PART 2 | CHARACTER CREATION

 

 

Chapter 4: Races of Aetras

A visit to one of the great cities of Aetras—Cintra, Serenna, or even far Ashara, overwhelms the senses. Merchants cry out in local and trade languages. The smell of cooking wafts from the eateries along the street, mixing with the odours of the crowded street. Towering edifices rise high above the city, reaching for the heavens.

And the people themselves—people of varying size, shape, and colour, dressed in a dazzling spectrum of styles and hues—represent many different races, from diminutive halflings and stout dwarves to majestically beautiful elves, mingling among the humans that dominate the continent.

Scattered among the members of these more common races are the true exotics: a hulking dragonborn here, pushing his way through the crowd, and a sly tiefling there, lurking in the shadows with mischief in her eyes. A group of gnomes laughs as one of them activates a clever wooden toy that moves of its own accord. Half-elves and half-orcs live and work alongside humans, without fully belonging to the races of either of their parents.

Choosing a Race

Humans are the most common people on Aetras, but they live and work alongside dwarves, elves, halflings, and countless other fantastic species. Your character belongs to one of these peoples.

Not every intelligent race of the multiverse is appropriate for a player-controlled adventurer. Dwarves, elves, halflings, and humans are the most common races to produce the sort of adventurers who make up typical parties. Other races and subraces are less common as adventurers.

Your choice of race affects many different aspects of your character. It establishes fundamental qualities that exist throughout your character’s adventuring career. In principle, your choice of race solely reflects their biology and innate abilities. The people of Aetras will treat members of a certain race differently than those of another. Dwarves, for example, are much more likely to receive a warm welcome amongst the humans of Cintra than a tiefling would. Cultural aspects are described in Chapter 6. For more information on the realms of Aetras, see Chapter 2.

Your character race not only affects your ability scores and traits but also provides some cues for building your character’s story. Each race’s description in this chapter includes information to help you roleplay a character of that race, including physical appearance and traits, cultures in which they feature prominently, and other quirks they might be born with.

These details are suggestions to help you think about your character; adventurers can deviate widely from the norm for their race. It’s worthwhile to consider why your character is different, as a helpful way to think about your character’s background and personality.

Racial Traits

The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races.

Ability Score Increase

Every race increases one or more of a character’s ability scores. Instead of the suggested values, you can increase one ability score by 2, and another by 1.

Age

The age entry notes the age when a member of the race is considered an adult, as well as the race’s expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom.

Size

Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall.

Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in Chapter 7.

The sizes attributed to races in this chapter are the natural norm for those races, but outliers do sometimes appear. Whether due to magical interference, a quirk of genetics, or some other factor, particularly tall members of Small races can grow to Medium size and particularly short members of otherwise Medium-sized races can be Small.

Speed

Your speed determines how far you can move when travelling and fighting.

PART 2 | RACES OF AETRAS

 

 

Determining Your Parentage

Your parentage can be an important part of your character’s backstory, especially for lineage races. Most races on Aetras cannot conceive children with another race without magical assistance. With magical assistance, an interspecies couple’s children will resemble the race of their mother, to prevent issues with the child’s gestation. There are two major exceptions to this rule: elves and orcs can conceive offspring with all other mammalian races. The physiology of the reptilian dragonborn and lizardfolk are too different to that of an elf or orc to consider having natural children together.

Languages

By virtue of your race, your character can speak, read, and write certain languages. Chapter 6 lists the most languages spoken on Aetras.

If your character’s race has the Languages trait, that trait includes languages that your character is assumed to know, usually Common and the language of your ancestors. For example, a halfling adventurer is assumed to know Common and Halfling. Here’s the thing: D&D adventurers are extraordinary, and your character might have grown up speaking languages different from the ones in your Languages trait.

To customise the languages you know, you may replace each language in your Languages trait with another language.

Subraces

Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world.

Proficiencies

Some races also grant proficiencies. These proficiencies are usually cultural, and your character might not have any connection with the culture in question or might have pursued different training. You can replace each of those proficiencies with a different one of your choice, following the restrictions on the Proficiency Swaps table.

Proficiency Swaps
Proficiency Replacement Proficiency
Skill Skill
Armour Simple/martial weapon or tool
Simple weapon Simple weapon or tool
Martial weapon Simple/martial weapon or tool
Tool Tool or simple weapon

For example, your elf might not have the keen senses associated with your kin and could take proficiency in a different skill, such as Performance.

Chapter 7 includes weapons and tools suitable for these swaps, and your DM might allow additional options.

PART 2 | RACES OF AETRAS

 

 


Dwarves

The oldest humanoid race on the continent and probably in the world, Dwarves are an unchanging bastion of stability in a chaotic world. Dwarves hail from the deep places of the world, where they mine for riches and forge marvels of metal and stone.

Short and Stout

Bold and hardy, dwarves are best known across Aetras as skilled warriors, miners, and workers of stone. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their endurance is also easily a match for any of the larger folk. Due to their short stature dwarves are natural sprinters, but struggle at cross-country despite their great endurance. Dwarves are also naturally resilient against poison, capable of ingesting substances that would kill most other races with little issue.

Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth.

Dwarves are much hairier than most other races. Both male and female dwarves grow thick beards, which are often a point of pride in cultures influenced by dwarves. Dwarvish hair is usually black, grey, or brown, though paler dwarves often have red hair.

Long Memories, Sharp Eyes

Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, the older dwarves of the Stonecrown Kingdom remember the bitter years of the Great War. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.

Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. Their long lifespan and life amidst the unchanging stone have imparted dwarvenkind with a love of stability, repetition, and safety above all else. Chaos and change are dangerous and distract from the vital task at hand. As such, dwarves crave predictability, routine, and safety. A mind not fully focused can’t give a task its proper attention. This rigidity in outlook, though a fundamental part of the dwarven psyche, can sometimes be a disadvantage. Dwarves don’t change their minds easily, and once set on a course rarely alter their strategy.

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Another quirk of dwarvish psychology is their incredible ability to focus and eye for detail. A dwarf can lose themselves in any task, not surfacing from the work for anything until they have finished the task to their satisfaction. Unfortunately, in some dwarves this slightly obsessive mindset can evolve into what the dwarves call “Dragon Sickness”, a psychological condition that makes dwarves obsessed with the hoarding of wealth. This mental illness occurs most commonly in socially isolated but wealthy dwarves and usually resolves itself with social immersion and therapy.

Rocks in the Flow

Dwarvenkind has a strange relationship with the Flow and magic in general. They have a great aptitude for divine magic and many ancient dwarvish lineages have dormant sorcerous talents, but dwarves in general have very little talent for arcane magic. In fact, most dwarves have no arcane ability at all and are unable to affect the Flow by any wizardly means. This tenuous connection to the Flow manifests itself in the fact that dwarves do not dream. Instead, a sleeping dwarf enters a comfortable blank state of dormancy.

In a somewhat ironic twist, this lack of connection to the Flow makes dwarves excellent at the subtle art of enchanting and crafting magic items, as this requires the handling of unstable magic materials whose arcane radiation can cause hallucinations in other races.

Duergar

During the Great Wars of Dwarvish Succession many of the lower dwarfholds were lost, cut off from the rest of dwarvenkind when the network of tunnels and galleries now known as the Old Roads crumbled. These dwarfholds were never abandoned and the clans that inhabited them continued to resist the dangers of the deep underground for millennia. Influenced by the strange magic that permeates the depths, these dwarves changed, gaining strange abilities. These dwarves are now known as the duergar.

Physically similar to other dwarves in some ways, duergar are wiry and lean, with black eyes, ashen grey skin, and grey or white hair.

Due to their traumatic history of isolation and desperate struggle for survival, duergar are generally more grim and dour than their stone dwarf cousins. Duergar also tend to be less perfectionistic than other dwarves, having had to make do with fewer and less optimal materials for aeons.

Slow to Trust

Dwarves get along passably well with most other races. “The difference between an acquaintance and a friend is about a hundred years,” is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf’s trust.

Elves. “It’s not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc’s head, they’re as apt to start singing as to pull out a sword. They’re flighty and frivolous. Two things to be said for them, though: They don’t have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf’s good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.”

Halflings. “Sure, they’re pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?”

Humans. “You take the time to get to know a human, and by then the human’s on her deathbed. If you’re lucky, she’s got kin-a daughter or granddaughter, maybe-who’s got hands and heart as good as hers. That’s when you can make a human friend. And watch them go!. They set their hearts on something, they’ll get it whether it’s a dragon’s hoard or an empire’s throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.”

PART 2 | RACES OF AETRAS

 

 

Dwarf Traits

Your dwarf character has a parcel of inborn abilities, part and parcel of dwarven nature.

Ability Score Increase. Your Constitution score increases by 2.

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

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

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armour.

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 colour in darkness, only shades of grey.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. In addition, you have advantage on all Constitution saving throws against spells and other magic effects.

Severed from Dreams. Dwarves sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, a sleeping dwarf enters a comfortable blank state of dormancy while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.

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 guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Subrace. Two main subraces of dwarves populate the world of Aetras: stone dwarves and duergar. Choose one of these subraces.

Stone Dwarf

As a stone dwarf, you’re strong and remarkably resilient, adapted to the difficult conditions of Aetras’ underground. Most dwarves on Aetras are stone dwarves, hailing from the Stonecrown Kingdom.

Ability Score Increase. Your Wisdom score increases by 1.

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Duergar

Duergar hail from the Old Roads, where their ever-shrinking clans must fight for their survival. Due to their exposure to strange magics, duergar have innate magical abilities to become invisible and to temporarily grow to giant size.

Ability Score Increase. Your Strength score increases by 1.

Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.

Duergar Magic. When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell’s enlarge option. When you reach 5th level, you can cast the Invisibility spell on yourself once with this trait. You don’t need material components for either spell, and you can’t cast them while you’re in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.

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

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Elves

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They are not native to Aetras, but are the remnants of an ancient empire that spanned many worlds, linked together through the Feywild.

Slender and Graceful

With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.

Elves’ coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. As a general rule, elves grow little to no body hair. Male elves rarely have facial hair.

A Fey Perspective

Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. Most elves don’t age outwardly as other humanoids do. The skin of adults remains smooth, their hair does not grey, and their bones do not ache. Even the oldest elves look similar in age to a human of perhaps 30 years.

Due to their fey ancestry, elves are driven by their emotions to a further extent than humans, needing much more time to process their feelings than the shorter-lived races. Many mistake the mercurial nature of the elves for ignorance of the effects of what seem like world-altering events, but the opposite is true: elves have such a long view of the world that they can look past the problems of the moment and see the bigger picture. This long view allows the elves to live their lives without worrying about the ups and downs of history, which contributes to their mercurial nature.

A Cycle of Reincarnation

The birth of each elf represents an elvish soul that has been to the afterlife and returned. Mortal elves cannot know if it is the soul of someone recently dead or someone who died millennia ago. As elves reincarnate, their cumulative experience manifests in the form they take in their next lives. Elves who revel in nature and forge deep bonds with the world tend to reincarnate as wood, sea, or sand elves, while elves who follow the starlit path of the arcane tend to come back as high elves. Eladrin are the most fey of all elves, and their souls have far fewer ties to the material than their cousins’. A single lifetime of experiences, even one as long as an elf’s, is not enough to dramatically change the long path an elvish soul has embarked upon.

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There are elves who are unaffected by the cycle of reincarnation that defines most members of their race: the shadar-kai and the drow. The shadar-kai have been doomed to live half-lives in the Shadowfell after the Raven Queen’s disastrous attempt at apotheosis. The souls of the drow are believed to be held by Lolth, who keeps them from joining their brethren in another life.

Living in Reverie

Perhaps more so than any other race, elves are familiar with all aspects of memory. From birth, elves don’t sleep but instead enter a trance when they need to rest. In this state, elves remain aware of their surroundings while immersing themselves in memories. What an elf remembers during this reverie depends largely on how long the elf has lived, and the events of the lives that the elf’s soul has experienced before. Young and adult elves draw upon their own memories, reflecting on them with the benefit of hindsight and distance. Elves unconsciously draw upon the experiences of their previous life during this process, and can even access specific lessons learned and skills acquired in past lives. In elderly elves the distinction between their current and past lives begins to fade, and they begin to experience memories from lives past during their trance. The first time this happens is called The Remembrance, and marks the start of the last phase in an elf’s life. Drawing on memories of past lives can provide an elderly elf with much wisdom, but they also run the risk of being lost in past events, too preoccupied with memories of the past to enjoy the present.

Haughty but Gracious

Although they can be haughty, elves are generally gracious - even to those who fall short of their high expectations - which is most non-elves. Still, they can find good in just about anyone.

Dwarves. “Dwarves are dull, clumsy oafs. But what they lack in humour, sophistication, and manners, they make up in valour. And I must admit, their best smiths produce art that approaches elven quality.”

Halflings. “Halflings are people of simple pleasures, and that is not a quality to scorn. They’re a good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.”

Humans. “All that haste, their ambitions and drive to accomplish something before their brief lives pass away - humans are dangerous and reckless. Their greed has harmed our people beyond measure and nearly plunged the world into darkness. Even now, their roving eyes have fallen on our lands”


The Drow

The drow were originally a faction of Elvish rebels, who rose against the caste system of the elvish princedoms and against the high elves and eladrin who benefitted from it. As a part of their revolution, the drow abandoned the Elvish Pantheon and began to worship the dark goddess Lolth, queen of the spiders.

When the drow were beaten in the Battle of Narveth, the drow realised their cause had failed. Unable to keep up the resistance, they retreated to the Demonweb, Lolth’s personal domain. From there, they planned their revenge and began to establish footholds deep below Aetras. In 5:231 the drow launched their attack on the elvish princedoms, conquering the city of Narveth in silence before announcing their return to the world by openly attacking the city of Esa Esari and its Solumite allies.

Their time in the Demonweb has left its mark on the drow, turning them into a more monstrous version of their old selves. Drow are the shortest of all elves and are universally dark-grey of skin and white of hair. Drow have a much larger sexual dimorphism than other elves, as female Drow are signifcantly taller and stronger than the males.

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Elf Traits:

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

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

Speed. Your base walking speed is 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 colour in darkness, only shades of grey.

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. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Trance Proficiencies. Whenever you finish a long rest using your Trance trait, you gain two proficiencies, each one with a weapon or a tool of your choice (selected from Chapter 7). You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Subrace. Ancient divides and the effects of reincarnation have led to many distinct subraces. Choose one of these subraces.

Eladrin

Eladrin are the most fey-like of all elves and resemble the elves’ fey ancestors the closest. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin’s mood:

Autumn is the season of peace and goodwill, when summer’s harvest is shared with all.

Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers.

Spring is the season of cheerfulness and celebration, marked by merriment as winter’s sorrow passes.

Summer is the season of boldness and aggression, a time of unfettered energy.

Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin’s current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer.

Ability Score Increase. Your Charisma score increases by 1.

Creature Type. You are a Humanoid and a Fey. If an effect works on at least one of your types, that effect can work on you, but you have advantage on saving throws against spells, abilities, or other effects that only target Fey.

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Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:

Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.

Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

You can change your season at the end of a Long Rest.

High Elves

As a high elf, you have a keen mind and a mastery of at least the basics of magic, as your soul has walked the path of the arcane many times. Compared to other elves, high elves tend to be haughty and reclusive, as they are less concerned with worldly matters. They are the least inclined to strong emotion of all elves, reflecting the rational logic found in the laws of the arcane.

High elves are taller and much paler than other elves, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold.

Ability Score Increase. Your Intelligence score increases by 1.

Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose the ability when you pick this subrace).

Extra Language. You can speak, read, and write one extra language of your choosing.

Wood Elves

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 maintain deep, spiritual bonds with the forests they love. If a wood elf maintains these bonds during their life, they grow stronger with every reincarnation. In general, wood elves are more passionate than high elves, but not as capricious as the eladrin.

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 Increase. Your Wisdom score increases by 1.

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.

Sea Elves

Sea elves are in love with the wild beauty of the ocean and have a deep spiritual connection to the seas. Like their wood elf cousins, sea elves are deeply passionate people, but are less exuberant about it. Sea elves are predisposed to long periods of apparent calm, interrupted by bouts of rage and joy. It takes effort to get to know a sea elf, but those who do will see that still waters run deep.

Sea elves are short and slight compared to other elves, with skin and hair in bluish-tones. Sometimes they sport fine, smooth scales on their skin. Adapted for quick movement in water, sea elves are stronger than wood elves, but less quick and graceful on dry land.

Ability Score Increase. Your Constitution score increases by 1.

Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.

Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

Extra Language. You can speak, read, and write Aquan.

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Sand Elves

Sand elves love the stark beauty of the desert and have made it their home. Sand elves are as passionate as their wood and sea elf brethren, delighting in victory and raging in defeat, but are not as capricious. The dangers of their desert homes force the sand elves to take the here and now more seriously than other elves.

Sand elves have bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black. Sand elves are short and slight of build, similar to the sea elves.

Ability Score Increase. Your Constitution score increases by 1.

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

Child of the Desert. You’re acclimated to extreme heat.

Fata Morgana. You know the Minor Illusion cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).

Piercing Gaze. You can perceive lightly obscured creatures and objects as normal.

Shadar-Kai

In the latter years of the Aeon of Strife, a powerful wood elf mage known as the Raven Queen tried to stop the war by ascending to godhood and using her divine power to settle the religiously-fuelled conflict. The Raven Queen was betrayed during her ascension and banished to the Shadowfell with her followers, elves known as the shadar-kai.

Ripped from the cycle of reincarnation and forced to live a shadowy half-life in the darkness of the Shadowfell, the shadar-kai have become grim and foreboding individuals, bereft of the emotion that characterises elvenkind. Like the Raven Queen they are bound to, shadar-kai exist in a strange limbo between life and death and cannot truly die. Instead, they are reconstituted in the Shadowfell, paying for the continuation of their meagre existence with the memories of the life they led. Recent events have given a sliver of hope to the shadar-kai, as the Raven Queen seems to be growing in power once more, fuelled by the death of the creatures that cursed her. As the Raven Queen gains power, more vitality and emotion is restored to the shadar-kai.

Ability Score Increase. Your Constitution score increases by 1.

Necrotic Resistance. You have resistance to necrotic damage.

Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a long rest.

Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

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Affable and Positive

Halflings try to get along with everyone else and are loath to make sweeping generalisations-especially negative ones.

Dwarves. “Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?”

Elves. “They’re so beautiful! Their faces, their music, their grace and all. It’s like they stepped out of a wonderful dream. But there’s no telling what’s going on behind their smiling faces-surely more than they ever let on.”

Humans. “Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you’ll find good, solid folk. Not that there’s anything wrong with the barons and soldiers - you have to admire their conviction. And by protecting their own lands, they protect us as well.”

Halflings

Kind little folk who adore the simple pleasures of life, halflings are a common sight throughout Aetras. Naturally stealthy and extraordinarily lucky, halflings tend to avoid conflicts with the larger races, and are content with a simple life of rustic pleasures. Small and Practical

Small and Practical

The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.

Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.

Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so.

Kind and Curious

Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.

Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.

Above all, halflings are a practical people. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Halflings have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.

Pastoral Pleasantries

Halflings are community-oriented folk and prefer to get on with everyone. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. 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.

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Even the most adventurous amongst the halflings love peace, food, hearth, and home. It doesn’t matter if home is a quiet farm in a halfling shire, an apartment in a crowded human city, a wagon jostling along a dirt road, or a raft floating downriver, it always has a special place in a halfling’s heart.

Courage under Fire

While halflings do not like violence or warfare, they will protect their communities with a courage that is rivalled by none. Once the threshold between peace and danger has been crossed, halflings steel themselves against the dangers of the wider world and can face it with unmatched resolve.

Halfling Traits

Your halfling character has a number of traits in common with all other halflings.

Ability Score Increase. Your Dexterity score increases by 2.

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

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

Speed. Your base walking speed is 25 feet.

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 travelling.

Subrace. The two main kinds of halflings, Aetran and western halflings, have a very different geographical origin. Ghostwise halflings can be found amongst both groups. Choose one of these subraces.

Aetran Halflings

Aetran halflings, as their name suggests are the halflings native to the continent. These halflings usually live in peaceful but isolated communities or amidst other races in their cities. Aetran halflings don’t have much wanderlust, preferring the pastoral quiet of their rural communities.

Aetran halflings are hardier than their western or ghostwise kin, and even have some resistance to poison. Aetran halflings are often taller than their cousins as well, a fact that they delight in greatly.

Ability Score Increase. Your Constitution score increases by 1.

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

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Western Halflings

Western Halflings hail from the Far West, the lands beyond the Forest of Silence’s western border. Long ago a great disaster befell the lands these halflings lived in, making them unsuitable for cultivation. Thus, the Halflings packed their belongings into large wagons and began roaming the world in caravans, a tradition they kept up to this day.

Western halflings tend to be darker in colouration than other halflings, with bronze skin and dark hair. They are shorter than their Aetran cousins, but stealthier and more nimble.

Ability Score Increase. Your Charisma score increases by 1.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Ghostwise Halflings

Some halflings are born with strange gifts. These children tend to be quiet and often keep to themselves. Often, they are seen talking to unseen figures, whom they claim are very real. As these children grow, their talents develop into the ability to silently communicate with those around them, as well as a strong affinity for spiritual matters. Though the true origin of the ghostwise is unknown, many believe the cause to be spiritual interference. Fey spirits are thought a likely culprit, as there are much more ghostwise halflings born in communities close to the Silent Forest than anywhere else.

Ghostwise halflings are paler than other halflings, with light hair being common among them. They also tend to be less bulky than their kin.

Ability Score Increase. Your Constitution score increases by 1.

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

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Humans

Humans are the youngest of the common races of Aetras, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Despite these shortfalls, humans have cut a bloody swath through Aetras, building mighty empires on the foundation of conquest and trade. Eminently adaptable, humans are the innovators, the achievers, and the pioneers of Aetras.

A Broad Spectrum

With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colours from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. This broad spectrum of appearances has developed quickly, as all humans are descended from the same group of refugees that arrived on Aetras in 3:7466. It is believed that at some point in the past, human physiology was changed, making it more receptive to mutation or alterations. Humans reach adulthood in their late teens and rarely live even a single century.

Variety in All Things

Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands of Aetras. When they settle, though, they stay: they build cities to last for the ages, and great empires that can persist for long centuries. An individual human might have a relatively short life span,

but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present -making them well suited to the adventuring life- but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

Human Ethnicities

The material culture and physical characteristics of humans can change wildly from region to region. On Aetras, each different human culture has its own clothing styles, architecture, cuisine, music, and literature. While neighbouring cultures might have similarities, especially in border regions, distant lands have little cultural similarities. Human physical characteristics, though, vary according to the migrations of the earliest humans in the Third and Fourth Age.

Six human ethnic groups are recognized on Aetras. These groups represent the physical and differences within the human race on Aetras. The cultural differences of the various peoples of Aetras can be found in Chapter 2.

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Solumites

Solumites are among the tallest humans, averaging 5’11” for men and 5’8” for women. While tall, they are not very heavily built and tend to be slight and wiry. Solumites are pale-skinned, and usually mostly dark-haired. Lighter hair is often an indication of elvish heritage. Pale eye colours are very common in Solumites.

Aeneans

Shorter and slighter than northern humans, Aenean men stand at an average 5’9” for men and 5’5” for women. They are olive-skinned and dark of both hair and complexion. Light hair and eyes are very uncommon.

Nidarosians

Nidarosians are the tallest and strongest of all humans, with men averaging over 6 feet in height and women 5’10”. Nidarosians are heavily muscled, pale skinned (and often freckled), and tend towards light hair and eyes. Ritualistic tattoos, scars, piercings, and makeup are also very common, especially among raiders.

Telviri

Telviri are short and slight, built for grace and agility. Men average 5’8” in height, while women are about 4 inches shorter. While most Telviri sport dark hair, some have streaks of strange colour in their hair; a result of the magic suffusing the former Archonate. Strange and bright eye-colours are common for the same reason.

Abydosians

Abydosians are the shortest humans in the Aetran sphere of influence, but stockier than Aeneans or Solumites. Abydosian men stand at an average 5’7” and women at 5’2”. Abydosians have dusky brown skin and dark hair and eyes. There are many humans in Abydos who descend from the civilizations that dwell in the rich tropics beyond the Karnak Desert. These humans often have dark mahogany skin and curly black hair.

Sahrnians

Sahrnians are averagely tall for humans and slender. They are pale skinned, though somewhat darker than Solumites or Nidarosians. Sahrnians display almost the entire range of human hair and eye colours, though red hair is rare.

Human Traits

It’s hard to make generalisations about humans, but your human character has these traits.

Ability Score Increase. Your ability scores each increase by 1.

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

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 base walking speed is 30 ft.

Trained for a Trade. You gain proficiency in two skills and one tool of your choice.

Language. You can speak and read Common and one other language of your choice. 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.

Optional Cultural Subrace. The above traits represent the average human commoner on Aetras: commoners with little specialised training or education. The optional subraces below represent the upper crust of various human cultures, the people who have received more training and education than the rank-and-file. In order to play one of these subraces, you must pick the corresponding culture as well. For more information on cultures, see Chapter 2. Some of these subraces may have additional requirements.

The traits of these subraces replace the human’s Ability Score Increase and Trained for a Trade traits.

Everyone’s Second-Best Friends

Humans readily mingle with members of other races. Their expansionist drift tends to get in the way of their diplomatic efforts, but they manage well enough.

Dwarves. “They’re stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though.”

Elves. “It’s best not to wander into elven woods. They don’t like intruders, and you’ll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned pride, let go of the past, and actually treat you like an equal, you can learn a lot from them.”

Halflings. “It’s hard to beat a meal in a halfling home, as long as you don’t crack your head on the ceiling - good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.”

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Solumites

The Empire of Solum is the largest and most powerful of the human states and the hegemon of the Aetran continent. Solumite culture is very lawful, with strict laws that are enforced harshly but fairly. Solum is also a militarised state, using its vast armies to enforce its rule.

Solumites are known to be lawful, honest, and direct. They’re masters of organisation and logistics, but dislike chaotic circumstances. Other humans often see Solumites as stern and unyielding.

Ability Score Increase. Your Strength score increases by 2 and your Charisma score increases by 1.

Know thy Enemy. Whenever you make an Intelligence (History) check related to military history or strategy, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Voice of the Emperor. You are proficient in the Intimidation skill. When intimidating subordinates you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Mandatory Drilling. You are proficient with scimitars, longswords, and pikes.

Imperial Orders. You can use an action to shout a one-word command to creatures of your choice within 10 feet. The targets must succeed on a Wisdom saving throw (DC 8 + twice your proficiency bonus) or follow the command on its next turn. This ability has no effect on targets that are undead, don’t understand your language, or if your command is directly harmful to them. Once you use this trait, you can’t use it again until you finish a short or long rest.

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Aeneans

The southern Principalities of Aenea are a collection of culturally similar and nominally allied fiefdoms. Known for their abilities as merchants, bankers, and craftspeople of luxury goods, the people of this region are amongst the wealthiest in the world. The Aenean states are bitter rivals, only maintaining their alliances to fend off outside sources while they use economic warfare to fight amongst themselves.

Aeneans are known to be kind, charming, and hospitable to their friends, but to be utterly merciless towards their rivals. The people of the south hold bitterly to their grudges and do not take kindly to those who mess with their interests.

Ability Score Increase. Your Charisma score increases by 2 and your Dexterity score increases by 1.

Maritime Heritage. You are proficient with Vehicles (water) and in the Acrobatics skill. You also have a swimming speed of 30 feet.

Tricks of the Trade. You gain proficiency with a tool of your choice: brewer’s supplies, glassblower’s tools, or navigator’s tools.

Mercantile Experience. You are proficient in the Persuasion skill. You have advantage on Charisma (Persuasion) checks made to barter with merchants.

Silver Tongued. As an action, you can attempt to charm a humanoid you are speaking with. It must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier), and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance.

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Telviri

Once, the Telviri peninsula was home to the most skilled and knowledgeable mages and arcanists of Aetras. In the Fifth Age, an arcane cataclysm reduced the peninsula to a wasteland ravaged by wild magic. While most Telviri were killed in this cataclysm, many were able to flee to other nations.

The people of the Archonate of Telvir are known to be intelligent, cunning, and adept at magic; their minds and skills honed by their nation’s social focus on magic. Beyond this, Telviri are also known as proud people: easily insulted and riled. Duelling is an important social norm in Telvire, where it’s used to settle conflicts between spellcasters in a fair way.

Ability Score Increase. Your Intelligence score increases by 2 and your Dexterity score increases by 1.

Cunning Caster. Telviri use their magic and intelligence to gain the upper hand, with little regard for rules and morality. You have proficiency in the Deception and Sleight of Hand skills.

Magic Training. All Telviri are at least somewhat educated in the use of magic. You know 2 cantrips from the Wizard spell list. In addition, you know the Detect Magic spell. You learn that spell and, using this feature, can cast it at its lowest level. Once you cast it in this way, you must finish a long rest before you can do so again.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).

“Honourable” Duellist. Telviri settle matters of honour with the blade instead of magic. You gain proficiency in rapiers, daggers, longswords, and shortswords.

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Nidarosians

In the frigid waters of the Shivering Sea lie the islands of Abydos. Home to a fierce society of raiders and warriors, these northern islands have been a thorn in the side of the more “civilised” nations of Aetras for centuries.

Nidarosians are seen as aggressive barbarians by most, but actually rely on firm codes of martial honour and honesty. These raiders have deep respect for heroic heritages, nature, and the gods.

Ability Score Increase. Your Constitution score increases by 2, and either your Strength or Wisdom score increases by 1.

Druid and Marauder. You are proficient with Vehicles (water) or the Herbology Kit.

Warrior of the Frozen North. You have resistance to Cold damage and difficult terrain caused by ice and snow imposes no penalty on you. You are also proficient in the Survival skill.

Brutal Raider. You are proficient with the handaxe, battleaxe, great axe, and shields.

Undvik Training. You can cast Speak with Animals as a ritual once per long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose the ability when you pick this race).

Aggressive. 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.

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Abydosians

The Emissariate of Abydos is an arid theocracy on the northern shores of the Panyssian continent. Here, the Divine Emissary and their genasi Magi rule with a mandate from Heaven itself.

Abydosians tend towards piety and frugality in their personal lives. They have a strong sense of community, and will not hesitate to help others, even strangers, in surviving the dangers of the desert. Above all, Abydosians hate dark magics and those who cast them, a trauma left over from the Emissariate’s long wars with the Traiectan Empire.

Ability Score Increase. Your Wisdom score increases by 2 and your Constitution score increases by 1.

Purged by Fire. All Abydosian children are burned with a sacred flame shortly after their birth in a ritual known as the Baptism by Fire. This practice leaves the child with no scars, and is said to destroy any evil that might possess the child. As a result of this ritual, you gain resistance to Fire and Necrotic damage.

Light of Tar-Evren. You know the Sacred Flame cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose the ability when you pick this race).

Desert-Born. As a child of the Karnak Desert, you are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide. You also ignore difficult terrain caused by loose sand and other such hazards common in the desert.

Holier-than-Thou. Your strict religious upbringing has granted you proficiency in the Religion and Insight skills.

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Sahrnians

(Requirement: Noble background)

Until very recently, the Empire of Sahrnia was the second most powerful human nation on the continent, rivalled only by the Empire of Solum. This came to an end in 5:226 when the Empire of Solum defeated the Empire of Sahrnia after decades of war. In its heyday, Sahrnia was a proud nation, characterised by a massive social disparity between the nobility and the common folk. Sahrnian nobles lived lives of leisure and luxury, playing deadly political games to jockey for power with their peers. The commoners, on the other hand, lived in feudal squalor, working to the bone to provide for their noble overlords. This disparity was supported by the Sahrnian religion and the religious class.

Sahrnian nobles are haughty, proud, and almost universally arrogant. They take great pride in art and skill, and resent those who don’t immerse themselves with finery. The complex political games that characterised the empire have made them insightful and alert, capable of noticing the smallest details.

Ability Score Increase. Your Charisma score increases by 2 and your Intelligence score increases by 1.

The Grand Game. You are proficient in your choice of two of the following skills: Insight, Investigation, Deception, and Performance.

The Masked Empire. You are proficient with the Disguise Kit.

Elegantly Cultured. You are proficient with the Harpsichord, Cello, Pianoforte, or Harp.

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

Appalling Cynicism. You have advantage on saving throws against being charmed or frightened.

Conniving Orator. As an action, you can suggest a course of activity (limited to a sentence or two) and cunningly influence a creature you are speaking with that understands you. This suggestion must be worded in such a manner as to make the course of action sound reasonable and cannot be directly harmful to the target. Creatures that can’t be charmed are immune to this effect.

The target must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for up to 8 hours, but ends early if the target completes was what it was asked to do in a shorter time.

You can also specify conditions that will trigger a special activity during the 8 hour duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the effect of this trait wears off, the activity isn’t performed.

If you or any of your companions damage the target, the effect ends. Once you use this trait, you can’t use it again until you finish a long rest.

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Uncommon Races

The dragonborn and the rest of the races in this list are uncommon. They are less widespread than the dwarves, elves, halflings, and humans of Aetras. While these folks may not draw much attention in their own cultures or in the more cosmopolitan cities of Aetras, the small towns and villages that dot the countryside are different. The common folk aren’t accustomed to seeing members of these races, and they react accordingly.

Dragonborn. It’s easy to assume that a dragonborn is a monster, especially if his or her scales betray a chromatic heritage. Unless the dragonborn starts breathing fire and causing destruction, though, people are likely to respond with caution rather than outright fear.

Genasi. Genasi are revered as heirs to vast elemental powers in their native Abydos. On Aetras, however, their relative rarity is more than enough to make the common people wary of these flesh-bound elementals. A genasi’s colourful and exotic appearance is enough to draw the Aetran commoner’s weary eye, while their elemental powers is enough to arouse their fear.

Gnome. Gnomes don’t look like a threat and can quickly disarm suspicion with good humour. The common folk are often curious about gnomes, likely never having seen one before, but they are rarely hostile or fearful.

Goliaths. The sheer bulk of goliaths is enough to intimidate most Aetrans. While most people might treat a goliath with frightened respect, some might seek to challenge the giantkin to prove their own mettle.

Tabaxi. Uncommon even in their homeland of Abydos, tabaxi are a rare sight around the world. In Abydos, these desert-dwellers are mistrusted and watched with wary eyes by merchants. On Aetras, people have almost no context for the tabaxi, and will treat them with the suspicion afforded to all foreign folk. On occasion, an Aetran peasant looking to make nice with a tabaxi might do so by treating them like they would the closest analogue to a tabaxi: the common house cat.

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Dragonborn

Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids.

Proud Dragon Kin

Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colours of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in colour, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are smiting, talon-like claws with three fingers and a thumb on each hand.

The blood of a particular type of dragon runs very strong through some dragonborn lineages. These dragonborn often boast scales that more closely match those of their dragon ancestor-bright red, green, blue, or white, lustrous black, or gleaming metallic like gold, silver, brass, copper, or bronze.

Whatever their appearance, all dragonborn have vast reserves of draconic power, passed down through their draconic lineage. Like their larger kin, dragonborn can channel their lineage’s elemental power through their breath, often to devastating effect.

Striving for Perfection

Like their draconic ancestors, dragonborn are solitary creatures by nature, though their lack of giant size and unbeatable strength has seen them congregate in small clans across Aetras. Dragonborn have no qualms about working with other races, but tend to keep to themselves until they fully trust their comrades.

Dragonborn value skill and excellence in all endeavours. They are fuelled by a continual drive for self-improvement. In that pursuit, dragonborn hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of that particular skill or the completion of that particular goal as a lifetime goal. This slightly obsessive mindset is the remnant of the draconic instinct to hoard valuable good and/or people.

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Dragonborn traits

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

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Creature Type. You are a Humanoid and a Dragon. If an effect works on at least one of your types, that effect can work on you, but you have advantage on saving throws against spells, abilities, or other effects that only target Dragons.

Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Subrace. Like with full-blooded dragons, two distinct kinds of dragonborn exist. Choose one of these subraces.

Chromatic Dragonborn

Dragonborn with chromatic ancestry claim the raw elemental power of chromatic dragons. The vibrant colours of black, blue, green, red, and white dragons gleam in those dragonborn’s scaled skin and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, and of raging lightning storms, as well as the subtle whisper of swamp and forest, toxic and corrosive.

Chromatic Ancestry. You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits, as shown in the table.

Chromatic Ancestry
Dragon Damage Type
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance. You have resistance to the damage type associated with your Chromatic Ancestry.

Chromatic Warding. Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can’t do so again until you finish a long rest.

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Metallic Dragonborn

Dragonborn with metallic ancestry lay claim to the tenacity of metallic dragons—brass, bronze, copper, gold, and silver—whose hues glint in their scales. Theirs is the fire of hearth and forge, the cold of high mountain air, the spark of inspiration, and the scouring touch of acid that purifies.

Metallic Ancestry. You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.

Metallic Ancestry
Dragon Damage Type
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Silver Cold

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance. You have resistance to the damage type associated with your Metallic Ancestry.

Metallic Breath Weapon. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:

Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.

Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.

Once you use your Metallic Breath Weapon, you can’t do so again until you finish a long rest.

PART 2 | RACES OF AETRAS

 

 

Genasi

Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. In one case, this has manifested in the birth of a new race: the genasi, elementals made flesh who carry the power of the planes in their blood.

Children of the Elements

The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The opposite is usually true as well: most elementals do not relish being on the Material Plane and will often try to return to a place more suited to them. Yet, by some strange quirk of fate, some elementals have bridged this divide and now call the Material Plane their home. These elementals are genasi: individuals with ties to two worlds, yet belonging to neither.

Most genasi have two genasi as parents as unions between genasi and other races produce only non-genasi offspring, although this offspring often has a strong elemental talent. A rare few genasi have a “true” elemental further up their family tree, manifesting a powerful elemental heritage that’s the envy of their peers.

Heirs to Elemental Power

As elementals made mortal, genasi inherit something from both sides of their dual nature. They usually look like regal, statuesque humans with unusual skin colours (red, green, blue, or grey). While their appearance is generally considered beautiful, this is usually in ways that other races perceive as unnatural. As such, genasi oftentimes trigger an uncanny-valley effect on other races. The elemental blood flowing through their veins gives genasi innate control over their element and often gives them magical talents as well.

Thanks to their elemental power, genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self-confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble. Too much failure can chip away at even a genasis sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.

Genasi Traits

Your genasi character has certain characteristics in common with all other genasi.

Ability Score Increase. Your Constitution score increases by 2.

Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. Due to their elemental nature, they live far longer than humans do, up to 200 years.

Creature Type. You are a Humanoid and an Elemental. If an effect works on at least one of your types, that effect can work on you, but you have advantage on saving throws against spells, abilities, or other effects that only target Elementals.

Size. Genasi are taller than most humans, with most standing over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey, green, red, or blue, depending on your subrace.

Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

Subraces. Four major subraces of genasi are found on Aetras, representing the four elements: air genasi, earth genasi, fire genasi, and water genasi. Choose one of these subraces.

PART 2 | RACES OF AETRAS

 

 

Air Genasi

As changeable as the weather, an air genasi’s moods shift from calm to wild and violent with little warning, but these storms rarely last long.

Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.

Ability Score Increase. Your Dexterity score increases by 1.

Lightning Resistance. You have resistance to Lightning Damage

Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.

Mingle with the Wind. You know the Gust cantrip. Once you reach 3rd level, you can cast the Levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).

Earth Genasi

As an earth genasi, you have inherited some measure of control over earth, revelling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.

Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.

Ability Score Increase. Your Strength score increases by 1.

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

Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.

Merge with Stone. You know the Mold Earth cantrip. Once you reach 3rd level, you can cast the Pass Without Trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).

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Fire Genasi

As a fire genasi, you have inherited the volatile mood and keen mind that characterises fire elementals. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.

Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal-black, or ash-grey skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.

Ability Score Increase. Your Intelligence score increases by 1.

Like Wildfire. Your base walking speed increases to 35 feet.

Fire Resistance. You have resistance to fire damage.

Reach to the Blaze. You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Aganazzar’s Scorcher spell once with this trait as a 2nd-level spell, and you regain the ability to cast it this way when you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).

Water Genasi

The lapping of waves, the spray of sea foam on the wind, the ocean depths, all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.

Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in colour. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.

Ability Score Increase. Your Wisdom score increases by 1.

Cold Resistance. You have resistance to cold damage.

Amphibious. You can breathe air and water.

Swim. You have a swimming speed of 30 feet.

Call to the Wave. You know the Shape Water cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).

PART 2 | RACES OF AETRAS

 

 

Gnomes

A constant hum of busy activity pervades the warrens and neighbourhoods where gnomes make their homes. 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.

Vibrant Expression

A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around.

Love of discovery is the force that drives the life of a gnome, whether one is investigating the nature of magic or trying to invent a better back scratcher. Questions about the world fill a gnome’s head: how an insect flies, a fish swims, or a grasshopper jumps-they want to figure it all out! But it’s not just nature and its workings that intrigue them; gnomes become obsessed with all sorts of topics. In particular, they have a keen interest in mechanical devices, the natural world, and magical pursuits; a gnome might seek to invent a new garden tool, collect and categorise every type of butterfly, or develop a new method for cutting gemstones.

Delighted Dedication

As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savour the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can’t get in enough of the things they want to do and see.

Gnomes speak as if they can’t get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.

Gnomes are born with a fascination for learning fueled by an irrepressible curiosity. Most individuals settle on a specialised area of study such as an aspect of the natural world, a particular method of invention, or the patterns that underlie the multiverse. Gnomes are willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.

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Gnome Traits

Your gnome character has certain characteristics in common with all other gnomes.

Ability Score Increase. Your Intelligence score increases by 2.

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

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

Speed. Your base walking speed is 25 feet.

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 colour in darkness, only shades of grey.

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

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

Subrace. Three subraces of gnomes are found on Aetras: forest gnomes, rock gnomes, and deep gnomes. Choose one of these subraces.

Forest Gnome

As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands. On Aetras, the forest gnomes live amongst the elves of the Silent forest.

Ability Score Increase. Your Dexterity score increases by 1.

Natural Illusionist. You know the Minor Illusion cantrip.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).

Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

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Rock Gnome

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes on Aetras are rock gnomes, who hail from the Silent Mountains that bisect the continent.

Ability Score Increase. Your Constitution score increases by 1.

Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

Deep Gnome

Like the duergar the deep gnomes once lived in the Dwarvish Empire, but were abandoned in the warren of underground tunnels and galleries now known as the Old Roads. Guarded, and suspicious of outsiders, deep gnomes are cunning and taciturn, but can be just as kind-hearted, loyal, and compassionate as their surface cousins.

Svirfneblin seem more like creatures of stone than flesh. Their leathery skin is usually a grey, brown, or dun hue that acts as a natural camouflage with the rock around them. Their bodies are gnarled with hard muscle or fat, and they are heavier than their small stature suggests; svirfneblin often weigh 100 pounds or more but rarely stand much more than 3 feet tall.

Ability Score Increase. Your Dexterity score increases by 1.

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

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

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Goliaths

At the highest peaks of the Silent Mountains - far above the slopes where trees grow and where the air is thin and the frigid winds howl - dwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the world or die trying.

On the Shoulders of Giants

Goliaths are the descendants of the giants of Ostoria and, like their ancestors, tower over the other races of their time. Their bodies look as if they are carved from mountain stone and give them great physical power. Goliaths are between seven and eight feet tall and are built extremely powerfully.

A goliath’s greyish skin is covered in dark, often symmetrical markings and littered with coin-sized, bony growths called lithoderms. Goliaths usually have dark hair, though many shave their scalp to show off their markings. Some goliaths have pure white hair. Goliath eyes are often a bright blue or green and sometimes glow a little.

Driven Competitors

Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to an entire tribe, while an individual’s heroic effort can ensure the entire group’s survival. Goliaths thus place a premium on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills.

This dedication to competition has a dark side. Goliaths are ferocious competitors, but above all else they are driven to outdo their past efforts. If a goliath slays a dragon, he or she might seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments.

In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. Few folk have ever meet an elderly goliath, and even those goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay.

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Goliath Traits

Your goliath character has certain characteristics in common with all other goliaths.

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

Age. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

Creature Type. You are a Humanoid and a Giant. If an effect works on at least one of your types, that effect can work on you, but you have advantage on saving throws against spells, abilities, or other effects that only target Giants.

Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Giant Ancestry. You have giant ancestry. Choose one type of giant from the Giant Ancestry table. You are resistant to a type of damage determined by the giant type, as shown in the table.

Giant Ancestry
Giant Type Damage Type Resisted
Hill Giant Poison and you have advantage on saving throws against being poisoned
Frost Giant Fire
Fire Giant Acid
Cloud Giant Cold
Storm Giant Lightning or Thunder
Stone Giant Cold

Natural Athlete. You have proficiency in the Athletics skill.

Titanic Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

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

Mountain Born. You are also acclimated to high altitude, including elevations above 20,000 feet.

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

PART 2 | RACES OF AETRAS

 

 

Tabaxi

Hailing from the far shores of Abydos, the tabaxi are catlike humanoids driven by curiosity to explore the world to collect artefacts, tales, and stories of their long lost empire. Some tabaxi even get to lay eyes on some newly discovered wonders of their past. Ultimate travellers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.

Desert Cat-Folk

Tabaxi are taller than most humans, standing at six to seven feet tall. Their bodies are covered in dense fur that protects their skin from the desert sun and keeps the scorching heat out. Like most felines, tabaxi have long tails and retractable claws. Tabaxi fur colour range from light yellow to black.Tabaxi eyes are slit-pupiled and usually green or yellow.

Tabaxi are speedy runners. They have a good sense of balance and an acute sense of smell.

Wandering Outcasts

During the Second Age, the lands of Abydos were ruled by the tabaxi god-kings, mighty rulers who could channel the power of the gods themselves. A series of natural disasters and a war with the sand elves of the Karnak desert crushed this mighty empire in the Third Age. Nowadays, only the bones of the mighty Tabaxi Empire are left.

Most tabaxi remain in their desert homeland, where they seek to uncover the lost secrets of this lost empire, scouring the deserts for forgotten ruins and artefacts. However, not all tabaxi are satisfied with such a life.

Barterers of Lore

Tabaxi treasures knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it’s not intrinsically interesting. In the tabaxi’s eyes, gathering wealth is like packing rations for a long trip. It’s important to survive in the world, but not worth fussing over.

Instead, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumours they collected like a miser counting coins. Any rumour that even hints at the ancient Tabaxi Empire being involved are especially highly prized.

Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer,

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a tabaxi takes great joy in unravelling the stories behind their creation and the history of their use.

Fleeting Fancies

Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi’s desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets. A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week’s lodging after stealing it. The tabaxi might take extensive notes or memorise every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.

Children of the Sun and Moon

Since the days of the Tabaxi Empire, there have been two distinct kinds of tabaxi: the children of the sun and the children of the moon. There are great physical differences between these tabaxi, despite the fact that most tabaxi families consist of both kinds of cat-folk.

Tabaxi traits

Your tabaxi character has certain characteristics in common with all other tabaxi.

Age. Tabaxi mature and age at about the same rate as humans. They enter adulthood in their late teens and usually live less than a century.

Size. Tabaxi are taller than humans. Sun-Children are broad and heavily muscled and can stand over 7 feet tall. Moon-Children are more finely built and are about 8 inches shorter on average. Your size is Medium

Speed. Your base walking speed is 30 feet.

Darkvision. You have a cat’s keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Insulating Fur. You are acclimated to extreme heat.

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

Subrace. Two subraces of tabaxi are found on Aetras: sun-children and moon children. Both can share a family, but are radically different from each other. Choose one of these subraces.

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Sun-Child Tabaxi

Born during the day, sun-child tabaxi resemble humanoid lions. They are tall and move with a boldness that suggests their physical might. Tawny fur covers the body of a Sun-Child, and many grow thick manes ranging in shade from gold to black. This, along with their ability to produce bone-shaking roars, gives the Sun-Children an air that readily shifts between regal and fearsome.

Sun-children are known for their confidence, which can come off as imperiousness. While this can reassure their allies, it can also suggest defiance in the face of what they perceive as imposed authority or unworthy experts. Sun-Children are also perceived as quick to take offence, intolerant of criticism, or belligerent. The truth is that many Sun-Children simply enjoy fighting, whether verbal or physical. They take pleasure in argument, wrestling, sparring, and even battle, enjoying the opportunity to exercise their minds and bodies.

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

Speed. Your movement speed increased by 5 ft.

Hunter’s Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.

Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.

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Moon-Child Tabaxi

Born at night, moon-child tabaxi Moon-Child Tabaxi resemble sleeker and more agile felines than their sun-child brethren. Often compared to leopards, panthers, and house cats, they are built for speed, stealth, and agility.

Moon-children are creatures of fancy and obsession: a natural prey drive compels them to become fully focussed on singular objectives and then completely forget about it once their objective has been completed and a new object of obsession pops up. Unlike the Sun-Children, Moon-Children prefer stealth and guile over violence. Their ability to move quickly and propensity for stealth aid them in this approach.

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

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

Panther’s Claws. Because of your claws, you have a climbing speed of 20 feet.

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

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Rare Races

The firbolg and the rest of the races in this list are rare. They are less widespread than the uncommon races, and often only live in certain areas of Aetras. These folks’ exotic appearance draws attention in even the most cosmopolitan cities of Aetras. In the small towns and villages that dot the countryside these folks are mysterious unknowns, creatures never seen before only talked about in rare tales.

Firbolg. A firbolg’s large size and grey skin colour often sees them mistaken for their goliath cousins, and sees them treated with fear and terrified respect. Even people who don’t know of goliaths won’t attempt to get into arguments with the large, brawny firbolgs. Only a few educated people, mostly elves, will recognise firbolgs for the gentle beings that they are.

Kenku. These small bird-like creatures have a sinister appearance that sets people one edge. Their inability to speak in their own voice forces them to communicate in mimicked sounds and sentences, which many folk find creepy. Usually, kenku are seen as ill omens. On their native Nidaros, the kenku are regarded as little more than pests by the humans who now rule the islands.

Lizardfolk. The brutish and strange appearance of the lizardfolk sets most folk on edge from the first. When people observe the lizardfolk’s cold nature, they are often filled with an atavistic fear, which causes them to either avoid the lizardfolk or band together to drive away this perceived threat. Lizardfolk escorted by other races will be regarded with wariness and suspicion, but won’t see the violent reactions they would have if they had been alone.

Soulforged. The soulforged are new arrivals on the Aetran scene, having only been freed from imprisonment in the long-lost dwarvish capital of Zirakzigil. Seeing large creatures of stone and steel lumber down a street is bound to draw stares, but the public has not had a chance to form an opinion on the soulforged yet. Dwarves treat the soulforged with great reverence, showing respect to the soul of the Ancestor within.

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Firbolgs

Forest dwelling giantkin, firbolgs cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.

Ancient Schisms

Not all giants were part of the kingdom of Ostaria and the giant empire’s wars against the dragons. Many giants disliked the violent nature of Ostoria and abandoned their mountain homes, travelling in search of a peaceful existence. Eventually, these giants settled in the vast forests of pre-humanity Aetras, establishing strongholds where they could live in peace and harmony. These giants were the ancestors of the firbolgs, much like the giants of Ostoria were the ancestors of the goliaths

Like their distant goliath cousins, firbolgs are bulky humanoids of tremendous size. Firbolgs are slightly smaller than goliaths and aren’t as musclebound as the goliaths. Firbolg have thick bluish-grey skin, and hair that comes in many natural shades. Characteristic for firbolgs are their pointed ears that protrude to the sides of their heads and their wide, pink-tipped noses.

Natural Druids

Firbolgs have a talent for druidic magic. Their long history of living in harmony with nature, combined with their strong and insightful minds, makes learning such magic an instinctive part of their development. Almost every firbolg learns a few spells, typically those used to mask their presence, and many go on to master nature magic.

Always looking to avoid conflict, firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of elves, humans, and orcs. Such events concern the firbolgs only when the events affect the forest.

Talking Softly, Carrying Big Sticks

Millennia of peaceful living has given firbolgs a peace-loving nature. Most firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the heart of the world and monuments to the durability of life.

As self-appointed caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don’t try to dominate nature, but rather seek to ensure that it prospers and survives according to its own laws.

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Even in the face of an intrusion, firbolgs prefer a subtle, gentle approach to prevent damage to their territory. They employ their magic to make the forest an unappealing place to explore by temporarily diverting springs, driving away game, stealing critical tools, and altering trails to leave hunting or lumber parties hopelessly lost. The firbolgs’ presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travellers decide to move on, the better.

If these tactics fail, the firbolgs take more direct action. If the settlers show themselves to be enemies of the forest, firbolgs martial their strength and attack the intruders with unexpected savagery.

Firbolg Traits

Your firbolg character has the following racial traits.

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

Age. Firbolgs have lifespans comparable to humans and goliaths. They enter adulthood in their late teens and usually live less than a century. Firbolg druids tend to live for much longer.

Creature Type. You are a Humanoid and a Giant. If an effect works on at least one of your types, that effect can work on you, but you have advantage on saving throws against spells, abilities, or other effects that only target Giants.

Size. Firbolg 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.

Firbolg Magic. You can cast Detect Magic and Disguise Self with this trait, using Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells (choose the ability when you pick this race). Once you cast either spell, you can’t cast it again with this trait until you finish a short or long rest. When you use this version of Disguise Self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or long rest.

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

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts 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.

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

PART 2 | RACES OF AETRAS

 

 

Kenku

Haunted by an ancient crime that robbed them of their wings, the kenku wander the frozen islands of Nidaros as vagabonds who live at the edge of the isles’ human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.

An Ancient Curse

The kenku once served the giants that ruled over the islands of Nidaros. They served their giant overlords as spies and scouts, using their wings and sharp eyes to gather intelligence on other giant warlords. According to legend, the kenku betrayed their masters when humans arrived on Nidaros, hoping to gain more freedom. Unfortunately for the kenku, their giant masters discovered their treachery. Enraged, they imposed dreadful curses upon them. First, the kenku’s beloved wings withered and fell away from their bodies, leaving them bound to the earth. Then, to ensure that the kenku could never divulge any secrets again, their masters took away their voices.

Since then, the kenku have wandered the frozen wilderness of Nidaros, cursed by their former masters and abandoned by their human allies when the curse rendered them useless.

Accursed Avians

Once, the Kenku had magnificent wings that carried them across the mountain air currents of Nidaros. When these wings withered away, the kenku were left with arms in place of wings and bird-like talons for hands and feet. They retain bird-like features, however, with black and beady eyes and a long dark-hued beak. A kenku’s head and torso are covered with soft feathers, a dark russet-brown colour, while their scrawny limbs are bare and scaled like a bird’s. Of all birds, kenku most resemble crows, ravens, and other corvids.

Kenku are smaller than the average human, standing at around 5 feet. They have partially hollow bones, so they are lighter than most creatures their height,weighing between 90 and 120 pounds. Their hollow bones do make kenky less strong than other humanoids, but they make up with agility and dexterity.

Roleplaying a Kenku

If you’re playing a kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what they mean. Be clear about your character’s intentions unless you’re deliberately aiming for inscrutable or mysterious.

You might say, “Snapper makes the noise of a hammer slowly and rhythmically tapping a stone to show how bored he is. He plays with his dagger and studies the Lords’ Alliance agent sitting at the bar.” Creating a vocabulary of noises for the other players to decode might sound like fun, but it can prove distracting and could slow down the game.

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Dreams of Flight

Above all else, kenku wish to regain their ability to fly. Every kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly. Rumours of magic items such as flying carpets, brooms capable of flight, and similar objects provoke a great desire for the kenku to acquire the items for themselves. Despite their lack of wings, kenku love dwelling in towers and other tall structures. They seek out ruins that reach to the sky, though they usually lack the resources to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety structures that would collapse beneath a human or an orc.

Hopeless Plagiarists

Although unable to speak in their own voices, kenku can perfectly mimic any sound they hear, from a halfling’s voice to the noise of rocks clattering down a hillside. However, kenku cannot create new sounds and can communicate only by using sounds they have heard. Most kenku use a combination of overheard phrases and sound effects to convey their ideas and thoughts.

Thanks to their keen eyes and sharp minds, kenku can copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can produce large numbers of identical items. Few kenku find this work satisfying, since their creativity and quest for the freedom of flight makes them ill-suited to settle into a routine.

Loyal Sneaks

Kenku have a talent for learning and memorising details. Thus, ambitious kenku can excel as superb spies and scouts. Since kenku can precisely reproduce any sound, they make for ideal messengers. The messages they carry rarely suffer degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear.

Kenku have a tendency to seek out a companion to emulate and follow, which aids them in communication by speaking for the kenku and providing them with useful sentences to emulate. A kenku loves to mimic the voice and words of its chosen companions.

PART 2 | RACES OF AETRAS

 

 

Kenku Traits

Your kenku character has the following racial traits.

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.

Size. Kenku are between 3 and 4 feet tall and average about 35 pounds. Your size is Small.

Speed. Your base walking speed is 30 feet.

Expert Forgery. You can duplicate other creatures’ handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.

Kenku Training. You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.

Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Arcane Imitation. When you see a creature cast a cantrip within 60 feet of you, you can use your reaction to memorise this cantrip. You know this cantrip until you use this trait to memorise another cantrip.

Once you reach 3rd level, you can also memorise a 1st-level spell with this trait. You can cast the memorised spell once with this trait and regain the ability to do so when you finish a long rest. You know the memorised spell until you use this trait to memorise another 1st-level spell.

Once you reach 5th level, you can also memorise a 2nd-level spell with this trait. You can cast the memorised spell once with this trait and regain the ability to cast it when you finish a long rest. You know the memorised spell until you use this trait to memorise another 2nd-level spell.

If you change the spell you have memorised when you have already cast a memorised spell of that level you cannot cast the new spell until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).

Languages. You can read and write Common and Auran, but you can only speak using your Mimicry trait.

PART 2 | RACES OF AETRAS

 

 

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. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures.

Despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and skilled allies.

Claws and Scales

Lizardfolk are reptilian creatures. Their skin is covered in scales of various colours. Taller than humans and powerfully built, lizardfolk are often between 6 and 7 feet tall and weigh between 200 and 250 pounds. Lizardfolk have non-prehensile muscular tails that can grow to three or four feet in length. Importantly, lizardfolk also have sharp claws and teeth, which they take great pleasure in using. Lizardfolk have colourful frills on their heads and necks that are normally folded up and hidden, but which can be used for intimidation and to attract potential mates.

Although non-reptilians struggle to tell the difference between males and females, lizardfolk can easily distinguish themselves. Body shape, scale patterns, and colour patterns on a lizardfolk’s frills all differ between males and females.

Alien Minds

The lizardfolk’s reptilian nature comes through not only in their appearance, but also in how they think and act. Lizardfolk experience a more limited emotional life than other humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure. Lizardfolk experience most feelings as detached descriptions of creatures and situations. For example, humans confronted by an angry troll experience fear on a basic level. Their limbs shake, their thinking becomes panicked and jumbled, and they react by instinct. The emotion of fear takes hold and controls their actions. In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations. A lizardfolk doesn’t think, “I’m scared.” Instead, aggressive, stronger creatures register to the lizardfolk as fearsome beings to be avoided if possible. If such creatures attack, lizardfolk flee, fighting only if cornered. Lizardfolk aren’t scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly.

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Lizardfolk never become angry in the way others do, but they act with aggression toward creatures that they could defeat in a fight and that can’t be dealt with in some other manner. They are aggressive toward prey they want to eat, creatures that want to harm them, and so on.

Pleasurable people and things make life easier for lizardfolk. Pleasurable things should be preserved and protected, sometimes at the cost of the lizardfolk’s own safety. The most pleasurable creatures and things are ones that allow lizardfolk to assess more situations as benign rather than fearsome.

Cold and Calculating

Most humanoids describe cold-blooded people as lacking in emotion and empathy. The same label serves as an apt depiction of lizardfolk. Lacking any internal emotional reactions, lizardfolk behave in a distant manner. They don’t mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants.

Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a comrade who dies becomes a potential source of food. That companion might have once been a warrior or hunter, but now the body is just freshly killed meat.

A lizardfolk who lives among other humanoids can, over time, learn to respect other creatures’ emotions. The lizardfolk doesn’t share those feelings, but instead assesses them in the same clinical manner. Yes, the fallen dwarf might be most useful as a meal, but hacking the body into steaks provokes aggression in the other humanoids and makes them less helpful in battle.

Utility and Survival

The lizardfolk mindset might seem unnecessarily cruel, but it helps them survive in a hostile environment. The swamps and desert they inhabit are filled with a staggering variety of threats. Lizardfolk focus on survival above all, without sentiment.

Lizardfolk assess everyone and everything in terms of utility. Art and beauty have little meaning for them. A sharp sword serves a useful and good purpose, while a dull sword is a dead weight without a whetstone.

Hapless Soft Ones

At their core, lizardfolk view other humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, it’s a wonder they have managed to survive for so long. The typical human would barely make it through a day in the life of a lizardfolk. Still, if other creatures prove useful to lizardfolk, those creatures can trigger a protective response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings, young ones incapable of protecting themselves but who might prove useful in the future if they receive care.

Lizardfolk Traits

Your lizardfolk character has the following racial traits.

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

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

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

Speed. Your base walking speed is 30 feet.

Cold Blooded. You have advantage on saving throws against exhaustion in extreme heat. You have disadvantage on saving throws against exhaustion in extreme cold.

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.

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

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

Subraces. There are two types of lizardfolk on Aetras: the fen hunters that dwell in the swamps of Aetras and the sand stalkers of the Karnak Desert. Choose one of these subraces.

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Fen Hunter Lizardfolk

Hailing from the swamps of Aetras, fen hunter lizardfolk have smooth scales that vary in colour from dark green to shades of brown and grey. They use their powerful tail and legs to swim through the brackish waters of their homes in search of prey. Fen hunters ambush their prey by grabbing them with their teeth and dragging them into the water, where they spin their prey around until it drowns.

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

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

Bite. Your fanged maw is a natural weapon, which counts as a simple melee weapon with which you are proficient. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier.

Death Roll. When you hit a creature with your bite, you can use the strength of your jaw and teeth to hold on to them. The target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be restrained by you. A swimming target has disadvantage on this saving throw. A Large creature has advantage on this saving throw. Creatures that are Huge or larger always succeed on this saving throw.

While restrained by you, the target takes 1d6 piercing damage at the start of each of its turns as it slowly bleeds out. A creature restrained by this feature can use an action to make a Strength check against the DC. On a success, the target is freed.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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Sand Stalker Lizardfolk

Sand stalker lizardfolk prowl the Karnak Desert in search of their prey. These lizardfolk are covered in rough, protective scales coloured in the beiges and browns of the desert. Sand stalkers have long, spiked tails that they use to knock their enemies down and gore them.

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

Hunter in the Sands. You ignore difficult terrain caused by loose sand and other such hazards common in the desert.

Tail Spikes. Your spiked tail is a natural weapon, which counts as a simple melee weapon with which you are proficient. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Breaking Swipe. When you hit a creature with your tail spikes, you can deal an extra 2d6 bludgeoning damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your strength modifier) or be pushed 10 feet away from you and knocked prone.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

PART 2 | RACES OF AETRAS

 

 


Soulforged

The soulforged are creatures of stone and metal animated by ancient magic. They were created in the Second Age by the dwarves using Forge of Souls, which allowed them to encase a mortal soul in a mechanical body. This process produced sapient soldiers, giving rise to what some have only grudgingly accepted as a new species. Soulforged are made from stone and metal, but they can feel pain and emotion. Once built as weapons for the Great Wars of Dwarvish Succession, they must now find a purpose beyond war. A soulforged can be a steadfast ally, a cold-hearted killer, or a visionary in search of meaning.

Living Steel and Stone

Because even the Forge of Souls could not create new life, the dwarves had to use volunteers and turn them into golems. The process involved ritually sacrificing the volunteer, then using necromancy to capture their soul, before transferring it to the prepared components of the Soulforged. As the Great Wars of Dwarvish Succession began to heat up, clan Rakankrak, the ruling clan of Zirakzigil and the Forge of Souls, also began turning prisoners and undesirables into soulforged. These soulforged were enslaved by the use of enchantments laid into the shell and magic control rods.

A magical process animates the soulforged, but mechanical parts translate this magic into the soulforged’s motor functions. Many soulforged have specialised mechanical systems that allow them to perform certain tasks with preternatural strength or precision.

Soulforged are formed from a blend of inorganic materials. Metal gears and pistons form their muscles, wrapped around a framework of steel or stone. Armoured plates made from steel, stone, or ceramics form a protective outer shell and reinforce joints. Conductive crystalline matrices form the soulforged’s nervous and sensory systems. Each soulforged is a masterwork of dwarvish metalwork and rock gnome mechanics, as unique as an organic creature. The precise materials and build of a soulforged vary based on the purpose for which it was designed, its designer’s preferences, and the artisans who forged its shell.

The typical warforged has a sexless body shape. Some warforged ignore the concept of gender entirely, while others adopt a gender identity.

The more a warforged develops its individuality, the more likely it is to modify its body, seeking out an artificer to customise the look of its face, limbs, and plating.

PART 2 | RACES OF AETRAS

 

 

Soulforged Personality

Most of the soulforged that have survived the aeons since Zirakzigil was sealed away in the latter years of the Great Wars of Dwarvish Succession were robbed of their personality by the control rods used by the Rakankraks. Now the Forge of Souls has been restored, old soulforged have regained their personality. Newly made soulforged, who consist of only volunteers or new souls, either retain their personality or can form their own one.

Soulforged are as diverse as the people who were turned into them. Though years of living as a soulforged leaves traces on their personality. Many soulforged start to embrace a concrete purpose—such as protecting allies, completing a contract, or exploring a land—and embrace this task with single-minded determination. However, there are soulforged who delight in exploring their feelings, their freedom, and their relationships with others.

Soulforged Traits

Your soulforged character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was built.

Ability Score Increase. Your Constitution score increases by 2, and you can increase an ability score of your choice by 1.

Age. There is no average age for soulforged: some were crafted in the Second Age and are millennia old, while others were built after the recovery of the Forge of Souls in the Fifth Age and are mere months old. With regular maintenance, soulforged have shown no signs of deterioration due to age. You are immune to magical ageing effects.

Creature Type. You are a Construct. Although you are manufactured, resting and healing magic provide the same benefits to you that they do to other creature types. Where organic creatures use the Medicine skill you gain the same benefit from checks made with Artisan’s Tools.

Size. The soulforged come in all shapes and sizes, though it was discovered putting a soul into a container that was too small or too large led to madness. Your size is Small or Medium.

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 enhanced with armour:

  • You gain a +1 bonus to Armour Class.
  • You can don only armour with which you have proficiency. To don armour other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armour. To doff armour, you must spend 1 hour removing it. You can rest while donning or doffing armour in this way.
  • While you live, the armour incorporated into your body can’t be removed against your will.

Specialised 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.

PART 2 | RACES OF AETRAS

 

 

Lineage Races

The world of Aetras is a world wracked with grand spiritual influences, strange magics, and curious bloodlines. Many people on Aetras are born differently from others of their race, perhaps because their parents are members of different races, because greater forces have meddled with their birth, or because of hidden magic in their bloodline. Others have seen their lives and bodies changed by strange events.

The aasimar and the rest of the races in this list have either started life as, or are descended from other races. This is reflected in their statblock by the Ancestral Legacy trait, which reflects the biological features from their ancestors not overwritten by their new nature. This trait allows you to keep elements of your race and your subrace. In the case of the half-elf and half-orc, the Ancestral Legacy trait refers to the race of their other parent. Unless stated otherwise, these races do not qualify for the racial feats of their ancestral races, but get their own instead.

By their nature, the lineage races are less widespread than their ancestral races, and tend to appear unexpectedly. Some, like hexbloods, are very rare, while others, like half-elves, are quite common. People’s reaction to these folks differs wildly, depending on which group they belong to, with reactions ranging from adoration of the aasimar, to revulsion and persecution of the tieflings.

Aasimar. Aasimar are incredibly rare, but the few of them that roam Aetras are treated with awe and reverence, viewed as living saints. On Aetras, aasimar are often raised by religious sects so that they can better serve the gods. Others tend to be swept up by powerful organisations to serve as their figurehead. The Emissariate of Abydos is ruled by an aasimar, who is believed to be a sacred emissary sent by heaven.

Dhampir. Dhampirs are very rare on Aetras, located mainly in Serenna and the regions surrounding it. Though they have only been around for a short time, they have already learned to hide their nature, for fear of zealous folk trying to kill them like they would any undead. In Abydos, the Court of Fire burns out any hint of vampirism from the blood of every newborn in a ritual known as the Baptism by Fire.

Half-Elf. Although many people have never seen a half-elf, virtually everyone knows they exist. A half-elf stranger’s arrival is followed by gossip behind the half-elf’s back and stolen glances across the common room, rather than any confrontation or open curiosity. Many human nobles have married elves, leading to a large concentration of half-elves in the upper echelons of most human societies.

Half-Orc. People are quick to assume that a half-orc is belligerent and easily angered, so they watch themselves around an unfamiliar half-orc. As unfair as it may be, shopkeepers might surreptitiously hide valuable or fragile goods when a half-orc comes in, and people slowly clear out of a tavern, assuming a fight will break out soon.

Hexblood. A hexblood’s appearance makes hiding their nature difficult. As such, hexbloods have trouble fitting into society, especially in rural areas where superstition runs rampant. Hexbloods are often treated as dangers to their community, especially where children are concerned.

Reborn. Reborn are effectively undead, whether they are animated by machinery or by necromancy. As such, the people of Aetras regard them as unnatural creatures, things to be avoided or destroyed. The religious may see them as abominations unto their gods and will actively seek out reborn to destroy them, as they would a nest of ghouls.

Tiefling. Half-orcs are greeted with a practical caution, but tieflings are the subject of supernatural fear. The evil of their heritage is plainly visible in their features, and as far as most people are concerned, a tiefling could very well be a devil straight from the Nine Hells. People might make warding signs as a tiefling approaches, cross the street to avoid passing near, or bar shop doors before a tiefling can enter.

PART 2 | RACES OF AETRAS

 

 

Aasimar

Aasimar bear within their souls the light of the heavens. They are the result of Heaven interfering with the birth of a child. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.

Angelic Beings

Aasimar are derived from mortal bloodlines, and they still resemble members of their ancestral race. However, their celestial heritage has left a clear imprint on their appearance. Aasimar have an otherworldly appearance. They are tall, with chiselled features, flawless skin, and luminous eyes. Aasimar skin tones cover the full range of their ancestral race’s colouration, but also include various shades of grey, green, or metallic sheens. Their hair comes mostly in monochrome colours, ranging from deep onyx to stark white. An Aasimar’s most striking feature tends to be their eyes, which are often pupil-less pale white, grey, or golden, and shine with an inner light.

There are often strange, otherworldly aspects to an aasimar’s appearance. Besides their too-perfect looks, they might cast a winged shadow, their hair might always be floating in a non-existent breeze, their voice might ring with the strength of a choir when they are excited, or a glowing halo might shimmer around their heads when they are channelling power. Celestial Champions Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice. From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness.

Aasimar Guides

An aasimar, except for one who has turned to evil, has a link to an angelic being. That being—usually a deva—provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings. The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about.

As part of fleshing out an aasimar character, consider the nature of that character’s angelic guide.

Falling from Grace or Rising to it

With your DM’s consent, you can change your character’s subrace to fallen aasimar if your protector/scourge aasimar turns to evil. To do so, replace your subrace benefits, including the ability score increase, with those of a fallen aasimar.

Similarly, if your fallen aasimar turns to good, your DM might allow you to become a protector or scourge aasimar.

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Conflicted Souls

Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing. Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them.

Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar’s guide is wise but not infallible

Aasimar Traits

Your aasimar character has the following racial traits.

Ability Score Increase. Your Charisma score increases by 2.

Age. An aasimar’s longevity depends on that of its ancestral race, but aasimar regularly live up to twice as long as the members of their ancestral race.

Creature Type. You are a Humanoid and a Celestial. If an effect works on at least one of your types, that effect can work on you, but you have advantage on saving throws against spells, abilities, or other effects that only target Celestials.

Size. An aasimar’s size depends on that of its ancestral race, though aasimar are often taller than their kinsmen. Your size is medium or small.

Speed. Your base walking speed is 30 feet.

Ancestral Legacy. When you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.

If you don’t wish to or cannot keep any of those elements, you gain proficiency in two skills of your choice instead.

You count as the race you replace with this lineage for any prerequisites that require you to be that race.

Darkvision. Blessed with a radiant soul, your vision can easily cut through 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 colour in darkness, only shades of grey.

Celestial Resistance. You have resistance to necrotic damage and radiant damage.

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

Subrace. Three subraces of Aasimar exist: protector aasimar, scourge aasimar, and fallen aasimar. Choose one of them for your character.

PART 2 | RACES OF AETRAS

 

 

Protector Aasimar

Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil.

Ability Score Increase. Your Wisdom score increases by 1.

Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can’t use it again until you finish a long rest.

Scourge Aasimar

Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil-a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle.

Ability Score Increase. Your Constitution score increases by 1.

Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can’t use it again until you finish a long rest.

Fallen Aasimar

An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow.

Ability Score Increase. Your Strength score increases by 1.

Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (which you choose when you pick this subclass)) or become frightened of you until the end of your next turn.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

Once you use this trait, you can’t use it again until you finish a long rest.

Draconic Aasimar

Aasimar born as dragonborn have a powerful link to Bahamut. They are born as platinum dragonborn, mirroring their celestial patron. Instead of using the aasimar traits, they use the metallic dragonborn traits with the following change: Their dragon type is platinum. The damage type of their breath weapon and other features is radiant.

PART 2 | RACES OF AETRAS

 

 

Dhampirs

Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite.

A Legacy of Shadows

The city of Serenna is the oldest human settlement on the Aetran mainland, but humans have never truly ruled over this city. Behind the curtains, the city has always been ruled by the Old Families, a cabal of vampire clans. The Old Families have ruled Serenna justly and wisely for centuries, having formed a mutually beneficial relationship with their city. It was the skill and magic of the Old Families that defied the Corpse Emperor’s attempts to seize Serenna, and their cunning that ensured Serenna’s dominance in Aenea.

The Old Families have always ruled from the shadows, keeping up an elaborate masquerade to hide their true nature and prevent the zealous from attempting to destroy them. In order to continue this deception, the Old Families use a system where their heirs have children before being turned. These children then grow up to become the public face of the Family, reproduce, and after raising their children are turned themselves, while the new generation takes over their public duties.

While the human members of the Old Families have always been blessed with strangely good health, beauty, and charm, the rise of an Eldritch Comet in 5:231 has somehow supercharged their vampiric heritage. With this change, the heirs of the Old Families strewn all over Aetras have changed into dhampirs: creatures poised between life and death.

Unnatural Grace

On the surface, dhampirs resemble ordinary members of their ancestral races. Their ties to undead have left their marks, however, and a keen observer can distinguish a dhampir from their mortal kinsmen. Dhampirs are paler than is usual, with elongated canines and sharper ears. Their fingernails are sharp, resembling claws. When dhampirs become particularly agitated, their eyes glow with a deep red light. As dhampirs don’t need to breathe, they often look unnaturally still when at rest. When they move, however, they do so with a predatory grace that is beyond the capabilities of mortal members of their ancestral race.

Other Dhampirs

All vampires on Aetras originate with the Old Families of Serenna. Over the centuries, some members of this cabal have left Serenna to create a life for themselves, away from their families’ political games. While many of these vampires have been hunted down by monster hunters, adventurers, and angered clerics, some have managed to set up covens of their own. If these covens have mortal offspring, that offspring will have become dhampirs when the Eldritch Comet appeared in 5:231.

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Dhampir Hungers

Every dhampir knows a thirst slaked only by the blood of the living. Drinking blood is pleasurable to dhampirs and empowers them, but those who overindulge their thirst risk losing control and forever viewing others as prey. It takes a strong will to find the right balance: those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge. The Vampiric Temptations table gives examples for what can drive a dhampir to indulge their thirst.

Vampiric Temptations
D6 Temptation
1 Drinking blood is the only way to still your never-ending thirst, but only for a while…
2 Blood is like a drug to you. Drinking it gives you a high that no narcotic can match.
3 Drinking blood helps you calm down and control your anxiety.
4 During your life you suffered from a chronic illness that affects you still. Regular doses of blood help keep the symptoms at bay.
5 Drinking blood sharpens your senses and reflexes, giving you an edge in a fight.
6 You serve a master that demands you pay them tribute in blood.

Dhampir Traits

Your dhampir character has the following racial traits.

Ability Score Increase. One ability score of your choice increases by 2, and another ability score of your choice increases by 1.

Age. Dhampirs age much like any member of their ancestral race, though regular feeding can stave off the ravages of old age.

Creature Type. You are a Humanoid and Undead. If an effect works on at least one of your types, that effect can work on you, but you have advantage on saving throws against spells, abilities, or other effects that only target Undead. You are immune against effects that turn Undead.

Size. A dhampir’s size depends on that of its ancestral race. Your size is medium or small.

Speed. Your base walking speed is 35 feet.

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Ancestral Legacy. When you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.

If you don’t wish to or cannot keep any of those elements, you gain proficiency in two skills of your choice instead.

You count as the race you replace with this lineage for any prerequisites that require you to be that race.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colours in that darkness as shades of grey.

Deathless Nature. You don’t need to breathe.

Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.

When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:

  • You regain hit points equal to the piercing damage dealt by the bite.
  • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite

You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

PART 2 | RACES OF AETRAS

 

 

Half-Elves

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and other parents: human inventiveness, dwarvish sturdiness, or goliath strength tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among other races, 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.

Of Two Worlds

To other races, half-elves look like elves, and to elves, they look like another race. In height, they’re on par with both parents, though they’re not as slender as elves. Their size is often in the middle ground between the races of their parents, with men only slightly taller and heavier than women. Half-elven coloration and features lie somewhere between their elven and other parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.

A Controversial Existence

From the elven perspective, the birth of a half-elf represents a disruption of the natural order of reincarnation. Elvish theologians have numerous ideas about the nature of the disruption, because the gods have never given an answer that seems applicable to all. The soul of a half-elf might be an elf soul whose connection to the gods has been weakened, or it might be a true elf soul trapped in the body of a half-elf until death, or the soul that lies beneath one’s elf-like visage might be human.

Many elves, especially the younger ones, view the existence of half-elves as a sign of hope rather than as a threat -an example of how elf souls can experience the world in new ways, not bound to a single physical form or a particular philosophy.

Diplomats or Wanderers

Half-elves have no lands of their own, though they are welcome in most cities and somewhat less welcome in elven forests. In large cities in regions where elves often interact with other races, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.

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In most parts of Aetras, though, half-elves are uncommon enough that one might live for years without meeting another. Some prefer to avoid company altogether, wandering the wilds as foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes from their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.

Half-Elf Traits

Your half-elf character has some qualities in common with elves and some that are unique to half-elves.

Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

Age. Half-elves mature at the same rate as the race of their non-elvish parent does and reach adulthood at the same time. They live much longer than their kinsmen do, however, often living a century longer.

Size. Half-elves are about the same size as the race of their non-elvish parent. Your size is Medium or Small, mirroring the race of your non-elvish parent.

Speed. Your base walking speed is 30 feet.

Ancestral Legacy. You gain the following elements from the race of your non-elvish parent: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.

If you don’t wish to or cannot keep any of those elements, you gain proficiency in two skills of your choice instead.

You also count as an elf and the race of your other parent for any prerequisites that require you to be that race.

Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.

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.

PART 2 | RACES OF AETRAS

 

 

Half-Orcs

Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orcish tribes sometimes form alliances with other races, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their ancestry giving them different tools to exploit against their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other civilised races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their savage fury.

Unwanted, Unwelcome

Half-orcs have existed on Aetras since the Second Age, when orcs first came into contact with other races. Between the general upheaval of the Second Age and the violent traditions of the orc, these confrontations were seldomly peaceful and many of the first half-orc were not conceived consensually. Half-orcs are haunted by the spectre of these first meetings to this day.

To this day, half-orc have found few places in Aetran civilisations -or, perhaps more accurately, civilisation has never made room for them. Most of the common folk have an aversion to half-orcs based largely on their appearance: anyone who looks that much like an orc, they reason, must be like an orc and should be kept at a distance. Because half-orcs are typically stronger and hardier than their human peers, they can find employment in towns and cities, but their appearance marks them as outsiders. In response to being ostracised, half-orcs either embrace their otherness and take pride in their physical superiority, pull back and try not to draw too much attention to themselves, or give up trying to fit in anywhere and adopt a nomadic lifestyle.

As few towns and cities on Aetras allow orcs to live in their midst, most half-orcs are either raised by a single parent or away from civilization. This further reinforces their status as outsiders and reinforces the, often unfair, stereotypes people have about half-orcs, their nature, and how they came into this world.

Scarred and Strong

Half-orcs’ greyish or greenish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Half-orcs stand between 6 and 7 feet tall and usually weigh between 180 and 250 pounds.

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Orcs regard battle scars as tokens or pride and ornamental scars as things of beauty. Other scars, though, mark an Orc, or half-orc as a former slave or a disgraced exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living among other races might display these scars proudly or hide them in shame.

A Violent Heritage

The orcs of Aetras often worship the one-eyed god Gruumsh, a deity of destruction and war who drives his followers to utter savagery. Orcs are bred for war, with priests of Luthic the Denmother carefully managing lineages to create the most fearsome of warriors. The rage that the orcish race is known for also resides within half-orcs, a dubious “gift” from their orcish ancestry. On the one hand, half-orcs can use this rage to keep themselves going in perilous situations, often making the difference between life and death. On the other hand, they struggle keeping this rage in check in situations where it isn’t needed.

Beyond rage, half-orcs feel emotion powerfully. Rage doesn’t just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures -feasting, drinking, wrestling, drumming, and wild dancing- fill their hearts with joy. They tend to be short tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. In an ironic twist of fate, considering the violent history between the races, half-orcs are often helped by meditations and other exercises for elves, who also experience incredibly powerful emotions.

Half-Orc Traits

Your half-orc character has certain traits deriving from your orc ancestry.

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

Age. Half-orcs mature a little faster than their ancestral race. They age noticeably faster and usually live a few years less than is usual for the race of their non-orcish parent.

Size. Half-orcs are large and bulky compared to the race of their non-orcish parent, and are usually much taller as well. Your size is Medium or Small, mirroring the race of your non-orcish parent.

Speed. Your base walking speed is 30 feet.

Ancestral Legacy. You gain the following elements from the race of your non-orcish parent: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.

If you don’t wish to or cannot keep any of those elements, you gain proficiency in two skills of your choice instead.

You also count as an orc and the race of your other parent for any prerequisites that require you to be that race.

Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.

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. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

PART 2 | RACES OF AETRAS

 

 

Hexblood

Where wishing fails, ancient magic can offer a heart’s desire—at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag’s influence: ears that split in forked points, skin in lurid shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as darkvision and a variety of magical methods to beguile the senses and avoid the same.

While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age—particularly if a hag influenced them early in life or even before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fey natures, or to avoid a hag that obsesses over them.

Heir of Hags

One way hags create more of their kind is through the creation of hexbloods. Every hexblood exhibits features suggestive of the hag whose magic inspires their powers. This includes an unusual crown, often called an eldercross or a witch’s turn. This living, garland-like part of a hexblood’s body extends from their temples and wraps behind the head, serving as a visible mark of the bargain between hag and hexblood, a debt owed, or a change to come.

Hexblood Origins

A bargain with a hag or other eerie forces transformed your character into a magical being. Roll on or choose an option from the Hexblood Origins table to determine how your character gained their lineage.

Hexblood Origins
D6 Origin
1 Seeking a child, your parent made a bargain with a hag. You are the result of that arrangement.
2 Fey kidnappers swapped you and your parents’ child.
3 A coven of hags lost one of its members. You were created to replace the lost hag.
4 You were cursed as a child. A deal with the spirits of the forest transformed you into a hexblood, now free of the curse.
5 You began life as a fey creature, but an accident changed you and forced you from your home.
6 A slighted druid transformed you and bound you to live only so long as a sacred tree bears fruit.

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Hexblood Traits

You have the following racial traits.

Ability Score Increase. One ability score of your choice increases by 2, and another ability score of your choice increases by 1.

Age. Hexbloods age at the same rate as that of their ancestral race, though their fey nature means that they do not die from old age. Ancient hexbloods are withered, wrinkled creatures that are often confused for hags.

Creature Type. You are a Humanoid and Fey. If an effect works on at least one of your creature types, that effect can work on you, but you have advantage on saving throws against spells, abilities, or other effects that only target Fey.

Size. You are Medium or Small. This size mirrors the size of your ancestral race.

Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.

If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.

You count as the race you replace with this lineage for any prerequisites that require you to be that race.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colours in that darkness as shades of grey.

Eerie Token. As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions:

Telepathic Message. As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words.

Remote Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token’s location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed.

Once you create a token using this feature, you can’t do so again until you finish a long rest, at which point your missing part regrows.

Hex Magic. You can cast the Disguise Self and Hex spells with this trait. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this lineage).

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Becoming a Hag

Hags can undertake a ritual to irreversibly transform a hexblood they created into a new hag, either one of their own kind or that embodies the hexblood’s nature. This requires that both the hag and hexblood be in the same place and consent to the lengthy ritual—circumstances most hexbloods shun but might come to accept over the course of centuries. Once a hexblood undergoes this irreversible ritual, they emerge as a hag NPC no longer under the control of the hexblood’s player, unless the DM rules otherwise.

PART 2 | RACES OF AETRAS

 

 

Reborn

Death isn’t always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they’ve been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own.

Faded Memories

Reborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause sensations or visions of the past to come rushing back.

Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost Memories table to inspire its details.

Lost Memories
D6 Memory
1 You recall a physically painful moment. What mark or scar on your body does it relate to?
2 A memory brings tears to your eyes. Is it a bitter or cheerful memory? Does recalling it make you feel the same way?
3 You recall a childhood memory. What about that event or who you were still influences you?
4 A memory brings with it the voice of someone once close to you. How do they advise you?
5 You recall enjoying something that you can’t stand doing now. What is it? Why don’t you like it now?
6 A memory carries a vivid smell or sensation. What are you going to do to recreate that experience?

Reborn Origins

Reborn might originate from circumstances similar to those of various undead or constructs. The Reborn Origins table provides suggestions for how your character became reborn.

Reborn Origins
D8 Origins
1 You were magically resurrected, but something went wrong.
2 Stitches bind your body’s mismatched pieces, and your memories come from multiple different lives.
3 After clawing free from your grave, you realised you have no memories except for a single name.
4 You were a necromancer’s undead servant for years. One day, your consciousness returned.
5 You awoke in an abandoned laboratory alongside complex designs for clockwork organs.
6 You were released after being petrified for generations. Your memories have faded, though, and your body isn’t what it once was.
7 Your body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs.
8 In public, you pass as an unremarkable individual, but you can feel the itchy straw stuffing inside you.

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Reborn Traits

You have the following racial traits.

Ability Score Increase. One ability score of your choice increases by 2, and another ability score of your choice increases by 1.

Age. Reborn stopped ageing the moment they died. As a reborn, your body can be damaged, but you do not age.

Creature Type. You are a Humanoid and either a Construct or Undead (choose when you gain this lineage). If an effect works on at least one of your types, that effect can work on you, but you have advantage on saving throws against spells, abilities, or other effects that only target Constructs or Undead. If your secondary type is Undead, you are immune against effects that turn undead.

Size. You are Medium or Small. This size mirrors the size of your ancestral race.

Speed. Your base walking speed is 30 feet.

Ancestral Legacy. When you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.

If you don’t wish to or cannot keep any of those elements, you gain proficiency in two skills of your choice instead.

You count as the race you replace with this lineage for any prerequisites that require you to be that race.

Deathless Nature. You have escaped death, a fact represented by the following benefits:
  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
  • You have advantage on death saving throws.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

Knowledge from a Past Life. You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

PART 2 | RACES OF AETRAS

 

 

Tieflings

To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of the Nine Hells into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.

Infernal Bloodline

Tieflings are derived from ordinary bloodlines, and in the broadest possible sense, they still resemble the race of their parents. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes - some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colours black, red, white, silver, or gold with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various unnatural shades. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.

Self-Reliant and Suspicious

Tieflings formed an important part of Traiectan society and many tieflings can trace their lineage to the dark times of the Fourth Age. With the fall of the Traiectan empire, people turned against tieflings, hunting them down to “cleanse the world of infernal influences’’. After the initial purge, this violence cooled off somewhat. Instead of an active, institutionalised hunt for tieflings, it showed itself in occasional pogroms and opportunistic lynchings. These pogroms continued until 5:196, when the emperor of Solum issued the Edict of Attre. This edict declared that all tieflings residing or born in the Empire of Solum were to be treated as full citizens, with all the legal protection that entails. The Empire of Solum then leveraged its influence to make their neighbours obey this edict as well. Nowadays, only the Emissariate of Abydos allows the lynching of tieflings.

Tieflings still face persecution, as people assume that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings.

A Cure for Tieflings?

In the Emissariate of Abydos, clerics from the Court of Fire burn newborn children with a sacred flame in a ritual known as the Baptism by Fire. This practice leaves the child with no scars, and is said to destroy any evil that might possess the child. Since the institution of this practice in the Fourth Age, no tiefling has been born in Abydos.

Tieflings that travel to Abydos are hunted down and either evicted from the country or killed, unless they have a patron influential enough to keep them safe in this hostile land.

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The reality, though, is that a tiefling’s bloodline doesn’t affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, however, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.

Tiefling Traits

Tieflings share certain racial traits as a result of their infernal descent.

Ability Score Increase. Your Charisma score increases by 2.

Age. Tieflings mature at the same rate as their ancestral race but live a few years longer.

Creature Type. You are a Humanoid and a Fiend (devil). If an effect works on at least one of your types, that effect can work on you, but you have advantage on saving throws against spells, abilities, or other effects that only target Fiends.

Size. You are Medium or Small. This size mirrors the size of your ancestral race.

Speed. Your base walking speed is 30 feet.

Ancestral Legacy. When you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.

If you don’t wish to or cannot keep any of those elements, you gain proficiency in two skills of your choice instead.

You count as the race you replace with this lineage for any prerequisites that require you to be that race.

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 colour in darkness, only shades of grey.

Hellish Resistance. You have resistance to fire damage.

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

Subrace. Some tieflings have a special link to one of the Lords of the Nine Hells. This link is represented by a subrace. Tieflings that lack such a special bond are bound to Asmodeus by default. Choose one of these subraces.

Asmodeus

The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself.

Tieflings connected to Asmodeus have a bright red colouration and usually have curved, forward-facing horns. Some of them have hooves instead of feet.

Ability Score Increase. Your Intelligence score increases by 1.

Infernal Legacy. You know the Thaumaturgy cantrip.

Once you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell with this trait; you regain the ability to cast it when you finish a long rest.

Once you reach 5th level, you can also cast the Darkness spell once per day with this trait; you regain the ability to cast it when you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).

Baalzebul

The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically.

Tieflings connected to Baalzebul mirror the corruption of their progenitor. They have skin tones that range from earthy yellows to sickly greens, bull-like horns, and snake-like split tongues.

Ability Score Increase. Your Intelligence score increases by 1.

Legacy of Maladomini. You know the Thaumaturgy cantrip.

When you reach 3rd level, you can cast the Ray of Sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest.

When you reach 5th level, you can cast the Crown of Madness spell once with this trait and regain the ability to do so when you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).

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Dispater

The great city of Dis occupies most of Hell’s second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators.

Tieflings connected to Dispater tend to be devilishly handsome. They have a sable colouration and usually have small horns and glowing red eyes. Some of them have hooves instead of feet.

Ability Score Increase. Your Dexterity score increases by 1.

Legacy of Dis. You know the Thaumaturgy cantrip.

When you reach 3rd level, you can cast the Disguise Self spell once with this trait and regain the ability to do so when you finish a long rest.

When you reach 5th level, you can cast the Detect Thoughts spell once with this trait and regain the ability to do so when you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).

Fierna

A master manipulator, Fierna grants tieflings tied to her forceful personalities. Some also share in Fierna’s affinity for fire.

Tieflings connected to Fierna are usually incredibly attractive, which aids them in their manipulations. They usually have small horns that peak out from beneath their hairline and smouldering red eyes. Their skin colour tends to be lighter than that of most tieflings, appearing more pinkish than red. Tieflings linked to Fierna tend to be femine.

Ability Score Increase. Your Wisdom score increases by 1.

Legacy of Phlegethos. You know the Friends cantrip.

When you reach 3rd level, you can cast the Charm Person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest.

When you reach 5th level, you can cast the Suggestion spell once with this trait and regain the ability to do so when you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).

Continuing Discrimination

While the Edict of Attre may have led to a grudging tolerance of tieflings on Aetras, this does not extend to many religious institutions. The clergy of Aetras routinely Hallow their temples to keep tieflings out and will refuse to bless any tiefling’s birth. Without religious support, tieflings are unable to inherit titles or positions of nobility.

For your character, this means that the Noble background in Chapter 6 is not available to you.

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Glasya

Glasya, Hell’s criminal mastermind, grants her tieflings magic that is useful for committing heists.

Tieflings connected to Glasya have a metallic copper colouration and usually have small horns and forked tails.

Ability Score Increase. Your Dexterity score increases by 1.

Legacy of Malbolge. You know the Minor Illusion cantrip.

When you reach 3rd level, you can cast the Disguise Self spell once with this trait and regain the ability to do so when you finish a long rest.

When you reach 5th level, you can cast the Invisibility spell once with this trait and regain the ability to do so when you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).

Levistus

Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.

Tieflings connected to Levistus often have a pale or bluish colouration, with coal-black eyes. Their skin sometimes feels cold to the touch.

Ability Score Increase. Your Constitution score increases by 1.

Stygian Resistance (Optional, replaces Hellish Resistance). You have resistance to cold damage.

Legacy of Stygia. You know the Ray of Frost cantrip.

When you reach 3rd level, you can cast the Armour of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest.

When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).

Mammon

The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.

Tieflings connected to Mammon often have a red-gold colouration with yellow, snake-like eyes, black lips, and serpentine fangs. These tieflings almost universally have forked tongues.

Ability Score Increase. Your Intelligence score increases by 1.

Minauran Resistance (Optional, replaces Hellish Resistance). You have resistance to acid damage.

Legacy of Minauros. You know the Mage Hand cantrip.

When you reach 3rd level, you can cast the Tenser’s Floating Disk spell once with this trait and regain the ability to do so when you finish a short or long rest.

When you reach 5th level, you can cast the Arcane Lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).

Mephistopheles

In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.

Tieflings connected to Mammon often have a red colouration, though some have blue-black skin. These tieflings have deep blue horns and claws and pale eyes with red irises.

Ability Score Increase. Your Intelligence score increases by 1.

Legacy of Cania. You know the Mage Hand cantrip.

When you reach 3rd level, you can cast the Burning Hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest.

When you reach 5th level, you can cast the Flame Blade spell once with this trait and regain the ability to do so when you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).

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Zariel

Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.

Tieflings of Zariel are tall and statuesque, possessing a look similar to that of aasimar. Their skin colour ranges from ashen white to slate grey, with eyes that usually glow golden. Some tieflings of Zariel have stigmata on their back: strange marks where wings would attach to an angel’s body.

Ability Score Increase. Your Strength score increases by 1.

Legacy of Avernus. You know the Thaumaturgy cantrip.

When you reach 3rd level, you can cast the Searing Smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest.

When you reach 5th level, you can cast the Branding Smite spell once with this trait and regain the ability to do so when you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).

Hopes for Redemption

Some tieflings live in the hope that one day a being shall be born who is both tiefling and aasimar, showing the world that Heaven smiles upon the most damned of creatures too. After all, if creatures that are born to serve heaven can fall and become devils, then why should creatures born of the Nine Hells not be able to escape their fate?

In the many millennia of Aetran history, there is no mention of a celestial tiefling. Not even legends speak of such a creature. This belief is therefore widely considered to be a ridiculous pipe dream at best, and utter heresy at worst.

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PART 2 | RACES OF AETRAS