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title: Dragonlance Races
description: Several of the more obscure races of Krynn.
tags: []
systems:
- 5e
renderer: V3
theme: 5ePHB
```
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# Dragonlance Races
The Dragonlance campaign setting, in keeping with its high-fantastical, quasi-Tolkienian tone, isn’t famed for the same degree of species diversity that settings like the Forgotten Realms, Eberron, Exandria, or even Greyhawk are known for. But there are numerous beings found in Krynn and Krynn alone. This document has nine races exclusive to the setting: the lonely children of the sea, pathetic gully dwarves, angsty half-kender, blue-skinned ogrekin irda, avian kyrie, phoenix-touched phaethon, the thanoi and ursoi of Krynn’s polar regions, and, of course, the in-famous and iconic draconians.
These races all require permission from the DM to play; although native to the setting, they aren’t suitable for *every* Dragonlance campaign.
## Child of the Sea
The children of the sea are a reclusive lineage found in coastal and marine environments all over Krynn, being most common off the coasts of Taladas. Children of the sea cannot reproduce with others of their kind, but only with terrestrial humanoids or sea elves. It is therefore sad but unsurprising that the life of a child of the sea is usually a lonely one; upon feeling the ocean’s call at adulthood, many never return to land again, and those that do often return beneath the waves once more after conceiving a child themselves.
Children of the sea mostly resemble their terrestrial parent in appearance, but their skin has a pale bluish or sea green tint to it, they have webbed hands and feet, and they have larger-than-average eyes.
### Child of the Sea Traits
***Ability Score Increase.*** Your Constitution score incre-ases by 2, and one score of your choice increases by 1.
***Age.*** Childen of the sea inherit their average lifespan from their terrestrial parent’s race.
***Alignment.*** Children of the sea tend toward their terrestrial parent race’s alignment.
***Size.*** Children of the sea correspond in size to the size of their terrestrial parent’s race. Your size is Small or Medium (choose when you select this race).
***Speed.*** You have a base walking speed of 30 feet and a base swimming speed of 40 feet.
***Darkvision.*** You have darkvision out to a range of 60 feet. In that range, you can see in dim light as if in bright light, and darkness as in dim light.
***Amphibious.*** You can breathe air and water.
***Ancestral Legacy.*** You are proficient in one skill of your choice.
***Fey.*** Your creature type is fey, rather than humanoid. You are immune to features and effects that turn fey.
***Languages.*** You can speak, read, and write Common and your choice of Aquan, Elvish, or Kenderspeak.
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## Draconian
In the buildup to the War of the Lance, a dark cabal of evil spellcasters in service of the goddess Takhisis performed blasphemous rituals to corrupt stolen metallic dragon eggs. The result of these foul acts were the draconians: creatures with vaguely humanoid shape, yet twisted draconic features.
Draconians formed the core of the Dragonarmies during the War of the Lance, where as indoctrinated soldeirs they struck fear into the hearts of the free nations. Eventually, once the draconians’ origin was discovered, the Qualinesti elf prince Gilthanas Kanan and the silver dragon D’Argent (also known by her Kagonesti elf alias Silvara) led a daring mission and liberated the remaining uncorrupted metallic dragon eggs. This resulted in the metallic dragons’ entry into the war against the forces of Takhisis and a reversal of the Dragonarmies’ fortunes, their primary source of soldiers exhausted. In desperation, Duulket Arakias secretly ordered the corrupting ritual performed on chromatic dragon eggs. The resulting draconians, however, were of radically different temperment compared to their base counterparts, having strong moral compasses that made them unsuitable for serving in the forces of Evil. While many of these Noble Draconians were killed by Takhisis’s forces once their nature came to light, some managed to escape and flee to unoccupied lands.
On worlds other than Krynn, gem dragons’ eggs can also be used to create draconians. Such creatures are sadly beyond the scope of this document.
Similarly, Adamaaz, Ferak, and Kobaaz draconians exist in 4th Edition’s default setting. They are beyond this document's scope as well.
As subraces with innate flying speeds, playing a sivak, flame, or lightning draconian requires *explicit* special permission from the Dungeon Master.
### Draconian Traits
***Ability Score Increase.*** Your Constitution score increases by 1.
***Age.*** As newcomers to the world of Krynn, draco-nians’ maximum lifespan is unknown. Those hatched from corrupted dragon eggs reach physical maturity at around 5 years of age, while draconians born from others of their kind become adults around 16.
***Alignment.*** The first draconians to become widely known by the peoples of Ansalon were indoctrinated soldiers in Takhisis’s Dragonarmies, and thus lawful evil in alignment. Following the dragon armies’ defeat in the War of the Lance, abandoned and deserting base draconians showed free will and the potential to be of any alignment. Noble draconians tend toward good alignments.
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***Size.*** Draconians range from 5 to 7 feet in height, depending on the subrace. Your Size is Medium.
***Darkvision.*** You have darkvision out to a range of 60 feet. In that range, you can see in dim light as if in bright light, and darkness as if in dim light. You cannot see colors in darkness, only shades of gray.
***Monstrosity.*** Your creature type is monstrosity, rather than humanoid.
***Speed.*** You have a base walking speed of 30 feet.
***Languages.*** You can speak, read, and write Draconic and your choice of either Common or Nerakese.
***Subraces.*** Ten playable draconian subraces exist. The base draconians came from metallic dragon eggs, while the noble draconians originated from chromatics’ eggs.
{{note
##### Optional Rule: Death Throes
The monster statblocks for draconians in *Fizban’s Treasury of Dragons* and *Dragonlance: Shadow of the Dragon Queen* all share a trait called Death Throes, which causes a dangerous area of effect around the draconian when it drops to 0 hit points, destroying its body in some manner.
This is bad for player characters, given PCs’ use of death saving throws and the likelihood of being brought back to life. Therefore, this homebrew does not require the use of Death Throes. For those seeking greater adherence to *Dragonlance* lore, I have made Death Throes optional traits for draconian PCs, offering a bonus for each subrace to compensate for taking the trait.
}}
#### Aurak Draconian
Deriving from gold dragon eggs, aurak draconians formed the Dragonarmies’ elite tacticians.
***Ability Score Increase.*** Your Charisma score increases by 2. If you take the optional Death Throes trait at character creation, increase your Intelligence score by 1 as well.
***Noxious Breath.*** As an action, you can exhale a 15-ft. cone of poison gas. Each creature within the cone must make a Constitution saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. On a failed save, the creature takes a number of d6s equal to your proficiency bonus in poison damage and suffers 1 level of exhaustion. On a successful save, a creature takes half as much poison damage, suffers no level of exhaustion, and is immune to the exhaustion-inducing effects of all Noxious Breaths for 24 hours.
Once you use this feature, you can’t use it again until you finish a short or long rest.
***Death Throes* (OPTIONAL).** Upon dropping to 0 hit points, you immediately die, your essence transmuting into a charge of ball lightning. The closest creature within 0 feet of you and two more creatures within 15 feet of that one must make Dexterity saving throws against your Noxious Breath DC. On a failed save, a creature takes a number of d8s equal to your proficiency bonus minus 1 in lightning damage and is stunned until the end of its next turn. On a successful save, a creature takes half as much damage and isn’t stunned.
#### Baaz Draconian
Baaz draconians originated from the eggs of brass dragons. They made up the bulk of the rank-and-file foot soldiers in the Dragonarmies. Baaz draconians typically stand around 5 feet tall, putting them far on the short end of draconians’ statures.
***Ability Score Increase.*** Your Strength and Constitution scores both increase by 1. If you take the optional Death Throes trait at character creation, in-crease your Strength score by 2 instead of 1.
***Draconian Resilience.*** You are immune to the para-lyzed condition, and magic cannot put you to sleep.
***Gliding Wings.*** You have a pair of partially developed wings, small enough to hide beneath a cloak or robe, sprouting from your back. While not strong enough to allow you to fly, you can subtract up to 100 feet when calculating falling damage, and horizontally glide up to your walking speed. You determine the glide’s direction.
***Death Throes* (OPTIONAL).** Upon dropping to 0 hit points, you immediately die, crumbling to dust and releasing a petrifying gas. All creatures within 5 feet of you must make Constitution saving throws, with a DC of 8 + your Constitution modifier + your proficiency bonus. On a failed save, the creature is restrained and must make another Constitution saving throw of the same DC at the end of its next turn. Upon a second failed save, the creature is petrified for 1 minute.
***Keen Senses.*** You’re proficient in the Perception skill.
#### Bozak Draconian
Created from bronze dragons’ eggs, bozak draconians have an aptitude for socrerous magic. They served as spellcasters in the Dragonarmies.
***Ability Score Increase.*** Your Strength and Charisma scores each increase by 1. If you take the optional Death Throes trait, your Charisma increases by 2 instead of 1.
***Bozak Spellcasting.*** You know the *lightning lure* cantrip. Starting at 3rd level, you can cast the *witch bolt* spell as a 2nd-level spell, and regain the ability to cast it this way when you finish a long rest. Starting at 5th level, you can cast the *web* spell once with this trait, regaining the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for these spells. You can also cast *witch bolt* and *web* with any spell slots you have of appropriate level.
***Gliding Wings.*** You have a pair of partially developed wings that sprout from your back. While not strong enough to allow you to fly, you can subtract up to 100 feet when calculating falling damage, and horizontally glide up to your walking speed. You determine the direction of the glide.
***Death Throes* (OPTIONAL).** Upon dropping to 0 hit points, you immediately die, your scales and flesh shriveling away and your bones exploding. Each creature within 10 feet of you must succeed on a Dexterity saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. On a
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failed save, the creature takes force damage amounting to a number of d8s equal to your proficiency bonus.
#### Flame Draconian
Noble draconians hatched from red dragon eggs, flame draconians carry their forebearers’ affinity for elemental fire. Flame draconians stand just over 7 feet high, and have tempers as short as their bodies are tall.
***Ability Score Increase.*** Your Strength score increases by 2.
***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
***Breath Weapon.*** When you take the Attack action, you can replace one of the attacks with an exhalation of fire in a 15-ft. cone originating from you.
When you use your breath weapon, each creature in the cone's area must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitu-tion modifier + your proficiency bonus. A creature takes 2d8 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d8 at 5th level, 4d8 at 11th level, and 5d8 at 17th level.
You can use your breath weapon a number of times equal to half your proficiency bonus, rounded up. You regain expended uses upon finising a short or long rest.
***Death Throes* (OPTIONAL).** Upon dropping to 0 hit points, you immediately die, exploding in a ball of fire. Each creature within 20 feet of you must succeed on a Dexterity saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. On a failed save, the creature takes fire damage equal to a number of d6s equal to twice your proficiency bonus, or half as much damage on a successful save.
If you take this trait at character creation, you are resistant to fire damage.
***Wings.*** You have a pair of massive draconic wings emerging from your back, which cannot be easily concealed. You have a flying speed equal to your walking speed, which can only be used if you have a minimum 10-ft. radius of open air around you. You cannot fly while wearing heavy armor.
#### Frost Draconian
Frost draconians come from white dragons’ eggs.
Chis Perkins, at the time the lead D&D story writer for Wizards of the Coast, has been recorded saying “White dragons are dumb as fuck” (expletive in original), and frost draconians do not differ from their forebearers in that regard. Where they *do* differ is that they have an instinctive drive for goodness and altruism.
Frost draconians stand at around the same height as their baaz base counterparts.
***Ability Score Increase.*** Your Strength and Constitution scores each increase by 1.
***Draconian Resilience.*** You are immune to the para-lyzed condition, and magic cannot put you to sleep.
***Keen Senses.*** You’re proficient in the Perception skill.
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***Gliding Wings.*** You have a pair of partially developed wings that sprout from your back. While not strong enough to allow you to fly, you can subtract up to 100 feet when calculating falling damage, and horizontally glide up to your walking speed. You determine the direction of the glide.
***Death Throes* (OPTIONAL).** Upon dropping to 0 hit points, you immediately die, your body rapidly freezing before exploding in icy shards. Each creature within 10 feet of you must succeed on a Dexterity saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes cold damage of a number of d6s equal to your proficiency bonus on a failed save, or half as much damage on a successful one.
If you take this trait at character creation, you have resistance to cold damage.
#### Kapak Draconian
Kapak draconians come from the corrupted eggs of copper dragons. Their lithe builds led them to be used as spies, scouts, and assassins in Takhisis’s armies during the War of the Lance, their venomous saliva aiding in the last of those roles.
***Ability Score Increase.*** Your Dexterity score increases by 2.
***Creature of Poison.*** You have resistance to poison damage and have advantage on saving throws to avoid or end the posioned condition on yourself.
If you take the optional Death Throes trait at character creation, you are instead immune to poison damage and the poisoned condition.
***Gliding Wings.*** You have a pair of large, vestigial wings that sprout from your back. While not strong enough to allow you to fly outright, you can subtract up to 100 feet when calculating falling damage, and hori-zontally glide up to your walking speed. You determine the direction of the glide.
***Venomous Saliva.*** As a bonus action, you can apply your venom to a melee weapon that deals piercing or slashing damage. For 10 minutes, the weapon deals an additional 2d6 poison damage on a hit. If you hit the same creature with all the attacks you can on a turn with the Attack action, the target must make a Constitution saving throw with a DC equal to 8 + your Constitution modifer + your proficiency bonus or become poisoned until the end of the target’s next turn. While poisoned in this way, the target is also paralyzed.
Once you apply venom to a weapon, you cannot apply venom again until after you finish a short or long rest.
***Death Throes* (OPTIONAL).** Upon dropping to 0 hit points, you immediately die, dissolving into acid. Each creature within 5 feet of you must make a Dexterity saving throw with a DC equal to your Venomous Saliva DC. On a failed save, a creature takes acid damage amounting to a number of d6s equal to your proficiency bonus at the end of each of its turns for 1 minute or until any creature uses its action to remove the acid.
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#### Lightning Draconian
Towering over many of Krynn's folk, the blue dragon-derived lightning draconians have a zeal to confront evil wherever and whenever they can. They are also the most religious of the noble draconians, often adopting a patron deity in their devotion to fighting evil.
***Ability Score Increase.*** Your Strength score increases by 2.
***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
***Electric Tail.*** You have a thick, tapering tail, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d8 + your Strength modifier. If you take the optional Death Throes trait at character creation, your tail's reach is 10 feet.
You also know the *shocking grasp* cantrip. Charisma is your spellcasting ability for this spell. You can apply the effects of *shocking grasp* to a creature hit with your tail in addition to the tail's own damage a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
***Death Throes* (OPTIONAL).** Upon dropping to 0 hit points, you immediately die, bursting into flames and crumbling to ashes. Each creature within 10 feet of you must succeed on a Dexterity saving throw with a DC equal to 8 + your Constitution modifier + your profici-ency bonus. On a failed save, the creature takes fire damage amounting to a number of d6s equal to 1 + your proficiency bonus.
***Wings.*** You have a pair of massive draconic wings emerging from your back, which cannot be easily concealed. You have a flying speed equal to your walking speed, which can only be used if you have a minimum 10-ft. radius of open air around you. You cannot fly while wearing heavy armor.
#### Sivak Draconian
Created from corrupted silver dragon eggs, sivak draconians are the largest of the base draconians and served as Dragon Army shock troops. Despite this, they also were the armies' best infiltrators due to their ability to adopt the form and shape of those they kill.
***Ability Score Increase.*** Your Strength and Constitution scores both increase by 1.
***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
***Shape Theft.*** When you kill a Medium or Small humanoid, you can use your reaction to magically cloaks yourself in an illusion to look and feel like that humanoid while retaining your game statistics (other than potentially your Size). This transformation lasts for a number of days equal to half your proficiency bonus or until you use a bonus action to end it.
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If you take the optional Death Throes trait at character creation, this transformation lasts until you die or use a bonus action to end it.
***Wings.*** You have a pair of large draconic wings emerging from your back, which cannot be easily concealed. You have a flying speed equal to your walking speed, which can only be used if you have a minimum 10-ft. radius of open air around you. You cannot fly while wearing heavy armor.
***Death Throes* (OPTIONAL).** Upon dropping to 0 hit points, you immediately die, crumbling into dust that assumes an apparitional form of the creature that killed you (if any). The apparition lasts for 1 minute.
Each creature hostile to you within 10 feet of the image must succeed on a Wisdom saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus or be frightened of the apparition for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
#### Vapor Draconian
Standing 6 feet tall and glistening the color of emerald, these noble draconians have their origin in green dragon eggs. They have an affinity for nature magic and wild places.
***Ability Score Increase.*** Your Intelligence and Wisdom scores each increase by 1.
***Wilderness Magic.*** You know the *resistance* cantrip. Starting at 3rd level, you can cast the *entangle* spell once with this trait, regaining the ability to cast it this way when you finish a long rest. At 5th level, you gain the ability to cast the *enhance ability* spell once with this trait, and regain the ability to cast it this way when you finish a long rest.
If you take the optional Death Throes trait at character creation, you also learn the *light* cantrip, can cast the the *cure wounds* spell as if using a 2nd-level slot at 3rd level, and cast *enlarge/reduce* at 5th level.
Intelligence or Wisdom is your spellcasting ability for these spells (choose when you select this race). You can also cast the leveled spells from this traits using any spell slots you have of appropriate level.
***Gliding Wings.*** You have a pair of partially developed wings which sprout from your back. While not strong enough to allow flight, you can subtract up to 100 feet when calculating falling damage, and horizontally glide up to your walking speed. You determine the direction of the glide.
***Death Throes* (OPTIONAL).** Upon dropping to 0 hit points, you immediately die, dissolving into a pool of acid which extends in a 5-ft. radius from your last position. The pool lasts for 30 seconds (5 rounds), and each creature that enters the pool or starts its turn there takes a number of d6s of acid damage equal to half your proficiency bonus, rounded up.
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#### Venom Draconian
The black dragon egg-derived venom draconians stand 5½ feet tall with a lean, muscular build. The most reculsive of the noble draconians, this introversion hides a strong loyalty to those who manage to befriend a venom draconian.
***Ability Score Increase.*** Your Dexterity and Constitution scores both increase by 1.
***Venomous Bite.*** Your bite is a natural weapon, which you can use to make unarmed strikes. This unamred strike can use Dexterity rather than Strength for its attack and damage rolls. On a hit, the target takes 1d6 piercing damage, rather than the bludgeoning damage typical of an unarmed strike, and must make a Constitution saving throw with a DC of 8 + your Constitution modifier + your proficiency bonus or take 2d6 poison damage and be poisoned until the end of your next turn. You are immune to the poision of other venom draconians’ bites.
If you took the optional Death Throes trait at character creation, the bite’s posion damage increases to 3d6 when you reach 5th level, 4d6 at 10th level, and 5d6 at 16th level.
***Gliding Wings.*** You have a pair of partially developed wings that sprout from your back. While not strong enough to allow you to fly, you can subtract up to 100 feet when calculating falling damage, and horizontally glide up to your walking speed. You determine the direction of the glide.
***Death Throes* (OPTIONAL).** Should you drop to 0 hit points, you immediately die, dissolving into a puddle of acid which extends in a 5-ft. radius from your last position. The pool lasts for 30 seconds (5 rounds), and each creature that enters the pool or starts its turn there takes a number of d6s of acid damage equal to half your proficiency bonus, rounded up.
{{artist,top:365px,left:100px
##### Draconian Infiltrator
[© Wizards of the Coast, via D&D Beyond](https://www.dndbeyond.com/monsters/2059718-draconian-infiltrator)
}}
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## Gully Dwarf
Generally not talked about in polite company, gully dwarves first arose from the union of dwarves and gnomes in ancient times, resulting in the current taboo of procreation between the two races. Gully dwarves are known for their pathetically low intelligence and wretched, squalid living environments.
Gully dwarves are also tenacious survivors, capable of withstanding conditions that would destroy other races’ physical and mental health.
### Gully Dwarf Traits
***Ability Score Increase.*** Your Dexterity and Constitution scores each increase by 2, and your Intelligence score decreases by 1.
***Age.*** Gully Dwarves can live for up to 200 years, but very few of them ever reach that age.
***Alignment.*** Gully dwarves’ hardscrabble lives tend them towards the chaotic neutral alignment.
***Size.*** Gully dwarves are in between dwarves and gnomes in size. Your Size is Small.
***Speed.*** You have a base walking speed of 25 feet. Your speed is not reduced by wearing heavy armor.
***Darkvision.*** You have darkvision out to a range of 60 feet. In that range, you can see in dim light as if in bright light, and darkness as in dim light.
***Dwarfkind.*** You are considered a dwarf for any prerequisite or effect that requires you to be a dwarf.
***Grovel, Cower, and Beg.*** As an action, 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 can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.
***Dwarven 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.
***Survivor.*** You are proficient with the Survival skill.
***Languages.*** You can speak Common and Gullytalk. Gullytalk is more similar in complexity to pidgins than full-fledged languages.
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{{note
##### Gully Dwarves and Ableist Stereotypes
Gully dwarves are easily the most problematic race in all of *Dragonlance*. Their toddler-like demeanor and especially their very low intelligence has led to accusations of being an ableist caricature. Those accusations have some merit to them, in that while almost certainly unintentional on the part of *Dragonlance*’s creators, gully dwarves do appear disturb-ingly similar to certain offensive depictions of intellectually disabled people.
Should gully dwarves appear in a campagin, all should
take heavy care not to replicate harmful tropes surrounding
intellectual disability and intellectually disabled people.
}}
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## Half-Kender
If kender can be described as perpetual children, then half-kender (usually the result of a kender reproducing with a human) are perpetual teenagers, their hybrid angst exceeding that of the other Krynnish hybrids. Half-kender are known for their sense of isolation from communities. They would fit in decently with kender communites were it not for actually possessing a sense of personal property.
### Half-Kender Traits
***Ability Score Increase.*** Increase one ability score of your choice by 2, and a different ability score by 1. Alternately, increase three different ability scores of your choice by 1.
***Age.*** Half-kender mature and live around as long as humans.
***Alignment*** Half-kender come in all alignments.
***Size.*** Adult half-kender are often mistaken for adolescent humans or half-elves. Your Size is Medium.
***Speed.*** You have a base walking speed of 30 feet.
***Brave.*** You have advantage on saving throws to avoid or end the frightened condition on yourself.
***Hybrid Knack.*** You are proficient with your choice of either the Perception or Sleight of Hand skill.
***Kender Weapon Training.*** You are proficient with one martial weapon of your choice. Half-kender raised among kender are usually proficient with the hoopak.
***Taunt.*** 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. ou regain all expended uses when you finish a long rest.
***Languages.*** You can speak, read, and write Common, Kenderspeak, and one human dialect of your choice.
## Irda
The uncorrupted descendents of the high ogres of long ago, the beautiful irda exist in hiding, usually practicing vege-tarianism and pacificism. They have a skin ranging across various bluish shades from sea green to indigo. They have a small horn protruding from their foreheads and small spikes on their cheekbones.
Irda are nearly extinct after the destruction of the Graygem and the resultant Summer of Chaos.
### Irda Traits
***Ability Score Increase.*** Your Dexterity score increases by 1, and your Charisma score increases by 2.
***Age.*** Irda reach maturity at around 200 years of age, and can live to be around 2,500 years old.
***Alignment.*** Irda have an extreme tendency for good alignments, being averse to evil and even violent acts.
***Size.*** Irda stand between 6 and 7 feet tall. Your Size is Medium.
***Speed.*** You have a base walking speed of 30 feet.
***Giant.*** Your creature type is giant, rather than humanoid.
***Darkvision.*** You have darkvision out to a range of 60 feet. In that range, you can see in dim light as if in bright light, and darkness as in dim light.
***Veil Walk.*** As a bonus action, you can magically teleport up to 30 feet, turning invisible until the start of your next turn or until you attack, make a damage roll, or force a creature or object to make a saving throw.
Once you use this trait, you can’t use it again until you finish a short or long rest.
***Prodigious Illusionist.*** You know the *minor illusion* cantrip, and can cast it without material components. Charisma is your spellcasting ability for this spell.
***Augment Physicality.*** Starting at 5th level, you gain the ability to supernaturally grow. As a bonus action, you change your size to Large, provided you’re in a big enough space. This transformation lasts for 1 minute or until you end it as a bonus action. During that duration, you have advantage on Strength and Dexterity saving
throws, and your Speed increases by 10 feet.
Once you use this trait, you can’t use it again until you finish a short or long rest.
***Languages.*** You can speak, read, and write Common and your choice of Giant or Sylvan.
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##### Irda Seeker
[© Wizards of the Coast, via D&D Beyond](https://www.dndbeyond.com/monsters/3086144-irda-seeker)
}}
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## Kyrie
The birdlike kyrie primarily live in mountainous areas of the Blood Sea Isles, where they exist in a state of enmity with the dominant minotaurs; minor settlements also exist elsewhere. Kyrie are of clearly humanoid stock, yet have avian legs as well as wings extending from their arms. The hair atop their heads often partially stands on end, creating a windswept look.
Kyrie are believed to be the descendants human bird afficionados who came into contact with the Graygem of Gargath, after which Chislev (whom the kyrie call Askyren) became their patron deity.
As a race with an innate flying speed, playing a kyrie requires *explicit* special permission from the Dungeon Master. The DM is advised against allowing a player to both play a kyrie and make use of the Customizing Your Origin rules from *Tasha’s Cauldron of Everything*.
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### Kyrie Traits
***Ability Score Increase.*** Your Dexterity score increases by 2, and your Wisdom score increases by 1.
***Age.*** Kyrie reach maturity at around 16 years of age, and can live to be up to 120 years old.
***Alignment.*** Kyrie tend towards moral neutrality, a reverence for nature pitted against a deep xenophobia.
***Size.*** Kyrie are slightly taller than humans, but of a more lightweight build. Your Size is Medium.
***Speed.*** You have a base walking speed of 20 feet, and a base flying speed of 45 feet. As your arms and wings are the same limbs, you cannot make use of your hands while flying (this includes casting spells with a somatic or material component). You cannot fly while wearing medium or heavy armor. If you are playing with the variant Encumbrance rule, you also cannot fly while encumbered.
***Darkvision.*** You have darkvision out to a range of 60 feet. In that range, you can see in dim light as if in bright light, and darkness as if in dim light. You can't see color in darkness, only shades of gray.
***Kyrie Skill.*** You are proficient in your choice of one of the following skills: Animal Handling, Nature, Percepti-on, or Survival.
***Languages.*** You can speak, read, and write Common and Auran.
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##### Kyrie
© Wizards of the Coast LLC
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## Phaethon
Claiming descent from a Kargonesti elf and the god Habbakuk himself, the Phaethons look like ruddy half-elves until they manifest their wings of fire, a sacred act they do not perform trivially.
Phaethons are known for their introversion and isolation, often inhabiting remote and austere regions of Ansalon such as the Khalkist Mountains. This austerity is mirrored in their society, differeing them from their elven kin in their rusticity.
### Phaethon Traits
***Ability Score Increase.*** Your Dexterity score increases by 1, and your Wisdom score increases by 2.
***Age.*** Phaethons age similarly to half-elves, reaching physical maturity around the age of 20 and living to around 180 years.
***Alignment.*** Phaethons are rarely ethically neutral, usually being lawful or chaotic. Evil phaethons are rare.
***Size.*** Phaethons are similar in height and build to half-elves. Your Size is Medium.
***Speed.*** You have a base walking speed of 30 feet.
***Darkvision.*** You have darkvision out to a range of 60 feet. In that range, you can see in dim light as if in bright light, and darkness as in dim light.
***Fey Ancestry.*** You have advantage on saving throws to avoid or end the charmed condition on yourself, and magic can’t put you to sleep.
***Fire Resistance.*** You have resistance to fire damage.
***Power over Flames.*** You know the *control flames* cantrip. Wisdom is your spellcasting ability for this spell.
***Fiery Wings.*** Starting at 3rd level, you can use your action to unleash fiery energy from within yourself, causing your eyes to blaze and two flaming, incorporeal wings to sprout from your back.
Your wings last for 1 minute or until you dismiss them as a bonus action. During this time, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra fire damage equals your level.
Once you use this trait, you can’t use it again until you finish a long rest.
***Languages.*** You can speak, read, and write Common, Elvish, and Ignan.
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## Thanoi
Considered descendants of warped and mutated ogres courtesy of the Graygem of Gargath, the Thanoi are anthropomorphic walruses known for their brutality.
### Thanoi Traits
***Ability Score Increase.*** Your Strength score increases by 2, and your Wisdom score increases by 1.
***Age.*** Thanoi come of age in their late teens and live for less than a century.
***Alignment.*** Thanoi are traditionally of evil alignment, but the adventurers among them come in all stripes.
***Size.*** Thanoi usually exceed 8 feet in height and are 250-350 pounds in weight. Your Size is Medium.
***Speed.*** You have a base walking speed of 30 feet and a base swimming speed equal to your walking speed.
***Monstrosity.*** Your creature type is monstrosity rather than humanoid.
***Hold Breath.*** You can hold your breath for up to 15 minutes.
***Pack Tactics.*** You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
***Tusks.*** Your tusks are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
***Polar Resistance.*** You have resistance to cold damage.
***Languages.*** You can speak, read, and write Common and Aquan.
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##### [Thanoi Hunter](https://www.dndbeyond.com/monsters/3086310-thanoi-hunter)
© Wizards of the Coast LLC
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## Ursoi
Ursoi are anthropomorphic polar bears native to Chorane, Kyrnn’s southern polar region, to the south of Ansalon’s Icewall Glacier. Ursoi also have settled in Krynn’s north polar region. While known to practice ritual funerary cannibalism amongst themselves, ursoi refrain from the practice with and around outsiders, deferring to other beings’ sensitivity and offense about the practice.
### Ursoi Traits
***Ability Score Increase.*** Your Strength score increases by 2, and your Constitution score increases by 1.
***Age.*** Ursoi come of age in their late teens and live for less than a century.
***Alignment.*** Ursoi have strong senses of honor and altruism, tending towards law and good.
***Size.*** Ursoi usually exceed 8 feet in height and are 250-350 pounds in weight. Your Size is Medium.
***Speed.*** You have a base walking speed of 30 feet, and a swimming speed equal to your walking speed.
***Darkvision.*** You have darkvision out to a range of 60 feet. In that range, you can see in dim light as if in bright light, and darkness as if in dim light.
***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
***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.
***Natural Armor.*** Your furry hide and thick fat protect you against attacks. 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.
***Polar Resistance.*** You have resistance to cold damage.
***Languages.*** You can speak, read, and write Common and Ursoi.
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##### Ursine
By Reddit user u/kg_art
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## Appendix: Racial Feats
If your table is using the optional feats rule, the following feats exist for player characters. All of these feats have the prerequisite “Dragonlance Campaign”.
Half-kender of human descent are eligible for the Prodigy feat from *Xanathar’s Guide to Everything*.
#### Change Shape
*Prerequisite: Irda*
As an action, you can disguise your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and apparent 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.
You can use this feature a number of times equal to your proficiency bonus minus 1, and regain all expended uses when you finish a long rest.
#### Draconic Wings
*Prerequisites: Draconian, Gliding Wings trait*
Your wings muscles have developed enough to support your body in full flight. You gain a flying speed equal to your walking speed when you are neither wearing medium or heavy armor nor encumbered.
#### Kender Pockets
*Prerequisite: Kender*
You possess an extraordinary ability to pull an item out of a bag or another container; as a bonus action, you can reach into a container you’re carrying and roll on the Kender Aces table to determine what item you pull out. The object disappears after 1 hour. 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.
##### Kender Aces
| d6 | Item |
|:--:|:---------------|
| 1 |2d6 steel pieces|
| 2 |A simple weapon of your choice that has the light property|
| 3 |One item of your choice from the Adventuring Gear table in the *Player’s Handbook*. The item must cost no more than 1 stl/gp and weigh no more than 1 pound.|
| 4 |One random item from the Trinkets table in the *Player’s Handbook*|
| 5 |Your choice of a crowbar or a grappling hook|
| 6 |One item of your choice from the Tools table in the *Player’s Handbook*. The item must cost no more than 10 gp.|
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#### Sea Reaver
*Prerequisite: Minotaur*
You have embraced the mighty seafaring ways of your people. Choose two of the following benefits:
***Conquerer’s Virtue.*** Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
***Greater Labyrithine Recall.*** You can perfectly recall any path you have traveled.
***Expert Sailor.*** You gain proficiency with vehicles (water). If you are already proficient, double your proficiency bonus for any ability check you make with this tool.
***Improved Horns.*** Your horns’ damage die becomes a d8 if it isn’t already 1d8 or higher.
#### Sea Shapeshifter
*Prerequisite: Elf (sea)*
You wield the full marine potential of your kind. As a bonus action while not wearing heavy armor, you can turn into a marine mammal until you drop to 0 hit points or revert to your elf form as a bonus action. Choose Dargonesti or Dimmernesti when you selct this feat; this determines the beast you change into.
***Dargonesti.*** You transform into a porpoise. Use the **dolphin** stat block from *Mordenkainen Presents: Monsters of the Multiverse*.
***Dimernesti.*** You transform into a sea otter. Use the **giant weasel** stat block found in the *Monster Manual* with the following added traits.
* You have a swimming speed of 40 feet.
* You can hold your breath for up to 15 minutes.
When in beast form, your game statistics are entirely replaced by those of the creature in question, with the following changes:
* You retain your Intelligence, Wisdom, and Charisma scores unless the beast’s scores are higher.
* You retain all your skill and saving throw proficiencies, as well as your alignment and proficiency bonus.
* You can’t cast spells, although you can maintain con-centration on a spell you cast prior to transforming.
* You retain the benefits of your class(es) and can use them if your beast form is physically capable of doing so, with the exception of special senses.
* Any equipment you are wearing in elf form either falls to the ground unharmed or melds into your beast form (your choice).
If you are reduced to 0 hit points while in beast form, you revert to your elf form, any excess damage carries over to your normal hit points, and you can’t turn back into your beast form until you finish a long rest.
You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
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