Lumile: Creatures of all Shapes and Sizes

the races of Lumile all in one source.

Slimefolk

Born from an arcane parasite beginning to feed off of decaying material, Slimefolk are malleable, fast, and squishy. Their unique traits put them in a different position than most monstrous races.

Slimefolk Traits

Size

Because the arcane energy that brings Slimefolk life is rather scarce, Slimes can be anywhere from 4'0" to 5'10". This puts them in the Medium size category.

Speed

Slimefolk have a walking speed of 30 feet.

Age

As beings born from arcane energy, Slimefolk do not age and will live forever unless killed by an outside force.

Languages

Slimefolk can speak Common and Abyssal.

Ability Score Modifiers

Slimes gain a +2 to Dexterity, and a +1 to Constitution, but have a -1 to Intelligence due to their rather mushy brain structure.

Darkvision

Slimefolk can see in dim light within 60 feet of them as if it were bright light, and in Darkness as if it were dim light. They can't discern color in Darkness, only Shades of Gray.

Perfect Landing

The squishy, malleable bodies of Slimefolk give them resistance to fall damage.

Visual Mimicry

Slimefolk can change their shape to recreate any object or being that they can remember. You do not take benefits from the things you mimic (ex. Weapon mimicry cannot be used as a weapon), and the form will clearly be made of slime.

Aquatic Slimefolk

Aquatic Slimefolk are born when bodies of water are contaminated, and later consumed by the arcane parasite.

Aquatic

Aquatic Slimefolk have the ability to breathe underwater.

Aquatic Manipulation

Aquatic Slimefolk can use the Create Water spell a number of times per long rest equal to their Constitution modifier. Once per long rest, an Aquatic slime who comes in contact with water can absorb it, and cast Enlarge targeting themself. Casting Enlarge in this way does not require concentration.

Food Slimefolk

Food Slimes are what happens when the arcane parasite finds old, rotten, or spoiled food and begins to feed off of it.

Healthy Snack

Food Slimes can sacrifice 1d4 HP to create a small ball of food. The morsels last for 12 hours before they spoil and dissipate. If a creature eats the morsel, the creature regains the same amount of health that was initially sacrificed to make it.

Gelatinous Slimefolk

Gelatinous Slimefolk are usually born from caves and dungeons, when the parasite feeds off of decaying bodies.

Infiltration Artist

Gelatinous Slimefolk can squeeze down to easily fit through spaces that would only allow creatures of the Tiny size category to fit through.

Engulfing Gelatin

Gelatinous Slimes have advantage on checks to grapple and restrain other creatures.

Magma Slimefolk

Magma Slimefolk are born from volcanic ash and burning organic material.

Burning Skin

Any attack a Magma Slime must endures causes the attacker to take 1d4 Fire damage on a failed DC:15 consitution saving throw, so long as the attack would cause physical bodily contact (to the discretion of the DM).

Tar Slimefolk

Tar Slimes are the result of the Arcane Parasite finding pits of natural Oil and Tar.

Blinding Sludge

As an action, Tar Slimefolk can inflict blindness on a creature of their choice within 30 feet. The blindness lasts for 1 minute. As an action, the creature can make a DC 16 Strength saving throw, ending the effect on a success. This feature can be used a number of times per long rest equal to your constitution modifier.

Mothkin

Hailing from the places most lustrous with moonlight, Mothkin show some of the best traits of both Human and Insect. Mothkin can come in all shapes, sizes, and colors, and proudly show their alluring patterns.

Their four arms and large wings give Mothkin unique physical advantages, however their love of the moon often leaves them lacking mental fortitude.

Historically, Mothkin have made great spellcasters, being great at keeping distance and controlling a crowd.

Mothkin Traits

Ability Score Increase

Mothkin gain +2 to Wisdom, and +1 to Dexterity or Strength.

Size

Mothkin are on the larger side of humanoids, ranging anywhere from 6'0" to 7'1". Despite their larger stature, Mothkin are in the Medium size classification.

Speed

Mothkin have a walking speed of 30 feet, and a flight speed of 15 feet.

Age

Mothkin typically live up to 150 years, but reach full maturity by age 9.

Languages

All Mothkin can speak Common and Sylvan, and can communicate with Insects.

Multi-armed

Mothkin have the wonderful gift of multiple arms, allowing them to hold more weapons and items at a time. Once per round as a free action you can switch between the sets of arms. While one set of arms is active, you cannot take actions involving the other set without switching to that set.

The four arms of Mothkin also give them advantage on Strength rolls to pull, push, or lift objects. The object must be a weight that the character is capable of performing the desired action on.

Wings

Mothkin tend to be too heavy and fragile for general flight. Because of this, their flight speed is limited to 15 feet. However, they can use their wings to glide, allowing them to double the duration of a fall in exchange for taking no damage. This can be done as a bonus action or reaction.

Anti-aquatic

When it comes to water, most Mothkin would be right to fear it. Their body and delicate wings quickly become sodden, losing their function and becoming dead weight. Should your body become damp for any reason, your Strength, Constitution, and Dexterity rolls have at disadvantage, and you lose the ability to fly or glide with your wings. This lasts until you become dry again.


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.

The Lamp

Mothkin are naturally drawn to light. When entering or starting a turn in a darkened room with a single light source, Mothkin must make a DC 16 WIS saving throw. A failure results in the character being unable to act, continuing to stare at the light source until they can succeed the save, or until their line of sight with the light source is broken. In battle, these saves are rolled at the start of your turn. Upon a success, the effect ends, and you are unaffected by that light source for 24 hours. A broken line of sight does not grant this immunity.

Awakened Undead

Death comes for all things in a near-infinite variety of ways. So, too, are there many reasons that the dead might return from the grave. Directlyapplied necromancy, cursed lands, and unfinnished business are but a few, and all leave the newly-undead soul with a mere semblance of the life it had before. All undead carry the physical or emotional scars of what ended their mortal lives, though some may be far more subtle than others.

AWAKENED UNDEAD 'TRAITS

Ability Score Increase.

Your Constitution score increases by 1.

Dead Immortality.

You do not age. Given time, the necromantic energies that sustain you will heal most wounds you take at approximately the same rate as a mortal, and your hit dice function as normal.

Past Life.

Choose another living race besides this one. Before your death, you were a member of this race and appear as an undead version of it. Your size, height, and movement speed are the same as a typical member of that race. You do not retain special movement speeds from this race (such as swimming or flying), and, though you may choose to have formerly been a member of a subrace of a particular race, you derive no benefits from doing so.

Undead.

Raised from the dead as a being of undeath, you count as an undead creature for all spells and abilities that affect the undead. You are immune to disease and treat exhaustion as if it was one level less. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Darkvision.

Through the necromantic energy animating you, you are able to perceive with greater clarity that which lurks in the darkness. 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.

Languages.

You can speak, read, and write Common and one language available to the race you chose for your Past Life.

Subrace.

Three types of awakened undead are available to you. Choose Skeleton, Revenant, or Ghost, listed in the following section.

SKELETON

An animated figure made of dry bones devoid of flesh and muscle, you were likely raised by a necromantic caster or dark, supernatural curse as asimple minion, completely without will and self knowledge. Something changed, however; perhaps your master was slain, the land cleansed, or you merely awoke one day to fragmented memories of your previous life. Whatever the case, possessed of a fragmented sense of self and newfound purpose, you struck out into the wider world to find a new destiny.

Ability Score Increase.

Your Dexterity or Intelligence score increases by 2.

Bloodless.

You are immune to poison damage and the poisoned condition.

Bone Pile.

When you are reduced to O hit points but not killed outright, you can drop to 1 hit point instead. If you do, you reduce yourself to a pile of bones, render yourself prone, and are considered to be under a similar effect to the feign death spell. While subject to this condition, you are unable to move or take actions other than using an action to end this effect. You can't use this feature again until you finish a long rest.

Bone To Pick.

Whenever both of your hands are free (not including equipped shields), you may choose to use a free hand and a bonus action to remove one of your hands or arms. If you remove an arm, it counts as a weapon with the finesse property that deals ld8 bludgeoning damage, and you have proficiency with your arm while you wield it. If you remove a hand, it counts as thieves' tools or a similar set of simple tools while you hold it. In either case, removed hands and arms may be re-attached by using another bonus action.

REVENANT

When a brutal murder or an atrocious crime slays an innocent soul endowed with sufficient willpower, there is rare occasion where the victim refuses to stand by and stay dead. You were created not at the whim of a mortal spellcaster, but when you were slain and either a godof death, vengeance, or justice, or you yourself, took enough umbridge at the death to raise you from the grave, typically at least a full day (though sometimes up to centuries, if the revenge is still relevant) after your death occurred. Born again out of an undying thirst for 1 vengeance, you will not rest until the wrongs surrounding their death have been righted. Though you superficially appear similar to a zombie, complete with tattered flesh and sporadic decay, your eyes gleam with an intelligent intent, a burning passionate fury that will lay low all in your way.

Ability Score Increase.

Your Charisma or Strength score increases by 2.

Eternal Vengeance.

You know at all times the general direction of and relative distance to a creature of the DM's choosing against whom you seek revenge for your death, even if the creature and you are on different planes of existence. Should this creature die by your hand or that of another, you instantly know, and your DM chooses another creature also responsible for your death for this feature to apply to, should such a creature exist.

Poison Resilience.

You have advantage on saving throws against poison, and you have resistance against poison damage.

Unnatural Vitality.

When you drop to 0 hit points, you may choose to stay conscious instead of falling unconscious. If you do, you gain temporary hit points equal to your total character level. In this state, you may take an action or bonus action on your turn, but not both, and you make death saving throws at the end of your turn as usual. You can remain in this state until you fail your first death saving throw (at which point you fall unconscious and continue making death saving throws until you stabilize or regain additional hit points) or die outright to massive damage. You can't use this feature again until you finish a long rest.

GHOST

Lingering souls of the dead and departed, ghosts are raised as servants by potent necromancers or hold onto the world themselves when there is unfinished business they have yet to accomplish. Adventurous ghosts such as yourself typically either escape the masters that raised them or have something unresolved from their days amongst the living that requires they journey far and wide. If a ghost is charged with unfinished business it can take many forms, from protecting a loved one to keeping a particular item safe to simple revenge. Ghosts are spectral and luminous, but solid to the touch, and can interact with objects as mortals do. All ghosts carry obvious and sometimes twisted marks of what caused their death, which are often quite disturbing to all but the most jaded mortals.

Ability Score Increase.

Your Charisma or Wisdom score increases by 2.

Bloodless.

You are immune to poison damage and the poisoned condition.

Flight.

You gain a fly speed equal to half your land speed, rounded up to the nearest 5 feet.

Withering Touch.

You have proficiency with your unarmed strike, and any damage dealt by it is necrotic damage.

Incorporeal Stride.

You can move through other creatures and objects other than walls ( or ceilings) as if they were difficult terrain. Once per short rest, you may pass through up to 10 feet of solid walls (treating them as difficult terrain) as a part of your move action. You take 1d10 force damage if you end your turn inside an object or a wall, and are immediately ejected to the closest available space if within a wall.

Sheepling

In short, Sheeplings are exactly what they sound like. Humanoids with hooves, horns, fluffy hair, and a thick coat of wool, Sheeplings tend to have a good balance of physical and magical capabilities. Sheeplings are tough, able to survive off of the bare minimum required to sustain life, though they aren't lacking in intellect by any means.

Generally, Sheeplings can fit just about any class, though they perform noticeably worse as Barbarians and Paladins.

Sheepling Traits

Size

Sheeplings typically fit in the Medium size category.

Speed

Sheeplings have a base speed of 35 feet.

Age

Sheeplings live about as long as humans, capping out around 80 years old.

Languages

Sheeplings can speak Common and Halfling, and can understand/be understood by animals and creatures of a beastly nature.

Ability Score Increase

Sheeplings get a +2 to Dexterity, and a +1 to Constitution or Charisma

Natural Climbers

Sheeplings have advantage on rolls used for climbing, and auto-succeed any check to hold their place on an incline.

Iron Stomach

Sheeplings are capable of eating rotten and spoiled food, as well as dull, brittle metal. Doing so will give the same benefits as eating a normal meal.

With their incredible digestive systems, Sheeplings are also immune to poisons from natural sources.

Cute Facade

Sheeplings have advantage for Persuasion and Deception checks against anyone of a greater maturity or age than the character.

Wool Coat

Sheeplings have large, fluffy coats of wool. This allows them to thrive in places with low temperatures and harsh weather. These fluffy wool coats give Sheeplings Cold Resistance.

Natural Weapon

Sheeplings have the ability to use their large horns to attack. Sheeplings have proficiency with this weapon, and add their Strength modifier to hit. On a hit, the attack does 1d8+Str damage.


Horn Rush

If a Sheepling moves their full speed in a turn, and then succeeds on an attack with their natural weapon, the Sheepling and the target must make contested athletics checks. If the Sheepling wins, the target is pushed back 10 feet. If the target wins, the Sheepling falls prone.

Aarakocra (Vulture Variant)

Sequestered in craggy cliffs, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren’t even native to the Material Plane. They hail from a world beyond — from the Cinder Wastes of the Elemental Plane of Fire.

They are immigrants, refugees, scouts, explorers, and scavengers, their outposts functioning as footholds in a world both strange and alien.

Aarakocra (Vulture Variant) Traits

Ability Score Increase

Your Constitution score increases by 2, and your Intelligence score increases by 1.

Age

Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 50 years.

Alignment

Most aarakocra are good and many choose to be lawful. A lone aarakocra may bend more towards chaos, but exceptions from lawful are rare. Vulture Aarakocra are more prone to being evil.

Size

Aarakocra are about 6 feet tall when standing straight, but many are hunched. They weigh between 100 and 120 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Flight

You have a flying speed of 40 feet. To use this speed, you can’t be wearing medium or heavy armor.

Talons

You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.

Languages

You can speak, read, and write Common, Aarakocra, and Auran.

Scavenger

You are able to eat meat in almost all stages of decay. You are immune to poison. You gain proficiency in the survival skill.

Concubus

Concubi are the iconic depiction of lust. Feared for their typically evil nature and ability to steal one's soul, concubus are fiends who wield subtle illusions and enchantments to tempt their victims into forfeiting their eternal souls. Concubus inhabit all of the Lower Planes.

Concubus Traits

The powers of an concubus flow from deception and lust.

Ability Score Increase

Your Dexterity score increases by 1, and your Charisma score increases by 2.

Age

Incubi and Succubi reach full maturity by the age of 18. They cannot die of old age.

Alignment

Incubus and Succubus often tend toward evil alignments. Neutral or good Concubi are extremely rare, but not unheard of. They have no particular tendency toward or against lawful or chaotic alignments.

Size

Concubi are about the same size and build as humans. Your size is Medium.

Languages

You can speak, read, and write Common and Infernal.

Speed

Your base walking speed is 30 feet, you also have large bat-like wings, which give you a flying speed of 30 feet. You only have a flying speed of 30 feet if you are in your true form. You cannot fly wearing heavy armor.

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.

Demonic Blood

You have resistance to fire and poison, but vulnerability to radiant damage.

Silver Tongue

A creature of deceptive words, Concubi have proficiency with Persuasion or Deception.

Concubi's Deception

You can cast the Charm Person and Disguise Self spells once each with this trait and regain the ability to do so when you finish a long rest. When you reach 7th level, you can cast the polymorph spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.


Humanoid Illusion

You can use your action to change into a medium humanoid form, or back into your true form. This form can mimic any normal humanoid, such has humans, orcs, tieflings, and elves. Without wings, you lose your flying speed. Other than your size and speed, your statistics are the same in each form. Any equipment you are wearing or carrying isn't transformed. You are considered to be a Shapechanger or a Shapeshifter for the purpose of spell effects.

If you die, your corpse reverts back to its natural form.

When in your humanoid form, you are considered humanoid; when in your true form, you are considered a fiend. Certain spells and effects that specifically deal in detection will always count you as a fiend, these include Detect Evil and Good and a Paladin's Divine Sense.

Fairy

Fairies are nature's immature answer to elves. They are chaotic even with their laws. They are shy and reclusive and adore playing tricks and pranks, seldom bothering outsiders otherwise unless their curiosity gets the better of them.

Fairy Traits

They are shy and reclusive flying fey creature that adores playing tricks and pranks on others.

Ability Score Increase

Your Dexterity score increases by 2.

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.

Alignment

Fairies can be of any alignment but tend to lean more towards chaotic because of their playful trickster nature.

Size

Pixies hardly over a foot tall and weigh next to nothing. Your size is Tiny.

Speed

Your base walking speed of 10 feet. You have a flying speed of 30 feet and you can hover no more than 10 feet off the ground if you are more than 10 feet off the ground when you end your turn you will fall until you are within the 10 feet of the ground.

Darkvision

You're accustomed to living in forests and in undergrowths with dim or darker lighting. 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.

Shrink

You can touch an object that is sized for a Medium or Small creature and shrink it to a size appropriate for your tiny hands. You can touch multiple objects if they are the same type. When used on something such as a key, it can not unlock its respective lock while shrunken.

Tiny Hands

You have disadvantage on Athletics checks, but you are proficient in the Sleight of Hand skill.

Language

You can speak, read and write Common, Elvish, and Sylvan

Subrace

Fairy subraces are distinguished by their wings and behavior, each notably similar to familiar insects.

Beetle

You've developed a hard outer shell to protect your flimsy wings, this shell comes in a multitude of colors and often helps you defensively; your wings are transparent, and are not known to carry a color.

Ability Score Increase

Your Constitution increases by 1.

Heavy Shell

You have a +1 bonus to your Armor Class while you are unarmored.

Butterfly

Your wings have a fine loose powder that trails behind you in a color to match your wings; wings can range in many different shades and colors. Many patterns carry multiple colors while some only carry a single color in varying shades; your wings may also come in many designs that are both elegant and subtle. You carry a small amount of fuzz around your neck and on your arms, as well as the long elegant antennae of butterflies.

Ability Score Increase

Your Charisma score increases by 1.

Fairy Dust

You may use your action to allow an ally within 20 feet of you to fly with a speed of 30 feet. This lasts for 1 minute and the target cannot ascend above 10 feet. You regain use of this trait after you finish a long rest.

Dragonfly

Your wings are see through and you have a sheen that shows in a single color; the patterns your wings carry are often entrancing. Your skin has grown small patches of thin scales, matching the color of your wings.

Ability Score Increase

Your Dextirty score increases by 1.

Quick Flight

You gain the ability to fly 45 ft instead of 30ft.

Moth

You carry soft, fluffy attributes. Your subrace has developed fluff around your neck, on your arms and a set of long fluffy antennae; your wings are large and also carry the soft fluffy attribute; they carry the same loose dust as your butterfly kin as well as range in a variety of colors and patterns.

Ability Score Increase

Your Wisdom score increases by 1.

Studious

You've chosen a scholarly path. You have advantage on Intelligence (History) checks concerning other races or creatures you meet.

Arachne

Born from an infernal pact with the Spider Queen Lolth, Arachne are almost a miracle of nature. They exhibit large claws, as well as the ability to shoot webs, and are champion climbers. The first Arachne made the infernal pact centuries ago, but their descendants still gain these spider-like qualities each generation as a reminder of their constant debt to the Spider Queen.

Arachne Traits

Ability Score Increase

Your Dextirity increases by 2, and your Strength increases by 1.

Age

Arachne live to about 150 years old, but reach full maturity around age 14.

Alignment

Due to the selfish origins of the infernal pact, as well as their ties to Lolth, Arachne tend to be Evil or Neutral. Good-aligned Arachne are possible, but extremely rare.

Size

Arachne fit in the Medium size category, spanning anywhere from 5'0" to 6'8".

Speed

You have a base walking speed of 30ft, and a climbing speed of 30ft.

Venomous, Not Poisonous

Arachne are accustomed to creating and consuming various poisons. You have immunity to poison.

Does Whatever a Spider Can

You have two extra sets of legs attached to your back, giving you the ability to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Your body produces 40ft worth of webbing, which you can shoot out onto surfaces. The webbed area counts as difficult terrain. The webbing can also be used to tie people up, using 5 feet per creature, and to make a bridge-like structure. Your 40 feet of webbing completely replenishes after a long rest, but you can also eat the corpses of any creature you kill in order to replenish your webbing at a rate of 10 feet per creature. Your webbing capacity cannot surpass 40 feet.

Web Sense

While in contact with a web, you know the exact location of any other creature in contact with the same web.

Web Walker

You ignore movement restrictions caused by webbing.

Natural Weapon

Arachne have large claws attached to their backs. These claws can be used to attack. Attacking with these claws uses your proficiency bonus and your strength modifier to hit, and deals 1d6+Str slashing damage on a successful hit.

Wild Orc

Strong, agile and utterly unpredictable, a Wild Orc is formidable, yet despised by both their parent races. Those born to elven mothers are sometimes raised in secret, or taken to human lands and raised there instead. Those born to orc mothers aren't usually allowed to live. The loathing between these races cuts to the very core of their being, and the rare child sired between them is condemned to the life of an outcast.

Wild Orc Traits

Ability Score Increase

Your Strength, Dexterity and Constitution score each increases by 1.

Age

Wild Orcs combine the strange mixture of maturing quickly and yet living long lives. They reach adulthood by the age of 15, yet live up to 150 years

Alignment

Nearly all Wild Orcs are wildly chaotic, inheriting traits of chaos from both sides of their parentage. Wild Orcs can be of any alignment but they are almost always conflicted; their orc blood drives them towards violence and evil, whilst their elven heritage exerts a strong influence toward good.

Size

Wild Orcs are taller than humans but just as slim, ranging from 6 to 7 feet tall. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to both your elf and 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.

Elven Gift

The type of elf your Wild Orc is descended from will determine what they have inherited:

• A Wild Orc of moon elf or sun elf descent can choose the high elf's Cantrip.

• A Wild Orc of wood elf descent can choose Fleet of Foot, or Mask of the Wild.

• A Wild Orc of drow descent can choose Drow Magic.

• A Wild Orc of aquatic heritage can choose a swimming speed of 30 feet.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Aggression

As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.


Erratic Dodge

Born from conflicting races, with an unknown story and your very blood chaotic; no enemy can predict you. You may use your reaction to either give yourself advantage on a Dexterity saving throw, or force a creature to reroll an attack against you, taking the lowest of the two rolls for their attack. You can use this trait once per short or long rest.

Languages

You can speak, read, and write Common, Elvish and Orc.

Warforged Subraces

In the world of Lumile, Warforged were created to surve more perposes requiring different ability sets that the regular warforged couldnt endore.

Warforged Traits

Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

Age. A typical warforged is between two and thirty years old. The maximum lifespan of the warforged remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.

Alignment. Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality – or lack thereof – of the beings with which they served.

Size. Your size is Medium. Ti set your height and weight random,y start with rolling a size modifier.

Size modifier = 2d6 Height = 5 feet + 10 inches + your size modifier in inches Weight in pounds = 270 + (4 x your size modifier)

Speed. Your base walking speed is 30 feet.

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.

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 enchanced with armor.

  • You gain a +1 bonus to Armor Class.
  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must 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, your armor can't be removed from your body against your will.

Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.

Languages. You can speak, read, and write Common and one other language of your choice.

Molten Warforged

Molten Warforged were designed by the drows, used to test the people who enter Plador. They are designed to work in magma and extreme heats.

Magma Body

this replaces the +1 bonus to Armor Class in Integrated protection. Your body is built to swim through lava without hassle. you gain a swimming speed of 30ft in lava/magma, as well as resistance to fire damage.

Magmatic Interior

Due to being full of lava when you are lowered to half of your health you start to leak lava, making your sword do an extra 1d4 fire damage.

Runic Warforged

Runic Warforged are warforged designed to guard in the city of Napora, and because of that, have to guard agenst magic users on a daily basis.

Runic Core

this replaces the +1 bonus to Armor Class in Integrated protection. Your body is made to protect people agenst magic users and as such your designed to help agenst magic. as an action you can cancel magic in a 20ft cone infrount of you for 1 round. This can be used once per long rest.

Self Destruct

To stop criminals from taking the technology from the Warforged in the case of them dying, they are designed to self destruct leaving only their core and dealing 2d6 fire damage to everyone within 5ft of them. If you return them to life using the core, it will pull bits of metal from places around them, to bend and mold into a replacement body, The metal can be anything the core deems as acceptable (ex. weapons, scrap metal, etc.) it will not pull anything that is being carried or held by someone.

Bullywug

Life as a bullywug is nasty, brutish, and wet. These frog-headed humanoids must stay constantly moist, dwelling in rainy forests, marshes, and damp caves. Bullywugs have green, gray, or mottled yellow skin that shifts through shades of gray, green, and brown, allowing them to blend in with their surroundings. Their tongues are so large they almost prevent them from being capable of speaking common.

Bullywug Traits

Ability Score Increase

Your Strength, Dexterity, and Constitution scores each increase by 1.

Age

Bullywugs emerge from their tadpole stage to fend for themselves after 6 to 8 weeks, however only one percent of bullywugs reach adulthood, living up to about 70 years if they don't die a brutal death.

Alignment

Bullywugs do on occasion find themselves allying with powerful figures, but are almost inevitably self-serving. The most common alignment is Neutral.

Size

Bullywugs are usually about the dimensions of a dwarf, but can vary wildly, standing 4'-7', and weighing 100-300 lbs. Your size is Medium.

Speed

Your base walking speed is 20 feet, and you have a swimming speed of 40 feet.

Amphibious

You can breathe air and water.

Natural Weapons

Your tongue is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the damage normal for an unarmed strike. Your tongue is also extremely sticky. As an action, you can extend it towards a creature within 15 feet of you, causing them to make a DC 16 Dexterity saving throw. A faliure results in the creature being pulled 10 feet closer to you.

Speak with Frogs and Toads

You can communicate simple concepts to frogs and toads when you speak Bullywi.

Sneaky

You are proficient in the Stealth skill.

Standing Leap

Your jump is up to 20 feet long and up to 10 feet high, with or without a running start. On your first turn in combat, you may make a jump as part of your first melee weapon attack. If you use all of this movement, you add +1 to your attack roll and the attack deals an extra 2d6 damage. You can use this trait only once per combat.

Swamp Camouflage

You have advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Languages

You can speak, read, and write Common and Bullywi. Bullywi consists of croaks, staccato notes, clicks, etc.

Goliath Variants

Stone Goliath

Stone Goliaths are default Goliaths in Volo's Guide to Monsters.

Cloud Goliath Traits

A cloud goliath is referred to as a Narrskye ("near the sky") in giant-a reference to their preferred physical distance from other creatures, as well as an allusion to their reputation for paying little heed to the plights of the world Cloud goliaths have an innate attunement to the magic of their forefathers' airy domain. Many even follow the cloud giant deity, Memnor, renowned by the good for his foresight and eloquent speech, and simultaneously praised by the evil who emulate his arrogance and vainglory.

Ability Score Increase

Your Strength score increases by 2, and your Wisdom score increases by 1.

Atmospheric Arcana

You know the lightcantrip. When you reach 3rd level you can cast the fog cloud spell as a Lst-level spell once with this trait. When you reach 5th level, you can cast the misty step spell once with this trait. You regain the ability to cast these spells with this trait when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Gentle Descent

At the end of a fall, you only take ld6 bludgeoning damage for every 20 feet you fall rather than every 10 feet. In addition, you do not land prone, even if you take damage from the fall.

Fire Goliath Traits

As a fire goliath, you are a member of the elite Ildblud ("fire blood') You find comfort by the heat of the forge or in warm, even volcanic environments. Fire giants are known to be a militaristic race, and their goliath descendants are no different. Formal martial training and a strict hierarchy of leadership are integral aspects of fire goliath society. Fire goliaths also have a rich tradition of storytelling through singing tales of great battles past.

Ability Score Increase

Your Strength score increases by 2, and your Charisma score increases by 1.

Legacy of War

You learn one maneuver of your choice from among those available to the Battle Master archetype in the fighter class and can use it once with this trait. For the purposes of using this maneuver, your superiority die is a d4 (this die does not add to any superiority dice you have from another source).

If the maneuver requires your target to make a saving throw to resist its effects, the saving throw equals 8 + your proficiency bonus + your Strength or Charisma modifier (your choice). You regain the ability to use this maneuver with this trait when you finish a long rest.

Master Metallurgist

You have proficiency with artisan's tools (smith's tools)

Fire Resistance.

You have resistance to fire damage.

Frost Goliath Traits

Frost goliaths are known as Isekriggen ("ice warriors") in their native tongue. They are fierce and hardy in battle, and they take pride in their scars and grisly trophies taken from their fallen enemies, which they fashion into armor, weapons, and jewelry. Frost goliaths respect brute strength above all, and as such, routine challenges of leadership are a regular part of their culture as they wrestle to exert their dominance.

Ability Score Increase

Your Strength score increases by 2, and your Constitution score increases by 1.

Glacial Fortitude

When you fail a Constitution saving throw, you can reroll the save and must use the new roll Once you use this trait, you can't use it again until you finish a short or long rest.

Tanner.

You have proficiency with artisan's tools (leatherworker's tools).

Cold Resistance

You have resistance to cold damage.

Hill Goliath Traits

Hill goliaths are referred to as Ha ugsovven ("hill sleepers"), so named because of their tendency to doze off in broad daylight atop whatever hill they find themselves on. They are prone to fits of violent destruction, especially when they realize someone has tried to deceive them or make a fool of them.

Ability Score Increase

Your Strength score increases by 2, your Constitution score increases by 1, and your Intelligence score is reduced by 2

Superior Slumber

When you finish a long rest, you regain all expended hit dice, rather than half your total number of them.

Rampage

As a bonus action, you can go on a rampage, which lasts for 1 minute. While on a rampage, when you roll damage for a melee weapon attack using Strength, your Strength modifier is doubled In addition, at the start of each of your turns while on a rampage, roll a dlO. On a roll of 1, you use all your movement to move within reach of a random creature within 30 feet and then use your action to make a melee weapon attack against it. If there are no creatures that you can reach within 30 feet, you instead take the Dash action and use all your movement to move in a random direction. Once you use this trait, you can't use it again until you finish a long rest.

Storm Golath Traits

Goliaths with storm giant ancestry are called Tuvaren, meaning "storm thieves"-an allusion to the belief that storm giants were too proud to willingly create lesser, humanoid offspring and too powerful to be forced to, so they were magically subdued and had their blood stolen.

Storm goliaths prefer a life of isolation where they contemplate the events of the world-past, present, and future-as well as the meaning of their existence. Still, their rich history of prophecies and omens drives many to a life of adventure, seeking out truth and answers.

Ability Score Increase

Your Strength score increases by 2, and your Intelligence score increases by 1.

Storm Strike

You can use your action to conjure a bolt of pure lightning in your hand and hurl it at a point you can see within 120 feet. Each creature within 5 feet of that point must make a Dexterity saving throw. The DC for this saving throw equals 8 + your proficiency bonus+ your Intelligence modifier. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases to 3d6 at 6th leveL 4d6 at 11th level, and 5d6 at 16th level Once you use this trait, you can't use it again until you finish a short or long rest.


Tempestuous Resilience

When you take lightning or thunder damage, you can use your reaction to cast the absorb elements spell as a l st-level spell once with this trait. Once you use this trait, you can't use it again until you finish a short or long rest. Intelligence is your spellcasting ability for this spell

Centaur (Wild Variant)

Should you ever find yourself at the business end of a centaur, don't bother running. He'll be faster than you. He'll be stronger than you. And he won't even be the one that gets you. It'll be the rest of his tribe that you didn't realize was surrounding you until they've buried their arrows in you.

Centaur (Wild Variant) Traits

Ability Score Increase

Your Strength score increases by 2, and your Constitution score increases by 1.

Age

The lifespan of a Centaur is slightly below that of a human. They reach the age of maturity at sixteen years and live on average sixty years.

Alignment

Centaurs favor nature over civilization. As such, they tend towards Chaotic. Centaurs are almost always Neutral rather than Good or Evil due to their focus on the balance of nature.

Size

The average centaur is between six and nine feet tall. They have been known to weigh between 1000 and 2500 pounds. Your size is Large.

Speed

Your base walking speed is 50 feet unarmored. Any armor heavier than hide or a rider causes a reduction in speed to 30 feet.

Languages

You can speak Elvish and Sylvan. Most centaurs have no need to learn the Common language.

Hooves of Fury

Your hooves are natural weapons, which you are proficient in and can use to make unarmed strikes with either your two front hooves or your two back hooves. If you hit with them, they do 2d6 + Strength modifier in bludgeoning damage.

If a successful attack is made with the back hooves, the target must make a DC 10 Strength saving throw or be pushed back 5 ft. Movement in this way does not provoke any attacks of opportunity.

Charge

If a centaur moves at least 30 feet straight toward a target and then hits it with an attack on the same turn, the target takes extra damage of the weapon's type. The amount of extra damage is dependent on level:

1st - 4th level: 1d8

5th - 11th level: 2d8

12th - 20th level: 3d8


Equine Weakness

While there are surely advantages to being a hybrid, there are a number of ways in which the horse half of a centaur is a detriment to the humanoid half.

As you lack the lower body of a humanoid, you are unable to wear humanoid armor below the belt (ex: leggings, greaves, or boots).

Due to the larger size of your lower half, any fall damage taken is doubled.

Unless your hooves are in some way obscured, you have disadvantage on Stealth checks when walking on hard surfaces, such as stone, brick, or glass.

Dhampir

Most believe that the Dhampir, one who is born of a human and a vampire, is no more than a legend. Those who claim to have seen a Dhampir are usually dismissed as insane, or liars. Their rarity comes from most Dhampirs being executed at birth, or purged from holy crusades. Dhampirs dont suffer the material weaknesses of their vampiric parents, but they are still hindered by sunlight and starvation.

Dhampir Traits

Ability Score Increase

Your Dexterity increases by 2 and Charisma by 1.

Age

Dhampirs are long-lived thanks to their vampire heritage. They reach adulthood at the same rate as a human, but can live for several hundred years.

Size

Dhampir have the same range of height and weight as a human.

Speed

Your base walking speed is 30 feet.

Darkvision

Cursed by your vampire heritage, you can easily see through darkness as if it was daylight. You can see up to 60ft in darkness.

Languages

Dhampirs know Common, and one extra language of your choice.

Vampiric Resistance

You have resistance to Necrotic.

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.

Vampiric Magic

You know the Minor Illusion cantrip. You also learn Charm Person at 3rd level, Misty Step at 5th level, and Vampiric Touch at 7th level. Your spellcasting ability for these spells is Charisma. Each of these spells, aside from Minor Illusion, can be used once per long rest each.

Bite

Your fangs are natural weapons, 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

Blood Thirst

In the heat of battle, you can throw yourself into a bloodlust. 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 (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest.

Nereid

Known to be the stuff of legends, Nereids dwell in the farthest seas. Beautiful in form, Nereids use their alluring appearances to ease sailors who have been shipwrecked. Some Nereids, known as Sirens, use their gift of song to lure sailors nearby and kill them. Overall, the Nereids are beautiful, intelligent, and very creative.

Nereid Traits

Ability Score Increase

your Charisma increases by 2 and constitution by 1.

Age

Nereids hit adulthood at 180 and live to be around 1000, they don't change much as they age past 180.

Size

Nereids have the same range of height and weight as a human.

Speed

Nereids have a base walking speed of 25 feet, and a swimming speed of 40 feet.

Darkvision

Nereids, used to seeing in deep depths see 60ft into darkness.

Nereid Proficiencies

Nereids have proficiency with Tridents and Nets.

Languages

You can speak, read and write Aquan.

Nereid's Charm

Due to your overwhleming beauty you are adored my many. You have proficiency in the Persuasion and Performance skills.

Nereid Abilities

Nereids know the Create Water, and Charm Person spells, and can use them a total of 3 times per long rest. Your spellcasting ability for these spells is Charisma.

Water Breathing

Nereids can breathe both on land and underwater.

Under the Sea

Whenever a Nereid becomes submerged in water, their tail forms. While their tail is out, Nereids cannot walk, and cannot take benefits from leggings or boots. After leaving the water, Nereids must wait until they are completely dry in order to regain use of their legs. Natural drying takes 3 rounds, while wind-based spells dry it instantly.

Dryads

The spirits of the trees, Dryads are creatures of immaculate grace and wisdom. Some dryads, having been around for millennia, have knowledge of eras untold, while others are extremely sturdy and strong.

Dryad Traits

Ability Score Increase

your Consitution increases by 2 and Wisdom by 1.

Age

Dryads come from the spirits of trees, and their lifespans vary based on the tree they come from.

Size

Dryads are slightly taller than humans, but weigh about the same.

Speed

Dryads have a base walking speed of 30 feet.

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.

Speak with Plants

The dryad can communicate with plants as if they shared a language.


Tree Stride

Once on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger. can be used 3 times per short or long rest.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can't put you to sleep

Dryad spellcasting

Dryads know the Druidcraft cantrip. They also have Entangle as a 1st level spell, which can be used 3 times per short or long rest. Dryads also gain Charm person at second level and barkskin at 3rd, both of whitch can be used once per short or long rest.

Natures Heart

You gain proficancy with the nature skill, as well as advantage on stealth checks while in forests.

Harpy

Masters of sky, song, and hunt, Harpies are as magnificent as they are terrifying. To see one is a rare, wonderful sight, except when the thing you see are talons in your face.

Harpy Traits

Ability Score Increase

Your Dexterity score increases by 2.

Age

You age the same as a human.

Alignment

Due to their insatiable appetite, Harpies are naturally Neutral or Evil, and generally align as Chaotic.

Speed

Harpies have a walking speed of 20 feet, and a flying speed of 40 feet. Harpies cannot fly if they are wearing medium or heavy armor.

Size

Harpies come in the same range of shapes and sizes as humans do.

Aerial Ace

Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your flight speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Predator Harpy

Ability Score Increase

Your Strength score increases by 1.


Harbingers of Death

Predator Harpies have proficiency in the Intimidation skill.

Claws

Predator Harpies are proficient in unarmed strikes, which do 2d4+Strength slashing damage.

Natural Predator

Predator Harpies have advantage on attacks against creatures of the Small size category or lower.

Song Harpy

Ability Score Increase

Your Charisma score increases by 1.

Alluring Magnificence

Song Harpies have proficiency in the Performance skill.

Claws

Your unarmed strikes deal 1d4 slashing damage instead of bludgeoning.

Songbird's Call

Song Harpies can sing a song in order to subdue their enemies. When the song is sung, every creature within 30 feet of the Harpy becomes charmed. A charmed creature will walk toward the Harpy, and lie prone if they are within 5 feet of the Harpy. This effect lasts for 2 rounds, but can be broken with a DC16 Wisdom saving throw, rolled at the start of each round. Charmed creatures do not make saving throws when hit by an attack. This feature can be used once per long rest.

Undying

The result of a Holy Magic experiment by the great Archcaster Kage, the Undying served to fufill one purpose; finding a way to create people who could not die. While this true immortality was never achieved, the Undying have regenerative capabilities similar to that of a Phoenix, limited as they may be.

Undying Traits

Ability Score Increase

Your Constitution score increases by 2, and your Charisma score increases by 1.

Age

The Undying age the same as their natural race, but stop reaping the physical effects of age around 30 years old.

Alignment

The Undying are embodiments of Holy miracles. Almost all Undying are good, and the vast majority of them are Lawful.

Size

The Undying come in the same range of shapes and sizes as their natural race.

Speed

You have a base walking speed of 30 feet, and a flying speed of 40 feet.

Darkvision

Blessed with a radiant soul, your vision can easily cut through the darkness. 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.

Languages

You can speak, read, and write Common and Ignan.

Miraculous Resistance

You have resistance to Fire or Radiant. At the end of a long rest, you may choose which of the two resistances will be active until your next long rest.

Flame Bearer

You gain the Produce Flame cantrip and Burning Hands Spell at 1st level, and the Scorching Ray spell at 3rd level. You can use each of these spells twice per long rest. These spells use Charisma as your casting ability.

Holy Miracle

When an Undying does the near-impossible act of dying, a magical process begins. After 1 minute (10 rounds), the character’s body turns to ash, and the character begins to emerge anew from the pile of ash, being revived at 1/4 (rounded down) of their maximum hit points, and becoming conscious again. Upon revival, a burst of light erupts from the character. Any creature within 20 feet of the character must make a DC16 Dexterity saving throw. On a failure, the creature takes 2d6 radiant damage or half as much on a success. This can be used once per month.

Lapine

Quick and crafty, Lapines come from the most peaceful of forests and grasslands. They are a cheerful folk, loving the arts, song, and dance, and have produced generations of the finest craftsmen.

Lapine Traits

Ability Score Increase

Lapines get a +2 to their Dexterity Score, and a +1 to their Charisma Score.

Age

Having one of the shorter lifespans of humanoids, Lapines live to about 50 years old, reaching full maturity at age 10.

Alignment

The Lapines are a stong, family-focused people, and as such, they usually fall under the Neutral alignment.

Size

Lapines can be anywhere from 3'0" to 4'5". Your size is Small.

Speed

Lapines have a walking speed of 40 feet.

Languages

Lapines can communicate in Common and Sylvan.

Creature of the Wild

Having the attributes of a rabbit, you are capable of speaking to animals. However, you cannot understand them when they speak back.

Survival Instinct

As a natural prey, you have grown accustomed to constantly watching your back, and using your large ears to listen for possible attackers. Lapines have proficiency in the Perception Skill.

Hop, Skip, Jump

Your quick reflexes and powerful legs allow you enhanced mobility around the battlefield. You can cast either the Jump or Longstrider spell targeting yourself once per long rest.

Hardcore Parkour

Lapines have the wonderful ability to hop around all sorts of platforms from all kinds of angles. You are not affected by difficult terrain.


Vegetarianism

Lapines are herbivorous by nature, and thus are strict vegetarians. Eating plants will cause you to gain the normal benefits from food without issue. Eating meat, however, forces you to make a DC16 Constitution saving throw, with a failure resulting in you becoming poisoned. You also gain no sustenance from eating it.

Catch Me if You Can

As an action, you can shake your tail and taunt nearby opponents. Doing so will cause all creatures of your choice within 10 feet of you to make a Wisdom saving throw with a DC of 10 + your Charisma modifier. If a creature fails the save, they become enraged. An enraged creature will follow you around and attack only you. Creatures cannot attack anyone other than you while enraged. This feature lasts for 1 minute, and can be used once per long rest.

Rousette

Rousette are lean, wiry humanoids covered with velvet-like hair who hang from the ceilings of caves, with their long, leathery wings drooping to the ground like the sleeves of a long robe. Their faces show traits like that of humans, but have large, pointed ears, needle-like teeth, black eyes, flaring nostrils, and fur.

Rousette Traits

Ability Score Increase

Rousette get a +2 to their Dexterity Score, and a +1 to their Wisdom Score.

Age

Rousette live to about 50 years old, reaching full maturity at age 10. However, they do not sufer the effects of old age until around their last 5 years of life.

Alignment

The Rousette are generally kind, but their actions and lifestyle are more usually focused on survival. The typical Rousette alignment is Neutral.

Size

Rousette reach the same height as an average human. Your size is Medium.

Speed

Rousette have a walking speed of 30 feet and a flying speed of 30ft. You can only fly if you are wearing light or no armor.

Languages

Rousette can communicate in Common. You can also speak Goblin, Gnoll, or Draconic, based on whether your cave of origin contained Goblins, Gnolls, or Kobolds. You cannot read or write, though this can be learned.

Echolocation

Being bats, the Rousette are completely blind. However, their impressive ears grant them Blindsight up to 120 feet. If a Rousette is deafened, their Blindsight is nullified.

Keen Hearing

Due to your enhanced hearing, you have advantage on Wisdom (perception) checks that require using your ears.

Armed wings

Rousette's wings are built onto their arms. Making an attack while flying causes you to lose 10ft of altitude. This feature does not stack for features that grant extra attacks in a single action, such as Extra Attack or weapons with the Light property.


Natural Weapon

Your fangs are natural weapons, 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. You have proficiency with your natural weapons.

Hanging sleep

As long as you can find a place to hang upside down, you do not take any exhaustion from environmental factors while you sleep. Sleeping on the ground will make you vulnerable to exhaustion as usual. Points of exhaustion can only be removed through sleep by sleeping upside down.

Bat Biology

The thick fur covering your body gives you resistance to Cold. Your large, sensitive ears, however, make you vulnerable to Thunder.

Lardum

Hailing from the most dangerous of wildlands, the Lardums combine the most ferocious aspects of Man and Beast. Their powerful legs, intelligent minds, and large tusks make them formidable foes. An enduring people, Lardums value strength, strategy, and independence.

Lardum Traits

Ability Score Increase

Lardums get a +1 to their Strength, Consitution, and Intelligence Score.

Age

Lardums reach maturity after 5 months and live for around 20 years.

Alignment

Lardums are typically extremely agressive, making them chaotic in nature.

Size

Lardums are slightly taller than the average human. Your size is Medium.

Speed

Lardums have a walking speed of 35 feet.

Languages

You can speak, read, and write, Common, and Orc.

Natural Weapon

Your tusks are natural weapons, 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. You have proficiency with your natural weapons.

Charge

When you use the Dash action during your turn, you can make a melee attack with your tusks as a bonus action.

Relentless

If a Lardum takes 20 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. this can be used once per short or long rest.

Unsightly Appearance

Due to your monstrous, beastly appearance, you gain proficency in the intimidation skill, but persuasion checks against creatures who can see you are at disadvantage.

Sporeling

When a fungal parasite invades the body of a creature, it will begin to attempt to overtake and control that creature. If the creature accepts the parasite's aid, the creature's consciousness will merge with the parasite, and a Sporeling is born. However, if the creature continues to fight back, the parasite will continue to become more aggressive, and will end up killing the host, using its corpse for its own intentions.

Sporeling Traits

Ability Score Increase

Sporelings get a +2 to Intelligence.

Age

When a creature becomes a Sporeling, their natural decay is slowed. However, in the process, their body becomes compromised, making them susceptible to death from external forces. If all goes well, a Sporeling can live up to 500 years.

Alignment

A successfully created Sporeling will still contain a portion of the host's consciousness. They can be anywhere on the moral spectrum, however Sporelings by nature are usually chaotic.

Size

Your size is the same as the size of your host creature. Your size will also determine your subrace.

Speed

Your speed is the same as that of your host creature. You also have the same movement options as your host creature.

Languages

You can speak, read, and write the same languages as your host creature, as well as Sylvan.

Darkvision

Thanks to your spores being accustomed to caves, 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.

Decomposition

As an action, you can touch the dead body of a creature, and cause it to rapidly decompose. You can also choose to absorb a creature's energy through decomposition. Absorbing a creature allows you to add your Constitution modifier to your next attack roll within the next minute, as well as to the following damage roll if the attack hits. You can decompose a creature as many times as you wish, but can only absorb their energy a number of times per long rest equal to your Constituton modifier.

Hivemind

Sporelings have the ability to communicate telepathically with plants and other Sporelings.


Sporeling Subraces

Sporelings differ based on the creature hosting them. The Sporeling subraces have prerequisites for use. Your host creature must be an existing playable race.

Spry Sporeling

Prerequisite: A host creature in the Small or Tiny size category.

Ability Score Increase

Spry Sporelings get a +1 to Dexterity.

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.

Brute Sporeling

Prerequisite: A Large or Medium host creature with a natural increase to Strength.

Ability Score Increase

Brute Sporelings get a +1 to Strength.

Force of Nature

Brute Sporelings have proficiency in the Athletics skill, and gain advantage on Strength saving throws.

Adaptive Sporeling

Prerequisite: A host creature that does not meet the prerequisites of the other subraces.

Ability Score Increase

Adaptive Sporelings gain a +1 to Charisma.

Co-Consciousness

Adaptive Sporelings have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Irisen

The descendants of humanoids who made a magical deal with a Beholder God, the Irisen exhibit many magical and monstrous qualities. Gifted the ability to hover, neutralize magic, and fire magical beams, the Irisen come in many colors, shapes, and sizes.

Irisen Traits

Ability Score Increase

Irisen get a +2 to their Intelligence Score, and a +1 to their Consitution.

Age

Irisens reach maturity at the same rate as humans but can live up to 100 years before starting to be effected by old age.

Alignment

Constantly trying to separate themselves from the pact their ancestors made, most Irisen are some sort of Chaotic.

Size

Irisens are roughly the same height as the average human. Your size is Medium.

Speed

Irisens have a walking speed of 30 feet, and a hover speed of 20 feet.

Languages

You can speak, read, and write Common, and Deep Speech.

Darkvision

Thanks to your magical mutation, 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.

Optical Charges

You have a number of Optical Charges equal to your Intelligence modifier. These charges can be spent to activate the Antimagic and Eye Rays features. Your charges fully replenish after a long rest.

Antimagic

You can spend an Optical Charge to cast Dispel Magic or Counterspell. The target of these spells must be within 30 feet of you, and must be within your line of sight.

Eye Rays

As an action, you can spend an Optical Charge to fire a beam of magical energy at a target within 30 feet of you, and in your line of sight. When doing so, roll a d4 to determine the ray fired from the list below. The DC for the rays' saving throws is 8 + Your Proficiency Bonus + Your Intelligence Modifier.

d4 & Laser type Description
1. Paralyzing ray The target must succeed on a Constitution saving throw or be paralyzed 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.
2. Wounding ray The target must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one.
3. Confusion ray The target must make a Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn.
4. Fear ray The targeted creature must succeed on a Wisdom saving throw or be frightened 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.

Murinae

One of the smallest races in Lumile, the Murinae are an extremely proud people. Accustomed to survival in the deepest of forests, the Murinae do what they can to make the most of their short lives, being obsessed with their family and legacy.

Murinae Traits

Ability Score Increase

As a Murinae, you gain a +2 to your Dexterity, and a +1 to your Intelligence.

Age

While they don't have the shortest lifespans in Lumile, the Murinae only live to about 55 years old. Because of this, they understand the importance of making a name for themselves before that deadline hits.

Alignment

The Murinae have a large focus on family and community, and will do what they can for the greater benefit of their community. Most Murinae are Lawful Neutral.

Size

Murinae usually don't grow past 6 inches tall. Your size is Tiny.

Speed

You have a walking speed of 20 feet, and a climbing speed of 35 feet.

Languages

You can speak, read, and write, Common and Gnomish.

Darkvision

Accustomed to twilit forests, 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.

Custom-Order

Due to your size, equipment requires much less material to make. Nonmagical weapons, armor, and shields cost 1/4 of the market commission price. However, magical weapons, armor, and shields will cost 1/4 of the price, on top of the existing full price, for the labor of fitting a powerful enchantment into such a small object, unless the item is attunable, in which case it will adjust to your size as usual, allowing it to cost the normal market price.


Quick Thinking

Your survival instincts have given you the ability to make miraculous strategies on the fly. Once per short or long rest, you may add your intelligence modifier to a roll you made as part of a reaction. Your intelligence modifier will stack if the reaction already used your intelligence.

Ringmaster

Your long tail comes with a wonderful gift; an incredible sense of balance. You are proficient in the Acrobatics skill.

Village Artisan

Your time with your village has taught you a valuable skill. You are proficient with your choice of either Tinker's Tools, or Weaver's Tools.

Kaferus

Residing in underground cities in the farlands of Lumile, the Kaferus are a noble people who hold a great value for honor and righteousness. Strong and resillient, a Kaferus can either be your best friend, or your greatest enemy.

Kaferus Traits

Ability Score Increase

Kaferus get a +2 to Constitution, and a +1 to Strength.

Age

Kaferus reach maturity at age 18, and can live to 200 years.

Alignment

Kaferus fight valiantly for people in need. Most Kaferus are Lawful and Good.

Size

Kaferus can range in size from 6'0" to 6'8". Your size is medium.

Speed

Kaferus have a walking speed of 30 feet, and a flight speed of 15 feet.

Languages

Kaferus can speak, read, and write Undercommon and Sylvan, and can understand and be understood by insects. Due to the distance of their habitats, most Kaferus never need to learn Common.

Armored

Your body is made of a hard exoskeleton that fits together like plates. You gain a +1 to your AC.

Hexapod

You have a small second set of arms designed to help keep balance. You have advantage on saving throws against being shoved, grappled, or knocked prone.

Wings

Kaferus tend to be too heavy for general flight. Because of this, their flight speed is limited to 15 feet. However, they can use their wings to double the duration of a fall in exchange for taking no damage. This can be done as a bonus action or reaction.

Kaferus Reversal

If you move your full speed in a turn, and succeed on an attempt to grapple an opponent, you can instead choose to immediately throw the target 15 feet behind you. Doing so causes the target to take the damage of an unarmed strike and a 10-foot fall.

Simic Hybrid Variants

Not all Simic Hybrids were made from sea creatures. Other places in the world had their own versions of them using animals from their areas. they are relitavly the same, other than the creatures used in their modification.

Sea Dwellers

Sea Dwellers are the default Simic Hybrid listed in Guildmaster's Guide to Ravnica.

Desert Denizen

Desert Denizens are Simic Hybrids created from animals found in Deserts.

Animal Enhancements

Your body has been altered with animal characteristics. You choose one animal enhancement now and one at 5th level.

Camels Pouch (1st level)

Your body is able to hold much more water than normal. You cannot become exhausted due to dehydration.

Scorpion Tail (1st level)

You have a Scorpions tail coming out of your back whitch you can use to stab at people. using the tail you can make an unarmed attack dealing 1d4 piercing damage. The target must then succeed on a DC (8 + Constitution modifer + proficency bonus) Constitution saving throw or take 1d4 poison damage.

Concave Claws (1st level)

You have a burrowing speed equal to your walking speed.

Elytra (5th level)

Your skin has becpme armored by a thick shell. While not wearing heavy armor, you gain a +1 to your AC.

Tarantula's legs (5th level)

You gain a climbing speed equal to your walking speed. You can also use these legs to climg difficult walls and hang from cielings without needing to make an ability check.

Snake's Tail (5th level)

You have a long tail that you can use to restrain your enemies. As an action, you can make an unarmed strtike with your tail. On a hit, the tail does 1d6 bludgeoning damage, and you can choose to immediately attempt to restrain the target. While a creature is being restrained, you still have use of your arms, but your speed drops to 0 until you are no longer restraining them.

FirBear

Forsaken by their god, a group of Firbolgs began to search for a new Deity, willing to take anyone who would provide for them. As punishment for their insolence, their former god placed a curse on them, transforming them into a beastly form. Rejected by their people, the newly dubbed "FirBears" escaped to make a new village near a giant tree.

FirBear Traits

Ability Score Increase

Your Strength score increases by 2, and your Wisdom score increases by 1.

Age

As humanoids related to the fey, firbears have long lifespans. A firbear reaches adulthood around 30, and the oldest of them can live for 500 years.

Alignment

Most firbears have a distaste for holy order and following rules. As a result, most firbears are Chaotic Neutral.

Size

FirBears are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common, Sylvan, and Giant.

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 and plants. 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.

FirBear Magic

You can cast Heroism (targeting yourself) and Cause Fear with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest.

Wild Child

Once per long rest, you can enter an animalistic frenzy. While in this frenzied state, your Strength-based attacks have advantage, and you are resistant to piercing. This frenzy lasts 30 seconds.

Sukong

The Sukong are a tribe of Monkey like humanoids who seem skilled in their agility and reflexes.

Sukong Traits

Ability Score Increase.

Your Dexterity score increases by 2, and your Consitution score increases by 1.

Age.

Sukongs live long lives, reaching adulthood at 18, and live to be around 375.

Alignment.

Sukongs tend towards Chaotic favoring to prank people, and love living on the more wild side.

Size.

Sukongs are the same height as humans normally. your size is medium.

Speed.

Your base walking speed is 30 feet., 30ft climbing speed.

Languages.

You can speak, read, and write Common and Celestial.

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.

Agility

due to you being so energetic you tend to react quicker as your constantly moving around. You gain advantage on dexterity saving throws and Acrobatics checks to dodge getting attacked or gappled. This does not apply if you are already grappled, or if you already rolled for that same attack before.

Polearm Fighters

you gain proficency with glaives, halberds, quarterstaffs, and spears.

Tail

you have a tail with a 5ft reach, 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, pull an object or a creature, open or close a door or a container, cling to edges, or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. It 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.

Gremlin

Gremlins are known to wreck machinery and equipment, while often laying nasty traps behind, ensuring that repair is next to impossible. Due to their phase door ability, they can get inside even the most complicated and tight areas without fear of detection and remain as long as they like.

Here they reside undetected until towers begin collapsing, forges explode, gates jam, and catapults begin to misfire. Once a village, city, or castle finds itself the unhappy host of a gremlin, it is almost impossible to root the creature out and remove it once and for all.

Gremlin Traits

Ability Score Increase

Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age

Gremlins mature quickly, reaching adulthood by 16. They usually live short, chaotic lives, but can be as old as 250.

Alignment

Gremlins are wicked fey beings who revel in destruction and creating mayhem. being chaotic in nature.

Size

Gremlins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Speed

Your base walking speed is 20 feet., 20ft climbing speed.

Languages

You can speak, read, and write Common,and ether Goblin or Sylvan.

Knot Expert

Gremlins have advantage on any checks or saving throws to break free of any effect that grapples or restrains them when the effect is made of rope or rope-like objects.

Phase Door

Gremlins can create a passage through wooden, plaster, or stone walls. The phase door is invisible and inaccessible to all creatures except you. When you enter the phase door you appear on the other side. You can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. this can provide an escape route.

Abilitys like truesight, see invisiblity, or similar magic reveals the presence of a phase door but does not allow its use. this can be used a number of times equal to half your player level (rounded down, minimum of 0).


Gremlins Chaos

Gremlins are fey beings and as a result are magical. you know the Prestidigitation cantrip. At 1st level you can use the Grease spell. At 3rd level you can cast arcane lock, knock, or find traps. you can cast those spells a number of times equal to half your charisma modifier (rounded down, minimum of 1).

Burn the house down

Being the disastorous creatures they are, gremlins tend to destroy stuff quite quickly. you have proficency with explosives, as well as advantage on using them agenst objects and structures.