Races of Armaril v2.0

A Simple Guide for Players

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COVER

Races of Armaril

Armaril is world full of different creatures including many that form or once formed civilizations. This is a guide to those races.

Bugbear

Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful masters if bloodshed and treasure are assured.

Bugbears are often found in the company of their cousins, hobgoblins and goblins. Bugbears usually enslave goblins they encounter, and they bully hobgoblins into giving them gold and food in return for serving as scouts and shock troops.

Ability Score Adjustments. +2 Strength, +1 Dexterity

Age. Bugbears reach adulthood at age 16 and live up to 80 years.

Alignment. Bugbears endure a harsh existence that demands each of them to remain self-sufficient, even at the expense of their fellows. They tend to be chaotic evil.

Size. Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.

Speed. Your speed is 30ft.

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.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Sneaky. You are proficient in the Stealth skill.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Languages. You can speak, read, and write Common and Goblin.

Centaur

Roamers at heart, centaurs love open spaces and the freedom to travel. As much as they can, centaurs run. They race the wind, hooves thundering and tails streaming behind them.

Ability Score Adjustments. +1 Wisdom

Age. Centaurs mature and age at about the same rate as humans.

Alignment. Centaurs are inclined toward neutrality.

Size. Your size is Medium, yet you tower over most other humanoids.

Speed. Your speed is 40ft.

Credit: Monster Manual

Survivor. You have proficiency in the Survival skill.

Hybrid Nature. You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

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

Your character is the member of one of the subraces below.

Subraces

Arietes

Non-humanoid half of the arietes centaurs resemble the body of a deer. They tend to be smaller than equine centaurs.

Ability Score Adjustments. +2 Dexterity

Size. Your size is Medium, you are about as tall as a tall human.

Charge. If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon's damage dice twice and add them together. Once you use this ability, you can't use it again until you finish a short or long rest.

Antlers. Your antlers are natural melee weapons, with which you're proficient. If you hit with them, the target takes bludgeoning damage equal to 1d6 + your Strength modifier.

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Races of Armaril

Arietes Build. Any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Cantrip. You know one cantrip of your choice from the Druid spell list. Wisdom is your spellcasting ability for it.

Credit: Kaj Hagström

Drider

Non-humanoid half of the drider centaurs resemble the body of a spider. Drider reside in the underdark and unlike their fores dwelling cousins they tend to be malicious and selfish.

Ability Score Adjustments. +2 Constitution

Alignment. Driders are inclined towards chaotic evil.

Speed. Your speed is 30ft.

Superior Darkvision. Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Bite. You have sharp fangs as a natural weapon that can deliver a poisonous bite. If you hit with it, the target takes 1d6 poison + [your Strength mod] piercing damage.

Web Walker. The drider ignores movement restrictions caused by webbing.

Credit: Monster Manual

Equine

Non-humanoid half of the equine centaurs resemble the body of a horse.

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Credit: Unearthed Arcana

Ability Score Adjustments. +2 Strength

Charge. If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon's damage dice twice and add them together. Once you use this ability, you can't use it again until you finish a short or long rest.

Hooves. Your hooves are natural melee weapons, with which you're proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d6 + your Strength modifier.

Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.

Chuyaki

Chuyaki are ancient creatures of legends that once ruled over Armaril, before they were all wiped out because of an unknown event. Their once glorious cities lay barren and in ruins. Their magic that once brought a time of great opulance to the world disappeared and lost to ages. From time to time, some claim to see a member of the mythical race, but surely these are nothing more than rumors.

Ability Score Adjustments. +2 Intelligence, +1 Wisdom

Age. Chuyaki reach adulthood around the age of 200 and they can live more than 8,000 years.

Credit: Jesse's DnD

Alignment. Chuyaki care greatly about law and order of society, thus lean towards lawful alignments. They believe rationality above else and seek morality through logic, tending towards neutrality.

Size. Chuyaki stand about 6 to 7 feet tall. Your size is Medium.

Speed. Your speed is 30ft.

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.

Eyes of the World. You have the ability to see the world for what it truly is. You have Truesight up to 30ft. away. You can disable or enable this ability as a bonus action.

Living History. You have lived through what many heard in stories or read in tomes. You are proficent in the History skill.

Experience of Lifetimes. You learn one language of your choice, and you are proficient with one skill or tool of your choice.

Languages. You can speak, read, and write Common, Undercommon, Draconic and Chuyaki.

Dwarf

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, these common threads unite all dwarves. Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal.

Dwarf males and females look very similar with both having facial hair and stocky bodies.

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Credit: Hyeon Gwan Nam

Ability Score Adjustments. +2 Strength, +2 Constitution

Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.

Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed. Your speed is 25ft. It is not reduced by wearing heavy armor.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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

Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Dwarven Armor Training. You have proficiency with light and medium armor.

Tool Proficiency. You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and sharp indictments, and those characteristics tend to spill over into whatever other language a dwarf might speak.

Elf

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races.

Ability Score Adjustments. +2 Dexterity

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 1000 years old.

Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed. Your speed is 30ft.

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.

Keen Senses. You have proficiency in the Perception skill.

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

Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Common and Elvish. Elven language is a very complex but gracious language that often sounds melodic to those who do not understand it.

Your character is the member of one of the subraces below.

Subraces

Drow

Descended from an earlier subrace of dark skinned elves, the drow were banished from the surface world for following the path to evil and corruption. Now they have built their own civilization in the depths of the Underdark. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of pale lilac, silver, pink, and blue. They tend to be smaller and thinner than most elves.

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Credit: DeanSpencerArts

Ability Score Adjustments. +1 Charisma

Alignment. Very contradictory to an elf's nature, drow or dark elves live under very strict hierarchies and laws. Their society encourages selfishness, ruthlessness and pursuit of power. Drow elves are usually evil and more often than not lawful.

Superior Darkvision. Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Replaces Darkvision.

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.

Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.

Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.

Languages. You can speak, read, and write Common, Undercommon and Elvish.

Snow Elf

Snow elves live in the colder parts of Armaril, often in boreal forests. Adapted to the colder climates, they are sturdier than other elves. Their skin is pale white or grey while their hair is snow white. Color of their eyes ranges from ice blue to ultramarine to lilac.

Credit: Crowfall Game Concept Art


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Ability Score Adjustments. +1 Constitution

Cold Affinity. You are naturally acclimated to the cold. You auto succeed on weather rolls dealing with cold climates, capable of tolerating temperatures up to -20 degrees celcius without proper clothing.

Cold Resist. Snow Elves are resistant to cold damage.

Snow Elf Weapon Training. A snow elf gains proficiency with the scimitar, double scimitar, longbow, and shortbow.

Wood Elf

As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.

Ability Score Adjustments. +1 Wisdom

Wood Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Fleet of Foot. Your base walking speed increases to 35 feet.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Credit: William O'conner

Ettin

An ettin is a foul, two-headed giant with the crude characteristics of an orc. The twin heads of an ettin are two individuals trapped in the same brutish body. Each head has its own mind, personality, and name, and possesses unique preferences and quirks.

Play this character with two players controlling the same body. Discuss further mechanics with your DM beforehand.

Ability Score Adjustments. +2 Strength or Constitution, +1 to two other abilities that each player choose

Age. Ettin reach adulthood when they are about 9 years old and live to be around 200 years of age.

Alignment. Ettin are usually Chaotic Evil, but each head can have its own alignment.

Size. Your size is large.

Speed. Your speed is 30ft.

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.

Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. When one of the ettin's heads is asleep, its other head can be awake.

Natural Armor. Your thick hide provides you ample protection. When you are not wearing armor, your AC is 13 + [your Dexterity modifier].

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

Credit: Monster Manual


Gith

The warlike githyanki and the contemplative githzerai are a sundered people-two cultures that utterly despise one another. Before there were githyanki or githzerai, these creatures were a single race enslaved by the mind flayers.

Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the mind flayers enslaved and changed them, none can say. Not even the original name of their race remains from that distant time.

Age. Gith reach adulthood in their late teens and live for about a century.

Size. Gith are taller and leaner than humans, with most a slender 6 feet in height.

Speed. Your speed is 30ft.

Languages. You can speak, read, and write Common and Gith.

You are a member of one of the subraces below

Subraces

Githyanki

In their own language, githyanki means "followers of Gith." Under the guidance of Gith, the githyanki stratified into a militaristic society, with a strict caste system, dedicated to the ongoing fight against the victims and sworn enemies of their race.

The githyanki despise all other races, undertaking devastating raids that take them from their strongholds in the Astral Plane to the far flung corners of the multiverse.

Ability Score Adjustments. +2 Strength, +1 Intelligence

Alignment. Githyanki tend toward lawful evil. They are self-centered, violent, and arrogant, yet they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos as they have forsaken her will.

Decadent Mastery. You learn one language of your choice, and you are proficient with one skill or tool of your choice.

Martial Prodigy. You are proficient with light and medium armor. Your people are ever ready for war.

Githyanki Psionics. You know the mage hand cantrip. When you reach 3rd level, you can cast jump once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest.

Intelligence is your spellcasting ability for these spells. You can cast all of them without components.

Githzerai

Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo.

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Ability Score Adjustments. +1 Intelligence, +2 Wisdom

Alignment. Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.

Monastic Training. You gain a +1 bonus to AC while you aren't wearing medium or heavy armor and aren't using a shield. All githzerai receive basic training from monks, and the monks among them are unmatched in their defensive abilities.

Githzerai Psionics. You know the mage hand cantrip. When you reach 3rd level, you can cast shield once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.

Wisdom is your spellcasting ability for these spells. You can cast all of them without components.

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Credit: Mordekainen's Tome of Foes


Gnoll

Gnolls are canine humanoids. They are a carnivorous species known for their savagery and warlike ways.

Ability Score Adjustments. +2 Strength, +1 Dexterity

Age. Gnolls reach adulthood when they are about 9 years old and live to be around 30 years of age. However until the last years of their life, they do not age significantly.

Alignment. Gnolls are usually Chaotic Evil.

Size. Your size is medium.

Speed. Your speed is 30ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Bite. Gnolls can use their sharp teeth to attack. Landing this attack deals [1d4 + Strength Modifier] piercing damage to the target. You are proficient with your bite.

Rampage. When you reduce a creature to 0 hit points with a melee Attack on your turn, you can use a bonus action to move up to half of your movement speed and make a bite attack.

Vengeful Strike. In response to an ally being reduced to 0 hit points within 30 feet of you, you can use your reaction to move up to half your movement speed and make a melee attack.

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

Languages. You can speak, read and write Common and Gnoll.

Credit: Monster Manual

Gnome

A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.

Ability Score Adjustments. +1 Dexterity, +2 Intelligence

Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Alignment. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.

Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Speed. Your speed is 25ft.

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.

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.

Languages. You can speak, read, and write Common and Gnomish. The Gnomish language is renowned for its technical treatises and its catalogs of knowledge about the natural world.

Credit: BucklandRPG

Goblin

Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large-sometimes overwhelming-numbers. They crave power and regularly abuse whatever authority they obtain.

Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins and bugbears, like to bully goblins into submission.

Ability Score Adjustments. +2 Dexterity

Age. Goblins reach adulthood at age 8 and live up to 60 years.

Alignment. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.

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

Speed. Your speed is 30ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Languages. You can speak, read, and write Common and Goblin.

Your character is the member of one of the subraces below.

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Credit: Brittany Pezzillo

Subraces

Brtuk

Brtuk are schemers and planners. They approach challenges with their brainss rather than their brawns.

Ability Score Adjustments. -1 Strength, +1 Intelligence

Reversal of Fortune. In response to another creature dealing damage to you, you reduce the damage by 1d6 + half your level, rounded down. If you reduce the damage to 0, you gain 1d6 hit points. Once you use this trait, you can't use it again until you finish a long rest.

Knurg

Knurgs are such savage fighters that they can take on enemies much larger than themselves.

Ability Score Adjustments. +1 Constitution

Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Half Elf

Half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing to adulthood while their peers continue to live as children, growing restless in the timeless elven realms. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.

Ability Score Adjustments. +2 Charisma; Any other two ability +1

Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Alignment. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.

Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed. Your speed is 30ft.

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.

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

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

Your character is the member of one of the subraces below.


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Subraces

Drow Descent

As a half-drow, you can choose one feature from the following list.

  • Skill Versatility. You gain proficiency in two skills of your choice.

  • Keen Senses. You have proficiency in the Perception skill.

  • Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.

Snow Elf Descent

As a half-snow elf, you can choose one feature from the following list.

  • Skill Versatility. You gain proficiency in two skills of your choice.

  • Keen Senses. You have proficiency in the Perception skill.

  • Cold Resistance You are resistant to cold damage

  • Snow Elf Weapon Training. You have proficiency with the scimitar, double scimitar, longbow, and shortbow.

Wood Elf Descent

As a half-wood elf, you can choose one feature from the following list.

  • Skill Versatility. You gain proficiency in two skills of your choice.

  • Keen Senses. You have proficiency in the Perception skill.

  • Fleet of Foot. Your base walking speed increases to 35 feet.

  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

  • Wood Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Halfling

The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver.

Ability Score Adjustments. +2 Dexterity

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Alignment. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Speed. Your speed is 25ft.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave. You have advantage on saving throws against being frightened.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Languages. You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Your character is the member of one of the subraces below.

Subraces

Stout

As a stout halfling, you're hardier than average and have some resistance to poison. Some say that stouts have dwarven blood.

Ability Score Adjustments. +1 Constitution

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

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Shadow

Shadow halflings, touched by the shadow queen Vespa, blend into darkness as if they are a part of it. They know how to step light and stay out of sight.

Ability Score Adjustments. +1 Intelligence

Shadowy Visage. You are proficient with Stealth skill and you can attempt to hide in dim light or darkness even against creatures with darkvision.

Kender

Kender are known for their open culture that little concept of private property. This often causes misunderstandings with others that are unfamiliar with their kind.

Ability Score Adjustments. +1 Charisma

Kleptomania. Pick an item group or material, such as weapons, accessories or gold, silver etc. when you make your character. If you see an unattended item that fits into the group you chose or made of the material you chose, you need to make a Wisdom saving throw or attempt to steal that item.

Taunting Nature. You learn the Vicious Mockery cantrip.

Long Fingers. You have proficient in Sleight of Hand skill.

Credit: Unknown

Half-Goblin

Often born to human mothers, half-goblins are generally raised by humans. They are known to struggle living in human societies due to their goblinoid features and many choose the life of a traveller or an adventurer.

Ability Score Adjustments. +1 Dexterity, Choose any +1

Age. Half-goblins reach adulthodd around 12 years of age and live for about 75 years.

Alignment. A half-goblin can be of any alignment, but due to their status as social outcasts they lean towards evil.

Size. Half-goblins range from 4 to 5 feet tall and tend to have a better build then goblins. Your size is Medium.

Speed. Your speed is 30ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Skills. You gain proficiency in one skill of your choice.

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

Half-Orc

Half-Orcs are born from the unification of a human and an orc. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.

Ability Score Adjustments. +2 Strength, +1 Constitution

Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Alignment. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good.

Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Speed. Your speed is 30ft.

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.

Aggressive. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.

Menacing. You are trained in the Intimidation skill.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

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

Hobgoblin

Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears.

Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth.

A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle.

Ability Score Adjustments. +2 Constitution, +1 Intelligence

Age. Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.

Alignment. Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.

Size. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.

Credit: Monster Manual

Speed. Your speed is 30ft.

Martial Training. You are proficient with two martial weapons of your choice and with light armor.

Saving Face. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Languages. You can speak, read, and write Common and Goblin.

Human

Humans are the most adaptable and ambitious among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled.

Ability Score Adjustments. Choose two abilities to gain +1 or one ability to gain +2.

Age. Humans reach adulthood in their twenties and live less than a century.

Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your speed is 30ft.

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Skills. You gain proficiency in one skill of your choice.

Feat. You gain one feat of your choice.

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Credit: Unknown

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Races of Armaril

Illithid

Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near.

Ability Score Adjustments. +2 Intelligence, +1 Wisdom

Age. Illithids complete ceremorphosis at age 9. They reach adulthood at age 18 and can live to be 135 years of age.

Alignment. Due to their upbringing and society, as well as their dietery requirements, Illithids are typically Evil and usually Lawful. Those who lack sadism of their kin may be Lawful Neutral. An Illithid of any other alignment is extremely rare and often unnatural to come across, usually a product of mutation, magical alteration, extensive contact with non-illithid races while seperated from the Elderbrain or other types of outside intervention.

Size. Your size is medium, around 6 feet tall. Your body however is very slender compared to most races of the same size, usually weighing around 110 lbs.

Speed. Your base walking speed is 30ft.

Type. Although you have humanoid features, your creature type is Aberration.

Diet. Illithids feed on brains, though they can supplement this diet with internal organs such as livers or kidneys. Illithids can survive on one brain per month, but prefer to eat one every week.

Superior Darkvision. Living in the lightless caverns of the Underdark, Illithid’s dark vision is superior to other race’s. You can see up to 120 ft in complete darkness.

Credit: Monster Manual

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.

Telephaty. You can speak telepathically to any creature within 30 feet of you. The creature understands you if you share a language. You can speak telepathically in this way to one creature at a time.

Mind Blast. At 1st level as an action, release a Psionic Blast in a cone shaped area up to 15 feet away from you. Every creature in the area must succeed on a DC (8 + Your INT Mod + your Proficiency mod). On a failed save, creature takes 1d8 psychic damage. The range increases to by 5ft and damage increases by 1d8 at levels 6th, 11th and 16th. You can use this ability once before you take a short or long rest.

Tentacles. Your tentacles are natural weapons. When you hit with your tentacles, target creature takes 1d4 Bludgeoning damage.

Languages. Illithids can “speak” and write Common, Undercommon and Deep Speech, read and write Qualith.

Varients

Neoplasm

Some Illithids cannot complete their ceremorphosis and remain confined to the host’s brain. These Illithids inherit the physical qualities of their host while still benefiting from their real race.

Neoplasms do not have tentacles to reach into their victim's skulls. Hence they are severely impaired in the aspect of feeding.

Ability Score Adjustments. +1 Intelligence (Replaces the ASI for standard illithid)

Age. You age by the standards of the your host race.

Human Neoplasm. If you want to play a human neoplasm, modify the human's Ability Score Increase trait to the following: Two different ability scores of your choice increase by 1. If you use the variant human traits, remove the Skills trait and the Feat trait.

Elven Neoplasm. If you want to play an elven neoplasm, modify the elf's Ability Score Increase trait to the following: Your Dexterity score increases by 2. 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.

Half-Elf Neoplasm. If you want to play a half-elf neoplasm, modify the race's Ability Score Increase trait to the following: Your Charisma score increases by 2. 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.

Orcish Neoplasm. If you want to play an orcish neoplasm, modify the orc's Ability Score Increase trait to the following: Your Strength score increases by 2. You are proficient in Intimidation skill and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Half-Orc Neoplasm. If you want to play a half-orc neoplasm, modify the race's Ability Score Increase trait to the following: Your Strength score increases by 2 and you have the ability Relentless Endurance.

Ulitharid

Ulitharids are high class members of a mind flayer community. They can be distinguished by their large size and six long tentacles. These long tentacles give them longer reach on their attacks, but hinder their movement.

Ability Score Adjustments. +2 Intelligence, +1 Charisma (Replaces the ASI for standard illithid)

Size. You stand taller than other illithids at about 8ft tall. Your size is Medium.

Speed. Because of your long tentacles interfering with your movement, your speed is 25ft.

Charismatic Leaders. You have proficiency in Charisma(Persuasion) checks.

Kobold

Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards.

Ability Score Adjustments. -2 Strength, +2 Dexterity

Age. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.

Alignment. Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.

Credit: Volo's Guide to Monsters

Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.

Speed. Your speed is 30ft.

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.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Languages. You can speak, read, and write Common and Draconic.

Lizardfolk

Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves.

Ability Score Adjustments. +2 Constitution, +1 wisdom

Age. Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.

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Credit: Monster Manual (Kobold)

Alignment. Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.

Size. Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.

Speed. Your speed is 30ft.

Swim Speed. You have a swimming speed of 30 feet.

Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.

Languages. You can speak, read, and write Common and Draconic.

Credit: Volo's Guide to Monsters

Merfolk

Merfolk are half-humanoid, half-marine creatures that live in great cities deep under the seas and oceans of Armaril. Though they usually do not interfere with their political schemes, they sometimes trade with the surface folk. Sometimes some of them swim up the rivers to see more of the surface.

Ability Score Adjustments. +2 Strength

Age. Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.

Alignment. Most merfolk are neutral, living in close harmony with nature and they lean towards chaos, enjoying the freedom of open seas.

Size. Merfolk are significantly taller than most humans, standing between seven and eight feet tall and averaging about 300 pounds. Your size is Medium.

Speed. Your speed is 10ft.

Superior Darkvision. Accustomed to the dark depths of the ocean, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Replaces Darkvision.

Amphibious. You can breathe air and water.

Swimming. You have a swimming speed of 40 feet.

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Water Dependency. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.

Lore of the Waters. You gain proficiency in the History and Nature skills.

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

You are a member of one of the subraces below.

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Subraces

Aldani

An Aldani looks like a giant lobster that walks upright. Its face is mostly encased in armor, looking almost humanoid except for its long eyestalks. Despite their frightful appearance, aldani avoid conflict. Besides the oceans, some build small towns along riversides, especially close to inland cities, that function as tradepost between surface dwellers and merfolk.

Ability Score Increase. +2 Constitution

Alignment. Aldani are Lawful by nature, and as they tend to stay out of the affairs of other races they tend towards Neutrality, though some can be of Good nature.

Age. Aldani live rather long lives, reaching maturity early into their lives at around 15 years of age but living to be upwards of 200 years old.

Size. Aldani are around 7-8 feet in height, with monstrous rear sections that resemble lobsters. You are a medium creature.

Speed. Your base walking speed is 20 feet and you have 30 feet of swimming speed.

Natural Resistance. You have resistance to Poison damage.

Credit: Tomb of Annihilation

Natural Armour. Due to your carapace and the shape of your body, you are ill-suited to wearing armor. Your carapace provides ample protection, however; it provides you a base AC of 16, your Dexterity modifier doesn't affect this number. You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Bribery. You have proficiency in the Persuasion (Charisma) skill.

Claws. You have massive claws that are natural weapons with which you are proficient that do 1d8 + [your Strength modifier] slashing damage, but you suffer a -2 penalty to Attack rolls with other weapons. You can try to grapple the target as a bonus action.

Cephalae

Cephalae are humanoid cepholopods. They generally prefer not to interact with surface dwellers as well as other merfolk and choose an isolationist lifestyle.

Ability Score Adjustments. +2 Intelligence

Swim Speed. You have a swim speed of 30ft.

Tentacles. Your tentacles are natural weapons. When you hit with them you deal 1d6 + your Strength modifier bludgeoning damage and you can try to grapple the target as a bonus action.

Ink Cloud. As an action, you can eject some of your blood in a 15ft. cone, creating a black cloud that obfuscates vision as if it is heavy fog. Doing so moves you 10ft. in the opposite direction. This movement does not provoke an opportunity attack. You can use this ability once before you take a short or long rest.

Credit: SteveArgyle

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Races of Armaril

Lophifora

These creatures resemble humanoid angler fish. Lophifora live in the deepest and darkest parts of the ocean, most of them never leave the darkness. Lophifora are feared by other merfolk because of their savagery, so much so even the sadistic sirens avoid them.

Lophifora only respect strength and ruthlessness. In many of their duals for power, victor consumes their opponent to gain their strength in a gruesome display.

Ability Score Adjustments. +2 Dexterity

Alignment. Lophifora are vicious and savage creatures, but they respect and follow the strong. They tend towards lawful evil.

Sharp Teeth. From your mouth protudes long, needle like teeth that act as a natural weapon. When you hit with them, you deal 1d10 + your Strength modifier piercing damage. You are proficient with your teeth.

Bioluminecent Esca. You have a long filament sprouting from the middle of your head, named the illicium, which terminates in an irregular growth of flesh called the esca. You can emit light from this growth and disable or enable it at will.

As an action, you can emit a bright flash of light from your esca. All creatures within a 30ft. radius that can see you must make a DC [8 + your Charisma Modifier + your Proficiency modifier] Constitution saving throw. On a failed save, they are blinded for one minute. They can repeat the saving throw at the end of their turn and end the effect on a success.

You can use this ability once before taking a short or long rest.

Credit: AlexisM96

Pisces

Pisces are the ones most known among surface dwellers when they think about the Merfolk, because they are the ones most likely to interact with the surface. They have the upper body of a human and lower body of a fish.

Ability Score Adjustments. +2 Wisdom

Natural Armor. Your scaly lower body provides you with extra protection. Your AC when you are not wearing any armor is 12 + your Dexterity modifier.

Charming Nature. You are proficient in Persuasion skill.

Innate Spellcasting. At first level, you can cast Prestidigitation and Shape Water cantrips.

Credit: Nikita Volobuev

Scyphia

Schyphia are usually not known to the surface folk. Because of their inability to move on land, they never leave their aquatic homes barring via spells such as fly and polymorph. They look like gigantic humanoid jellyfish with bulbous heads, numerous tentacles and semi-transparent bodies.

Ability Score Adjustments. +2 Constitution

Speed. Your speed is 0ft.

Swimming Speed. You have a swimming speed of 20ft.

Stinging Tentacles. Your long tentacles act as a natural weapon. When you hit with them, you deal 1d8 poison damage. You are proficient with your tentacles.

Poisonous Nature. Because your body naturally produces toxins, you are resistant to poison damage and have advantage on saving throws against poison.

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Transparent Body. When you are in water, you can attempt to hide in any enviroment.

Bioluminesence. You body naturally creates chemical reactions that produce light. As an action, you can cause this reactions to happen in a pattern for the next minute. Creatures that can see you with an Intelligence score of 4 or lower has to make a Wisdom saving throw of DC [8+ your Charisma Modifier + your Proficiency modifier] or be charmed by you for as long as you continue to produce patterns of light.

The effect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Creatures that resist the effect or take damage while under the effect are immune to it for the next 24 hours.

Credit: Kyllian Guillart


Siren

Sirens are mostly known by mariners for their alluring songs that call people to their deaths. Sirens are deceptive predators and carnivors, greatly disliked by other merfolk.

Ability Score Adjustments. +2 Charisma

Alignment. Sirens are sadistic creatures that enjoy luring surface dwellers with their songs before drowning and eating them. Sirens are usually chaotic evil.

Alluring Nature. You are proficent with Deception skill.

Teeth. Your mouth hides long, needle like teeth that act as a natural weapon. When you hit with them, you deal 1d8 + your Strength modifier piercing damage. You are proficient with your teeth.

Song of the Siren. Pick a creature within 120ft. of you. Said creature has to make a Wisdom saving throw of DC [8 + your Charisma modifier + your Proficiency modifier]. On a failed save, creature has to move towards the siren as best as it can, taking the Dash action if possible. It will not move through obviously dangerous terrain, but come as close as it can.

Creature can remake the saving throw at the end of its turn, ending the effect on a success.

Creatures succeeding the save are immune to the siren's son for the next 24 hours.

Credit: Unknown

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Races of Armaril

Minotaur

Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage.

Ability Score Adjustments. +2 Strength, +1 Constitution

Age. Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.

Alignment. Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.

Size. Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.

Speed. Your speed is 30ft.

Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Imposing Presence. You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.

Languages. You can speak, read, and write Common and Minotaur.

Credit: Guild Master's Guide to Ravnica

Orc

Orcs are nomadic creatures that usually migrate as the seasons change. They enjoy fighting and conquest and treat war as a sport more than anything. For this reason, though they are not particularly evil, they are disliked by most other common races.

Ability Score Adjustments. +2 Strength, +1 Constitution

Age. Orcs reach adulthood at age 12 and live up to 50 years.

Alignment. Orcs are usually chaotic neutral.

Size. Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.

Speed. Your speed is 30ft.

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.

Aggressive. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.

Menacing. You are trained in the Intimidation skill.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

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

Credit: Pathfinder

Tabaxi

Tabaxi are catlike humanoids. Most tabaxi remain in their homeland, content to dwell in small, tight clans. These tabaxi largely keep to themselves. However, not all tabaxi are satisfied with such a life, driven by curiosity to collect artifacts, gather tales and stories, and lay eyes on all the world's wonders.

Ability Score Adjustments. +2 Dexterity, +1 Charisma

Age. Tabaxi have lifespans equivalent to humans.

Alignment. Tabaxi tend toward chaotic alignments. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.

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Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium.

Speed. Your speed is 30ft.

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.

Feline Agility. When you move on your turn in combat, you can double your speed until the end of the turn. You can't use it again until you move 0 feet on one of your turns.

Cat's Claws. You have a climbing speed of 20 feet. In addition, your claws are natural weapons you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier.

Credit: Nathanael James

Cat's Talents. You have proficiency in the Perception and Stealth skills.

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

Treant

Treants are awakened trees that dwell in ancient forests. Although treants prefer to while away the days, months, and years in quiet contemplation, they fiercely protect their woodland demesnes from outside threats.

Ability Score Adjustments. +2 Strength, +2 Constitution

Age. Treants are awakened ancient trees that grow in areas that steeped with magical energies. They can live indefinitely.

Alignment. Treants are often peaceful and kind unless they are provoked. They don't care much about law of other species. They are often chaotic good.

Size. Your size is large.

Speed. Your speed is 30ft.

Type. Your creature type is Plant.

Damage Resistances. Due to your flexible but hard bark, you are resistant to non-magical bludgeoning damage.

Damage Vulnerabilities. Consisting of wood, you are extremely flammable. You are vulnerable to fire damage.

False Appearance. While you remain motionless, you are indistinguishable from a normal tree.

Natural Armor. Your wooden body and hardened bark provide you with natural protection. You have an AC of 16. This score is not effected by your Dexterity score and you cannot wear armor. You can apply the shield bonus if you have one.

Animate Trees. Using your entire round, you can magically animate one tree you can see within 60 feet of you. That tree has the same statistics as you, except it has Intelligence and Charisma scores of 1, it can't speak, and it has only the Slam action option (Melee Weapon Attack: reach 5 ft., one target. Hit: 1d6 bludgeoning damage.). An animated tree acts as an ally of you. The tree remains animate for 1 minute or until it dies; until you lose consciousness, you are more than 120 feet from the tree; or until you take a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

You can use this ability once before you take a long rest.

Languages. You can speak, read and write Common, Druidic, Elvish and Sylvan.

Credit: Monster Manual

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Races of Armaril

Troll

Born with horrific appetites, trolls eat anything they can catch and devour. They have no society to speak of, but they do serve as mercenaries to orcs, ogres, ettins, hags, and giants. As payment, trolls demand food and treasure. Trolls are difficult to control, however, doing as they please even when working with more powerful creatures.

Ability Score Adjustments. +2 Strength, +2 Constitution, -2 Intelligence

Age. Trolls reach maturity in 5 years and can live up to 100 years.

Alignment. Trolls percieve everything as food, including other trolls, and kill indiscriminantly. Trolls are chaotic evil.

Size. Your size is medium.

Speed. Your speed is 30ft.

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.

Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. You have remarkable regenerative capabilities that can be replicated by very few creature. When you are not in combat, you regain hit points equal to half your character level over the course of an hour, rounded down, minimum of one.

When you are in combat, adrenaline accelerates your regeneration drastically, allowing you to regenerate the same amount of hit points at the start of your every turn. If you take acid or fire damage, this trait doesn't function at the start of your next turn. You are no longer considered in combat if your hit points are reduced to zero or if you are knocked unconscious.

Claws. Your claws are natural weapons that you can use to attack with. When you hit with them, you deal 1d6 + [your Strength modifier] slashing damage.

Languages. You can understand and speak Common and Giant.

Credit: Monster Manual


Vesperian

Ability Score Adjustments. +2 Wisdom, +1 Charisma

Age. Versperians reach maturity around 14 years of age and can live up to 150 years.

Alignment. Followers and blessed of the capritious Queen of Shadows Vespia, they tend to be chaotic neutral.

Size. Vesperians are around 5 to 6 feet tall. They have thin, lightweight bodies that weigh between 100 and 120 pounds. Your size is Medium.

Speed. You have a walking speed of 25ft.

Superior Darkvision. Blessed by the queen of shadows, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Flight. Your thin, leathery wings allow you to fly. You have a flight speed of 30ft. You cannot fly whilst wearing medium or heavy armor. Your wings are stretched from under your arms to your torso, meaning you lose the use of your hands when you take flight.

Keen Hearing. Vesperians have advantage on Wisdom (Perception) checks that rely on hearing.

Innate Spellcasting. Shadow Queen's blessing provides you with a natural connection to magic. You know the Dancing Lights cantrip.

At third level, you can cast Cause Fear once before taking a long rest.

At fifth level, you can cast Moonbeam without needing any of its material components once before taking a long rest.

Languages. You can speak, read and write Common and Vesperian.

Credit: Dave Rapoza

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Races of Armaril

Vitrean

Vitreans are creatures consisting of various minerals that form a crystalline structure. They are born in areas which magical energies naturally concentrate. Most vitreans consist of a simgle mineral, though it is not uncommon to see ones with impure constitution. Vitreans consisting of precious minerals are often hunted by those seeking an easy way to wealth.

Ability Score Adjustments. +2 Constitution, +1 Wisdom

Age. Vitreans are born fully grown and do not age.

Alignment. Born from the cold earth, most vitreans, staying true to their roots, are Neutral in all aspects.

Size. Vitreans range from just under 5 to over 6 feet tall and you weight between 200 to 400 pounds, depending on your mineral structure. Your size is Medium.

Speed. Your speed is 30ft.

Type. Your creature type is Construct.

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.

Living Construct. Although you are made of stone, you are certainly a living creature. You do not need to eat or breathe, but you can ingest food and drink if you wish. You are immune to poison damage and poisoned condition. You are immune to diseases.

Crystalline Durability. You can reattach any severed body parts by using the Mending cantrip.

If you fail to recover the body part, you may replace it with another crytalline structure of the same volume through the use of Mending cantrip. If the crystal is a different one then what you are primarily made of, you must succeed on a DC 14 Constitution saving throw or the new body part is rejected and it turns to dust.

Credit: Lily Abdullina

Sunlight Dependancy. Your body takes the energy it needs from sunlight, making you dependent on its rays. For every 24 hours you spend without at least an hour of sunlight exposure, you gain one point of exhaustion. Once you gain six points of exhaustion, your body enters a state of suspended animation. In this state you are unconscious. In this state, spending 12 hours under the sun revitalizes you and removes all points of exhaustion.

Trance. Vitreans don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Common and Terran.

Ylthoth

Ylthoth are a race of creatures thought to originate from Illithid who failed to complete their ceremorphosis. Ylthoth live in remote locations such as islands, mountain tops and deep in Underdark. Ylthoth are known to despise Illithid and frequently come into conflict with them.

Ability Score Adjustments. +1 Dexterity, +2 Intelligence

Age. Ylthoth reach maturity around the age of 20 and live for around 90 years.

Alignment. Ylthoth are known to build large, well organized cities. Unlike their supposed ancestors, Ylthoth are friendly and helpful. They tend to be Lawful Good.

Size. Your size is medium.

Speed. Your speed is 30 ft.

Type. Your creature type is Aberration.

Damage Resistances. You are resistant to Psychic damage.

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Races of Armaril

Psionic Adept. Choose a Talent from the psionics table. You can use this talent normally.

Blindsight. Having no eyes, you perceive your environment through the flow of magical energies. This allows you to percieve anything within 30ft of you. You are blind beyond this distance.

You cannot discern colors or degree of illumination, you cannot read conventional writing. You can percieve things even if they are behind cover as long as they are not seperated from you by a solid obstacle that entirely covers your field of perception.

Telepathy. Telepathy is a magical ability that allows you to communicate mentally with another creature within 30ft of you. The contacted creature doesn't need to share a language with you to communicate in this way, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation.

You don't need to see the contacted creature and can end the telepathic contact at any time. The contact is broken as soon as you are no longer within range of each other or if you contact a different creature within range. You can initiate or terminate a telepathic conversation without using an action, but while you are incapacitated, you can't initiate telepathic contact, and any current contact is terminated.

Languages. You can speak Common, Deep Speech and Ylthoth.

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Races of Armaril

Fey

Fey are creatures from the Green Garden,a world under the domain of Aelchjel, goddess of nature. Many are typified as having supernatural abilities and a connection to nature. The language of the fey is called Sylvan.

Darkling

Darklings most often settle in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins.

Ability Score Adjustments. +2 Dexterity

Age. While Darklings are able to live up to 300 years, many die sooner due to varied amounts of light exposure.

Alignment. Darklings are typically shunned from their society, leading them to fend for themselves. They tend to be chaotic neutral in alignment.

Size. Darklings range from 3 to 4 feet tall, your size is small.

Speed. Your speed is 30ft.

Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Replaces Darkvision.

Blindsight. You can sense things that come close to you through other means than vision. You have 30ft. blindsight.

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.

At Home in Darkness. You are proficient in Stealth and you can attempt to hide in dimlight or darkness.

Innate Spellcasting. At 3rd level, you can cast Darkness once before you take a short or long rest.

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

Dryad

Dryads are fey-maidens who act as the protectors of forests and trees. They appear to be beautiful women with delicate features seemingly made of soft wood.

Ability Score Adjustments +1 Wisdom, +2 Charisma

Age. Dryad age as a tree does, very slowly. They can live for thousands of years.

Alignment. Dryads are usually neutral and very rarely evil.

Size. Your size is medium.

Speed. Your speed is 30ft.

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.

Speak with Beasts and Plants. You can communicate with beasts and plants as if they shared a language.

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

You are a member of one of the subraces below.

Guardian

Innate Spellcasting. At 1st level you can cast the Druidcraft or cantrip.

At 3rd level, you can cast Goodberry once before taking a long rest.

At 5th level, you can cast Pass without Trace once before taking a long rest.

Fey Charm. You target one humanoid or beast that you can see within 30 feet of you as an action. If the target can see the you, it must succeed on a DC [8 + your Charisma modifier + your Proficiency modifier] Wisdom saving throw, and does so with advantage if you or your companions are fighting it, or be magically charmed. The charmed creature regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests in the most favorable way it can.

If you or your allies do anything harmful to the target, the effect ends. Otherwise, the effect lasts 1 hour or until you lose consciousness, are on a different plane of existence from the target, or end the effect as a bonus action. If a target's saving throw is successful, the target is immune to the ability for the next 24 hours.

When the effect ends, the target knows it has been charmed by you.

You can use this ability once before taking a long rest.

Valkyrie

Innate Spellcasting. At 1st level you can cast the Shillelagh or cantrip.

At 3rd level, you can cast Entangle once before taking a long rest.

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At 5th level, you can cast Barkskin once before taking a long rest.

Tree Stride. On your turn, you can use 10 ft. of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger. You can use this ability once before you take a long rest.

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Hag

Hags represent all that is evil and cruel. Though they resemble withered crones, there is nothing mortal about these monstrous creatures, whose forms reflect only the wickedness in their hearts.

Ability Score Adjustments +2 Constitution

Age. A hag reaches maturity on her 13th birthday and can live indefinitely.

Alignment. Hags enjoy vile acts and experiment on other sentient creatures with their magic. Hags are overwhelmingly chaotic evil.

Size. Your size is medium.

Speed. Your speed is 30ft.

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.

Claw. Your claws are natural weapons that you can use to attack with. On hit, they deal 1d6 + [your Strength modifier] slashing damage.

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

You are a member of one of the subraces below.

Annis Hag

Annis hags lair in mountains or hills. Despite being hunchbacked and hump-shouldered, they are the largest and most physically imposing of their kind, standing eight feet tall.

Ability Score Adjustments +1 Strength

Mountain Air. You are resistant to cold damage.

Crushing Hug. When you grapple a medium or smaller creature, you can squeeze them with all your might as a bonus action. Creature has to make a Constitution saving throw. Creature takes 2d6 + [your Strength modifier] bludgeoning damage on a failed save or half as much on a successful one. Until the grapple ends, the creature takes 1d6 + [your Strength modifier] bludgeoning damage at the start of your turn.

You cannot make attacks while grappling a creature this way.

You can use this ability once per short or long rest.

Credit: Volo's Guide to Monsters

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Fey

Bheur Hag

Bheur hags live in wintry lands, favoring snow-covered mountains. They become more active during winter, using their ice and weather magic to make life miserable for nearby settlements.

Ability Score Adjustments +1 Dexterity

Cold Resistance. You are resistant to cold damage.

Ice Walk. You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost you extra moment.

Maddening Feast. As an action, you feast on the corpse of one enemy within 5 feet of you that died within the past minute. Up to [your Charima modifier] creatures of your choice that is within 30 feet of you and able to see you must succeed on a DC [8 + your Charisma Modifier + your Proficiency modifier] Wisdom saving throw or be frightened of you for 1 minute. While frightened in this way, a creature can't understand what others say, can't read, and speaks only in gibberish.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

If a creature's saving throw is successful or the effect ends for it, the creature is immune to the your Maddening Feast for the next 24 hours.

Credit: Volo's Guide to Monsters

Green Hag

The wretched and hateful green hags dwell in dying forests, lonely swamps, and misty moors, making their homes in caves.

Green hags love to manipulate other creatures into doing their bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts.

Ability Score Adjustments +1 Strength

Amphibious. You can breathe air and water.

Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC [8 + your Charisma Modifier + your Proficiency modifier] Wisdom (Insight) check.

Illusory Appearance. You can cast Disguise Self once before taking a long rest.

Credit: Monster Manual

Sea Hag

Sea hags live in dismal and polluted underwater lairs, surrounded by merrow and other aquatic monsters.

Sea hags are by far the ugliest of all hags, with slimy scales covering their pallid skin. A sea hag's hair resembles seaweed and covers her emaciated body, and her glassy eyes seem as lifeless as a doll's. Although a sea hag can hide her true form under a veil of illusion, the hag is cursed to forever appear ugly. Her illusory form appears haggard at best.

Ability Score Adjustments +1 Strength

Swim Speed. You have a swim speed of 20ft.

Amphibious. You can breathe air and water.

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Fey

Death Glare. As an action, you target one frightened creature you can see within 30 feet of you. If the target can see you, it must succeed on a DC [8 + your Charisma Modifier + your Proficiency modifier] Wisdom saving throw against this magic or fall unconscious.

You can use this ability once per short or long rest.

Illusory Appearance. You can cast Disguise Self once before taking a long rest.

Credit: Monster Manual

Nymph

Nymph are fey that dwell in lakes, streams, waterfalls, coves and similar places. They are guardians and protectors of these places. They are usually blue skinned with hair changing from white to blue to black and monochromatic eyes.

Ability Score Adjustments. -2 Strength, +1 Dexterity, +1 Wisdom, +2 Charisma

Age. Nymph can live to be about a thousand years old and reach maturity about 120 years of age. They do not age after reaching maturity.

Alignment. A nymph is often chaotic good.

Size. Your size is medium.

Speed. Your speed is 30 ft.

Swim Speed. You have a swim speed of 30ft.

Natural Armor. Your unnatural beauty makes your enemies hesitant to attack you. When you are wearing no armor, your AC is 13+ Dexterity Modifier.

Blinding Beauty. You can activate this ability as an action. When activated, all humanoids within 30 ft of you that can see you must make a DC [8 + Proficiency Mod + Cha Mod] Constitution saving throw or be blinded for 1 minute. Creature can repeat the saving throw at the end of its turns, ending the effect on a success. You can use this ability once per long rest.

Wild Emphaty. Using an action, you can force a beast to make a DC [8 + Proficiency Mod + Cha Mod] Wisdom saving throw. If it fails, it becomes charmed by you for 24 hours at which point can repeat the saving throw. The effect ends if you or an ally hurts the beast. This ability fails if the beast has 4 or more Intelligence. If the beast is hostile towards you, it has advantage on the saving throw.

Unearthly Grace. Once per long rest, you can add your Charisma Modifier to any of your saving throws after you make the roll but before you know the outcome of the throw.

Languages. You can speak write and read Common, Merfolk and Sylvan.

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Pixie

Standing barely a foot tall, pixies resemble diminutive elves with gossamer wings like those of dragonflies or butterflies, bright as the clear dawn and as luminous as the full moonrise. Curious as cats and shy as deer, pixies go where they please. They like to spy on other creatures and can barely contain their excitement around them. The urge to introduce themselves and strike up a friendship is almost overwhelming; only a pixie's fear of being captured or attacked stays its hand.

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Ability Score Adjustments. -4 Strength, +2 Dexterity, +1 Charisma

Age. Pixies reach maturity at 10 years of age and can live indefinitely.

Alignment. Pixies like friendship, pulling mostly harmless pranks and are generally kind hearted. They are usually neutral good.

Size. You are less than a foor tall, your size is tiny.

Speed. Your speed is 10ft.

Fly Speed. Your small wings allow you to fly. You have a flying speed of 30ft.

Innate Spellcasting. At 1st level, you learn Druidcraft or Dancing Lights cantrip.

Shy Observer. You have proficiency in Perception and Stealth skills.

Nimble Trickster. You have advantage on all Dexterity, Intelligence and Charisma saving throws against magic.

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

Credit: Monster Manual

Quickling

Quicklings rocket through haunting, twisted forests where the unseelie fey hold sway, both in the Green Garden and in the world. Racing faster than the eye can track, each appears as little more than a blurry wavering in the air.

Ability Score Adjustments. -3 Strength, +3 Dexterity, -2 Charisma

Age. Quicklings reach maturity at 10 years of age and can live up to 300 years.

Alignment. Quicklings are vicious pranksters that take delight in the damage caused by their "pranks". They are often chaotic evil.

Size. Your size is tiny.

Speed. Your speed is 60 ft.

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Fey

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.

Evasion. If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Languages. You can speak write and read Common and Sylvan.

Credit: Volo's Guide to Monsters

Satyr

Satyrs are raucous fey that frolic in wild forests, driven by curiosity and hedonism in equal measure.

Satyrs resemble stout humans with the furry lower bodies and cloven hooves of goats. Horns sprout from their heads, ranging in shape from a pair of small nubs to large, curling rams' horns.

Ability Score Adjustments. +2 Dexterity, +1 Charisma

Age. Satyrs reach maturity at the age of 16 and can live up to 150 years.

Alignment. Satyrs do not like to be bound by rules and like to live enjoyable lives. They are usually chaotic neutral

Size. Your size is medium.

Speed. Your speed is 40 ft.

Ram. Your horns are natural weapons that you can use to attack with. On hit, they deal 1d4 + [your Strength modifier] bludgeoning damage.

Natural Performer. You are proficient in Performance skill.

Charming Personality. You have advantage on all Intelligence, Wisdom and Charisma saving throws against magic.

Panpipes. If you possess panpipes, as an action, you can play your pipes and choose one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 30 feet of you that can hear the pipes must succeed on a DC [8 + Proficiency Mod + Cha Mod] Wisdom saving throw or be affected as described below. Other satyrs and creature that can't be charmed are unaffected.

An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to these panpipes for the next 24 hours.

  • Charming Melody. The creature is charmed by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately.
  • Frightening Strain. The creature is frightened for 1 minute.
  • Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.

You can use your pipes in this way once before taking a short of long rest.

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

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Sprite

In secret groves and shaded glens, tiny sprites with dragonfly wings flutter. For all their fey splendor, however, sprites lack warmth and compassion. They are aggressive and hardy warriors, taking severe measures to ward strangers away from their homes. Interlopers that come too close have their moral character judged, then are put to sleep or frightened off.

Ability Score Adjustments. -4 Strength, +2 Dexterity, +1 Intelligence

Age. Pixies reach maturity at 50 years of age and can live indefinitely.

Alignment. Sprites are usually neutral good.

Size. You are less than a foor tall, your size is tiny.

Speed. Your speed is 10ft.

Fly Speed. Your small wings allow you to fly. You have a flying speed of 40ft.

Heart Sight. When you touch a creature you magically know the creature's current emotional state. If the target fails a DC [8 + Proficiency Mod + Cha Mod] Charisma saving throw, you also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Silent Observer. You have proficiency in Perception and Stealth skills.

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

Credit: Monster Manual

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Fey