 Days|Humanoid, Monstrosity| |Vedalken|Low|Live|5%|-|330 Days|Humanoid| |Verdan|High|Live|60%|-|120 Days|Goblinoid| |Vodas|Low|Live|5%||300 Days|Aquatic, Elemental, Humanoid| |Vorcha|None|-|-|-|-|Vermin| |Warforged|None|-|-|-|-|Construct| |Watcher|None|-|-|-|-|Humanoid, Monstrosity| |Wemic|Medium|Live|30%|-|300 Days|Beast| |Yinglet^14^|High|Egg|50%|21 Days|120 Days|Beast, Vermin| |Yuan-Ti|Medium|Egg|20%|90 Days^15^|180 Days|Humanoid, Monstrosity|
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|Race|Fecundity|Live/Egg|Multiples|Clutch Time|Pregnancy| Breeding types| |:-:|:-:|:-:|:-:|:-:|:-:|:-:| |**Lineages**||||||| |Celestial Touched|Base|Base|Base|Base|Base|+ Celestial| |Cyborg|Base|Base|Base|Base|Base|+ Construct| |Dhampir|None|-|-|-|-|+ Monstrosity| |Dullahan|Base|Base|Base|Base|Base|+ Fey| |Elemental Touched|Base|Base|Base|Base|Base|+ Elemental| |Hexblood|Base|Base|Base|Base|Base|+ Fey| |Infernal Touched|Base|Base|Base|Base|Base|+ Fiend| |Integia (Egg)|High|Egg|100%-1000%^20^|3 - 60 Days|90 Days|+ Insect| |Integia (Live)|Base|Base|Base|Base|Base|+ Insect| |Lamia|Base|Base|Base|Base|Base|+ Monstrosity| |Mer|Base|Egg|Base|60 Days|90 Days|+ Aquatic| |Reborn|None|-|-|-|-|Undead| |Reforged|None|-|-|-|-|Construct| |Space Clown|None|-|-|-|-|Fiend| |Symbiote|^24^|Base|Base|Base|Base|Extraplanar| |Taur|Base|Base|Base|Base|Base|+ Beast| |Therian|Base|Base|Base|Base|Base|+ Beast| |Winged|Base|Base|Base|Base|Base|+ Avian| ^1^ Aasimar are born to human parents and generally have non-aasimar children. ^2^ Beastfolk are a varied race so their exact details vary based on species. ^3^ Changelings, like humans are compatible with all races. They have no hybrids, so all children have a 50% chance of being a changeling or the other race. Additionally a pregnant female changeling cannot stop being female while pregnant. ^4^ Live vs egg depends on the father. If both can be either, determine it randomly. ^5^ Clutch time only relevant if they lay. For those races, deduct clutch time from pregnancy time. ^6^ Illithids do not reproduce as normal. A Live ilithid tadpole is physically inserted into the mind of a captive humanoid host. It then consumes the mind and turns the body into a mind flayer. Adult mind flayers spawn around 1,000 tiny eggs two or three times over the course of its lifetime. ^7^ Kalashtar are humans merged with a quori spirit,. If their offspring is the same gender as them, then they are either a kalashtar or the other parent's race. If the offspring is not the same gender, then it is a human or the other parent's race. They have no hybrids. ^8^ Khenra are almost always born as twins. If the first chance for multiples roll succeeds, the chance drops to 0.1% for all future rolls. ^9^ Koradi are plants. At the start of each year, they roll for multiples to determine how many seeds they have that year. Only one seed within them can be fertilized at a time and it is laid 30 days later. If the Koradi wants, they can choose to implant their seeds inside another. They typically expel one per orgasm this way. If they do, they roll the fertility DC like they are female and that determines the DC of that seed and it stays that way. If it goes 30 days without being fertilized, it dies and exits the host body. If it is fertilized, it is laid 30 days later. ^10^ Simic hybrids live vs egg depends on the father but it is the opposite of what they are. If both are Simic Hybrids, determine it randomly. ^11^ Before rolling the chance for multiples, roll a d100 first to determine the X value for this pregnancy. ^12^ They lay 12 hours later. Or they can lay regularly every 27 Days (your choice). ^13^ Tortles only start laying after turning 40. ^14^ Yinglets are genetically very sloppy, so their sperm/eggs will happily mix with any present in the womb, resulting in a hybrid child that can have multiple fathers. This is true for yinglet mothers and fathers. ^15^ Yuan-Ti will only lay if impregnanted.
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^16^ Driders have two different ways to reproduce. Female driders lay eggs often, following clutch time and shorter pregnancy time and the 200% chance of multiples. These eggs are baseball sized and hatch into normal, if oversized spiders that are usually loyal to the mother. If they are impregnated, they instead follow the longer pregnancy time and 5% chance of multiples. If they are a drow drider, the offspring could be a drow but not a drider. If they are a spider drider, the offspring could also be a drider. (Treat drow driders as drow for hybrids, and spider driders as driders). ^17^ Asari don't mate like other species. When they use their Embrace Eternity feature on a willing creature, they may choose to produce a baby with that creature. The result is a sort of clone but using the genetic information of the other creature to tweak the DNA resulting in a unique offspring. The child is always asari though they will have unique coloration to their body and may have other traits such as odd allergies or strong emotional responses. ^18^ Krogan are very rapid reproducers, though the genophage has dimmed this. Krogan females will lay clutches of about 1000 eggs when they lay, but of them, only 1-2% will be fertilized. Roll 2d10 each laying to determine how many are fertilized, assuming they were with a male during that time. Any males they sleep with during that time could father any number of those eggs if they make the fertility rolls. ^19^ Salarians almost no sex drive and fertilization is done externally. Their species is also 90% male. Females lay their eggs once a year. Those that are to be fertilized are done so at this time by individuals the mother, or clan matriarch has chosen. Fertilized eggs result in female Salarians. Unfertilized ones become male. ^20^ You choose what you want within that range when creating your character, though generally the more eggs, the smaller they get. For clutch times, more often also generally means smaller eggs. Since the chance is based on %, for every 5% above 100, that's a guaranteed egg (with 181 guaranteed eggs at 1000%) ^21^ Aliens are all pretty unique. You can pick any race listed here and use its statistics as your own (though if your race lays eggs, you obviously have to pick a race that lays eggs, and vise versa). ^22^ Instead of 1 additional offspring per roll, you generate 10. The chance is still reduced by 5% for each roll. ^23^ Vampires make all fertility rolls at disadvantage. Any offspring is a Dhampir in addition to whatever the species of the other parent is. ^24^ Your host body has its own fecundity based on its race. Whenever your host is in intimate contact with another being, or is birthing offspring, you may atttempt to infect them. Roll fertility as normal, and if you succeed, you infect them with your own offspring. This can only be done to player characters with permission as it forced them to adopt this lineage.