Races Of The Mortal Plane - Exotic


Even after so long since the end of the war, it is still possible to find among the mortals of this world those marked by the gods, descendants of the great primordials or even children of the night…

background image

 

 

PART 1 | HALF DRAGON

Half Dragon

“Half dragons? Yeah, total freaks, those guys. I guess some people will sleep around with just about anyone these days, even dragons. Still, I had a few in my party, and I can’t argue with their results. Once had a silver one freeze an orc solid before he could cleave my head. Now, his look was hilarious!”

— Thorzag, Sapphire Legion Sergeant

Many dragons are not only fearsome beasts, but renowned masters of magic as well. As such, it is not uncommon for one to change shape and walk among the masses, or even take a mortal lover. The children of such unions are known as half dragons. Not quite as monstrous looking as their dragon parent, but still very much recognizable due to its draconic traits

Proud Dragon Heritage

Half dragons are the direct result of a full Dragon and Humanoid offspring. This usually happens when a Dragon mates with a human when shape-shifted, sometimes done for love, lust or other reasons. However, regardless of the reason, these offspring are often easily identified by their physical characteristics being such a blatant mix of Human and Dragon features. They boast strong and muscular physiques, towering over most humans with their impressive height and looking down at them with their dragon-shaped eyes.

The face and body itself are usually that of a humanoid accented with various draconic features and scales. Though they are not as common, some exhibit other draconic features such as having a tail, wings, and even horns due to the varied and unique circumstances of each of their heritage birth they generally can be categorized into their different subraces depending on their full draconic parents color.

Proud Dragon Kin

Dragons have been around a long time and with the rise of man dragons had to get around without being noticed and so they roamed the world in a human form.

Often during their adventures or exploits they’ve taken out of curiosity, they would meet someone who would catch their eye and then their heart. The alignment and circumstances of the dragon parent would shape how that relationship was and whether they would take the child themselves, have the human keep it or if it was simply abandoned by both.

Dragonsong

Silver half dragons have developed their own variation of the Bladesinger arcane tradition, called Dragonsinger, which utilises the power of the Dragon Voice. Only those who speak Draconic can choose this arcane tradition. It is identical to the Bladesinger tradition, except that Bladesong is renamed to Dragonsong, and it allows you to use two hands to make an attack with a versatile weapon without ending the Dragonsong.

 

 

PART 1 | HALF DRAGON

Self-Sufficient

Half dragons being so few in number don’t have their own society but are something like half-elves in both of their parent’s societies.

Quite often the type of dragon will determine what happens to the child. Most male dragons rarely wait around for the child to be born and often never see them, however, some of the more noble dragons, notably Gold and Silver, will often stay and teach the child the ways of their people.

Female dragons may or may not stay with the father. However, when it is time to lay eggs, she leaves to a secluded spot that fits her nature for a time. A female dragon lays egg different from the rest of the clutch, however, sometimes twin eggs are born. The Half dragon then grows in the egg until the age of 2 and then hatches. During this growing time, the mother speaks to and teaches the child telepathically.

They are born knowing how to walk and speak and usually have much larger wings, scales, horns, and tail than those born from human mothers. Some then return with the child to where they lived, while others will stay where were born, or move on. The child usually stays with the mother until young adulthood.

All Half dragons born from a humanoid mother retain genetic memories from the father (Life lessons, certain memories, etc).

Half Dragon Names

Half dragon names are usually based on the language of its mortal parent, as Draconic names are often much harder to pronounce. Some half dragons who are adopted within dragonborn clans will instead be given a dragonborn name:

Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn

Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit

Dragonflights

The Dragonflights represent the types of dragons. In the beginning of the story, the dragons were created by a demigod, whose name has long been forgotten, to be his weapons of war against the gods, but the dragons saw the folly of this cause and rebelled themselves against their creator, swearing their allegiance to the gods.

During the War on Heavens the dragonflights were divided between the sides of Nox and Asis, with the exception of the some dragonflights that remained neutral in the conflict, many of the flights were almost extinct during the war.

 

 

PART 1 | HALF DRAGON

Half Dragon Traits

Your draconic heritage manifests in a variety of traits you share with other half dragons.

Age. Half dragons mature at the same rate as their mortal parent’s race, but they can live up to 1000 years. A few of those who have transcended into dragonhood, however, have been granted the gift of immortality. Making dragonhood even more sought after, but no less difficult to achieve.

Alignment. Most half dragons are similar to their humanoid parents.

Size. Half dragons are often taller and heavier than humans, standing well over 6 feet tall, with males being noticeably bigger than females. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

Each creature in that area must make a 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.

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

Draconic Ancestry While most half dragons are mixed, they are always divided into a number of different colors that reflect their draconic ancestry, which provides them with unique abilities. Just like true dragons, these colors are not all equally powerful, and some colors have more niche abilities than others. However, no color is exceptionally different in power from others.

These colors fall into two categories, the chromatics—black, blue, green, red, and white—and the metallics—brass, bronze, copper, gold and silver. Choose one of these subraces. Your breath weapon deals elemental damage of the type associated with your chosen subrace, and you gain resistance against this damage type as well. In addition, your ability scores increase as described, and you gain an additional draconic trait.

 

 

PART 1 | HALF DRAGON

Black

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

Draconic Ancestry. Your breath weapon deals necrotic damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to necrotic damage.

Unrelenting You add your Constitution modifier to the damage of your breath weapon. 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, but only shades of gray.

Blue

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

Draconic Ancestry. Your breath weapon deals cold damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to cold damage.

Dragon of the Coast. You have a swim speed of 30 feet, and can breathe air and water. When using your breath weapon, you may instead choose to use repulsion gas with the same range and DC. This gas doesn’t deal damage but instead imposes a Strength saving throw. Those who fail it are pushed back 15 feet from you. This special DC increases by 1 for each additional 1d6 damage on your breath weapon.

Brass

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

Draconic Ancestry. Your breath weapon deals fire damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have fire resistance.

Boldly Talkative. You gain proficiency in the Persuasion skill. You can cast the charm person spell once. You regain the ability to cast the spell this way after finishing a long rest.

Red

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

Draconic Ancestry. Your breath weapon deals fire damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage.

Red Dragons Eye. You are aware of all items of monetary value in your possession at all times and can assess the value of items you see at a glace. Even if you are sleeping you become aware of the removal of one of your items and can wake up instantly.

 

 

PART 1 | HALF DRAGON

Silver

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

Draconic Ancestry. Your breath weapon deals lightning damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage.

Fascinated by Mortals. You gain proficiency in the History skill. When using your breath weapon, you may instead choose to target a single creature within 15 feet with numbing gas. The creature doesn’t suffer damage, but must succeed at the saving throw or be stunned until the end of your next turn. This special DC increases by 1 for each additional 1d6 damage on your breath weapon. You may regain this trait after finishing a long rest.

White

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

Draconic Ancestry. Your breath weapon deals lightning damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage.

Skilled Hunter. You gain proficiency in the Survival skill. 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.

Quartz

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

Draconic Ancestry. Your breath weapon deals psychic damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to psychic damage.

Psionic Mind. You can send telepathic messages to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.

Sapphire

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

Draconic Ancestry. Your breath weapon deals thunder damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to thunder damage.

Gem Flight. You can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can’t do so again until you finish a long rest.

 

 

PART 1 | HALF DRAGON

Copper

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

Draconic Ancestry. Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage.

Playful Host. You gain proficiency in the Performance skill, and you know the vicious mockery cantrip. Charisma is your spellcasting ability for this spell.

Gold

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

Draconic Ancestry. Your breath weapon deals fire damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage.

Reserved Companion. You gain proficiency in the Insight skill. Your racial fire damage, including that in your (true) dragon form, becomes radiant damage against fiends and undead.

Bronze

Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1.

Draconic Ancestry. Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage.

Desert Predator. You have a burrowing speed of 15 feet through non-rocky soil. When you use the Hide action, you may immediately burrow yourself just below the surface into non-rocky soil. Creatures that attempt to detect you while you are burrowed suffer a -5 penalty to their ability checks to find you, provided you are out of combat and you remain there without moving or taking actions. While burrowed near the surface, you have vision, may breathe freely, and may emerge as a bonus action. While burrowed near the surface, you count as having three-quarters cover.

Green

Ability Score Increase. Your Strength, Intelligence, and Charisma scores each increase by 1.

Draconic Ancestry. Your breath weapon deals poison damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to poison damage and advantage on saving throws against being poisoned.

Gifted Trickster. You gain proficiency in the Deception skill. You can cast the disguise self spell once with this trait, appearing up to 2 feet shorter than normal with it, and regain the ability to cast it this way when you finish a short or long rest. Charisma is your spellcasting ability for this trait.

 

 

PART 1 | ELEMENTALS

Elementkin

“There exist rare souls known as Elementkin, individuals touched by the elemental realms, forging a ineffable link to the primal forces that shape these realms. These gifted beings bear upon their very essence the mark of an elemental plane, a vestige of a distant realm intertwined with our own. They are not merely recipients of a passive blessing; rather, they embody an active conduit between worlds, wielding the power of their aligned element with ease.

— Excerpt from “Echoes of Aether: Exploring the Elemental Realms” by Professor Aeliana Thornweaver

Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.

The Elemental Planes are often inhospitable to natives of the Mortal Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time.

The powerful elemental, however, do not face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Mortal Plane, and they sometimes visit whether of their own volition or compelled by magic. Some elementals can adopt mortal guise and travel incognito.

During these visits, a mortal might catch a elementals eye. Friendship forms, romance blooms, and sometimes children result. These children are the Elementkin: individuals with ties to two worlds, yet belonging to neither. Some Elementkin are born of mortal-Elementkin unions, others have two Elementkin as parents, and a rare few have a Elemental further up their family tree, manifesting an elemental heritage that’s lain dormant for generations.

Occasionally, Elementkin result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.

Wild and Confident.

Elementkin rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one Elementkin and as arrogance in another. Such self-confidence can sometimes blind Elementkin 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.

 

 

PART 1 | ELEMENTALS

Heirs to Elemental Power.

Elementkin inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each Elementkin, often as magical power.

Seen in silhouette, a Elementkin can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given Elementkin might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).

Elementkin almost never have contact with their elemental parents. Elemental’s seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their Elementkin children at all.

Some Elementkin live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered.

Elementkin Lands.

As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.

Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends. Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.

Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerun, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.

In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of Fallen Stars.

Elementkin Names.

Elementkin use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx.

Elementkin Traits

Age. The Elementkin reach physical maturity at about the same age as humans and can live to be 200 years old.

Speed. Your base walking speed is 30ft.

Size. You are Medium or Small. You choose the size when you select this race.

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

Mixed Natures. While half of you is elemental, the other half is humanoid. To get a long rest, you only have to rest for 4 hours, and you are fully aware of your surroundings as you rest. You count as both humanoid and elemental.

Ability Score. Your score Constitution score increases by 2. Another ability score of your choice increases by 1.

Languages. You can speak, read, and write two language of your choice

 

 

PART 1 | ELEMENTALS

Heritage of Garuda

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

Lightning Resistance. You have resistance to thunder damage.

Mingle with the Wind. You know the gust cantrip. Starting at 3rd level, you can cast the feather fall spell with this trait, without requiring a material component. Starting 5th level, you can also cast the Gust of Wind spell with this trait, without requiring a material component.

Once you cast feather fall or Gust of Wind with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Heritage of Leviathan

Acid Resistance. You have resistance to acid damage.

Amphibious. You breathe air and water.

Call to the Wave. You know the acid splash cantrip. Starting at 3rd level, you can cast the create or destroy water spell with this trait. Starting at 5th level, you can also cast the water walk spell with this trait, without requiring a material component.

Once you cast create or destroy water or water walk with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Heritage of Ramuh

Fulmination Resilience. You have a resistance to lightning damage.

Lightning Strikes. You know the lightning lure cantrip. Starting at 3rd level, you can cast the Witch Bolt spell with this trait, without requiring a material component. Starting 5th level, you can also cast the Call Lightning spell with this trait, without requiring a material component.

Once you cast Witch Bolt or Call Lightning with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Heritage of Titan

Earth Walk. You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.

Merge with Stone. You know the blade ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Starting at 5th level, you can cast the pass without trace spell with this trait, without requiring a material component. Once you cast that spell with this trait, you can’t do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Heritage of Ifrit

Fire Resistance. You have resistance to fire damage, as well as an advantage to resist the effects of extreme heat.

Reach to the Blaze. You know the produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without a material component.

Once you cast burning hands or flame blade with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Heritage of Shiva

Cold Resistance. You have resistance to cold damage, as well as an advantage to resist the effects of extreme cold.

Amphibious. You breathe air and water.

Grip with Frost. You know the Ray of Frost cantrip.

Starting at 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell with this trait, without a material component. Starting at 5th level, you can also cast the Hold Person spell with this trait, without a material component.

Once you cast Armor of Agathys or Hold Person with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

 

 

PART 1 | WARFORGED

Warforged

“Pierce was built by design, while you were built by accident,” Lakashtai said. “The soul is what matters, not the shape of the vessel.”

“What makes you think he has a soul?” Gerrion said

“What makes you think you do?”

“But you do see the way people look at you, devil’s child.”

Those black eyes, cold as a winter storm, were staring right into her heart and the sudden seriousness in his voice jolted her.

“What is it they say?” he asked. “One’s a curiosity, two’s a conspiracy—”

“Three’s a curse,” she finished. “You think I haven’t heard that rubbish before?”

“I know you have.” When she glared at him, he added, “It’s not as if I’m plumbing the depths of your mind, dear girl. That is the burden of every tiefling. Some break under it, some make it the millstone around their neck, some revel in it.” He tilted his head again, scrutinizing her, with that wicked glint in his eyes. “You fight it, don’t you? Like a little wildcat, I wager. Every little jab and comment just sharpens your claws.”

— Keith Baker, The Shattered Land*

The warforged were built to fight in the Last War. While the first warforged were mindless automatons, House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced sapient soldiers, giving rise to what some have only grudgingly accepted as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold-hearted killer, or a visionary in search of meaning.

Warforged Personality.

The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The Treaty of Thronehold gave them freedom, but many still struggle both to find a place in the post-war world and to relate to the creatures who created them. The typical warforged shows little emotion. Many warforged embrace a concrete purpose—such as protecting allies, completing a contract, or exploring a land—and embrace this task as they once did war. However, there are warforged who delight in exploring their feelings, their freedom, and their relationships with others. Most warforged have no interest in religion, but some embrace faith and mysticism, seeking higher purpose and deeper meaning.

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

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

Living Steel and Stone.

Warforged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed. Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids.

 

 

PART 1 | WARFORGED

Warforged Names.

Most warforged were assigned numerical designations for use in military service. Many of them adopted nicknames, often given to them by their comrades. As independent individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.

Warforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Crystal, Dagger, Dent.

Warforged Traits

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

Speed. Your base walking speed is 30ft.

Size. Your size counts as Small or Medium.

Ability Score. Your score Constitution score increases by 2. Another ability score of your choice increases by 1.

Languages. You can speak, read, and write two language of your choice

Self Repair Due to your constructed nature, you are able to be repaired with magic that mends broken objects. You are able to be targeted with the Mending spell. When this spell is used on you, you can expend one Hit Die to regain a number of hitpoints equal your Hit Die + your Constitution modifier.

Constructed Resilient 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 enter inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor:

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

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

Construction And Specializations You must choose from ono of Construction and one Specialization, depending on what materials and pourpose your creator gives you.

 

 

PART 1 | WARFORGED

Warforged Construction

Depending on their creator, warforged can be crafted from several different materials, each with their own benefits. You can choose one of the following options for your Construction type gaining the appropriate benefits.

Adamantine

Your body is made of composite alloys that consist of adamantine, which allows you to easily shrug of the deadliest of blows.

Impervious. When you’re hit with a critical hit, you can choose to treat the damage roll as a normal hit instead. Once you use this feature, you cannot do so again until you finish a short or long rest.

Common Warforged

Common warforged are made of common metals such as steel or iron which gives them incredible endurance in comparison to their organic counterparts.

Constructed Endurance. When you are forced to make a Constitution saving throw against an effect that deals damage, you can do so with advantage. On a failed saving throw, you take half damage and none on a success. Once you use this feature, you cannot do so again until you finish a short or long rest.

Ironwood

Ironwood warforged are made of special wood that rivals steel in it durability. Unlike its inflexible counterpart, this wood has the unique ability to harness sunlight to repear any damage it sustains.

Photosynthesis. When you short or long rest while in daylight, it can use one additional hit die to recover hitpoints without expense. It can use this feature even if it has no remaining hit die.

Rune Forged

Runeforged warforged are largely inspired after golems in their construction. Their body are typically imbued with dozens of runes that act as wards against spell effects.

Spell Dampening. When you are forced to make a saving throw against a spell effect, you can do so with advantage. If the spell effect deals damage, you take half damage on a failed saving throw, and none on a success. Once you use this feature, you cannot do so again until you finish a short or long rest.

 

 

PART 1 | DARK BORN

Dark Born

“But you do see the way people look at you, devil’s child.”

Those black eyes, cold as a winter storm, were staring right into her heart and the sudden seriousness in his voice jolted her.

“What is it they say?” he asked. “One’s a curiosity, two’s a conspiracy—”

“Three’s a curse,” she finished. “You think I haven’t heard that rubbish before?”

“I know you have.” When she glared at him, he added, “It’s not as if I’m plumbing the depths of your mind, dear girl. That is the burden of every tiefling. Some break under it, some make it the millstone around their neck, some revel in it.” He tilted his head again, scrutinizing her, with that wicked glint in his eyes. “You fight it, don’t you? Like a little wildcat, I wager. Every little jab and comment just sharpens your claws.”

— Erin M. Evans, *Brimstone Angels

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

Infernal Bloodline

Dark borns are derived from human bloodlines, and in the broadest possible sense, they still look human. 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 colors—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 shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.

 

 

PART 1 | DARK BORN

Self-Reliant and Suspicious

Dark Born’s subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.

Lacking a homeland, Dark Born’s know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling’s companions demonstrate that they trust him or her, the Dark Born learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.

Dark Born Names

Dark Borns names fall into three broad categories. Dark Borns who are born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that reflect their fiendish heritage. And some younger Dark Born, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.

Male Infernal Names: Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai

Female Infernal Names: Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta

Dark Born Traits

Dark Born’s share certain racial traits as a result of their infernal descent.

Age Dark Born’s mature at the same rate as humans but live a few years longer.

Size Dark Born’s are about the same size and build as humans. Your size is Medium.

Speed Your base walking speed is 30 feet.

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

Oasis Stain. Your creature type is considered both fiend and humanoid for the purpose of spells and features such as the Paladin’s Divine Sense.

Languages You can speak, read, and write Infernal and any one language.

 

 

PART 1 | DARK BORN

Lineage Of War

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

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

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.

Burning Rage. You have resistance to fire damage.

Burning Hatred. You know the Green-Flame Blade cantrip. Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the flame blade spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.

Lineage Of Depths

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

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

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

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

Amphibious. You can breathe air and water.

Emissary of the Depths. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

Blessing of the Abyss. Adapted to even the most extreme ocean depths, you have resistance to cold damage.

Lineage Of Shadow

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

Shadow’s Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Natural Sneak. You gain proficiency in the Stealth skill. If you already have proficiency in this skill, your proficiency bonus is doubled for this skill.

Shadowy Spellcasting. You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Dark Concealment. You are able to take the Hide action, while only lightly obscured from the creature from which you are hiding in dim light or darkness.

 

 

PART 1 | DARK BORN

Lineage Of Gold

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

Honeyed Words. You have proficiency in two skills of choice from the following: Deception, Performance, Persuasion, Intimidation.

Shapeshift. As an action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.

Charm. You may cast charm person without material components, using your Charisma modifier as the spellcasting modifier. After casting this spell in this way, you must take a short rest before doing so again.

Draining Kiss. As an action, you may kiss a creature that is willing, grappled, incapacitated, restrained, or charmed by you. The creature must succeed on a DC (8 + your Charisma modifier + your Proficiency bonus) Constitution saving throw, or take psychic damage equal to 1d8 plus your Charisma modifier. The psychic damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level.

Lineage Of Blood

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

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.

Blood Drain. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier. You can’t use this trait again until you finish a short or long rest.

Blood Ward Your blood gives you advantage on saving throws against poison, and you have resistance to necrotic damage.

 

 

PART 1 | LIGHT BORN

Light Born

*“But you do see the way people look at you, devil’s child.”

Those black eyes, cold as a winter storm, were staring right into her heart and the sudden seriousness in his voice jolted her.

“What is it they say?” he asked. “One’s a curiosity, two’s a conspiracy—”

“Three’s a curse,” she finished. “You think I haven’t heard that rubbish before?”

“I know you have.” When she glared at him, he added, “It’s not as if I’m plumbing the depths of your mind, dear girl. That is the burden of every tiefling. Some break under it, some make it the millstone around their neck, some revel in it.” He tilted his head again, scrutinizing her, with that wicked glint in his eyes. “You fight it, don’t you? Like a little wildcat, I wager. Every little jab and comment just sharpens your claws.”*

— Erin M. Evans, Brimstone Angels

Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. While not always benevolent, aasimars are more inclined toward acts of kindness rather than evil, and they gravitate toward faiths or organizations associated with celestials. Aasimar heritage can lie dormant for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens, though it must be acknowledged that some aasimars take advantage of the reputation of their kind, brutally subverting the expectations of others with acts of terrifying cruelty or abject venality. “It’s always the one you least suspect” is the axiom these evil aasimars live by, and they often lead double lives as upstanding citizens or false heroes, keeping their corruption well hidden. Thankfully, these few are the exception and not the rule.

Divine Bloodline

Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features include hair that shines like metal, jewel-toned eyes, lustrous skin color, or even glowing, golden halos.

Celestial Champions

Many aasimar choose to seek out evil where it lies in the world and defeat it, destroying undead, demons, and evil necromancers wherever they find them. They do this partially as an inborn desire to destroy undead and other impurities, but also as a result of being wanderers without a home. Many aasimar don’t feel a connection with other humanoid races, and as a result spend their days on the road, barely staying long enough to meet new people and make friends, much less settle down for any extended period of time.

 

 

PART 1 | LIGHT BORN

Mysterious, yet Welcome

Due to their rarity, not many people have ever seen an aasimar, much less conversed with one. All sorts of tales are told about them however, some true, and some very misguided interpretations of the truth, and others that are utterly ridiculous. Some say that an aasimar cannot tell a lie, while others say their very being is incapable of doing evil. Others (typically isolated and uneducated folk, who have little contact with other people) believe mortal minds cannot behold an aasimar, and as a result many wear hoods and full face helms as coverings. This is in fact due to an aasimar’s wish for privacy, and a necessity to remain undetected when hunting evil. In any case, the sight of an aasimar is a welcome one, as some believe it will signal an end to one’s problems, and in some cases, it will.

High Expectations

Partly as a result of folklore and superstition, much is expected of an aasimar. They are typically expected to serve their society without complaint, helping without regard for their own needs and safety, as many expect an angel would do. This leads some to feel resentful of their heritage, and fall from grace.

Aasimar Traits

Your aasimar character has the following racial traits in common with all other aasimar.

Ability Score Increase. Your Constitution score increases by 1.

Age. Aasimar reach biological and mental maturity by 15, and due to the divine energy inside of them live to be 300 or so, but some have been known to live significantly longer.

Alignment. Imbued with positive energy, most aasimar are good. Aasimar resentful of their heritage are most often neutral, or even evil.

Size. Aasimar have the same range of height and weight as humans, though who they were shaped by can affect their size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

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. Your connection to the Upper Planes makes your darkvision unique: you see things in shades of white and other bright colors.

Celestial Resistance. You have resistance to radiant damage.

Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.

Divine Presence Your creature type is considered both celestial and humanoid for the purpose of spells and features such as the Paladin’s Divine Sense.

Languages. You know Celestial, and one additional language of your choice, which is typically the language of the culture that raised you.

Subrace. Light born descend from one of the Divine Bloodlines of Asis, which greatly influences them. Choose of these subraces.

 

 

PART 1 | LIGHT BORN

Bloodline of Knowledge & Madness

Ability Score Increase. Your Wisdom score increases by 2.

Discipline. You have resistance to psychic damage.

Mind Link. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

When you’re using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait’s range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.

Dark Dreams. You sleep, but don’t connect to the plane of dreams as other creatures do. Instead, your mind draws you towards the dream of Udos while you 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.

Madness Shroud. Starting at 3rd level, you can use your action to release the energy of insanity within you, causing your eyes to turn into empty chasms and the space behind you to distort, bringing Udos’ dream closer to reality. 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 Charisma modifier) or be afraid 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 psychic damage to a target when you damage it with an attack or spell. The extra psychic damage is equal to your level.

After using this feature, you cannot use it again until you finish a long rest.

Bloodline of Magic

Ability Score Increase. Your Intelligence score increases by 2.

Scion of The Black Library. You gain proficiency with three of the following skills of your choice: Arcana, History, Insight, Religion, or Nature.

Aetherical Legacy. You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Magic Missile 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 Vortex Warp spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Magical Resistance. You have advantage on saving throws against spells and other magical effects.

Bloodline of Love

Ability Score Increase. Your Charisma score increases by 2.

Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.

Life Lore. You know the Spare the Dying cantrip. Once you reach 3rd level, you can cast the Lesser Restoration spell once using this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Mass Healing Word spell once with this trait as a 3rd level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Protector Soul. Starting at 3rd level, you can use your action to release the divine energy within you, causing your eyes to glow and two luminous flying shields to manifest around you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, a 30-foot aura forms around you, while within the aura you and any allies have the benefit of three-quarters of coverage.

After using this feature, you cannot use it again until you finish a long rest.

 

 

PART 1 | LIGHT BORN

Bloodline of Honor

Ability Score Increase. Your Strength score increases by 2.

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

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

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.

Time to Drop Knowledge

Use notes to point out some interesting information.

Tables and lists both work within a note.

 

 

PART 1 | VAMPIRE

Vampire

“Every time I die, this is the vision that greets my eyes. And every time I think, ‘How lovely that sunlight which I forsook so many centuries ago…”

—Alucard

Majestic Death

Tall, pale and gaunt humanoids, their otherworldly presence and stillness make a vampire stand out among the warm bodied living. With sharp dark facial features, red eyes that seem to glow in the absence of light and cold bodies that cast no reflection, vampires are as solitary as they come.

Vampires are pale due to their undead nature and avoidance of the sun. While their stillness comes from the fact that they no longer need to draw breath, making every action and inaction a conscious decision on their part. When forced into a corner, their sharp retractable fangs and claws become a declaration of warning to all creatures that bleed as any eloquence in their humanoid guise disappears, replaced with a primal bloodlust as they cut down the living like a plague.

Coffinlike Structure

All vampires are bound to a coffinlike structure, normally some form of large container that usually takes the form of a sarcophagus, casket, or coffin. It is here that a vampires rests and reforms when they’re defeated. They are usually hidden away in areas that are difficult to access by non-vampires and are heavily protected by minions, traps, and thralls.

A Deal Or A Curse

Undead are not born, and vampires are no exception to this. When a creature dies and rises as a vampire or vampire spawn their race becomes this one, losing their previous traits, ability score increases, etc. Only retaining parts of their physical appearance as their personality is warped into a mockery of their former self. Vampires are usually the result of a dark pact and while the mortal may not make the deal with the goal of becoming a vampire in mind the dark powers they’ve negotiated with cares little and only seeks to sow as much evil and strife within the world as a result of such a deal. Powerful beings of evil such as malevolent gods are also capable of afflicting a mortal with vampirism.

It is a common misconception that being bitten by a vampire can turn you into one. When in practice it only, kills you, warping your body and mind into a creature of evil, a vampire spawn and as such a slave to the true vampire that killed you. It is only by drinking the blood of the vampire that turned you can a vampire spawn then become a vampires. Though, few vampires are willing to relinquish their control in this manner.

 

 

PART 1 | VAMPIRE

Vampire Traits

Whether you drank the blood of a true vampire as a vampire spawn or made a pact with a dark power, you have become a true vampire, gaining the following traits.

Ability Score Increase. Your Strength, Dexterity, Charisma and Constitution scores each increase by 1.

Age. Vampires are immortal and can be any age. Vampires retain the physical appearance of the age at which they were turned at during their mortal life. They also retain the psychological development associated with that age, therefore vampires who did not reach adulthood in their mortal life may still have the impulses of an adolescent in their vampiric life.

Alignment. Young vampires may keep the lawful, neutral or chaotic alignment they had in life, however, older vampires always lean towards lawfulness, usually following a code of their own design that they’ve developed over the centuries to ensure their survival. The vast majority of vampires are lawful evil, and none but the greenies attempt to maintain their inner humanity and remain even a neutral, let along a good one.

Size. Vampires can range in height and weight like most humanoids would, though they are normally lighter then they appear to be while looming over others. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Unholy Body. Dark magic sustains you, making you resistant to necrotic damage. Healing potions do not have a healing effect on you. Instead, they deal poison damage equal to the amount that was meant to heal. To heal you must either drink blood, spend hit dice, or finish a long rest.

Blood Drinker. Even though you are undead, you still require sustenance in the form of blood to sustain your unholy existence.

You are immune to diseases. You do not need to eat or breathe, but you can ingest food and drink if you wish. If you go for longer then seven days without drinking at least one ration of blood, at the midnight of the seventh day and every midnight on days thereafter, you suffer one level of exhaustion, which can only be removed by drinking a ration of blood.

After consuming one ration of blood, you recover all levels of exhaustion caused by this trait. If you reach six levels of exhaustion due to this trait, no longer gain any more levels of exhaustion and become indefinitely paralyzed. The only way to remove this paralyze is to be exposed to a rations worth of blood.

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

Bite. All vampires have sharpened teeth capable of tearing flesh from bone and draining blood from the body.

If a willing, paralyzed, charmed, incapacitated, restrained, or grappled, creature within 5 feet of you has blood, you may use your bonus action to Bite them dealing 1d6 piercing damage and draining their blood dealing additional necrotic damage equal to your Constitution modifier. Drinking blood this way is equal to consuming a ration as per your Blood Drinker trait. When you use your Bite, you can choose to not deal damage.

Claws. As a vampire you have a set of claws, your claws are natural weapons, which you can use to make unarmed strikes. You may use your Strength or Dexterity modifier for your attack and damage rolls with your claws.

If you hit with them, you deal 1d6 slashing damage instead of the bludgeoning damage normal for an unarmed strike.

Unlife. Your creature type is considered to be both humanoid and undead.

Languages. You can speak, read, and write two languages of your choice, that you knew in life.

 

 

PART 1 | VAMPIRE

Children of Galland

Galland’s bloodline is known for its self-interest, cunning, and mastery of dark magic. These vampires are skilled necromancers who can control the dead and other creatures with ease.

Eldritch Blood You gain proficiency with the Arcana skill, if you already had proficiency in the Arcana skill, then you gain expertise in Arcana instead.

Bat Form. While in bat form you can’t speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die.

Mist Form. While in mist form, you can’t take any actions, speak, or manipulate objects. You are weightless and have a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, gain a number of temporary hit points equal to twice your level, and are immune to all nonmagical damage, except the damage you take from sunlight.

Once you transform this way you cannot do so again until you complete a short or long rest.

Children of Lycoris

Lycoris’ bloodline is known for its charm and crafty mind. These vampires are skilled and powerful manipulators, making them formidable opponents.

Kiss of Charm. As an action, you can target one humanoid you can see within 30 feet. If the target can see you, it must succeed a Wisdom saving throw, or be charmed. The DC for the save is equal to 8 + your proficiency bonus + your Charisma modifier. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn’t under your direct control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your Vampire Bite.

Each time you or one of your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts for 24 hours, until you are destroyed, until you on a different plane of existence than the target, or if you take a bonus action to end the effect. You can only have one creature charmed this way at once and you can use this trait a number of times equal to your Charisma modifier before you must complete a long rest before using it again.

Dangerous Mind. You know the Mind Sliver cantrip, Intelligence is your spellcasting ability for it.

Mental Fortress The mind of a child of Lycoris is incredibly well guarded against outside influences that try to break into their mental sanctuary. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.

 

 

PART 1 | VAMPIRE

Children of Vorigan

Vorigan’s bloodline is known for its ruthlessness, aggression, and thirst for power. These vampires are highly skilled fighters who value martial prowess and strategy.

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.

Born for Combat While you are wearing no armor, your Armor Class equals 13 + your Dexterity modifier.

Unnatural Regeneration Whenever you take the Dodge action in combat, you can spend and roll one of its unspent Hit Dice to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Children of Amelia

Amelia’s bloodline is known for its connection to the feral side of the vampire nature and a mastery over creatures of the night.

Call of The Night. The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The Beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a Bonus Action. Once you use this feature, you cannot use it again until you finish a long rest.

Children of The Forest You gain proficiency with the Survival skill, if you already had proficiency in the Survival skill, then you gain expertise in Survival instead.

Feral Might Your natural weapons are even more deadly. The piercing damage from your Bite feature increases to 1d8, and the slashing damage from your Claws feature increases to 2d6. In addition, your attacks with your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Vampire Weaknesses

Although vampires can be incredibly strong, their curse still comes with several notable drawbacks. Regardless of your age, you are affected by the following weakness unless specified otherwise:

Forbiddance: You can’t enter a residence without an invitation from one of the occupants.

Running Water: Your flesh is torn apart in the presence of water, you take 20 acid damage when you end your turn in running water. This damage may not be reduced in any way.

Stake to the Heart: If a piercing weapon made of wood is driven into your heart while incapacitated, you become paralyzed until the stake is removed if you are a true vampire.

Sunlight Hypersensitivity: You sear and burn in the light of the sun, your flesh immolating. If you end your turn in direct sunlight, you take 20 radiant damage. You also have disadvantage on any attack rolls and ability checks when in direct sunlight.