Table of Contents (1)

Table of Contents (2)

Introduction & Racial Points

Dungeons & Dragons 5e is an amazing RPG. It is extremely approachable to new players and fittingly started with many simple designs.

However, as WOTC continues to create more and more books to push the game in new directions with new adventures, classes, and races, WOTC has been pushing the bill on exactly how powerful a player race can be, with newer options often outperforming their predecessors through sheer power and versatility.

What this can lead to is races seemingly never played as newer options simply become the best available for a given archetype.

This problem has been accented by Tasha's Cauldron of Everything making it so races can have their ASI's any way they want.

However, there is a great way to fix this. Rather than nerfing newer options (unless absolutely necessary) the better way (in my opinion) is to simply raise the power level of older options to contend with these new options while remaining true to their flavor.

How do we do this?

Rebalancing using a racial points system.

How the system works

Originally designed as a way to evaluate races, the Musicus system has been expanded and is used to evaluate all races released by WOTC.

The system is designed to work in terms of portions of an ability score improvement (ASI) and is pretty effective at determining how much power/versatility a race has.

This of course allows us to see how they measure up to one another and compare.

It is also worth keeping in mind that this system is a mixture of art and science, there is no true system of racial balance but rather a rough outline which is used to measure them.

As such, the system serves well as a rough evaluative tool.

Rebalance

However, rough though it may be, the system is quite effective. Most new races are fitting around the 30-32 point mark, while PHB races are roughly 24-27 points in total. This disparity is highlighted as WOTC pushes stronger and stronger races, and so the goal of this massive rework is to get all races within the 30-32 point range.

Great effort is being made to ensure races still keep their individuality, and as such this rework is designed so that each race has at LEAST one truly unique mechanic.

Expansion

Diving past the realm of 5e and its monsters, this collection dives deep into concepts from past editions and more to create an extensive list that goes well beyond the official options to a grand total of 155 base player race options, with MANY more subraces and racial variants.

5.5e Time!
  • These races have been adjusted for 5.5e, enjoy!

  • Keep in mind, these documents may reference stuff you don't know, so check the new 5.5e materials

To Be Added

Aarakocra

Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren’t even native to the Material Plane. They hail from a world beyond — from the boundless vistas of the Elemental Plane of Air.

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

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.

  • Alignment. Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

  • Size. Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

  • Speed. Your base walking speed is 25 feet. (Points: -2)

  • Creature Type. Your creature type is Humanoid.

  • Flight. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.(Points: 16)

  • Talons. You are proficient with your unarmed strikes, which deal 1d6 slashing damage on a hit instead of the normal bludgeoning damage for an unarmed strike. (Points: 2)

  • Wind Caller. Starting at 3rd level, you can cast the Gust Of Wind spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 4)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)


Aartuk

There are several varieties of aartuk, each belonging to different tribes, but they all share a similar shape. Aartuk bodies are shaped like stars, moving on five appendages that end on suction cups with three pseudopods each. Their skin is similar to a spiked bark that resembled leather. At the center of the star-shaped body, a long snake-like neck ends in an oval head with three black sensory organs, capable of detecting sounds, vibrations, and infrared light, but not visible light.

Variants of aartuk include gray, light brown, or moss-covered individuals, among others. In all cases, they are experts at blending in with their natural environment. Aartuk can eat any type of nourishment, and usually cook their meals.

Personality Aartuk view war as a form of art and devote their entire lives to it. They worship evil deities associated with war from diverse origins, including human deities from several worlds, as well as other creatures.

They treasure gems, art pieces, weapons, and magic items that have any association with the theme of war. Aristocrats and elders have their own type of magic item: torques worn around their necks that can provide magical protection or other enhancements. Humanoids can wear those items like bracelets.

Combat Aartuk warriors fight by throwing pellets of solidified sap at their opponents, as well as constricting them with their powerful tongues, which can grab an opponent at a distance of up to 30 feet (9.1 meters). They then proceed to use their other appendages to crush the entangled opponent to death.

Elder aartuk have more powerful sap projectiles, which produce sparks when hitting their targets. If fired while in the phlogiston, the spark ignites the equivalent of a fireball, so this ability is used sparingly, lest it might damage the elder's allies. The elder also has clerical powers and is capable of casting spells such as cause fear, chant, command, curse, darkness, flame blade, and magic stone. Additionally, elders are immune to magic that manipulates movement or the shape of plants.

In any fight, aartuk avoid harming individuals that they perceive to be capable of piloting spelljammers, as they prefer to capture them and take them as prisoners in case they have to retreat, later employing them as slave pilots to their spelljammer vessels.

Society Aartuk communities can be found anywhere in wildspace or even in the phlogiston. They are always organized in tribes consisting of one elder leading several warriors. Tribes typically control one or more spelljammers, which they take over and plunder from defeated enemies. Different tribes can ally in face of a strong common foe, but normally they do not maintain much contact with each other.


Ecology The reproductive cycle of aartuk is related with their obsession with war. They reproduce by infecting an unconscious opponent with a virus that can be cured with a remove disease spell but, if left unchecked, transforms the victim's flesh into jelly over the course of a few days. From the jelly, a new aartuk emerges within one month, carrying the memories of the aartuk who had infected the victim.

An aartuk warrior lives between 70 and 90 years until it blossoms. A blossomed aartuk, known as an aristocrat, could display flowers, mushrooms, or rocky outgrowths, depending on the variety. After blossoming, most aartuk wilt and die, but the few who survive the process shed their original skins and become elders, who live on for another 40 to 60 years. Newly emerged elders are usually granted a spelljamming vessel, slave pilots, and some treasure and then depart with a few young aartuk to found a new tribe.

Uses The slime secreted by aartuk tongues could be boiled to produce a fairly potent glue. The sap from elders can be fermented to produce a beverage called aartukia, which is eagerly sought after by beholders and could be sold for a substantial value. Their tongues can be dried to produce rope, but are also considered a savory delicacy. Crates of aartuk tongues were regularly stored in Stardock for its githyanki inhabitants in the late 15th century DR.

History There are legends that indicate that the aartuk home world was destroyed by beholders in the distant past. For that reason, aartuk hold an ancient hate toward them and waste no opportunity to harm a beholder if the opportunity arises.

Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Aartuk reproduce through other entities and develop rather quickly. They reach maturity at age 5 and live up to 90 years.

  • Alignment. Aartuks are typically Lawful Evil.

  • Size. Aartuks average about 6 ft in height. Your size is medium.

  • Speed. Your base walking speed is 25 feet. (Points: -2)

  • Creature Type. Your creature type is Plant. Spells and abilities that affect nonmagical plants only do not affect you. (Points: 2)

  • Branch. You can use your branching roots for unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 2)

  • 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. (Points: 3)

  • Psionics. You know the Message cantrip. Once you reach 3rd level, you can cast the Detect Magic spell once. Once you reach 5th level, you can cast the Calm Emotions spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). When you cast these spells, they don't require components. (Points: 8)

  • Radiant Pellet. As an action, you can make a ranged spell attack against a creature you can see within 90 ft. of you. On a hit, the target takes 2d4 Radiant damage. This ability requires you to use a verbal component and somatic component, as if it were a spell. The spellcasting modifier for this spell attack is your Intelligence, Wisdom, or Charisma modifier (you choose this when you pick this race). The damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4). (Points: 2)

(Total Points: 32)


  • 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. (Points: 3)

  • Tongue. As a bonus action, you can use your gooey tongue to snare a Medium or smaller creature you can see within 30 feet of you. The target must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your Proficiency Bonus) or become grappled by you and pulled up to 25 feet toward you. You cannot grapple another creature while one is grappled by this effect. You also have advantage on the first melee attack you make each turn against a creature grappled this way. Once you use this ability, you can't use it again until you finish a long rest. (Points: 6)

  • Languages. You can speak, read, and write Common and another language of your choice.

Aasimar

Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. 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.

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.

Subrace: 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.

  • Necrotic Shroud. When you use your Celestial Revelation feature, your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Until the transformation ends, 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 damage equals your proficiency bonus. (Points: 7)

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.

  • Alignment. Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.

  • Size. Aasimar vary depending on their lineage. You are Medium or Small. You choose the size when you select this race.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Celestial Revelation. When you reach 3rd level, your subrace gives you a revelation option. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation, you can't use it again until you finish a long rest. (Points: 0)

  • Celestial Resistance. You have resistance to necrotic damage and radiant damage (Points: 5)

  • 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 color in darkness, only shades of gray.(Points: 3)

  • Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. (Points: 3)

  • Light Bearer. You know the Light cantrip. Constitution is your spellcasting ability for it. (Points: 2)

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

  • Subrace. Choose one of the following subraces for your character. (Points: 7)

(Total Points: 32)

Subrace: Mystic Aasimar

An aasimar who was granted otherworldly powers at birth may become a mystic — a type of aasimar whose radiant strength has been overcome with cosmic honor.

  • Psychic Rise. When you use your Celestial Revelation feature, you reveal the alien nature that lives within you, causing your hair and eyes to turn pink and two membranous, tentacle ridden wings rip from your back. Until the transformation ends, you have a flying speed equal to your walking speed. Additionally. you can cast the Command spell once as a bonus action during your transformation without components. Constitution is your spellcasting ability for this spell. A creature that fails its save against your Command spell when it is cast this way immediately takes psychic damage equal to your level + proficiency bonus, or half as much on a success.


Subrace: 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.

  • Radiant Soul. When you use your Celestial Revelation feature, two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, 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 damage equals your proficiency bonus. (Points: 7)

Subrace: 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.

  • Radiant Consumption. When you use your Celestial Revelation feature, searing light temporarily radiates from your eyes and mouth. For the duration, 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, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, 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 damage equals your proficiency bonus.(Points: 7)

Subrace: Titan Aasimar

Titan aasimar are empowered by the colossal strength of a celestial titan, most typically, an empyrean. They stand resolute against those who would do evil, though some, touched by a corrupted or cursed titan, may turn their ire toward forces of good, seeking only to darken the light in the world.

  • Divine Dynamo. When you use your Celestial Revelation feature, you unleash the divine energy within yourself, setting your eyes ablaze with fury as your towering form swells. The instant you transform, your size is doubled in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category—from Medium to Large, for example. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available. Your weapons also grow to match your new size. While your weapons are enlarged, your attacks with them deal 1d6 extra damage. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have advantage on Strength checks and saving throws, and your movement speed increases by 10 feet. 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 damage equals your proficiency bonus. Once you use this trait, you can't use it again until you finish a long rest. (Points: 7)

Abeil

Abeils exhibit a mix of features held by bees and elves. Bristly fur colored in alternating bands of black and yellow covers their bodies. Their heads are elf-like, though their eyes are black and faceted, and they sport antennae. They have four-digited hands, translucent bee-like wings, and stingers. Vassals and queens have relatively slender limbs, while those of the larger soldiers are much more muscular. The Abeils can induce sleep on creatures with the beating of their wings, and the different castes possess differing powers based upon their physiology.

(From left to right, a Soldier Abeil, a Monarch Abeil, and a Vassal Abeil)


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Abeils mature similar to humans, and live about a century.

  • Alignment. Abeils are expansionist and enslave other races to do their bidding. Most Abeils are Lawful Evil.

  • Size. Abeils are quite tall, usually standing over 7 feet in height. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Bee Stinger. You can use your stinger as natural weapon. If you hit with it you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 2)

  • Bee Wings. You have insectoid wings that allow temporary flight. When you move, you can engage your wings to gain a flying speed equal to your walking speed until the end of the current turn. If you are still aloft at the end of the turn with nothing else supporting you, you fall. 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. (Points: 4)

  • Buzzing Drone. At 3rd level, you can cast the Sleep spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). When you cast this spell, it doesn't require components. (Points: 3)

  • 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. (Points: 3)

  • Hive Minded. You know the Message cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). When you cast this spell, it doesn't require components. You also have advantage on saving throws to avoid or end the charmed and frightened conditions on yourself. (Points: 6)

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

  • Subrace. Choose one of the following options. (Points: 6)

(Total Points: 32)

Subrace: Monarch Abeil

The rulers of the hive cities, Monarch Abeils possess divine magic and lead the race of bee-elves on their ever expanding quest to gain more land for the hive cities.

  • Divine Monarch. You know the Sacred Flame cantrip. Starting at 5th level, you can cast the Mass Healing Word spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 6)

Subrace: Soldier Abeil

Soldier Abeils can beat their wings so strong that they form a blast of sonic energy that is devastating to their foes.

  • Stormwing. As an action, you can use your wings to create a sonic blast in a 15ft cone. Each creature in that cone must make a Dexterity saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus), taking 2d8 thunder damage on a failed save, or half as much on a successful one. Once you reach 3rd level, you can use this ability as a bonus action. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 6)

Subrace: Vassal Abeil

The masses of the hive, these Abeils have strong bodies for manual labor as well as powerful stingers with lethal potency.

  • Greater Stinger. Your stinger gains the Finesse and Light properties (Points: 2)

  • Weakening Sting. When you deal damage to a creature with your Bee Stinger, you can have the attack deal an additional 2d4 poison damage and then force them to make a Constitution save (DC = 8 + proficiency bonus + your Constitution modifier) or become poisoned for 1 minute. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. At 11th level, if the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. You can use this ability once, and you can't use it again until you finish a short or long rest. (Points: 4)

Aefling

Aeflings are a rare mishap in the natural order of things, as their neighbors take great pleasure in reminding them. Most people hate them even more than they hate tieflings. In their eyes, mixing aasimar and tiefling blood is nothing short of unforgivable, and the product of that is simply irredeemable. Aeflings face the most hate from aasimar and tieflings, because, similar to half-elves, each race sees too much of the other in the aefling. This often leads aeflings down the path of solitude, wanting only to get away from the hate and scorn, but some stray from the beaten path and choose a life of adventure instead. These few who decide to become adventurers have the potential to become some of the most powerful adventurers of all time.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Given your combined ancestry, your normal lifespan increases twofold. You mature at the same rate as a human, but can live up to 200 years.

  • Alignment. Some aeflings lean towards goodness, while others are more prone to chaos and violence. Still others try not to take a side and balance the scale, preferring to remain neutral.

  • Size. Aeflings are similarly sized to humans. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Grandiose Presence. You know the Thaumaturgy cantrip. Constitution is your spellcasting ability for it. (Points: 2)

  • Hand of Destruction. You have a pool of energy equal to your level + twice your Constitution modifier (minimum 2) that you can expend to release some of the hellish energy inside you from your devilish ancestry. When you make a melee attack against a target, you can expend a number of these energy points to deal extra fire damage equal to the number of points you expend. All expended energy returns when you take a long rest. (Points: 3)

  • Hand of Life. You have an innate ability to heal because of your divine ancestry. As a bonus action, you can touch a creature and cause it to regain a number of hit points equal to half your level, rounded up. Once you use this trait, you can't use it again until you finish a long rest. (Points: 2)

  • Planar Protection. You have resistance to fire and radiant damage. You also have advantage on saving throws to avoid or end the petrified and poisoned conditions on yourself. (Points: 9)

  • Superior Darkvision. You see in any light, as well as total darkness up to 120 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. (Points: 4)

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

(Total Points: 32)

Aetherborn

Aetherborn come into being spontaneously as part of the aether refinement process. Their bodies and minds are apparently formed out of some interaction between the volatile elements of aether that are removed during refinement and the psychic impressions created by the people involved in the process. But each aetherborn is a unique individual, not a mere copy of some other person’s mind and shape. This race is little understood, and few aetherborn are willing to waste any of their short lives allowing vedalken scholars to study their biological and psychological characteristics.

Aetherborn are a strange living by-product of the process of aether refinement, cast in humanoid form but lacking any of the biological qualities of other races. They don’t eat or sleep, and they don’t reproduce—nor do they have any physical sexual characteristics. Language that categorizes people into male or female categories thus breaks down when it comes to aetherborn. Most aetherborn prefer that others use the pronoun “they” to refer to them, since it doesn’t attribute a gender that they don’t possess. Only a relative few prefer “he” or “she,” having chosen to adopt a gender.

(Total Points: 32)


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Aetherborn come into being as adults and live no more than a few years. However, some master dark arts that extend their lifetimes.

  • Alignment. As a rule, aetherborn are driven by hedonism and self-interest, making them neutral at best and thoroughly evil at worst. Neutral aetherborn might devote much of their time (and wealth) to parties and social activity, while evil aetherborn are usually involved in the criminal underworld.

  • Size. Aetherborn are about the same size as humans, ranging from 5 to 6 feet tall. They are quite light—only about 100 pounds—and their weight diminishes as they age and more and more of their substance returns to the aethersphere. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Body of Aether. Aetherborn tend to not live long, and as such their bodies often fall apart over time while they are still alive, granting you the following traits:

  • You have resistance to Necrotic damage.

  • You don’t need to eat, drink, or breathe.

  • You don't need to sleep, and magic can't put you to sleep.

  • 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. (Points: 10)

  • Darkvision. Accustomed to the night, 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. (Points: 3)

  • Siphoning Strike. Whenever you deal damage to a creature with a melee attack, you can choose to gain temporary hit points equal to 2d4 + Your constitution modifier (minimum 1). Once you’ve used this feature, you can’t use it again until you finish a short or long rest. (Points: 4)

  • Unpredictable Reputation. Whenever you make a Charisma (Intimidation) check, you can roll a d4 and add the number rolled to the total ability check. (Points: 3)

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

Aldani

Many Chultan natives can recall childhood fables of the aldani, the eerie lobsterfolk that lived in the rivers and lakes of their homeland. As there have been no sightings of the aldani in years, it is widely believed that they were wiped out. In truth, many aldani survived and retreated to the lakes of the Aldani Basin in the heart of Chult. An aldani looks like a giant lobster that walks upright. Its face is mostly encased in armor, looking almost humanoid except for its long eyestalks. Despite their frightful appearance, aldani avoid conflict. Reclusive and xenophobic, they hide in their lakes and rivers.

Aldani Bribes. If disturbed, aldani try to frighten intruders away without killing them. When confronted by creatures who aren't easily startled, they offer bribes in exchange for being left alone. These bribes take the form of treasures that the aldani collect from the bottoms of rivers and lakes.

Cursed by Ubtao. The aldani are the monstrous descendants of Chultan humans belonging to the Aldani tribe. The fishers of the tribe trapped the lobsters of the rivers by the thousands, until no lobsters remained. Their greed made Ubtao angry, and he cursed the fishers by transforming them into lobsterfolk. The fishers accepted their punishment and embraced their new existence. However, they were scorned by other members of their tribe and forced to take refuge in the rivers they had once plundered. Although the Aldani tribe went extinct, the lobsterfolk remain to this day.

Adaptations

Choose one of the following options:

  • (a) Protruding Spines. As a reaction when a creature would hit you with a weapon attack, you can use your spines to protect you. When you do, you roll a d8, and add the result to your AC until the start or your next turn. You can use this ability twice, and regain all expended uses upon finishing a long rest. (Points: 6)

  • (b) Smashing Claws. Whenever you deal damage to a creature with your Claws, you can have the attack deal an extra 1d6 thunder damage and force that creature to make a Constitution saving throw (DC = 8 + your Strength modifier + your Proficiency Bonus), on a failed save, the creature is stunned until the start of its next turn. You can use this ability twice, and regain all expended uses upon finishing a long rest. (Points: 6)

(Total Points: 32)


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Aldani mature similar to humans and live about a century.

  • Alignment. Most Aldani are Lawful Neutral.

  • Size. Aldani average 7 to 10 feet in height. Your size is Medium.

  • Speed. Your base walking speed is 25 feet. (Points: -2)

  • Creature Type. Your creature type is Humanoid.

  • Aquatic Adept. You can breathe air and water and have a swim speed of 30 feet. (Points: 4)

  • Claws. You can use your lobster-like claws as natural weapons. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 2)

  • 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. (Points: 3)

  • Enjoys Bribes. Whenever you make a Charisma (Persuasion) check, you can roll a d4 and add the number rolled to the ability check. (Points: 3)

  • Heavy Carapace. You have a thick carapace that protects you. When you aren't wearing armor, your AC is 14 + your Dexterity modifier (maximum bonus of +3). You can use your heavy carapace to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your heavy carapace. (Points: 4)

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

  • Adaptations. Choose one of the following adaptations. (Points: 6)

Aleax

The aleax is a physical manifestation of the vengeance enacted by a power. There is but one aleax for each deity; it is sent forth to punish and redeem those who stray from the dictates of their alignments, who fail to sacrifice sufficient treasure, or who otherwise anger the god. These creatures are created specifically to fulfill that stated purpose, so an aleax will never be met by chance.

The aleax usually appears in human or humanoid form and quite closely resembles its intended victim. In fact, the being is in all respects (except as noted elsewhere) an exact duplicate. The aleax has the same attribute scores, hit points, armor and Armor Class, weapons, magical items, spells, and so on. To the intended recipient of the deity’s punishment, the aleax appears to be bathed in shimmering light that varies in color according to the god’s specific alignment: golden for lawful-good aleaxi, vibrant green for lawful neutral, deep purple for lawful evil, bright yellow for neutral good, silver for true neutral, royal blue for neutral evil, ever-changing rose-and-blue for chaotic good, kaleidoscopic colors of all shades for chaotic neutral, and shifting scarlet and indigo for chaotic evil.

Bystanders, however, see the aleax as a nondescript individual of the same race as the target. When the aleax attacks, it seems to onlookers that the character has been assaulted by (or has attacked) a complete stranger. Those attempting to help the character quickly discover they cannot aid the object of divine wrath. Companions of the punished character can do little but stand helplessly by and wait for the outcome of the battle (see below).

When it appears, the aleax utters a few brief words in the language of its deity (which may or may not be understandable to the victim), stating that the mortal has offended the god, outlining the nature of the crime, and insisting that he or she must now submit to punishment. After this decree is spoken, the aleax attacks without quarter or mercy. No discussion or plea is heeded.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Aleax are agless creations of their patron deity, and are molded after their targets.

  • Alignment. Aleax are usually affixed to an alignment depending upon their origin.

  • Size. Aleax are similar in height and build to that of a human, but are well known to change shape for their divine purpose. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Celestial. (Points: 2)

  • Arcane Resistance. Whenever you take damage from a spell or magical effect, you can use your reaction to gain resistance to that spell or magical effect's damage type(s) until the start of your next turn. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • 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. (Points: 3)

  • Divine Agent. You know the Divine Blade cantrip. Once you reach 3rd level, you can cast the Disguise Self and Hunter's Mark spells once each. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Divine Purpose. You are immune to magical aging effects. Also, if you have seen and know the name, likeness, and crimes committed by a criminal or other target of a bounty, you have advantage on all ability checks made to gather information about them. (Points: 1)

  • Glowing Eyes of Doom. You cannot be blinded by spells, magical effects, or light. This does not prevent you from being blinded by other means or allow you to see through heavily obscured areas or see heavily obscured creatures. (Points: 2)

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

(Total Points: 32)

Archai

On Zaegoth, there are remote villages on the isle of Kreldor that live in the shadow of a massive volcano. This volcano is sacred, being home to many ancient spirits that are ancestors or spirits that have ascended and live within the elemental plane of fire. Sometimes, sick children will be taken to the top of the volcano, and after a strange and secretive ritual ceremony, are tossed into the volcano. If the rite is accepted, a small child will wander out of the volcano unscathed, a child with pale flesh, white hair, and blood red eyes. Such a creature is an Archai, a spirit bonded entity with elemental powers and a connection to the elemental plane of fire. These children are often given special roles within village society, and are feared for their great prowess. Archai often change skin tone depending upon their emotion, turning red when angry or a deep purple when sad or embarrassed. In other settings, Archais can be created through elemental rites or spirit bonds, or perhaps dealings with an efreet or other powerful entity.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Due to their elemental and spiritual connections, Archai are very long lived. They reach maturity around age 30 and can live for over 500 years.

  • Alignment. Due to their volcanic nature, Archai are often a short temper and thus tend to be more chaotic, favoring neutrality as normal. However, some definitely fit the mold as ether heroes or villains.

  • Size. Archai are similarly sized to humans. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Elemental. (Points: 2)

  • Darkvision. The flame that burns within you gives you vast sight, even in the darkness. You see in any light, as well as total darkness up to 60 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. (Points: 3)

  • Encrust Body. You can cast False Life with this trait. Once you cast it, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell. (Choose when you select this race). (Points: 4)

  • Eyes of Piercing Flame. You cannot be blinded by spells, magical effects, or light. This does not prevent you from being blinded by other means or allow you to see through heavily obscured areas or see heavily obscured creatures. (Points: 2)

  • Magmatic Surge. Once you reach 3rd level, as a bonus action, you can muster forth an aura of volcanic power that protects you and assists you in combat for 1 minute. While this effect is active, you gain a +1 bonus to your AC and once per turn when you deal damage with a spell or weapon attack, you can add 2d6 fire damage to the result of the roll to one target of the attack or spell. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • Volcanic Resilience. You have resistance to fire damage. (Points: 4)

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

(Total Points: 32)

Archon

Archons are a race of outsiders from the heavens, creatures of fundamental law and good tasked with the protection of that plane as well as all who are innocent or free of evil. They are the natural enemies of devils and demons, and most are veterans of many attacks against their home by fiends of the Lower Planes. Archons are universally less powerful than their angelic kin, but often deal with more worldly matters than the Blood War that rages in the outer planes.

Protectors of the Innocent

Originating from the high heavens, archons are inclined towards justice and mercy for all innocent creatures. An archon walking the mortal plane might be on a mission of justice for the high heavens, or perhaps is simply lost on the planes, searching for a way back home. Regardless of the reason, it is in their nature to defend the innocent and battle evil wherever they venture.

Merciful Warriors

When an archon engages in battle, they do so honorably. With exception to fiends and undead, hound archons tend to dislike killing and prefer to incapacitate or disarm mortal foes whenever possible. In addition, it is unheard of for an archon to strike a foe who is defenseless or one whose back is turned to them, or to deny an opponent's surrender.

Foes of Evil

From the moment of birth, archons are trained to lay waste to their sworn enemies, fiends of the lower planes, and all forms of undead. The irredeemably evil are not exempted from their wrath, but these are a rare exception to the rule. When an archon does meet one of its sworn foes, it hold no quarter, and fights relentlessly until its foe crumbles.

Archon Names

Archons, like most angels, have majestic names borrowed from the most ancient of languages in the planes, celestial. Because their names are unique to themselves, archons have only one name. Male Archon Names: Arioch, Barbiel, Hadraniel, Kasbiel, Malockel, Nisarriah, Samuel, Semalion, Tatryon, Vohamodnoch. Female Archon Names: Anaphiel, Rehael, Serapha, Viretel, Oriash, Zarall, Hemah Sansavi, Piradah, Hadariel.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. While on their home plane, archons are extremely long lived, and can exist for millennia. However, when away from the light of their home plane for extended time, an archon's light gradually begins to burn out, and will perish within 10 years if they do not return.

  • Alignment. Archons are almost always champions of good, though there are exceptions. Those who are found to be malevolent by nature are typically exiled from Mt. Celestial to seek redemption on the mortal plane.

  • Size. Your size is medium. Archons tend to be about the same size as humans but trend toward the higher end of heights.

  • Speed. Your base speed is 30 feet.

  • Creature Type. Your creature type is Celestial. (Points: 2)

  • Archon Resilience. You have resistance to Lightning damage, and advantage on saving throws to avoid or end the paralyzed condition on yourself. (Points: 5)

  • 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. (Points: 3)

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

  • Subrace. Choose one of the following subraces. (Points: 14)

(Total Points: 32)

Subrace: Exscinder Archon

Exscinder Archons are Celestia's agents charged with the eradication of text and information that is deemed too dangerous or sinister to exist. Notably, they possess the ability to manifest an enormous pair of wings at will, which are composed entirely of cleansing flame. They also bear no mouth, imparting a sort of forced vow of silence—perfectly echoing their stoic, tenacious nature.

  • Censor. As an action, you can magically modify or eradicate text that is inscribed upon a surface or an object that is not worn or carried within 30 feet. If the text is under the effects of a spell, such as Glyph Of Warding or Symbol, the archon can either end the spell as part of eradicating the text or modify part of if the text or modify the spell along with the text, as if It had cast the spell on that surface or object. You can use this ability once, and regain the ability to use it again after finishing a long rest. (Points: 2)

  • Cleansing Inquisitor. You know the Green-Flame Blade cantrip. Once you reach 3rd level, you can cast the Searing Smite spell once. Once you reach 5th level, you can cast the Detect Thoughts spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Untainted One. You have advantage on saving throws you make to avoid or end the charmed and poisoned conditions on yourself. (Points: 4)


Subrace: Hound Archon

Hound archons look like well-muscled humans with canine heads typically resembling those of noble-looking wolves or dogs. Well trained as soldiers and sentinels of the angels, they prefer to make use of their greatswords or other large weapons in battle. Hound archons often guard sacred areas or hunt their foes in unassuming canine forms. A stray dog or a pack of wolves might well be a blessing in disguise for noble travelers in dire straits.

  • First To The Front. Your movement speed increases by 5 feet. (Points: 2)

  • Hound's Jaws. Your maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 2)

  • Natural Prowess. You gain advantage on any Perception check that benefits from your powerful sense of smell. This perception bonus is not granted to any sense other than smell. (Points: 1)

  • Pouncing Strike. As a bonus action you can make an attack with your Hound's Jaws, if you hit the target must make a Strength Saving throw (DC 8 + your Proficiency bonus + your Strength modifier), being knocked prone on a failed save. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 3)

  • Shining Vanquisher. You know the Divine Blade cantrip. Also you can cast the Wrathful Smite spell once, and you regain the ability to do so when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 6)

Subrace: Justice Archon

Justice archons are zealous archons devoted to the upholding of justice above all else and seeking out righteous vengeance against the wicked. Glorious and angelic, these beautiful, radiant creatures typically appear as gold-skinned, gold-eyed, gold-haired, and gold-winged humans or elves.

  • Brave. You have advantage on saving throws to avoid or end the frightened condition on yourself. (Points: 2)

  • Honorable Protector. When you reach 3rd level, you can cast the Compelled Duel spell once, and you regain the ability to do so when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race). (Points: 3)

  • Radiant Shield. Whenever a creature you can see within 30 feet of you is the target of an attack, you can use your reaction to shine light in the attacking creature's eyes, imposing disadvantage on the roll. This ability has no effect on creatures immune to being blinded, and you must use it before the outcome of the roll is known. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Winged Rebuke. When you would be subjected to an effect that would move you, knock you prone, or both, you can use her reaction to push back with your wings and be neither moved and/or knocked prone. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 5)


Subrace: Sibyllic Archon

A sibyllic guardian, surrounded by ethereal glyphs and a perpetually emanating barrier of psionic force is an imposing figure to the pure and innocent, and a fearsome one to the wicked. With nothing more than glance. one of these archons can lacerate the defenses, Their powerful psionic capabilities are a relative anomaly among champions of good. They are indeed dedicated opponents or evil, and their stalwart mental defenses mean that they arc exceedingly difficult to corrupt and unlikely to fall.

  • Mindlash. As a reaction when a creature you can see within 60 feet of you would make an attack roll, ability check, or saving throw, you can force the creature to make an Intelligence saving throw (save DC = 8 + your Intelligence, Wisdom, or Charisma modifier (choose when you pick this race) + your proficiency bonus) or take 1d8 psychic damage and have disadvantage on the roll. Once you use this ability, you can't use it again until you finish a long rest. (Points: 3)

  • Psionics. You know the Guidance cantrip. Starting at 3rd level, you can cast the Shield spell with this trait. Starting at 5th level, you can also cast Levitate with it. Once you cast Shield or Levitate 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). When you cast these spells, they don't require components. (Points: 8)

  • Sibyllic Mind. You have resistance to psychic damage and your passive perception score increases by 2. (Points: 3)

Subrace: Stag Archon

Stag Archons are stag headed humanoids that serve as the spiritual wardens of divine beasts, often being handlers for some of the creatures that dwell in the upper planes and ensuring that their other archon allies receive support in battle.

  • Nature's Nurturer. You are proficient in one skill of your choice. (Points: 3)

  • Stalwart Stag. You have advantage on saving throws to avoid or end the petrified and poisoned conditions on yourself. (Points: 3)

  • Wild Transformation. You can cast the spell Polymorph on yourself to transform into a Deer or Golden Stag only. This spell's duration is extended up to 8 hours. After using this ability, you may not do so again until you finish a short or long rest. (Points: 4)

  • Wind's Retreat. As a reaction when a creature you can see misses you with an attack roll, you can move up to your movement speed. This movement doesn't provoke opportunity attacks. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

Subrace: Trumpet Archon

Messengers of good deities and mighty celestials, trumpet archons serve as the vanguard of divine armies and rally the legions of heaven to war. Trumpet archons are beautiful, humanlike creatures with hairless ivory skin and feathery wings. Trumpet archons speak with clear, musical voices and have white and pupilless eyes. At all times, a trumpet archon is accompanied by the divine trumpet for which it is named. This item is its most dear possession and is the trumpet archon's means to return to the heavens. Without it, it is stranded on the mortal plane.

  • Angelic Descent. When you fall and aren't incapacitated, your rate of descent slows to 60 feet per round. Whenever you land, you take no falling damage and land on your feet. (Points: 3)

  • Surrounded By Sound. You have resistance to Thunder damage. (Points: 2)

  • Trumpet's Call. You know the Message cantrip. Once you reach 3rd level, you can cast the Detect Evil and Good spell once. Once you reach 5th level, you can cast the Hypnotic Pattern spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

Subrace: Warden Archon

The judges of the upper planes, Warden Archons have an unerring judgment, allowing them to exercise their authority upon any who would threaten the prosperity of the celestial planes, and punish the wicked.

  • Claws. You can use your claws for unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 2)

  • Celestial Watcher. You can cast the Detect Evil and Good spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 4)

  • Eternal Vigil. You cannot be suprised. (Points: 5)

  • Warden's Strength. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, you can grapple creatures that are Huge size or smaller. (Points: 3)


Subrace: Word Archon

Word archons are the celestial guardians of pure concepts, such as goodness, virtue, and love. They excel in using words of power to command other creatures and utilize powerful magic to achieve their divine objectives.

  • Benediction. As a bonus action, a creature within 60 feet that can hear you gains 2d6 hit points and has advantage on its first attack roll that it makes within the next minute. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

  • Words of Power. You know the Friends and Word of Radiance cantrips. Once you reach 3rd level, you can cast the Dissonant Whispers spell once. Once you reach 5th level, you can cast the Zone of Truth spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 10)

Armand

Armands are nomadic humanoids who wander the desert in search of new experiences. They operate as a democratic unit with all adult armands able to voice and vote in council. They don't believe in individual ownership and share all possessions and resources among other armands. Their philosophy scorns wealth because of its transitory nature. Of infinitely greater value are experiences, and those armands who have traveled, adventured, and returned to the tribe are deemed "wise ones" whose advice carries the most weight. Thus, many young adult armands leave their families and seek to see more of the world.

An armand prefers to avoid combat. It enjoys living and treasures new experiences. An armand rarely starts a conflict because combat too often causes an untimely end and deprives the armand or its foe of the pleasures of life. However, it will certainly fight if attacked.

Armand leaders arise from those who have traveled widely and experienced much. It is the duty of an armand warden to return to the tribe and lend its wisdom to the group. An armand tribe usually consists of several small, closely knit family groups that come together to share resources. When faced with a deadly common foe, many tribes will converge on a defensible location to "make their stand." Tribes look to the wardens for leadership, and a single tribe may have several wardens leading it. The armands rarely build permanent dwellings. They live in large communal tents or take advantage of ready shelter, such as caves.

Armands worship Fharlanghn, Obad-Hai, or Pelor (or other deities whose portfolios include travel, nature, and the sun).

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Armands reach maturity around age 16, and can live around a century.

  • Alignment. Armands tend towards good and neutral alignments, and are usually not chaotic.

  • Size. A typical armand stands 3-1/2 to 4 feet tall and weighs roughly 150 pounds. Your size is Small. (Points: -2)

  • Speed. Your base walking speed is 25 feet. (Points: -2)

  • Creature Type. Your creature type is Humanoid.

  • Claws. You can use your claws as natural weapons. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 1)

  • 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. (Points: 3)

  • Defensive Stance. You can use a bonus action on your turn to reduce your movement speed to zero and attain a defensive stance. You cannot enter this stance if you have moved this turn. While in this defensive stance you gain a +2 bonus to attack rolls, Dexterity saves, and your AC. You can be in this defensive stance for 1 round before it is lost. You can use this ability a number of times equal to your proficiency bonus, and regain all expended uses upon finish a long rest. (Points: 10)

  • Searcher of Experience. You are proficient in one skill of your choice. (Points: 3)

  • Stocky Build. You have advantage on ability checks and saving throws against being forcefully moved or knocked prone. (Points: 3)

  • Tunneler. You know the Mold Earth cantrip, Constitution is your spellcasting ability for it. You also ignore nonmagical difficult terrain made of rock. (Points: 4)

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

(Total Points: 32)

Azuuran

Originally, the Azuuran were Leshay, immortal fey with powers beyond that which mortals can wield. Believing they could be more however, some Leshay sought ancient magic and great chaotic power; and in the process, they transformed into seers and fierce warriors but were blinded by their newfound prowess. As time passed they neglected the source of their immortality, the Aegis Sun, which drifted away from them in their endless search for knowledge. As the Aegis Sun left, the Azuuran were shifted into what they are now. As time passed, the race began to split apart both ideologically and biologically. Those who studied the arcane continued their search for knowledge, learning of powerful magics to assist them. Meanwhile, there were those who transformed in the Aegis Sun's absence, becoming aware of their new mortality and becoming more obsessive and crazed. Finally, there were those lost in the distant cataclysm, the Azuuran who keep to the old ways are known as Grey Azuuran, and still have some vestiges of their lost power.

(Total Points: 32)


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. While they are no longer the powerful Leshay, Azuuran still have a lot of longevity to their lifespans. Azuuran achieve maturity at the age of 40, and can live up to 900 years.

  • Alignment. Azuuran usually side with mysticism, chaos or the old fey ways, and thus are usually on the lawful side if mystic, chaotic if chaos, or neutral if grey.

  • Size. Medium, generally 5' or taller. Azuuran are pale colored humanoids who have less facial features than other races, and depending upon origin may have pieces of objects added onto their bodies.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. (Points: 2)

  • Spell Surge. Azuuran are filled with raw arcane power, which they can use to increase the intensity of their magic. When you cast a spell of 1st level or higher, you can increase the spell's level by 1. This ability cannot be used more than once on the same spell. You can use this ability twice, and regain all expended uses after finishing a long rest. (Points: 6)

  • Superior Darkvision. You see in any light, as well as total darkness up to 120 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. (Points: 4)

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

  • Subrace. Choose one of the following subrace options. (Points: 8)

Subrace: Crystal Azuuran

  • Crystal Powers. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Absorb Elements spell once. Once you reach 5th level, you can cast the Enlarge/Reduce spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Subrace: Grey Azuuran

  • Fey Magic. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Command spell once. Once you reach 5th level, you can cast the Invisibility spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)
    
    

Subrace: Mystic Azuuran

  • Arcane Mind. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Shield spell once. Once you reach 5th level, you can cast the Hold Person spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Beholderkin

A soldier watches as his platoon and fellow soldiers are wiped out by waves of flaming arrows on a battlefield. He screams in rage and changes into a monster of terrifying power as he blasts the enemy position with a death ray.

A paladin lifts his shield in defense of the innocent as zombies batter him. He rises into the air and screams with the power of an ancient curse. He disintegrates row and row of undead with a blast of radiant energy from his eyes. The innocent gaze on in wondrous fear.

A thief exits a fortress vault with a bag full of gold and gems. He petrifies the guards where they stand as he strolls out of the vault.

History Long ago, a twisted and sinister beholder had spent his life learning vile necromancy and the secrets of the darkness and grew too powerful in the eyes of the gods. The god of order grew worried about his strength and cursed him to a human body. The beholder had become weaker, frailer, and unable to sustain his once-powerful magic. He was horrified, and after many days of mourning his power, he decided upon his fate: that he would continue his lineage by taking over a small town to begin his reign anew. However, he was set upon by the power of love and friendship, which shattered his xenophobic beliefs, and he grew to care for the people around him. He eventually integrated into society and mated with a woman that he had fallen in love with. The Beholder, as he went about his simple life, forgot more and more that he was ever a beholder or evil. With him consumed with goodness, the god was pleased. The first beholderkin died and his story and power dissolved away in the ruins of time. For each new generation from his lineage, beholder blood runs, allowing them to connect to their powerful abilities. The beholderkin often appear human, and may never know they are beholderkin, or even the story of their heritage, but through studying and some awakening event, they arise, and attune to their powerful abilities.

Society Beholderkin roam the Material Plane, often not knowing the power they possess. Their improved intellect seems to be the only outward sign of their heritage. Those that are awoken to the power use it in varied ways. Their knowing that power has inherently evil roots makes them cautious about its use. Some who discover their powers may never use it, fearing it, while others may revel in their new found abilities.


Awakening Event Table
d6 Awakening Event
1 My village was attacked by an enemy, and I awoke during a rage-filled outburst. (Good)
2 An unknown voice spoke to me in the night and whispered the dark secrets of my power. (Evil)
3 I was gravely injured in an accident while I was alone, and the pain awakened my power. (Neutral)
4 While adventuring I came into the presence of an artifact, that when picked up, awoke my power. (Neutral)
5 While at a tavern, I connect with another beholderkin, and he taught me of the power I possessed. (Neutral)
6 After I had committed murder, the blood seeped into my hands and awakened my power. (Chaotic)

Although most beholderkin keep their natural born human names, in some cases, an awakened Beholderkin will take on a natural beholder name.

Male: Quaervaxthanus, Thaluul, Manxam, Xaejil, Bairixis, Chelm, Irv, Eddalx, Nagish, Xeo, Ralakor

Female: Vaxall, Xavlal, Xaejil, Shatevar, Orox, Zalshox, Famax, Khoa

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Beholderkin mature at the same rate as humans but live up to 130 years of age.

  • Alignment. Most beholderkin are of dark and lawful alignments, usually due to the nature of their forebears.

  • Size. Beholderkin have a size and build similar to humans. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Aberration. (Points: 2)

  • Eye Ray. As an action on your turn, you can target a creature you can see within 60 feet of you with your eye ray. When you do, roll on the Eye Ray Table to determine the effect. The DC for a save from this effect is (save DC = 8 + your Intelligence, Wisdom, or Charisma modifier (choose when you pick this race) + your proficiency bonus). Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

  • Eye Stalks. You gain advantage on any Perception check that benefits from your powerful sense of sight. This perception bonus is not granted to any sense other than sight. (Points: 3)

  • Superior Darkvision. You see in any light, as well as total darkness up to 120 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. (Points: 4)

  • Telekinetic Movement. You know the Mage Hand cantrip except it is also invisible when you cast it. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you pick this race). When you cast this spell, it doesn't require components. (Points: 2)

  • Unearthly Flight. Starting at 5th level, you can use a bonus action to manifest a levitating aura on your body. This aura lasts 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. (Points: 5)

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

(Total Points: 32)


Eye Ray Table
d6 Effect
1 Disintegration Ray. You force the target to make a Dexterity saving throw, taking 3d8 force damage on a failed save. The damage increases by 1d8 when you reach 5th level (4d8), 11th level (5d8), and 17th level (6d8).
2 Fear Ray. The target must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Constructs and undead are immune to this effect.
3 Petrification Ray. You make eye contact with a creature, forcing the target to make a Wisdom saving throw. On a failed save, the creature's speed is reduced to 0 and its legs, if any, have turned to stone for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4 Telekinetic Ray. You can mentally hold a creature in place. The creature must make a Wisdom saving throw. On a failed save, the creature is restrained, and using a bonus action you may move them up to 30 feet in any direction. The effect ends at the end of your next turn.
5 Paralyzing Ray. You fire a bolt of lightning from your eye, the creature must make a Dexterity saving throw. On a failed save, the target is paralyzed. The effect ends at the end of your next turn.
6 You may pick an eye ray of your choice.

Behtu

With the face of a mandrill and the tusks of a great boar, these ferocious half-ape, half-human pygmies have demon blood flowing in their veins. Only the desperate or the suicidal travel to their volcanic temple-islands. Once a peaceful people, the behtu have since been corrupted by the demon lord of apes, cannibalism, and torture. By feeding his blood to the behtu, he filled them with the cruelty and power of a demon, transforming them into the creatures they are today. The behtu carry his worship from island to island, subjugating, devouring, or converting all they meet.

Temple Builders. The behtus raise shrines to Mechuiti wherever they go. Some are kept and prosper, while others fall into decay and return to the jungle.

Ichor Drinkers. In his volcanic temples, Mechuiti’s idols weep his ichorous demon blood. Behtus use the ichor to create infusions that give them inhuman strength and speed, and their leaders use it to perform a ritual that transforms simians and humans bathed in the ichor into more behtu. Behtus also etch demonic tattoos using the ichor, granting them infernal powers and protection.

Scaly Mounts. Behtus breed demonic iguanas as war mounts. The most powerful behtu sorcerers and druids have been known to ride large crimson drakes and small flame dragons as personal mounts.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Behtu mature similar to humans and live around a century.

  • Alignment. Most Behtu are Chaotic Evil.

  • Size. Behtu average 2.5 to 3 feet in height. Your size is Small. (Points: -2)

  • Speed. Your base walking speed is 25 feet. (Points: -2)

  • Creature Type. Your creature type is Humanoid.

  • Arcane Resistance. Whenever you take damage from a spell or magical effect, you can use your reaction to gain resistance to that spell or magical effect's damage type(s) until the start of your next turn. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Cultish Traditions. You are proficient in a skill of your choice. (Points: 3)

  • Darkvision. You see in any light, as well as total darkness up to 60 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. (Points: 3)

  • Demonfire Breath. As an action, you can breathe fire from your mouth in a 15ft cone. Each creature in that cone must make a Dexterity saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus), taking 2d8 fire damage on a failed save, or half as much on a successful one. Once you reach 3rd level, you can use this ability as a bonus action. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 6)

  • Mechuiti's Boon. At 3rd level as a bonus action, you can activate a transformation from the demon blood that courses in your veins. For 1 minute, you have advantage on saving throws and ability checks that use Strength and Constitution, and your walking speed is doubled. In addition, you gain 2d8 temporary hit points when you activate this ability. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • Natural Armor. When you aren't wearing armor, your AC is 11 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. (Points: 1)

  • Tree Climber. You have a climb speed equal to your walking speed. (Points: 2)

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

(Total Points: 32)

Bladeling

A bladeling's skin is always a dark gray or black and its eyes glow a deep and fierce reflective purple. Their most prominent feature, however, is the namesake of the race: the blade-like spikes that cover their bodies. They are a hardy but isolated people, fearless in battle, extremely xenophobic, and capable of surviving in the harshest of conditions.

Some bladelings become depressed from living their entire lives in a city surrounded by only their own kind. Even those who don't dare leave are often expelled from Zoronor as the bladelings see such chaotic behavior as weakness and don't want it infecting the rest of them.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Bladelings mature and age at around the same rate as humans.

  • Alignment. Most Bladelings are Lawful evil, (neutral) they are known to be xenophobic and harsh to those that approach their lands although courteous enough to travelers they meet on the road.

  • Size. Bladelings are about the same size as humans, your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Acid Resistance. Your flesh is metallic in nature and hard to dissolve. You are Resistant to Acid damage. (Points: 3)

  • Claws. You have spiked claws with which you can make unarmed strikes which deal slashing damage equal to 1d4 + your Strength modifier. (Points: 1)

  • Darkvision. You see in any light, as well as total darkness up to 60 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. (Points: 3)

  • Ocanthan Heritage. You have advantage on saving throws against nonmagical versions of the environmental effects of Extreme Cold, Strong Winds and High Altitude. (Points: 2)

  • Razor Storm. As an action, you can expel blades from your skin in a 15ft cone. Each creature in that cone must make a Dexterity saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus), taking 2d8 magical piercing damage on a failed save, or half as much on a successful one. Once you reach 3rd level, you can use this ability as a bonus action. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 6)

  • Spiked Skin. If a creature within 5 feet of you hits you with a melee attack, you can use your Reaction to deal 1d4 piercing damage to that creature. (Points: 5)

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

(Total Points: 32)

Brownie

Making their homes in walls, attics, and under floorboards of homes and family run workshops, brownies are one of the few fey that prefer to live among the mortal races. They're about the same size as sprites, but lack wings. Where the sprites resemble miniature elves, the brownies are more like tiny caricatures of gnomes. The name “brownie” is thought to be a reference to the heavy leather aprons they wear which have many pockets for tools.

Most faerie lore known to common folk stems from brownies. Many traditions are passed down by farmers and villagers that are intended to attract or to keep the wee folk happy. Offerings of milk and honey, adorning cats with a bell on their collar, and shouting warning before tossing out the bath water are some of the more common traditions.

The benefits of sharing a home with a family of brownies are many. They are crafting faeries, and often spend the night helping their host by sharpening tools, fixing defects in a craft project that would otherwise be missed, and other such things. If anyone invades the home or workshop they live in, the brownies will band together and use their magic to drive away the intruder. Brownies are very picky about the families they'll dwell with, but any farm or workshop housing brownies is likely to be successful. Any craftsman with brownies in his workshop crafts as though he has the reliable talent feature.

At the same time, one must be careful not to offend the little helpers or they will find their luck suddenly turning. Tools might go missing, crafted products develop flaws, or they're beset by a string of robberies. If the cause of the offense, and way to make reparations can't be discovered, they will drive the offender into ruin before moving on.

Aside from the customary offering of milk and honey, and certain traditions which ensure their safety, brownies prefer for their presence to be unacknowledged. Bragging about having brownies in your home, or actively trying to spot them will cause them to just up and leave. Small children get a pass, though they will make it clear that they expect the adults to teach the young proper etiquette.

Some brownies are willing to serve spellcasters as a familiar. These spellcasters must be of a good alignment, and are usually the less adventurous sort. Shop owners, alchemists, and artificers are most likely to be chosen. However, this is hard to verify because they're so elusive, and the wizards just change the subject whenever asked.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Brownies mature similarly to humans but can live hundreds of years.

  • Alignment. Most Brownies are of Good alignments, and are often Lawful within their societies.

  • Size. Brownies average around 2 feet in height. Your size is Small. (Points: -2)

  • Speed. Brownies are fast for their size. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Fey. (Points: 2)

  • Darkvision. You see in any light, as well as total darkness up to 60 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. (Points: 3)

  • Friend To All Living Things. You have advantage on Wisdom (Animal Handling) checks made on domesticated beasts such as chickens, horses, or watchdogs. (Points: 1)

  • Masterful Illusions. You know the Dancing Lights cantrip. Once you reach 3rd level, you can cast the Mirror Image spell once. Once you reach 5th level, you can cast the Magic Mouth spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

  • Stealth Expert. Whenever you make a Dexterity (Stealth) check, you can roll a d4 and add the number rolled to the total ability check. (Points: 3)

  • Unwanted Assistance. Whenever you use the Help action to help another creature, the creature adds a +1 bonus to the first roll that gains advantage given by that help action. (Points: 4)

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

(Total Points: 32)

Bugbear

Bugbears feature in the nightmare tales of many races great, hairy beasts that creep through the shadows as quiet as cats. If you walk alone in the woods, a bugbear will reach out of the bushes and strangle you. If you stray too far from the house at night, bugbears will scoop you up to devour you in their den. If a bugbear cuts off your head, your soul stays trapped inside, and the bugbears use your head to magically command all whom you once knew. Lurid tales such as these have flowered from the seeds of truth. Bugbears do rely on stealth and strength to attack, preferring to operate at night. They do take the heads of enemy leaders, but they are no more likely to eat people indiscriminately than humans are. Bugbears aren't likely to attack lone travelers or wandering children unless they clearly have something to gain by doing so. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

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

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

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

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. You are a Humanoid. You are also considered a goblin for any prerequisite or effect that requires you to be a goblin. (Points: 0)

  • 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. (Points: 3)

  • Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. (Points: 2)

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

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • Sneaky. You are proficient in one skill of your choice. In addition, without squeezing, you can move through and stop in a space large enough for a small creature. (Points: 4)

  • Surprise Attack. If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't taken a turn in the current combat. (Points: 4)

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

(Total Points: 32)

Bullywug

"We may be slimy, but we are still might-AAARGH!"

-Jalileo Gabbers, Bullywug Ranger, seconds before he and his party were disintegrated by an angry lich.

Physical Description Bullywugs are shorter stout creatures, appearing like humanoid frogs or toads. They are between 4-5 feet tall, and can have blue, yellow, green, gray, or red skin. They can have red, gold, bronze, orange, or silver eyes, which are very large and above their heads. They sometimes have black spots on their skin.

History Bullywugs are a race that has lived in the swamps of the world since age-old history. They have lived in a foul aristocracy, fighting over ranks and appealing to their superiors in any way that they possibly can. While other societies have improved their technology with metal, bullywugs still use simple weapons and armor, however they use them more effectively than most races do.

Society Bullywugs live in a system of aristocracy, trying to please their superiors constantly. Bullywugs either move through the ranks by murdering their rivals, or presenting gifts to their superiors, and they always introduce themselves with grand titles. They only have three ranks in their society: the leader, the superiors, and the inferiors. Most bullywugs are in the inferior class, though some do reach the superior class.

Relationships Bullywugs do not typically kill other races, preferring to capture people and bring them to their leaders. The leaders have giant inferiority complexes, desiring to be respected and feared by other races, allowing them to be easily flattered. As such, most races pity the Bullywugs, even when they are rude, some Bullywugs can find homes with the kinder races, and are ignored by the more hostile ones.

Bullywug Personality You can use the Bullywug Quirks table to determine a personality quirk for a bullywug character or to inspire how your character might act.

Bullywug Quirks
d8 Quirks
1 Whenever I introduce myself, I never take less than a minute to do so.
2 I tend to try one-upping people in any situation, regardless of what they are saying or doing.
3 I try to eat a diet of bugs, bugs, bugs, and more bugs.
4 Sometimes, I actually just say "ribbit".
5 I croak at people when I get angry, typically when people disrespect me.
6 I constantly try to find high ground, and display myself radiantly upon it.
7 Every one of my attacks and techniques has it's own signature name, which I screech when I use it.
8 I attempt to always finish people off with a single, magnificent hit. I usually fail.

Bullywug Names Bullywugs have names that sound very elegant and refined, and they always make up grand-sounding titles for themselves, always trying to impress other races in any way they possibly can.

Male: Jalileo, Giovanni, Leonardo, DaVinci

Female: Monaria, Celeste, Seraphina, Borealis

Titles: The Magnificent, The High-Jumping, Lord/Lady, Baron/Baroness

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Bullywugs mature similar to humans and live around a century.

  • Size. Bullywugs average 4-7 feet in height. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Aquatic Adept. You can breathe air and water and you have a swimming speed of 30 feet. (Points: 4)

  • Speak with Frogs and Toads. You can communicate simple concepts to frogs and toads. (Points: 1)

  • Standing Leap. Your long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. (Points: 2)

  • Swamp Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in swampy terrain. (Points: 2)

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

  • Subraces. Choose one of the following subraces. (Points: 11)

(Total Points: 32)

Subrace: Blood-Eyed Bullywug

Blood-Eyed Bullywugs are either born or transformed thanks to entities of the lower planes, whether they be powerful demons or insidious dark lords, blood-eyed bullywugs often serve dark masters and secret societies, often serving as agents who inflict pain and death upon those who cross them.

  • Alignment. Most Blood-Eyed Bullywugs are Neutral Evil.

  • Bloody Aegis. As a reaction when you would be hit by a weapon attack, you can give yourself a bonus to your AC equal to 1 + your Constitution modifier (minimum 1) that lasts until the start of your next turn. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Sanguine Shield. You have resistance to Necrotic Damage. (Points: 3)

  • Vile Arcana. You know the Chill Touch cantrip. Starting at 5th level, you can cast the Arms Of Hadar spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 4)


Subrace: Plane-Touched Bullywug

While it is well known that Bullywugs adapt to their respective environments, scholars consider the plane-touched bullwugs to be an enigma, as their spotting in the world is not related to any events witnessed and recorded. additionally, the plane-touched bullywugs are noted for their strange connection to the elements, and are believed to be aligned against the deities for their treatment of the primordials.

  • Alignment. Most Plane-Touched Bullywugs favor Chaotic alignments.

  • Extraplanar Aegis. You can cast the spell Absorb Elements once with this trait. Once you cast this spell with this trait, you can't do so again until you finish a long rest. You can also cast this spell with any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you pick this race). (Points: 4)

  • Nature's Revenge. As a reaction when a creature you can see hits you with a weapon attack, you can force that creature to make a Constitution saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus) on a failed save, the creature has disadvantage on all attack rolls and saving throws until the start of your next turn. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

  • Rancid Air Adaptation. You have advantage on saving throws to avoid or end the poisoned condition on yourself. (Points: 2)

Subrace: Royal Bullywug

Loyal to many rulers within they Feywild as well as ruling many tribes on the material plane, Royal Bullwugs manifest powers worthy of their genetic imprint. They can call allies to aid them and force foes to gaze upon their wonder.

  • Alignment. Depending upon their upbringing and stature, a Royal Bullywug can be lawful or vile and evil.

  • Croak of Charming. As a bonus action, you croak loudly at a creature within 30 feet of you. That creature (if it can hear) must make a Wisdom saving throw (DC = 8 + your Intelligence, Wisdom, or Charisma modifier (you choose this when you pick this race) + your Proficiency bonus) or be charmed until the end of your next turn, or until it takes damage from you or a source friendly to you. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 5)

  • Croaked Decree. As an action, you can make a loud pronouncement. When you do, you and each friendly creature within 30 feet of you has advantage on the next attack roll they make within the next minute. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • Royal Tutelage. You can speak, read, and write in an additional language of your choice. (Points: 1)


Subrace: Savage Bullywug

The most common of Bullwugs found on the material plane, Savage Bullywugs are able to blast away enemies and restore their allies while keeping true to ancient traditions passed down by generation of their frog-kin.

  • Alignment. Savage Bullywugs are usually Neutral Evil.

  • Glaaar-pat. You sing a song of marshy doom as an action. Each creature of your choice within 30 feet of you that can hear the song must make a Wisdom saving throw (DC = 8 + your Intelligence, Wisdom, or Charisma modifier (you choose this when you pick this race) + your Proficiency bonus), taking 2d8 psychic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw also has disadvantage on Constitution saving throws until the end of its next turn. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • Rooooo-glog. As an action, you sing an ode to an elder froghemoth. When you do, each creature of your choice within 30 feet of you that can hear the song gains temporary hit points equal to 2d6 + your proficiency bonus. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • Tribal Training. You gain proficiency with one weapon/tool/instrument of your choice. (Points: 1)

Centaur

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

Nature’s Cavalry: Centaurs have humanoid upper bodies, displaying all the human variety of skin tones and features. In size, they are comparable to a human rider mounted on a horse, and they fill similar roles — as cavalry, messengers, outriders, and scouts.

Centaurs’ ears are slightly pointed, but their faces are more wide and square than those of elves. Below the waist, they have the bodies of horses, with coats tending toward brown shades (chestnut or bay) and darker tails.

Nature and Community: Centaurs have a strong sense of the interconnectedness of the natural world, and they celebrate family and community as microcosms of that greater connection.

The birth of a foal is always cause for festivities. At the same time, centaurs revere the traditions of the past, preserving old ways and keeping alive the legends of ancestral heroes. They feel a close kinship with wild animals, perhaps because of their own hybrid nature, and delight in the feeling of running alongside herds and packs of beasts.

Centaur Names: Centaurs’ given names are passed down through family lines. The name given to a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the memory — and, the centaurs believe, some shard of the spirit — of the departed.

Centaurs rarely use family names, but wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals, printed mottos, braids and beads worn in the hair and tail, or even specific patterns of woven fabric.

(Total Points: 32)

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

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

  • Alignment. Centaurs are inclined toward neutrality.

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

  • Speed. Your base walking speed is 40 feet. (Points: 5)

  • Creature Type. Your creature type is Fey. (Points: 2)

  • Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves. (Points: 6)

  • Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount. (Points: 2)

  • Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to ld6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 2)

  • Natural Affinity. You are proficient in one skill of your choice. (Points: 3)

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

Racial Variant: Mystical Centaur

The most aged of their kind, born of a time long forlorn, these centaurs bear strange marks of favor from spirits of nature, and often serve as leaders or advisors to centaur groups.

(These features replace Charge & Natural Affinity.)

  • Glade Sovereign. You know the Druidcraft cantrip. Once you reach 3rd level, you can cast the Entangle spell once. Once you reach 5th level, you can cast the Conjure Animals spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

Cephalid

Seen in the depths of ancient seas, Cephalids originate from the far realm, being castaways into the murky depths of the world. Living in their massive underwater cities, the cephalids plot to take control of the surface world above through their unearthly magic. Cephalids are also curious creatures, constantly searching for more knowledge to incorporate into their vast minds. They often capture creatures to study them, earning a reputation as a villainous brood.

(Total Points: 32)


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Cephalids are born in small enclaves in the far reaches of the world, reaching adulthood at age 15, and can last a few hundred years or longer if their pursuits do not end them sooner.

  • Alignment. Cephalids are almost always Lawful Evil.

  • Size. Cephalids are taller than humans in the water but shrink on land due to water absorption loss. Your size is medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Aberration. (Points: 2)

  • Aquatic Adept. You can breathe air and water and you have a swimming speed of 30 feet. (Points: 4)

  • 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. (Points: 3)

  • Deep Magic. You know the Acid Splash cantrip. Once you reach 3rd level, you can cast the Entangle spell once, except instead of vines, unearthly tentacles bind those affected. Once you reach 5th level, can cast the Tasha's Mind Whip spell once. You can also cast these spells using any Spell Slots you have of the appropriate level. You must finish a long rest to cast these spells again with this trait. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Malleable Shape. You can squeeze through a space as narrow as 1 inch wide. (Points: 3)

  • Maw. Your maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 1)

  • Tentacles. You have 4 off-hand tentacles besides the ones you use for walking and the ones you use as hands. Your off-hand tentacles have a reach of 5 feet, and you can use them in the following ways: lift a number of pounds equal to five times your Strength score; open or close a door or a container; or use as another free object interaction during your turn. Your off-hand tentacles can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell. (Points: 3)

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

Changeling

A changeling can shift its face and form with a thought. Many changelings use this gift as a form of artistic and emotional expression, but it’s an invaluable tool for grifters, spies, and others who wish to deceive. This leads many people to treat known changelings with fear and suspicion.

(Total Points: 32)


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can shapeshift to conceal their age, the effects of aging still catch up to them.

  • Alignment. Changelings hate to be bound in any way, and those who follow the path of the Traveler believe that chaos and change are important aspects of life. Most tend toward pragmatic neutrality as opposed to being concerned with lofty ideals. Despite common fears, few changelings embrace evil.

  • Size. In their natural forms, changelings average between 5 to 6 feet in height, with a slender build. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Fey. (Points: 2)

  • Change Appearance. As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. (Points: 9)

  • Changeling Instincts. You gain proficiency with two skills of your choice. (Points: 5)

  • Unsettling Visage. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest. (Points: 4)

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

Chwinga

A chwinga (pronounced cheh-WING-ah) is a tiny elemental spirit that lives in plants, rocks, and rivers far from civilization. Painfully shy, chwingas prefer to move about unseen. If two or more chwingas live in the same area, each one will take shelter in a different plant. rock, or body of fresh water. Though no two chwingas look exactly alike, they resemble 6-inch-tall animated dolls with strange masks, spindly limbs, and wild hair. Their appearance is sometimes foreshadowed by cool breezes, the sweet smell of flowers, and dancing fireflies. Their mere presence makes a natural setting more lush and vibrant.

Humanoid Fascination. Chwingas shun most other creatures, but they find the trappings of civilization fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga encounters one or more humanoids, its curiosity sometimes gets the better of it, and it shadows those creatures for a short time to observe them. If it takes a liking to a particular humanoid, a chwinga might use its cantrips to aid it, or might bestow a magical gift before departing. The features that attract a chwinga to a particular humanoid can vary. In some cases, a chwinga might simply like the way a humanoid walks or the way it combs its hair. Other times, it might be smitten by a humanoid's ability to play music or to eat copious amounts of food.

Elemental Nature. Chwingas sleep but don't require air, food, or drink. They don't normally have names or the ability to speak. When a chwinga dies, it normally turns into a handful of flower petals, a cloud of pollen, a stone statue resembling its former self, a marble of smooth stone, or a puddle of fresh water.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Chwinga live on the far reaches of society, almost never contacting the civilized world. Chwinga can live hundreds if not thousands of years, but their immense curiosity sometimes accelerates this process.

  • Alignment. Chwingas are shy elemental spirits, and are curious creatures, often being good natured and helpful to those who are kind to them.

  • Size. Chwinga stand 0.5‒1.0 ft (15‒30 cm) tall, resembling small, animated dolls with masks for faces. Your size is Small. (Points: -2)

  • Speed. Your base walking speed is 25 feet. (Points: -2)

  • Creature Type. Your creature type is Elemental. (Points: 2)

  • Chwinga Spellcraft. You know the Druidcraft and Guidance cantrips. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 4)

  • 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. (Points: 3)

  • Magical Gift. As a Chwinga, you have access to a wide variety of magical gifts you can bestow upon beings, which take the form of spells you can cast through this feature. Some of these spells have a character level prerequisite before you can access them. You can cast only a single spell of the list through this feature once and regain the ability to do so upon finishing a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 5)

Level 1: Create Food and Water, Heroism

Level 3: Darkvision, Lesser Restoration

Level 5: Elemental Weapon, Protection From Energy

  • Nature's Attunement. You are immune to nonmagical versions of the environmental effects of your choice of (a) Extreme Cold or (b) Extreme Heat. (Points: 1)

  • Unusual Nature. You don't need to eat, drink, or breathe, and you have a climbing and swimming speed equal to your walking speed. (Points: 9)

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

(Total Points: 32)

Dabus

Among the bustling throngs of Sigil's streets float gray-skinned, vaguely humanlike figures with curled horns. Where they travel, cracks in the mortar seal shut, stray bricks float back into place, and ruined city blocks are restored. These are dabus, the silent caretakers of Sigil and loyal servants of the Lady of Pain.

Dabus patrol the City of Doors to maintain public buildings, portals, and utilities. They use their innate ability to manipulate Sigil's infrastructure not only to effect repairs but also to combat individuals who disrupt the city's operations or violate the Lady's edicts, hurling bricks at troublemakers and subduing them by causing the streets to sprout grasping cobblestone hands.

When dabus communicate, rather than speaking or signing words, they create esoteric illusory images and symbols in front of themselves. Scholars have yet to determine the origin of dabus's difficult-to-comprehend rebuses, though some speculate their etymology predates Sigil itself.

(Total Points: 32)


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Dabus are typically well-aged celestials, often hundreds or thousands of years old.

  • Alignment. Dabus are typically Lawful Neutral

  • Size. A Dabus stands between 5 and 6 feet tall and rarely weighs more than 170 pounds. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Celestial. (Points: 2)

  • 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. (Points: 3)

  • Erupting Earth. At 5th level, you can cause a 20-foot-square area of ground you can see within 60 feet of you to sprout clutching appendages made of stone. Each creature of the your choice in that area must succeed on a Dexterity saving throw (DC = 8 + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race)), or take 2d8 bludgeoning damage and have the grappled condition (escape DC is the same). While grappled in this way, the creature has the restrained condition. The appendages vanish after 1 minute or if your concentration ends (as if concentrating on a spell). (Points: 4)

  • Floating Presence. When you fall and aren't incapacitated, your rate of descent slows to 60 feet per round. Whenever you land, you take no falling damage and land on your feet. (Points: 3)

  • Material Manipulation. You know the Mending cantrip. Starting at 3rd level, you can cast the Catapult spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 5)

  • Symbol Speech. You can communicate by creating illusory symbols and pictures that float in the air in front of yourself and disappear a few seconds later. A creature that can see such a message can decipher it with a successful DC 10 Intelligence (Investigation) check (no action required). (Points: 4)

  • Unrelenting Body. You have advantage on saving throws against exhaustion. (Points: 2)

  • Languages. You can speak, read, and write Common and two other languages of your choice. (Points: 1)

Daelkyr Half-Blood

Despite being sealed away under the earth, a daelkyr can reproduce, after a fashion. A daelkyr's corporeal incarceration constantly leaks the virulence of its corrupting spirit. The unborn are especially vulnerable to this influence, and those innocents growing in the wombs of their mothers within the sphere of this beastly influence are born as daelkyr half-bloods.

Daelkyr half-bloods are born of pregnant mothers who were either influenced by proximity to a daelkyr confinement cylinder or infected by a breed leech. Transformed in the womb from the natural creature they might have otherwise become, half-bloods are instead born as aberrations, the knowledge of which each new daelkyr half-blood can embrace or reject as its own true nature becomes clear. When a daelkyr half-blood birth occurs spontaneously due to proximity to a daelkyr confinement cylinder, that daelkyr half-blood typically goes on to serve daelkyr goals. On the other hand, if a daelkyr half-blood is born after its mother's unfortunate contact with a breed leech, the resultant creature's nature is not predetermined - indeed, many go on to fight their own kind. However, the birth of a daelkyr half-blood is always accompanied by the afterbirth of a symbiont, twin to the daelkyr half-blood, if different in form and ability. Child and symbiont share an unnatural attraction, despite the horror of parents who might be tempted to cast out both. Such hard-luck half-bloods, shunned by their parents, might be more drawn to daelkyr ideals than those of their biological forebears.

Personality: Half-bloods born in captivity within Khyber-encompassing fortresses are as mad and insane as the daelkyr they serve. Half-bloods born on the surface and raised in civilized societies are more akin to humans in their personality. However, half-bloods are given to melancholy, anguish, and fits of extreme anger. More than most creatures, half-bloods can be of two minds on a particular subject, almost as if they indeed possessed two physical minds, and not just one like most creatures.

Half-bloods tend to avoid the spotlight, especially in urban environments where their true nature might be revealed through too much exposure to common folk. As such, they prefer dark corners, night, and side streets.

Physical Description: Anguish burns in the eyes of daelkyr half-bloods because their spirits are always in conflict. The most obvious outward sign that a creature has been "womb-warped" is the natural symbiont that is first birthed with a daelkyr half-blood (the symbiont is sometimes mistaken for a disfigured twin or gruesome afterbirth), then later befriended, worn, and utilized by the adult half-blood.

Daelkyr half-bloods are most often born of human mothers, and as such share almost all physical features in common with humans. A daelkyr half-blood stands between 5 and 6 feet tall and rarely weighs more than 170 pounds.

Relations: Daelkyr-loyal half-bloods are anathema to all other creatures, except the aberrations that also serve the Lords of Xoriat. Half-bloods living in other societies generally manage to coexist with other races so long as they do not openly reveal their symbionts, which tend to horrify and terrify average citizens of Khorvaire. Lucky half-bloods befriend those who look past their symbiont dependency, and are able to see the person beneath.

Daelkyr Half-Blood Lands: Half-bloods can be said to have lands only insofar as the daelkyr can claim the same. Large sections of Khyber are overrun with aberrations who serve one or another daelkyr, and among those aberrations are many half-bloods. However, non-subjugated half-bloods would shudder to "return" to these deep places in the earth, choosing instead to seek their way in the light above the ground.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Daelkyr half-bloods mature similar to humans and live around a century.

  • Alignment. Half-bloods are far more often evil than good, but nothing predetermines the eventual alignment of a daelkyr half-blood - only the way the half-blood is raised.

  • Size. A daelkyr half-blood stands between 5 and 6 feet tall and rarely weighs more than 170 pounds. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Aberration. (Points: 2)

  • 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. (Points: 3)

  • Symbiont. As a daelkyr half-blood, you bond with a symbiont which in turn sustains you with life. Choose one of the following symbiont options. (Points: 9)

  • Unbalanced Mind. You have advantage on saving throws to avoid or end the charmed and frightened conditions on yourself. Also, if a creature tries to read your mind or collect your thoughts, that creature must make a Wisdom save (8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race)) or take psychic damage equal to 1d10 + the modifier used for this effect. (Points: 6)

  • Languages. You can speak and read Common and another language of your choice.

(Total Points: 32)

Symbiont Options

As a daelkyr half-blood, you gain one of the following options.

Symbiont: Breed Leech

This large black slug has a triangular mouth. It will instinctively attach itself to the nearest patch of skin large enough for it to feed. Oddly, there are those that are willing to carry on these leeches on their back or shoulder, citing that it has saved their life when things got really hairy.

  • Bolster Body. You have a +1 bonus on all Constitution saving throws. You can also cast False Life once. At 5th level, you can cast Aid once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

Symbiont: Crawling Gauntlet

What initially appears to be rusty spiked gauntlet is, in fact, alive. Although it is hollow, its interior is covered with small, writhing tendrils. It seems perfectly capable of walking on its fingers, even climbing up the rotten wooden door. Worse yet, it seems apt, even willing, to claw open someone's foot.

  • Claw Gauntlet. The gauntlet is a natural weapon with the finesse property, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. If you have another feature that increases the damage of your unarmed strikes, the die size used is always one higher. (1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, 1d10 to 1d12, and 1d12 to 2d8). (Points: 5)

  • Symbiont Strength. You have advantage on Strength (Athletics) checks. (Points: 4)


Symbiont: Spellwurm

Spellwurms are slick, purple snakes with pronounced, front facing eyes and their scales are covered in arcane runes. Designed by the Daelkyr to provide an easily replicated source of spells for their troops, most spellwurms managed to escape the eventual defeat at the hands of the Dhakaani hobgoblins and escaped into the swamps of the Shadow Marches.

  • Ghost Sound. As an action, you can create a volume of sound that rises, recedes, approaches, or remains at a fixed place you can see within 30 feet of you. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per character level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans. You can only have one sound active at a time. (Points: 1)

  • Spellwurm Magic. You know the Ray of Frost cantrip. Once you reach 3rd level, you can cast the Mage Armor spell once. Once you reach 5th level, you can cast the Flaming Sphere spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Symbiont: Stormstalk

Stormstalks are an offshoot of the spellwurm symbiont, specially bred to be a more offensive variant. While it does not have any spellcasting capability, the electrical shock it delivers is a useful addition to the front-line troops of Xoriat. Like spellwurms, stormstalks quickly detach from a deceased host and naturally seek warm, wet burrows or caves.

  • Storm Magics. You know the Electric Arc cantrip. Once you reach 3rd level, you can cast the Chromatic Orb spell once, but only use lightning damage. Once you reach 5th level, you can cast the Lightning Bolt spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

Symbiont: Tentacle Whip

This long, whip-like strand of tough muscle bears a sharp stinger.

  • Tentacle Whip. The tentacle whip is a natural weapon and counts as a whip of which you are proficient, and which you can use to make unarmed strikes. Attacks with the whip count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. (Points: 3)

  • Natural Climber. You have a climb speed of 30 feet. (Points: 2)

  • Noxious Tentacle. When you deal damage to a creature with your Tentacle Whip, you can force them to make a Constitution save (DC = 8 + proficiency bonus + your Constitution modifier) or take an additional 2d4 poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. At 11th level, if the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. You can use this ability once, and you can't use it again until you finish a short or long rest. (Points: 4)


Symbiont: Throwing Scarab

This small, beautiful scarab looks like a piece of jewelry until it flutters its shimmering blue wings, which glisten in the light as if covered with a slick of oil. Also now visible is the creature’s double set of wickedly sharp mandibles.

  • Scarab Acid. Whenever you deal damage to a creature with your Throwing Scarab, you can choose to infuse that attack with acid, causing it to deal an additional 2d6 Acid damage on hit. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Throwing Scarab. You have Throwing Scarab on your arm that you can use as a natural weapon with the finesse property. If you hit with it, you deal slashing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, you can use them as thrown weapons with a range of 20/60. Attacks with the Throwing Scarab count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. (5 points)

Symbiont: Tongue Worm

Tongueworms are examples of daelkyr fleshcrafting, usually given to spies to get close to and incapacitate important people.

  • Tongue Worm. The tongue worm is a natural weapon with the finesse property, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, when you roll initiative you gain advantage on the first attack made with your Tongue Worm for that combat. (Points: 4)

  • Toxic Defense. You have advantage on saving throws to avoid or end the poisoned condition on yourself, and you have resistance against poison damage. (Points: 5)

Symbiont: Winter Cyst

Winter cysts are cousins of stormstalks and another offshoot of spellwurms. Using by front line troops of the Daelkyr during their war with the hobgoblins, winter cyst masters were ordered to snipe Dhakaani siege operators at critical times during the reloading process, the sudden loss of strength would in turn cause massive accidents that would hamper the hobgoblin's efforts. However, after the Daelkyr were forced back to Xoriart, these small white snakes headed to the snow-covered peaks in the southern edge of the Demon Wastes.

  • Winter's Choke. You know the Frostbite cantrip. Once you reach 3rd level, you can cast the Ray Of Enfeeblement spell once, but only use lightning damage. Once you reach 5th level, you can cast the Snilloc's Snowball Swarm spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

Demigod

When the immortal gods get frisky, humans always seem to be willing to bear their children. Depending on which god is getting frisky, demigods are born with varying abilities and traits. Although the Greek gods are named here, the themes are quite generic and the Greek gods could be replaced with members of the Roman, Norse, or Faerun pantheons.

Demigods look like any other human, but are typically slightly more attractive and less prone to blemishes and similar markings. Most gods never meet their children and rarely claim them as their own. Upon reaching puberty and into adulthood, many start to show signs of their godly parentage with amazing feats or abilities. Demigods find their way into all walks of life, and most can go their whole lives without knowing what they truly are. Although their longevity gives them away eventually.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Demigods age at the same rate as humans, however they live significantly longer. On average, they can live about 300 years.

  • Alignment. A demigod’s alignment depends greatly on the alignment of their godly parent. However, the demigod’s human heritage can sometimes greatly influence a child’s alignment, causing even daughters and sons of even the most evil gods to be paragons of good and law.

  • Size. Demigods come in the same sizes as humans, ranging from 5 feet to well over 6 feet. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • God's Assistance. You may call on your deific parent for assistance. The next time you roll a d20, you gain advantage on that roll and add a +1 bonus to the result. However, your parent prefers you walk your own path and will not assist you again until you take a long rest. (Points: 3)

  • Godly Health. You are immune to disease. (Points: 2)

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

  • Subrace. You choose one of the following subraces. (Points: 14)

(Total Points: 32)


Subrace: Aphrodite Demigod

You are a child of a god of love. Possible domains for your godly parent include Charm, Love, or Pleasure.

  • Friend of Passion. You know the Friends cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). (Points: 2)

  • Child of Love. Whenever you fail to charm a creature or after a charm wears off, they are left unaware that you charmed or attempted to charm it for 1 minute, at which they become aware they were charmed (but not necessarily by you) (Points: 4)

  • Charming. You have advantage on Charisma (Persuasion) and Charisma (Deception) skill checks. (Points: 8)

Subrace: Apollo Demigod

You are a child of the god of poetry, music, the sun, archery, and prophecy. Possible domains for your godly parent include Healing, Light, Life, Sun, or Knowledge.

  • Child of Music. You have proficiency with all instruments and have advantage on Charisma (Performance) skill checks. While you are singing or playing an instrument, humanoids with intelligence 8 or less and all beasts of CR 1/2 or less that can hear you within 30 feet are charmed by you. Creatures you or friendly creatures attack or target with a harmful ability are immune to this charm for 24 hours. (Points: 12)

  • Friend of Banter. You know the Vicious Mockery cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). (Points: 2)

Subrace: Ares Demigod

You are a child of a god of war. Possible domains for your godly parent include War, Strength, Hatred, or Destruction.

  • Aura of War. You can use Strength instead of Charisma when you make a Charisma (Intimidation) skill check. (Points: 3)

  • Child of Battle. You cannot be surprised, and you have a +1 bonus to your initiative rolls. (Points: 7)

  • Friend of Conflict. You are proficient with light and medium armor. (Points: 4)

Subrace: Artemis Demigod

  • Child of the Hunt. You have advantage on Wisdom (Survival) skill checks. You also cannot be tracked except by nonmagical means. (Points: 5)

  • 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. (Points: 3)

  • Friend of Missiles. You gain proficiency with three weapons/tools/instruments of your choice. (Points: 3)

  • Hunting Companion. Starting at 5th level, you can cast the Summon Beast spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 3)

Subrace: Athena Demigod

You are the child of a god of knowledge, wisdom, and/or strategy. Possible domains for your godly parent include Knowledge or War.

  • Child of Wisdom. You gain proficiency in one skill and tool of your choice. You may then choose a skill you are proficient in and gain expertise with that skill. (Points: 8)

  • Friend of Innovation. You know the Guidance cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). (Points: 2)

  • Wit Without Measure. You may substitute your intelligence modifier for your wisdom modifier when making Insight, Medicine, or Perception checks. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)


Subrace: Demeter Demigod

You are a child of a god of nature. Possible domains for your godly parent include Nature, Life, Wilderness, Earth, or Plant.

  • Child of Nature. As a bonus action, you can make nonmagical plants and foliage within 30 feet of you become difficult terrain for creatures you choose large or smaller for up to 1 minute or until you are unconscious. Creatures tiny or smaller within this area are restrained and have their speed reduced to 0. Your DM may determine that small amounts of foliage may not be enough to create difficult terrain. Once you use this ability, you can't use it again until you finish a long rest. (Points: 6)

  • Friend of Plants. You know the Druidcraft cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). (Points: 2)

  • Meadow Walker. You can move across nonmagical difficult terrain made of nonmagical plants and undergrowth without expending extra movement. (Points: 2)

  • Wildling. You have advantage on Intelligence (Nature) skill checks. (Points: 4)

Subrace: Dionysus Demigod

You are a child of a god of grapes, wine, parties, and madness. Possible domains for your godly parent include Trickery, Madness, Nature, Life, or Chaos.

  • Child of Madness. You have advantage on saving throws to avoid or end the charmed, frightened, and poisoned conditions on yourself. You also have resistance to poison damage. (Points: 9)

  • Friend of Wine. You know the Acid Splash cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). (Points: 2)

  • Party Starter. When in a place where people gather socially, (a pub, tavern, inn etc.) you may attempt to start a party. Roll a d20 and add your charisma modifier against a DC 12 (or higher based on DM’s discretion). If you succeed, you create a more lighthearted mood in the place. For the next 10 minutes, or longer based on the DM’s discretion, you have advantage on all charisma checks made in the area. You may attempt to start a party once per hour per establishment. (or sooner based on DMs discretion, for instance if a large group comes in after you failed to start a party) (Points: 3)

Subrace: Hades Demigod

You are a child of a god of the dead and the underworld. Possible domains for your godly parent include Death, Grave, or Shadow.

  • Child of the Shadows. As a bonus action when you are in dim light or darkness, you can magically teleport up to 40 feet to an unoccupied space you can see that is also in dim light or darkness. 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. (Points: 9)

  • Friend of Death. You know the Spare the Dying cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). (Points: 2)

  • Rot Resistance. You have resistance to necrotic damage. (Points: 3)

Subrace: Hephaestus Demigod

You are a child of a god of smiths and the forge. Possible domains for your godly parent include Knowledge, Creation, Fire, Forge, or Metal.

  • Child of the Forge. You have resistance to fire damage. You are also proficient with two weapons/tools/instruments of your choice. (Points: 6)

  • Forge to Battle. Whenever you craft an item, you can inscribe it with a magical rune. While this item has this rune upon it, you are considered proficient with it. You can have a number of items inscribed this way equal to your proficiency bonus. When a new item becomes inscribed and you have the maximum items inscribed, the first one you inscribed becomes uninscribed. You can re-inscribe a weapon over the course of a short rest. (Points: 6)

  • Friend of Fire. You know the Produce Flame cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). (Points: 2)

Subrace: Hermes Demigod

You are a child of a god of travelers, thieves, and tricksters. Possible domains for your godly parent include Trickery, Travel, Shadow, Chaos, or Freedom.

  • Child of a Master Thief. You have advantage on Dexterity (sleight of hand) checks, and you have advantage on all ability checks made with thieves’ tools. (Points: 7)

  • 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. (Points: 3)

  • Friend of Tricksters. You know the Minor Illusion cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). (Points: 2)

  • Going Places at Night. Your base movement speed is 35 feet. (Points: 2)


Subrace: Poseidon Demigod

You are a child of a god of the sea. Possible domains for your godly parent include Tempest, Ocean, Sea, Storm, or Water domains.

  • Child of the Sea. You can breathe underwater. You gain a swim speed equal to your walking speed. When entering any water, you may choose to stay dry. You can locate nearby sources of water and can tell if they are safe to drink or not. (Points: 4)

  • Friend of the Waves. You know the Shape Water cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). (Points: 2)

  • Guardian of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment. (Points: 3)

  • Ocean's Caress. You can cast the Cure Wounds spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). If you are submerged in water, the level of the spell increases by 1. (Points: 4)

Subrace: Zeus Demigod

You are a child of the god of the sky. Possible domains for your godly parent include Tempest, Air, or Storm.

  • Bolt-Proof. You gain resistance to lightning damage. (Points: 3)

  • Child of the Sky. You have an aura that allows you to fly. You have a flying speed of 30 feet, but you fall if you end your turn in the air and nothing else is holding you aloft. To use this speed, you can’t be wearing heavy armor. (Points: 8)

  • Friend of Lightning. Your lightning-empowered fists are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal lightning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 1)

  • Friend of the Winds. You know the Gust cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). (Points: 2)

Derro

Legend had it that the derro originally lived on the surface of Faerûn. But they opened portals to the Far Realm, which offended the World Serpent, who cast the derro into the Underdark.

There were other conflicting legends of how the derro came to be. The duergar believed that the derro were another dwarf clan that was long held by mind flayers, which resulted in the madness that afflicted them. The derro themselves all told oft-changing variations of the myth of their god; all versions shared a common focus on his stealing of magic from a great evil to help the derro survive through their ideals of deceit and cruelty.

Held longer than the duergar by the mind flayers, the derro were warped in both mind and body until they became the twisted underdark dwellers they are today.

Pale and Stunted, the derro are stunted, dwarflike humanoids, small of stature with wide shoulders and stubby limbs. They stand between 3 and 4 feet tall, with males only slighter taller than females on average. Their slender builds rarely weigh more than 40 pounds. Their pale skin is nearly translucent, revealing a ghostly web of blue veins. Their large, pure white staring eyes gleam in the dark.

Shorter than surface dwarves, derro are quick and erratic in their movements. Their elaborately braided or styled hair ranges from white to a pale straw color. Males take great pride in their prodigious mustaches, which are often braided and waxed.

Racial Variant: Derro Experiment

(These features replace Stolen Magic)

The Mind Flayer's experiments with Derro have sometimes resulted in stronger Derro with more warped minds and strange bodies.

  • Claws. You have claws with which you can make unarmed strikes which deal slashing damage equal to 1d6 + your Strength modifier. (Points: 2)

  • Maddened Slave. You have advantage on all saving throws against Madness effects. (Points: 1)

  • Outsize Strength. While grappling, you are considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on your attack rolls. (Points: 2)


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Derro reach maturity by the age of 15 and live to be around 75.

  • Alignment. Their naturally unhinged minds are nearly always chaotic, and many but not all are evil.

  • Size. Derro stand between 3 and 4 feet tall with slender limbs but wide shoulders. Your size is Small. (Points: -2)

  • Speed. Derro are fast for their size. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid. You are also considered a dwarf for any prerequisite or effect that requires you to be a dwarf. (Points: 0)

  • Eldritch Fortitude. You have advantage on Constitution saving throws against spells and magical effects. (Points: 4)

  • Innate Insanity. You have advantage on saving throws to avoid or end the charmed and frightened conditions on yourself. You also have advantage on all saving throws made against the Possession ability and similar effects used by creatures such as Ghosts. (Points: 4)

  • Obsessive Devotion. Derro tend to focus on a skill or trade to an unhealthy level. You gain proficiency in one skill of your choice. (Points: 3)

  • Stolen Magic. Choose one 1st level spell from the Warlock spell list, you can cast the chosen spell once per long rest without expending a spell slot. You can also cast that spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 5)

  • Superior Darkvision. Accustomed to life underground, 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. (Points: 4)

  • Unsightly Techniques. You are proficient with two weapon/tool/instruments of your choice. (Points: 2)

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

(Total Points: 32)

Desmodu

Desmodu look like a cross between a giant bat and an ogre. They are covered in black, brown, or red fur and have long flaps of skin connecting their arms and legs. Their heads are broad and flat with gigantic ears and large pig like noses. While most Desmodu can speak Common, their native language is spoken at an infrasonic frequency and not even audible to most races. Only Races capable of producing and hearing Infrasound can learn Desmo.

Society

Desmodu live in the underdark beneath Draemon. Their favorite pastime is hunting Drow and Skaven. They Though they do form large communities, they have little respect for any form of authority and are very independent.

Relations

Desmodu get along with a surprising number of races in Draemon. They hate Drow and Skaven, and much of the Desmodu's time is spent hunting them. Nycters have little regard for Desmodu and look on them like the way humans see ogres. On the other hand, Desmodu go out of their way to prove themselves to Nycters. Desmodu do despise Minotaurs and Equiceph for raiding their homes and enslaving them.

Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Desmodu mature rapidly, growing to full size within the first 10 years of life, and live about a century.

  • Alignment. Desmodu are garrulous and friendly compared to other races in the Beastlands, but they can be easily offended and don't forget grudges easily. This makes them prone to chaotic alignments.

  • Size. Desmodu stand 8-10 ft tall and weigh upwards of 650 lbs. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Cave Climber. You have a climb speed of 30 feet. (Points: 2)

  • Muscular Stability. You have advantage on ability checks and saving throws against being knocked prone. (Points: 2)

  • Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing. (Points: 1)

  • Infrasound Vibrations. You can emit sonic vibrations that affect those around you, creating magical effects as they do so. You can cast Bane or Bless with this trait except they only require verbal components, using Constitution as your spellcasting ability for them. Once you cast either spell, you can't cast any spells again with this trait until you finish a long rest. You can also cast these spells using any Spell Slots you have of the appropriate level. (Points: 6)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • Screech. As an action, you can utter a thunderous screech in a 15ft cone. Each creature in that cone must make a Dexterity saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus), taking 2d8 thunder damage on a failed save, or half as much on a successful one. Once you reach 3rd level, you can use this ability as a bonus action. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 6)

  • Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. (Points: 4)

  • Teeth & Claws. Your toothy maw and claws are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 1)

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

(Total Points: 32)

Dire Corby

Heralded by the ominous, deep rumbling of their strange song, great packs of dire corbies range across the Underdark, stripping the tunnels and caverns they traverse of all living things. Even the mightiest creatures of the Underdark hide within fortified lairs or step aside from a dire corby flock, knowing of how these creatures' bizarre song disrupts, disorients, and ultimately overwhelms their prey.

Flocks of Doom. Dire corbies wander the Underdark in vast flocks, following predictable patterns of movement like migrating birds. They strip a region bare of the lichens, fungus, and vermin that comprise their diet before moving on to a fresh feeding ground. Underdark travelers prize accurate charts illustrating the movements of these flocks, since trailing a day behind them all but guarantees that the dire corbies will have cleared out many monsters and other threats. Horrid Songs The denizens of the Underdark hear an approaching flock of dire corbies long before it comes into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo that makes it impossible to move at speed or climb cave walls. Spellcasters suffer as their minds swim, leaving them unable to use anything but their simplest magic. The dire corbies' disorienting song has left countless Underdark creatures and travelers unable to flee as these monsters fall upon them.

Strange Escort. Certain Underdark explorers—judged inventive by some and lunatics by others—have learned to travel among the dire corbies. After blocking their ears to avoid the effect of a flock's song, these travelers attempt to mimic the strange hooting and chirping of a dire corby, with these creatures' simple minds making success surprisingly easy. Accepted as part of the flock, a traveler can range across the Underdark escorted by hundreds of humanoid creatures that the other predators of the depths take pains to avoid. Unwitting Explorers. As old pathways become impassable or a flock sustains heavy losses in a particular area, dire corbies will sometimes chart a new migratory course. Depending on their new route, a mob of these creatures might emerge in a dungeon connecting the Underdark and the surface world. Rampaging through such a dungeon, the flock often forces its monstrous inhabitants to flee for safer lairs. When they inevitably emerge on the surface, the dire corbies' voracious appetites cause them to quickly strip their new environment—including any nearby settlements—of life.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Dire corbies reach maturity in only 2 years, and can live for up to 25, though few reach such an advanced age.

  • Alignment. Most dire corbies are Neutral Evil.

  • Size. A typical dire corby stands 5 feet tall and weighs between 125 and 150 pounds. Your size is Medium.

  • Speed. Your base walking speed is 40 feet. (Points: 5)

  • Creature Type. Your creature type is Humanoid.

  • Corby Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 3)

  • 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. (Points: 3)

  • Dire Cacophony. As a bonus action on your turn, you can let out a cacophony of sound within a 60 foot radius that last for up to 1 minute, during which you must concentrate on this effect as if it were a spell. While active, any hostile creature other than a dire corby that starts its turn within 60 feet of you and can hear must make a Wisdom saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature is unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • Fearless. You have advantage on saving throws you make to avoid or end the frightened condition on yourself. When you fail a saving throw to avoid or end the frightened condition on yourself, you can choose to succeed instead. Once you succeed on a saving throw in this way, you can't do so again until you finish a long rest. (Points: 4)

  • Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing. (Points: 1)

  • Underdark Climber. You have a climb speed equal to your walking speed. (Points: 3)

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

(Total Points: 32)

Racial Variant: Doomsinger Corby

Some dire corbies are able to use their natural screeching call to much greater effect than their fellows. (Replaces Dire Cacophony)

  • Doomsinger Magic. You know the Vicious Mockery cantrip. Once you reach 3rd level, you can cast the Tasha's Hideous Laughter spell once. You must finish a long rest to cast this spell again with this trait. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 5)

Racial Variant: Dread Corby

Said to be the spawn of harpies and dire corbies, dread corbies are bigger, stronger, and faster than their dire corby kin. Equally fearless, dread corbies possess enough intelligence to sometimes use weapons, usually crude javelins. In addition, dread corbies possess a terrifying shriek, possibly inherited from their harpy mothers, that evokes paralyzing fear in those who hear it. Dread corbies usually occupy positions of leadership within dire corby hunting flocks or rookeries, either through the deference of their lesser kin or by bullying their way to the top. Dread corbies are 6 to 7 feet tall and weigh close to 200 pounds. (Replaces Corby Claws & Dire Cacophony)

  • Corby Weapon Training. You are proficient with one weapon/tool/instrument of your choice. (Points: 1)

  • Dread Corby Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + 1 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 3)

  • Screech of Doom. As an action, you force a creature you can see within 30 feet of you to make a Wisdom saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus) or be frightened of you for up to 1 minute. The frightened creature can repeat this save at the end of each of its turns, ending the effect on a success. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)


Racial Variant: Ghost Corby

Occasionally, a dire corby is born with no color to its plumage. Stark white, with glittering red eyes, these albino corbies are known as ghost corbies. Despite being smaller and weaker than normal corbies, ghost corbies manage to hold their own in the flock by virtue of being significantly smarter than their kin, as well as through the unusual ability to turn invisible. When hunting, they lie silently and invisibly in wait, seeming to appear out of thin air to take their prey by surprise. Some dire corby flocks view ghost corbies as dead corbies returned to life, and treat them with respect and awe. Other flocks see them as abominations and kill them on sight. Ghost corbies are smaller than normal dire corbies, standing just under 5 feet tall and weighing about 120 pounds. (Replaces Dire Cacophony)

  • Disappearer. Once you reach 7th level, you can cast the Invisibility spell once. You must finish a long rest to cast this spell again with this trait. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 2)

  • Naturally Sneaky. Whenever you make a Dexterity (Stealth) check, you can roll a d4 and add the number rolled to the total ability check. (Points: 3)

Racial Variant: Ghoul Corby

Dire corbies who feed solely on carrion have been known to succumb to ghoul fever and be reborn as undead ghoul corbies with a hunger for living flesh. Ghoul corbies appear as emaciated dire corbies with jagged beaks and dull, grayish feathers that are often missing in patches.

(Replaces Corby Claws, Dire Cacophony, Keen Hearing)

  • Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 2)

  • Ghoulish Resilience. You are immune to disease. You also have advantage on saving throws you make to avoid or end the charmed condition on yourself. (Points: 4)

  • Ghoulish Strike. Whenever you deal damage to a creature with your Claws, you can force the creature to make a Constitution saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus) or be paralyzed for 1 minute. The paralyzed creature can repeat this save at the end of each of its turns, ending the effect on a success. Once you use this ability, you can't use it again until you finish a long rest. (Points: 3)

Racial Variant: Winged Corby

Wingless corbies are the norm, but reports occasionally surface of dire corbies with wings. Whether these specimens are naturally born throwbacks to that remote time when all corbies possessed the power of flight, the offspring of unholy unions with other winged creatures of the dark depths—such as cloakers, bats, or demons—or the product of magical experimentation (such as drow fleshwarping) is unknown. Winged corbies usually inhabit vast subterranean caverns that give them room to fly, but have been reported above ground as well, stealthily winging through nighttime skies. (Replaces Corby Claws & Underdark Climber)

  • Corby Wings. As a Bonus Action, you can use your wings wings for a moment and fly up to a number of feet equal to your Speed. If you are in the air at the end of this movement, you fall if nothing is holding you aloft. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. (Points: 6)

Dhampir

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. With unique insights into the nature of the undead, many dhampirs turn to the lives of adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.

Dhampir Hungers

Every dhampir knows a thirst slaked only by the living. This desire is a whisper in the mind, a tinge to the sight, a reflex constantly needing to be suppressed. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress it through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge. While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.

Dhampir Hungers Table
d8 Hunger
1 Blood
2 Flesh or raw meat
3 Cerebral spinal fluid
4 Esoteric humors
5 Psychic energy
6 A color from one’s appearance
7 Dreams
8 Life energy

Dhampir Origins

Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.

Dhampir Origins Table
d8 Origin
1 You are the reincarnation of an ancestor who was a vampiric tyrant.
2 Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger
3 You survived being attacked by a vampire but were forever changed
4 A parasite inhabits your body. You indulge your hunger to sate it.
5 You loved an immortal and were willing to be transformed into a vampire to join them, but tragedy interrupted the transformation.
6 You are a diminished manifestation of an otherworldly being. Slaking your hunger hastens your renewal.
7 You don’t know your origins, but you were raised by vampires or other monsters
8 A radical experiment changed your body, making you reliant on others for vital fluids.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

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

  • Alignment. Sharing characteristics with vampires does make dhampirs more likely to be evil, but not always.

  • Size. Depending upon your heritage, you are either Medium or Small.

  • Speed. Your base walking speed is 35 feet. (Points: 2)

  • Creature Type. Your creature type is Humanoid.

  • Darkvision. Cursed by your vampire heritage, you can easily see 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 color in darkness, only shades of gray. (Points: 3)

  • Deadly Cunning. You are proficient in a skill of your choice. (Points: 3)

  • Deathless Nature. You don't need to breathe. (Points: 4)

  • 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. (Points: 3)

  • 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 to the attack and damage rolls when you attack with your bite. Your bite 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 use your 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:

  • Regain hit points equal to the damage dealt by the bite.

  • Gain a bonus to the next ability check or attack roll you make; the bonus equals the damage dealt by the bite.

  • You can empower yourself with your bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. (Points: 5)

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

(Total Points: 32)

Racial Variant: Shadow Dhampir

Unlike normal Dhampir, Shadow Dhampir do not manifest the fangs common of their kind, but instead gain some of the innate magic-esque powers that vampires possess. (These features replace Vampiric Bite.)

  • Dhampir Magic. You know the Minor Illusion cantrip. At 3rd level you can cast the Charm Person spell once, and regain the ability to cast it again with this trait after finishing a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 5)

Dohwar

Dohwar, penguin folk The dohwar are short, pudgy, flightless avians bearing a passing resemblance to penguins. The dohwar has two wings that are useless for flight but have limited prehensile action, allowing it to grasp objects. Though the dohwar speak common and their own tongue, they rely heavily on telepathic powers for communication among themselves. In fact, dohwar have pairings called "mergers", wherein two dohwar stay in mental rapport, even to the point of finishing each other's sentences. This drives other races crazy.

Society of Traders Dohwar society is an oligarchy ruled by several trading houses and cartels. They are shameless and sly merchants, always looking for an opportunity to turn a profit. Dohwar pass on fortunes as heritage, but they do not believe, and find ludicrous, any form of castes and birthrights other people believe in. For the dohwar a successful trader or artisan that can turn a profit can raise ranks in their society, and eventually become managers, perhaps gain a seat as a board member, or start their own cartel and become an executive president. The dohwar society is peculiarly religious. They worship powers associated with commerce, profits, and wealth. However, the power's race or alignment is unimportant. Though they love money, the dohwar are especially generous with religious contributions. Seeing such tithes as "investments", with the powers in return for divine advantage in future bargaining sessions.

Sweet tooth Dohwar eat fish, vegetables, and plankton. They are fond of strong drink, and alcohol does not intoxicate them. Sweets, on the other hand, are highly intoxicating; to a dohwar, one apple has the effect of strong beer, and a few tablespoons of honey or maple syrup get it blind drunk.

Dohwar Names Dohwar only have given names, but they once they take on merger with a mate, they will use the name of their partner as a pairing of both names. For example, a dohwar named Colder in a merger with a dohwar named Artis will introduce itself as I'm Colder from Colder & Artis. A Dohwar that has not yet formed a merger with a mate will use the name of their cartel or trading house instead.

(Total Points: 32)

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. The Dohwar reach adulthood around the age of 10, and age similar to humans.

  • Alignment. Dohwar can be as varied as they come, they do however tend to value trade.

  • Size. 3 to 4 feet tall, weigh about 40 to 60 lbs. Your size is Small. (Points: -2)

  • Speed. Your base walking speed is 25 feet. (Points: -2)

  • Creature Type. Your creature type is Humanoid.

  • Avian Cunning. You are proficient in one skill of your choice. (Points: 3)

  • Hold Breath. You can hold your breath for up to 15 minutes at a time. (Points: 1)

  • Icy Diver. You have resistance to cold damage and have a Swim speed of 40 feet. (Points: 6)

  • Merchant's Senses. Whenever you perform an Intelligence (History) check, or tools check to determine the origin or value of an object, you are considered proficient in the relevant check and can add double your proficiency bonus to the check, instead of your normal proficiency bonus. When you reach 3rd level you learn to cast Detect magic and Identify, but only as a ritual, you do need material components. (Points: 8)

  • Merger Link. Over the course of a long rest you can establish a mental connection with one willing creature that has an Intelligence of 6 or higher. While forming the link the target must remain in your presence at all times. You can then communicate telepathically with your linked partner as long as you are on the same plane of existence or until either of you finish your next long rest. (Points: 1)

  • Mind Reading. While interacting with a target you can see within 30 feet you can non intrusively read their desires and surface thoughts, providing you with advantage on Insight (Wisdom), Persuasion (Charisma) and Deception (Charisma) checks while performing negotiations with the target. Because you only capture their surface thoughts the target is not aware of you scanning them, however people familiar with Dohwar know they have the ability to read minds. You can maintain this ability for 1 minute or until you lose your concentration (as if you were casting a concentration spell). This trait counts as a divination effect. You can't use this again until you finish a short or long rest. (Points: 2)

  • Psionics. You learn one of the following cantrips: Booming Blade, Friends, Green-Flame Blade, Mage Hand, Message, or Mind Sliver. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). When you cast this spell, it doesn't require components. (Points: 3)

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

Draconian

Created in order to fill the ranks of the dragonarmies of the Dark Queen Takhisis, the generals of the dragonarmies generally used draconians as shock troops. They are not natural creatures of Krynn. They were created from the eggs of metallic dragons using dark magic called the corruption ritual. These rituals were carried out by Dracart, a wizard of the Black Robes, WyrIlish, a priest of Takhisis, and Harkiel, a dark-hearted red dragon. One egg yielded dozens of young draconians. depending on the color of the dragon egg the draconian can be one of 5 types: Aurak, Baaz, Bozak, Kapak, and Sivak.

Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Young draconians grow quickly. Most walk within hours of hatching, quickly amassing the size and development of a 10-year-old human by the age of 3. Draconians reach adulthood by 15 and can live to be around 80.

  • Alignment. Most Draconians are Lawful Evil.

  • Size. Draconians are taller and heavier than humans, standing over 6 feet tall and weighing 250 pounds or more. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Monstrosity. (Points: 2)

  • 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. (Points: 3)

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

  • Subrace. Choose one of the following subrace options. (Points: 19)

(Total Points: 32)


Subrace: Aurak Draconian

Created from the eggs of gold dragons, aurak draconians are the most powerful of draconians, their entire being thrumming with eldritch power. Unlike other draconians, auraks are wingless. This might lull foes into a false sense of security, until the auraks exhale noxious fumes resembling those of their dragon progenitors. Auraks are masterminds and strategists that serve as commanders in the Dragon Armies.

  • Aurak Arcana. You know the Force Bolt and Mage Hand cantrips. Starting at 5th level, you can cast the Invisibility spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 7)

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

  • Commanding Mind. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. When you fail a saving throw to avoid or end the charmed condition on yourself, you can choose to succeed instead. Once you succeed on a saving throw in this way, you can't do so again until you finish a long rest. (Points: 4)

  • Death Throes. When you are reduced to 0 hp or die, your magical essence lashes out as a ball of lightning, forcing the closest hostile creature within 30 feet of you to make a Dexterity saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus), taking 2d8 lightning damage on a failed save or half as much on a successful one. A creature that fails this saving throw is also stunned until the start of its next turn. Once you use this ability, you can't use it again until you finish a long rest. (Points: 3)

  • Noxious Breath. At 3rd level, as an action, you can exhale a 15-foot cone of noxious gas, forcing creatures in the cone to make a Constitution saving throw (DC = 8 + your Constitution modifier + your Proficiency Bonus) or take 6d6 poison damage, taking half on a success. A creature that fails this saving throw also gains 1 level of exhaustion. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

Subrace: Baaz Draconian

Baaz draconians are fanatical foot soldiers that emerge from the eggs of brass dragons. They are the smallest of the draconians, and their slight wings are incapable of flight, though they do afford the draconians some control when falling. These wings are small enough to be hidden beneath a cloak or robe, and baaz draconians disguise themselves to spy for the Dragon Armies. The sight of dragons drives baaz draconians into a deadly furor.

  • Breath Empowered Strikes. As a bonus action, you can choose a creature within 30 feet of you, you have advantage on the first attack you make against that creature this turn. If it hits, it deals an additional 1d8 fire damage. You can use this ability twice, and regain all expended uses upon finishing a long rest. (Points: 6)

  • Death Throes. When you are reduced to 0 hp or die, your body releases a potent gas, forcing creatures within 5 feet of you to make a Constitution saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus) becoming restrained for 1 minute on a failed save. A creature can repeat this saving throw at the end of each of its turns, ending it on a success. (Points: 4)

  • Draconic Glide. You have draconic wings that you can use to slow your fall or allow you to glide. When you fall and aren't incapacitated, your rate of descent slows to 60 feet per round. Whenever you land, you take no falling damage and land on your feet. While falling, you can move up to 2 feet horizontally for every 1 foot you descend. (Points: 4)

  • Scaled Hide. You have a Scaled Hide that protects you. When you aren't wearing armor, your AC is 14 + your Dexterity modifier (maximum bonus of +3). You can use your Scaled Hide to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your Scaled Hide. (Points: 4)

  • Soldier's Training. You gain proficiency with one weapon/tool/instrument of your choice. (Points: 1)


Subrace: Bozak Draconian

Bozak draconians are born from bronze dragon eggs and wield magic to aid their allies in battle. Their wings aren't strong enough for full flight, but bozaks can use them to glide during a fall.

  • Bozak Arcana. You know the Electric Arc cantrip. Once you reach 3rd level, you can cast the Enlarge/Reduce spell once. Once you reach 5th level, you can cast the Web spell once. Once you reach 7th level, you can cast the Stinking Cloud spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 12)

  • Death Throes. When you are reduced to 0 hp or die, your body releases an explosion, forcing creatures within 10 feet of you to make a Dexterity saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus), taking 3d8 fire damage on a failed save or half as much on a successful one. Once you use this ability, you can't use it again until you finish a long rest. (Points: 3)

  • Draconic Glide. You have draconic wings that you can use to slow your fall or allow you to glide. When you fall and aren't incapacitated, your rate of descent slows to 60 feet per round. Whenever you land, you take no falling damage and land on your feet. While falling, you can move up to 2 feet horizontally for every 1 foot you descend. (Points: 4)

Subrace: Kapak Draconian

Kapak draconians are created using copper dragon eggs. These cunning opponents relish striking foes who are distracted or unaware. Kapaks often coat their weapons with their paralytic saliva, making them formidable assassins as well. Their small wings don't allow kapaks to fly, but they do help the draconians turn a fall into a rough glide.

  • Agent's Aptitude. Your base walking speed increases to 35 feet, and you have a climbing speed equal to your walking speed. (Points: 4)

  • Death Throes. When you are reduced to 0 hp or die, your body releases a splash of acid onto creatures within 5 feet of you, forcing them to make a Dexterity saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus), or be covered in acid for 1 minute. A creature covered in the acid takes 2d6 acid damage at the start of each of its turns. A creature can use its action to scrape or wash the acid off itself or another creature. (Points: 3)

  • Draconic Glide. You have draconic wings that you can use to slow your fall or allow you to glide. When you fall and aren't incapacitated, your rate of descent slows to 60 feet per round. Whenever you land, you take no falling damage and land on your feet. While falling, you can move up to 2 feet horizontally for every 1 foot you descend. (Points: 4)

  • Paralytic Saliva. Whenever you deal damage to a creature with a weapon attack, you can choose to infuse the strike with Paralytic Saliva. When you do, the target must make a Constitution saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus) or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At 11th level, the target is also paralyzed while poisoned in this way. Once you use this ability, you can't use it again until you finish a long rest. (Points: 3)

  • Toxic Defense. You have advantage on saving throws to avoid or end the poisoned condition on yourself, and you have resistance against poison damage. (Points: 5)


Subrace: Sivak Draconian

Sivak draconians are fearsome brutes created from the eggs of silver dragons. They fly on mighty wings over battlefields wherever the fighting is the fiercest, making them effective shock troops. Sivaks can magically change their features to mimic the appearance of those they've slain. This allows these cunning soldiers to sow confusion and despair among their enemies.

  • Death Throes. When you are reduced to 0 hp or die, your body releases an image of your killer, forcing creatures within 5 feet of you to make a Wisdom saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus) becoming frightened of your body for 1 minute on a failed save. A creature can repeat this saving throw at the end of each of its turns, ending it on a success. (Points: 4)

  • Dragon's Wings. You also have draconic wings that allow limited flight. When you move, you can engage your wings to gain a flying speed equal to your walking speed until the end of the current turn. If you are still aloft at the end of the turn with nothing else supporting you, you fall. 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. (Points: 4)

  • Dragon Tail. Your tail is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 2)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • Shape Theft. As a reaction when you kill a humanoid creature of large size or smaller, you can magically cloak yourself in an illusion to look and feel like that creature. This transformation lasts for 1 hour unless you become unconscious or die, or end it as a bonus action on your turn. (Points: 4)

  • Sweeping Strike. As a bonus action you can make an attack with your Dragon Tail, if you hit the target must make a Strength Saving throw (DC 8 + your Proficiency bonus + your Strength modifier), being knocked prone on a failed save. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 3)

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. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.

Your Draconic heritage manifests in a variety of traits you share with other dragonborn.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • 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.

  • Alignment. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains.

  • 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.

  • Creature Type. Your creature type is Humanoid.

  • 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 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 Draconic 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. (Points: 6)

  • 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. (Points: 3)

  • Draconic Ancestry. You have Draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage Resistance are determined by the dragon type, as shown in the table.
Draconic Ancestry
Dragon Damage Type Breath Weapon
Amethyst Force 5 by 30 ft. line
Black Acid 5 by 30 ft. line
Blue Lightning 5 by 30 ft. line
Brass Fire 5 by 30 ft. line
Bronze Lightning 5 by 30 ft. line
Copper Acid 5 by 30 ft. line
Crystal Radiant 5 by 30 ft. line
Emerald Psychic 5 by 30 ft. line
Gold Fire 15 ft. cone
Green Poison 15 ft. cone
Red Fire 15 ft. cone
Sapphire Thunder 5 by 30 ft. line
Silver Cold 15 ft. cone
Topaz Necrotic 5 by 30 ft. line
White Cold 15 ft. cone
  • Damage Resistance. You have Resistance to the damage type associated with your Draconic ancestry. (Points: 3)

  • Draconic Senses. Your draconic side gives you heightened abilities. You gain proficiency in one skill of your choice. (Points: 3)

  • Draconic Will. Created in the image of dragons, you possess a sliver of their willpower. Whenever you fail a saving throw, you can use your reaction to reroll it, and you must use the new roll. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 5)

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

(Total Points: 32)

Racial Variant: Chroma Dragonborn

This variant is only available if you chose Black, Blue, Green, Red, or White as your Draconic Ancestry.

Sometimes those born of a draconic lineage take on features closer to their ancestor then others, resulting in traits unique to dragonborn of that lineage.

(Replaces Draconic Senses & Draconic Will)

  • Chromatic Warding. Starting at 3rd level, as an action, you can channel your draconic energies to protect yourself. For 10 minutes, 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. (Points: 8)

Racial Variant: Draconblood Dragonborn

Draconbloods possess long tails and a knack for social manipulation. They remember the days when they were once mighty conquerors. (Replaces Damage Resistance)

  • Forceful Presence. You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make an Intimidation or Persuasion check, you can do so with advantage. Once you use this feature, you can't do so again until you finish a short or long rest. (Points: 3)

Racial Variant: Dracotaur

Dracotaurs gather in small, nomadic tribes. Dracotaurs respect power above all, and they measure power in terms of raw strength and arcane magical ability. Their leaders are usually mighty warriors, sorcerers, or both. Although dracotaur tribes occasionally fight over land, rival tribes quickly band together when faced with a common outside threat. Dracotaurs will also ally with other reptilian creatures, including lizardfolk and nagas. Although they are not devout creatures, dracotaurs see true dragons as powerful embodiments of the ancient gods and will give their lives in the service of such creatures.

(Replaces Draconic Senses & Draconic Will)

  • Draconid Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your draconic legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount. (Points: 2)

  • Enhanced Movement. Your base walking speed increases to 40 feet. (Points: 5)

  • Warmonger. You are proficient in one weapon/tool/instrument of your choice. (Points: 1)


Racial Variant: Elder Dragonborn

Few dragonborn possess this trait, but some of them owe their lineage to greatwyrms, mightiest of all dragons. Those born of this share their parent’s mythical resurgent capabilities, and able to stave off any magic attacks against them.

(Replaces Damage Resistance, Draconic Senses & Draconic Will)

  • Ancient Tongue. You gain proficiency in one additional language of your choice. (Points: 1)

  • Arcane Resistance. Whenever you take damage from a spell or magical effect, you can use your reaction to gain resistance to that spell or magical effect's damage type(s) until the start of your next turn. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Elder's Resurgence. When you are reduced to 0 hit points but not killed outright, you can drop to a number of hit points equal to 1 + your level instead. You can’t use this feature again until you finish a long rest. (Points: 6)

Racial Variant: Faerie Dragonborn

Dragonborn sometimes originate in the feywild, and as such often take on features closer to faerie dragons then their normal counterparts. These dragonborn can be easily identified by their vibrant and colorful scales.

(Replaces Draconic Will)

  • Euphoria Breath. As an action, you can exhale a puff of euphoria gas at a creature within 5 feet of you. The target must make a Wisdom saving throw (DC = 8 + your Constitution modifier + your Proficiency Bonus) or for up to 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
  • 1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

  • 5–6. The target doesn't move, and the only thing it can do on its turn is repeat the Wisdom saving throw, ending the effect on itself on a success.

  • Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)


Racial Variant: Gem Dragonborn

This variant is only available if you chose Amethyst, Crystal, Emerald, Sapphire, or Topaz as your Draconic Ancestry.

Sometimes those born of a draconic lineage take on features closer to their ancestor then others, resulting in traits unique to dragonborn of that lineage.

(Replaces Draconic Senses & Draconic Will)

  • Gem Flight. Starting at 5th level, 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. (Points: 5)

  • 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. (Points: 3)

Racial Variant: Metallic Dragonborn

This variant is only available if you chose Brass, Bronze, Copper, Gold, or Silver as your Draconic Ancestry.

Sometimes those born of a draconic lineage take on features closer to their ancestor then others, resulting in traits unique to dragonborn of that lineage.

(Replaces Draconic Will)

  • Metallic Breath Weapon. At 3rd level you gain a second breath weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of a magical gas in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. When you use this ability, choose one:

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

  • (b) 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. (Points: 5)

Racial Variant: Prismatic Dragonborn

Descended from the great Prismatic Dragons of light, these dragonborn's ancestry is so potent it overrides much of the abilities their other kin possess.

(Replaces Breath Weapon, Draconic Ancestry, Damage Resistance, Draconic Will)

  • Clear Sight. You cannot be blinded by spells, magical effects, or light, and you have advantage on ability checks to see through illusions. This does not prevent you from being blinded by other means or allow you to see through heavily obscured areas or see heavily obscured creatures. (Points: 3)

  • Prismatic Breath. As an action, you can manifest a blast of prismatic light from your maw. Each creature in a 15-foot cone must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). For each target, roll a d6 to determine which color ray affects it.

  • 1-Red. The target takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

  • 2-Orange. The target takes 3d6 acid damage on a failed save, or half as much damage on a successful one.

  • 3-Yellow. The target takes 3d6 lightning damage on a failed save, or half as much damage on a successful one.

  • 4-Green. The target takes 3d6 poison damage on a failed save, or half as much damage on a successful one.

  • 5-Blue. The target takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

  • 6-Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns to free itself.

  • Any damage dealt by this ability increases by 1d6 when you reach 5th level (4d6), 11th level (5d6), and 17th level (6d6).

  • Once you use your this ability you can’t do so again until you finish a long rest. (Points: 5)

  • Prismatic Scales. You have resistance to Radiant damage. (Points: 2)

  • Radiant Shield. You can cast the Shield spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 4)

Racial Variant: Ravenite Dragonborn

Ravenites have no tails and a hearty physique. They remember the days when they were once slaves to the draconblood, as well as the day when they overthrew their masters. (Replaces Damage Resistance)

  • Vengeful Assault. When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make a melee attack with the weapon against the creature. Once you use this trait, you can't do so again until you finish a short or long rest. (Points: 3)

Racial Variant: Time Dragonborn

Related to the great time dragons, these dragonborn possess some mastery of the same great power of their lineage.

(Replaces Breath Weapon, Draconic Ancestry, Damage Resistance, Draconic Senses, Draconic Will)

  • Dilating Arcana. At 5th level, you can cast the Feather Fall spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 2)

  • Resist The Aether. You have resistance to Force damage. (Points: 2)

  • Time Breath. As an action, you can manifest a blast of time-disrupting energy from your maw. Each creature in a 15-foot cone must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, a creature takes 2d8 force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). Once you use your this ability, you can’t use it again until you finish a long rest. (Points: 7)

  • Time Slip. As a reaction when you take damage from an attack, you can give yourself resistance to all of that attack's damage and teleport up to 30 feet to an unoccupied space that you can see. Once you use your this ability, you can’t use it again until you finish a long rest. (Points: 6)

Dromite

Dromites might be mistaken for halflings at a distance, due to their diminutive stature. However, closer scrutiny reveals dromites to have hardened, chitin-encrusted skin, compound eyes like those of an insect, and two small antennae protruding from their brows. Called “bug-men” by the ignorant, dromites share far more traits with humans than they do with insects. One major difference between dromites and most other races is their androgynous physiology. Aside from their Grand Queen (female) and their Elected Consort (male), dromites are genderless and possess no sexual characteristics. Personality: Dromites vary in their temperament, but each usually exhibits one of four personality types, depending on the caste that dromite eventually joins. Those of the Fire Caste are often quick to anger, but also quick to laugh and forgive. Those of the Ice Caste are analytical, slow to make decisions, but often right. Those of the Voice Caste are consummate artists, reveling in all types of performance, especially song. Those of the Glimmer Caste always move at high speed, rarely resting in their pursuit of life’s tasks. Each caste identifies with the energy type associated with its creed: fire, cold, sonic, and electricity, respectively. The four major castes are important to dromites, but are not the race’s only form of social organization. Despite being a sexless society, dromites form close emotional bonds with others of their race, especially within the confines of self-selected groups known as life bonds. These relationships are similar to what other races refer to as marriages, but a life bond usually contains more than two members. As older members of a life bond die, new members are brought in, so a life bond persists long after the original members are no longer a part of it. A single life bond may contain members of several castes. Physical Description: Dromites stand about 3 feet tall. They are essentially humanoid in appearance if a bit thin. Their chitinous skin provides dromites with some protection against injury. Dromites have no body hair; where a humanoid might possess a head of hair, a dromite has a thin coating of convoluted chitin that smoothly rises from its skin and extends down the back of its head, neck, and the rest of its body. Dromites are not fully covered in chitin, but it is noticeable on their shoulders, torsos, the backs of their hands, and other vulnerable spots (including their heads). A dromite’s eyes are striking—sparkling, almost luminescent orbs, subdivided into hundreds of tiny cells. Two small antennae sprout from its head; they move in accordance with the creature’s actions or moods. They wear heavy boots and light clothing, sometimes nothing more than a sturdy harness for holding and carrying gear. Relations: Dromites are accepting of other races, though other races sometimes find them a bit too exotic (giving rise to the derogatory term “bug-man”). Half-orcs and humans seem the most prone to using the name, apparently acting out of some inner fear of or prejudice against insects—despite the dromites’ nearly humanoid appearance. Dromite Lands: Dromite city-hives can be found under any land, but are usually secret and have only a few openings to the surface or to some other subterranean location. Since dromites are naturally psionic and adherents of the psionic arts (especially psychokinesis), some city-hives have no physical outlets to the surface or surrounding subterranean tunnels—dromites use permanent psionic portals and psionic powers to get into and out of these most secure city-hives. Despite the location of their hidden cities, dromites have no particular desire to remain underground, and in fact seem driven to spend at least some time on the surface. Thus, some dromites may be found living temporarily or permanently in a humanoid community—if it is one that accepts a variety of races. Each dromite city-hive contains at least one Grand Queen with female characteristics, and one Elected Consort with male characteristics. Both queen and consort are elected on a yearly basis from a pool of the most prominent city-hive residents. After participating in a special communal ceremony, they take on titular leadership roles and assume their gender characteristics. Their most important responsibility is to provide a year’s worth of dromite eggs, which hatch in well guarded nurseries located in the city-hive’s core. From the eggs come dromite infants, which look more or less like most humanoid infants (except that they have antennae). Religion: Dromites hold their Grand Queen and Elected Consort in highest regard, almost as if deities. Because the Grand Queen and Elected Consort are almost completely occupied by their responsibility to keep the race populous, they rarely make pronouncements as a true leader would—but when they do have something to say about a topic, everyone listens. Language: Dromites speak Common. Some learn Terran, which allows them to better communicate with other creatures of the subterranean world. Names: Dromites, when born, are chosen from the nurseries by adult dromites who have entered life bonds. The adopted dromite is named by its new “parents” according to the traditions of the life bond. Thus, dromites have a first name and a life bond family name. First Names: Demisse, Elimu, Fela, Gebre, Idi, Idrissa, Kato, Matunda, Obi, Sefu, Vita, Xolu. Life Bond Family Names: Adanech, Dedanech, Fanech, Gyalech, Marimech, Massawech, Nikech, Ulech. Adventurers: Dromites who are curious about life beyond the city-hive have little trouble securing permission to venture forth and seek their fortunes. Unless a city-hive is actively expanding its borders, an excess of population leads to cramped quarters. Thus, even the less than willing are sometimes pushed out into the world, on a mission not of their choosing.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Dromites mature quickly, and can live up to 115 years old.

  • Alignment. Dromites are mostly a neutral society who are quick to enact actions, be they lawful or chaotic.

  • Size. Dromites stand about 3 feet tall and usually weigh slightly more than 30 pounds. Your size is Small. (Points: -2)

  • Speed. Your base walking speed is 25 feet. (Points: -2)

  • Creature Type. Your creature type is Humanoid.

  • 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. (Points: 3)

  • Energy Focus. You are resistant to your choice of one of the following damage types: Cold, Fire, Lightning, or Thunder damage. (choose when you select this race) (Points: 4)

  • Energy Ray. As an action, you can psionically conjure forth a ray of energy and fire it an opponent using a finger. To do so, you make a melee or ranged spell attack (up to 30 ft) against a creature within range. On a hit the target takes 4d6 damage of the same type as your Energy Focus feature choice. If it deals cold damage the target's movement speed is reduced by 10 feet until the end of its next turn. If it deals fire damage the target burns for 1d6 fire damage at the start of its next turn. If it deals lightning the target can't take reactions until the start of its next turn. If it was Thunder damage, the target is pushed back 10 feet. You can use this ability a number of times equal to your proficiency bonus, and regain all expended uses upon finishing a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for this ability (choose when you select this race). (Points: 7)

  • Natural Armor. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. (Points: 3)

  • Natural Prowess. You gain advantage on any Perception check that benefits from your powerful sense of smell. This perception bonus is not granted to any sense other than smell. (Points: 1)

  • Psionic Senses. You have advantage on ability checks made to detect and locate invisible creatures and objects, and creatures that are not visible to you or cannot be seen by you do not have advantage on attack rolls against you based on sight alone. (Points: 4)

  • Psionics. You learn one of the following cantrips: Booming Blade, Friends, Green-Flame Blade, Mage Hand, Message, or Mind Sliver. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). When you cast this spell, it doesn't require components. (Points: 3)

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

(Total Points: 32)

Duskwalker

Duskwalkers are tall, bipedal, gray-skinned beings with a connection to Pharasma’s Boneyard. They manifest directly on the Material Plane, incarnating from souls that have earned the honor of a second life. The souls that become duskwalkers have often distinguished themselves in the eyes of psychopomps as guardians of the cycle of birth and death. Other than their gray skin, their physical features bear some resemblance to those they held in their previous lives. As such, a typical duskwalker looks mostly human, other than her unusual coloration. However, duskwalkers whose ancestors belonged to other races can manifest with characteristic features such as pointed ears, hairy feet, or even feathers, horns, scales, or tails—though they rarely manifest smaller or larger than Medium.

The first duskwalkers appeared as the result of a bargain between two powerful psychopomps: an olethros mother and a yamaraj. The olethros mother made the case to allow certain souls whose actions helped preserve and protect the cycle of souls, but whose lives had been cut short of what fate had decreed for them to reincarnate once before passing to their final judgment. After a long debate, the yamaraj agreed but imposed a strict limit on the number of duskwalkers that can exist at one time. Whenever this limit has been reached, dead duskwalkers cannot be restored to life. Most duskwalkers accept this limitation and appreciate that the end of their lives opens the door for new lives to begin. Some request that those mourning their deaths also celebrate the birth of a new duskwalker in the near future. The length of time it takes for a new duskwalker to be born when one dies varies, but is rarely more than a year.

When a duskwalker is born, she appears spontaneously in a sanctified place with a connection to death, most often a graveyard or a temple. Duskwalkers do not experience infancy, instead beginning their lives with the appearance and facilities of a roughly 8-year-old human child. These mysterious children always appear cloaked in simple white robes, with a small satchel of food and water by their sides. Duskwalker children mature at a variable rate depending upon the support they receive. A child adopted into a nurturing family or taken into care at a temple matures at a rate similar to that of a human child and develops a healthy balance between her appreciation for life and her interest in death. While duskwalker children almost always appear near settlements, the unusual circumstances of their creation sometimes lead them to be ostracized to the point where they are forced to fend for themselves. Duskwalker children who endure such circumstances reach physical and intellectual maturity rapidly, but they struggle socially and emotionally.

Duskwalker naming conventions are varied. Many duskwalkers prefer to select their own names shortly after they manifest. Duskwalkers who have a good relationship with their surrounding community choose names that follow that community’s traditions. Isolated duskwalkers make up their own conventions, naming themselves after their accomplishments or values or even just selecting a string of syllables that sounds nice to them. The role of duskwalkers has changed somewhat since the beginning of the Age of Lost Omens when prophecy failed. Prior to that time, only souls that were destined to perform roles that would serve the Boneyard’s interests would be reincarnated as duskwalkers. With prophecy in disarray, however, duskwalkers began to shape their own fates. Some duskwalkers receive occasional visitations or messages from psychopomps, intended to steer them toward certain tasks, but they are under no obligation to follow this guidance. Still, because of their origins, most duskwalkers have an innate respect for the cycles of birth and death. They tend to gravitate toward positions and occupations that allow them to protect this cycle, such as hunters of the undead, midwives, morticians, and priests.

Because duskwalkers are so rare, the few duskwalker communities that exist are small and form mostly among individuals united by a common goal, such as adventuring bands of undead hunters. Many duskwalkers go their entire lives without meeting another member of their race. Instead, they usually live among whichever races are most common near the graveyards in which they manifested. Duskwalkers meet with mixed reactions from human communities. Some people look askance at their ashen appearance and the manner of their creation. Others find the way in which duskwalkers relate to death unsettling. Duskwalkers struggle to understand the fear and hesitance with which most other races speak of death, and even cheerful duskwalkers tend toward dark and morbid senses of humor. However, other communities value or even revere duskwalkers for their wisdom, skill at medicine, and proficiency at fighting undead. Duskwalkers get along particularly well with members of other races that share a planar heritage, such as aasimars, aphorites, ganzis, and tieflings, but they share a mutual distrust with dhampirs.

Despite the prejudices they sometimes face, duskwalkers are typically companionable, open-minded, and accepting of people. They seek friendships and romantic relationships with others of many different races. Many duskwalkers seek to build a family with children at some point in their lives. They grow their families by adopting children from their communities, with a particular preference toward children that other prospective parents may look over. Most have no interest in sexual relationships, though, and no duskwalker is capable of bearing or siring biological children.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Duskwalkers mature similar to humans.

  • Alignment. Most Duskwalkers are Neutral.

  • Size. Duskwalkers are similar to size and build to humans. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • 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. (Points: 3)

  • Ghost Hunter. As a bonus action, you can focus your natural revulsion against undead into your weapon for 1 minute or until you become incapacitated. While active, your weapon attacks made against creatures with the Incorporeal Movement feature are treated as if they were magical for bypassing resistances and immunities. Once you use this ability, you can't use it again until you finish a long rest. (Points: 2)

  • Olethros's Agent. When you deal damage to a creature with a spell attack or weapon attack, you can focus your efforts to rend the soul of a target, causing the attack to deal an additional 2d6 magical slashing damage. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Trained From Birth. You gain proficiency with two skills of your choice. (Points: 5)

  • Ward Against Corruption. You have resistance against Necrotic damage and have advantage on saving throws against affects that could reduce your hit points to 0 directly (Not by doing damage to you) as well as on saving throws to avoid or end the charmed or frightened condition on yourself if caused by an undead. (Points: 6)

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

(Total Points: 32)

Dwarf

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

Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

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

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

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

  • Speed. Your base walking speed is 25 feet. (Points: -2)

  • Creature Type. Your creature type is Humanoid.

  • Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. (Points: 3)

  • Dwarven Resilience. You have advantage on saving throws to avoid or end the poisoned condition on yourself, and you have resistance against poison damage. (Points: 5)

  • Dwarven Combat Training. You have proficiency with one weapon/tool/instrument of your choice. Also, your speed is not reduced by wearing heavy armor. (Points: 3)

  • 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. (Points: 1)

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

  • Subrace. Choose one of the following options. (Points: 14)

(Total Points: 32)


Subrace: Azerblood Dwarf

An Azerblood is a type of planetouched that is the combination of a fire outsider known as an azer and dwarven blood. As a planetouched, it is an outsider of the Native subtype with a collection of power based on its fiery bloodline as well as abilities based on its dwarven nature.

  • Ability Score Increase. A different ability score of your choice increases by 1. (Points: 4)

  • Heated Body. When a creature makes a successful melee attack against you, you may retaliate with a burst of flame as a reaction. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. The DC of this saving throw is 8 + your proficiency bonus + your Constitution modifier. After you use this ability, you can't use it again until you complete a long rest. (Points: 3)

  • Heated Weapon. As a bonus action, you may heat one metal melee weapon which you are currently holding. For one minute, melee weapon attacks with the weapon deal an additional 1d6 fire damage. You must maintain concentration during that time, as if you were casting a spell. If you lose concentration or lose your grip on the weapon, it cools quickly, returning to a normal temperature. After you use this ability, you can't use it again until you complete a short or long rest. (Points: 5)

  • Illumination. Your heated body sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can activate or suppress this light as a bonus action. (Points: 2)

Subrace: Dream Dwarf

Dream dwarves feel the hills slumber beneath them. They see the world as a resting giant of inestimable power, and they are caught in the dreaming. While other dwarves shape metal and stone, dream dwarves contemplate and meditate. Wise and cautious, they understand nature in a way at once similar to and wholly alien to the understanding of druids and shamans of other races.

Dream dwarves share a sort of collective subconscious with the world around them, a phenomenon they call the earth dream. The earth dream shapes many aspects of a dream dwarf's life, and no discussion of dream dwarves can be complete without at least some understanding of the earth dream. The earth dream is a powerful force, and members of other races can occasionally feel its pull and become earth dreamers.

  • Ability Score Increase. A different ability score of your choice increases by 1. (Points: 4)

  • Earth Dreamer. You know the Guidance cantrip. Once you reach 3rd level, you can cast the Sleep spell once. Once you reach 5th level, you can cast the Levitate spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Trance. You do not sleep, and thusly magic cannot put you to sleep. Instead, you 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. (Points: 2)


Subrace: Duergar (Grey Dwarf)

Duergar are in some ways even better adapted to underground living than other dwarves. While other dwarves lack the capacity to see completely in the deepest darkness, this is not a problem for duergar.

  • Ability Score Increase. A different ability score of your choice increases by 1. (Points: 4)

  • 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. You regain the ability to cast these spells with this trait when you finish a long rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 7)

  • Psionic Fortitude. You have advantage on saving throws to avoid or end the charmed and stunned conditions on yourself. (Points: 3)

Subrace: Hill Dwarf

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Faerûn in their mighty southern kingdom are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting.

  • Ability Score Increase. A different ability score of your choice increases by 1. (Points: 4)

  • Deep Intuition. Whenever you make a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the total ability check. (Points: 3)

  • Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. (Points: 5)

  • Perceptive Eye. Your passive perception score increases by 4. (Points: 2)


Subrace: Mark of Warding Dwarf

Trained from a young age as locksmiths, bank builders, and defenders of riches; dwarves with the mark of warding are adept in all forms of locks and keys.

  • Ability Score Increase. A different ability score of your choice increases by 1. (Points: 4)

  • Master of Locks. When you make an Intelligence (History), Intelligence (Investigation), or Thieves’ Tools check involving lock and trap mechanisms, you can roll one Intuition die, a d4, and add the number rolled to the ability check. (Points: 4)

  • Wards and Seals. Starting at 3rd level you can use your training to cast the Alarm spell as a ritual. Starting at 5th level you can cast Arcane Lock once with this trait and you regain the ability to do so when you finish a long rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 6)

Subrace: Mountain Dwarf

As a mountain dwarf, you’re strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration. The shield dwarves of northern Faerûn, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves.

  • Ability Score Increase. A different ability score of your choice increases by 2. (Points: 8)

  • Dwarven Armor Training. You have proficiency with light and medium armor. (Points: 4)

  • Mountain Dweller. You have a climb speed equal to your walking speed. (Points: 2)


Subrace: Wild Dwarf

Wild dwarves, who call themselves "dur Authalar" (the People), are the primitive inhabitants of the Jungles of Chult and the Mhair and Black Jungles. They have largely rejected the clan-based craft- and smith-oriented culture of their gold, gray, and shield dwarf cousins, choosing instead to live in hunting bands with ever-shifting memberships. Eschewing all trappings of civilization, wild dwarves live like beasts, engaged in an endless hunt for survival. Only those who dare the shadowy depths of Faerûn's southern jungles are even aware of the existence of this barbaric dwarven subrace, for these elusive hunters keep to the depths of their woodland homes.

  • Ability Score Increase. A different ability score of your choice increases by 1. (Points: 4)

  • Fury of the Jungle. You know the Thorn Whip cantrip. Once you reach 3rd level, you can cast the Snare spell once. Once you reach 5th level, you can cast the Enhance Ability spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Primal Courage. You have advantage on saving throws to avoid or end the frightened condition on yourself. (Points: 2)

Elf

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • 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.

  • Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.

  • 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.

  • Creature Type. Your creature type is Humanoid.

  • Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. (Points: 3)

  • Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. (Points: 2)

  • Trance. 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 a trancelike medication, during which you retain consciousness. Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. (Points: 4)

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

  • Subrace. Choose one of the following options. (Points: 11)

(Total Points: 32)

Subrace: Astral Elf

Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests as a starry gleam in an astral elf’s eyes. Because nothing ages in the Astral Plane, astral elves from that plane are thousands of years old, and their longevity gives them an unusual perspective on time. Some are prone to melancholy, while others display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet contemplation or strike out to explore the reaches of the multiverse, they tend to see things through the lens of time as having little or no meaning to them. Astral elves who don’t dwell on the Astral Plane can live to be over 750 years old.

  • Astral Fire. You know one of the following cantrips of your choice: Dancing Lights, Light, or Sacred Flame. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). (Points: 2)

  • Starlight Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. 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. (Points: 9)

Subrace: Avariel Elf

The avariel are winged elves. These rare creatures were more common when the worlds of the multiverse were young, but frequent conflicts with dragons much reduced the winged elves’ number. Still, a few colonies persist here and there in the Material Plane and on the Plane of Air.

  • Avariel Wings. You have feathery wings sprouting from your shoulders. You have a flying speed of 30 feet, but you fall if you end your turn in the air and nothing else is holding you aloft. To use this speed, you can’t be wearing heavy armor. (Points: 8)

  • Sky-Attuned Vision. Whenever you make a Wisdom (Perception) check, you can roll a d4 and add the result to the roll. (Points: 3)

Subrace: Drow Elf

Drow are first and foremost a type of elf often called a dark elf, which means they have all the stereotypical elven features but darker. Drow tend to be tall and lithe, and almost supernaturally beautiful. Even a drow down on their luck will pull off their rags with grace and dignity.

  • Drow Magic. You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Lolth's Gift. You have advantage on saving throws to avoid or end the poisoned condition on yourself and can communicate simple ideas with spiders and spider-like creatures through simple gestures and sounds. (Points: 2)

  • Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60. (Points: 1)

Subrace: Eladrin

Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. 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.

When finishing a long rest, any eladrin can change their 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.

  • Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. 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. When you reach 3rd level, your Fey Step gain an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):

  • (a) 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 the creatures.

  • (b) 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.

  • (c) 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.

  • (d) 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 proficiency bonus. (Points: 11)

Subrace: Ghost Elf

In the depths of the primordial forests, spectral citadels are home to elves unlike any others. Dubbed "ghost elves" for their eerie appearance, this rarely encountered subrace has given rise to a thousand tales of forest demons and lost civilizations. The legacy of the ghost elves is a tale of conflict, betrayal, and vengeance. After a struggle for survival that stretches back to the fall of the drow, the ghost elves now flourish in cities built on the Ethereal Plane. Suspicious and reclusive, they welcome few strangers into their halls.

  • Ethereal Magic. When you reach 3rd level, you can cast See Invisibility once, and it recharges after a long rest. When you reach 5th level, you can cast Blink once, and it recharges after a long rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Ghostly Ward. You have advantage on saving throws to avoid or end the stunned condition on yourself. You also have advantage on all saving throws made against the Possession ability and similar effects used by creatures such as Ghosts. (Points: 1)

  • Spectral Glow. You glow brightly with an ethereal aura, which makes you shed bright light in a 10-foot radius and dim light for an additional 10 feet). You can suppress this aura at will as a bonus action. (Points: 2)

Subrace: High Elf

As a High Elf, you have a Keen Mind and a mastery of at least The Basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more Common and more friendly, and often encountered among Humans and other races.

  • Erudite Speaker. You gain proficiency in one additional language of your choice. (Points: 1)

  • High Elf Magic. You know one cantrip of your choice from the wizard spell list. At 3rd level, choose one 1st level spell from the Wizard spell list, you can cast the chosen spell once per long rest without expending a spell slot. You can also cast that spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 7)

  • Keen Mind. You have proficiency in one skill of your choice. (Points: 3)

Subrace: Mark of Shadow Elf

Elves have carried the Mark of Shadow for thousands of years. These elves are expert entertainers, giving them access to all manner of places and secrets. Known to few, there has always been an elite force of spies and assassins within House Phiarlan. Only special clients—nobles, merchant lords, and the like—have access to these spies.

  • Cunning Intuition. When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll a d4 and add the number rolled to the ability check. (Points: 6)

  • Shape Shadows. You know the Minor Illusion cantrip. Starting at 5th level, you can cast the Invisibility spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 5)

Subrace: Mithril Elf

Emerging only recently from their safe haven of Sildëyuir beyond the stars, Mithril elves manifest powers that have assisted them for ages in defeating the ghostly enemies that once plagued their strongholds.

  • Otherworldly Armaments. You know the Sword Burst cantrip. Once you reach 3rd level, you can cast the Armor of Agathys spell once (except the damage is force). Once you reach 5th level, you can cast the Magic Weapon spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Sildëyuir Trained. You are proficient with light armor and are proficient with one additional language of your choice. (Points: 3)

Subrace: Mul Daya Elf

Elves of the Mul Daya nation of Bala Ged are set apart from other elves by their relationship with the spirits of their elven ancestors. To the Mul Daya, the spirit world and the mortal realm are different only in terms of their tangibility. Death and the spirits of the dead are as much a part of the lives of the Mul Daya as is the natural world. This is not a macabre sentiment to the elves; they simply view it as the truest sense of the natural order.

Mul Daya elves can often be recognized by their face painting and tattooing. Many Mul Daya decorate their skins with an enwrapping vine motif, and make use of poisons and acids collected at great cost from strange creatures and plants in the depths of Kazandu.

  • Courage Till Death. You have advantage on saving throws to avoid or end the frightened condition on yourself. (Points: 2)

  • Magic From Beyond. You know the Chill Touch cantrip. Once you reach 3rd level, you can cast the Hex spell once. Once you reach 5th level, you can cast the Speak with Dead spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

Subrace: Pallid Elf

The pallid elves are a mystical and insightful people with skin as pale as the surface of Exandria's largest moon. They emerged from the Pallid Grove this century and wander the world with childlike curiosity.

  • Blessing of the Moon Weaver. You know the Light cantrip. Once you reach 3rd level, you can cast the Sleep spell once. Once you reach 5th level, you can also cast the Invisibility spell once (targeting yourself only). You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Incisive Sense. When you pick this race, choose the Investigation or Insight skill. When you make a check using the chosen skill, you can roll a d4 and add the number rolled to the ability check. (Points: 3)

Subrace: Sea Elf

Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water.

  • Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water. You also have a resistance to cold damage and treat nonmagical fog that is heavily obscured as though it were only lightly obscured. (Points: 8)

  • Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed. (Points: 2)

  • Superior Darkvision. Your Darkvision has a range of 120 feet, instead of 60. (Points: 1)

Subrace: Shadar-Kai

Sworn to the Raven Queen's service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it.

  • 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. (Points: 6)

  • Shadowfell Resilience. You are immune to disease and have resistance against necrotic damage. (Points: 5)

Subrace: Tajuru Elf

The Tajuru nation is the largest of the three main elven nations, concentrated in Murasa and spread across other parts of Zendikar as hundreds of far-flung clans. Tajuru elves are the most open to people of other races, seeing their skills and perspectives as valuable new tools for survival. The Tajuru are also more open to new lifestyles, be it living in a mountaintop citadel or roaming grassy plains.

  • Pragmatic Lifestyle. You are proficient in two skills of your choice. (Points: 5)

  • Tajuru Strength. Once you reach 3rd level, you can cast the Ensnaring Strike spell once. Once you reach 5th level, you can cast the Enlarge/Reduce spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 6)

Subrace: Viridian Elf

Once, the Viridian were much like wood elves, in tune with nature and the world around them. But they would be betrayed by their own ilk, succumbing to dark corruption that ate at their very core, killing the weak and those unfortunate to be on the wrong side. What remains now is but a hollow shell of an elf, corrupted with foul alchemical substances beyond the control of men or beast.

  • Claws of Vitriol. You have claws with which you can make unarmed strikes which deal 1d3 acid damage and slashing damage equal to 1d3 + your Strength modifier. (Points: 2)

  • Curse Of Vile Rot. As a bonus action, you conjure a vile curse. While the curse is active, you must concentrate on it as if concentrating on a spell for up to 1 minute. The next time you make a weapon attack against a creature, it must make a Constitution saving throw (DC = 8 + your Constitution modifier + your Proficiency Bonus). On a failed save, the creature takes an additional 1d8 necrotic damage, and so long as you concentrate on this effect, its AC is reduced by 1. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Glistening Flesh. You have resistance to acid damage. (Points: 3)

  • Natural Armor. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. (Points: 2)

Subrace: Wood Elf

As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerûn, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves.

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.

  • Hunter's Path. Whenever you make a Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check. (Points: 3)

  • 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. (Points: 3)

  • Natural Athleticism. Your base walking speed increases to 35 feet. (Points: 2)

  • Wild Touch. You learn a cantrip of your choice from the Druid spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). (Points: 3)

Fairie

The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. Infused with the magic of the Feywild, fairies share a few commonalities with one another but can differ widely in appearance, behavior, and attitude. Many fairies have a special physical characteristic that sets them apart from other creatures of their kind. For your fairy, roll on the Fey Characteristic table or choose an option from it. The Feywild is a wild place, so come up with your own characteristic if none of these fit your character.

Fey Characteristics
d8 Characteristic
1 You have small wings like those of an insect.
2 You have shimmering, multicolored skin.
3 You have exceptionally large ears.
4 A constant, glittering mist surrounds you.
5 You have a small spectral horn on your forehead, like a little unicorn horn.
6 Your hands never look dirty.
7 You smell like fresh brownies.
8 A noticeable, harmless chill surrounds you.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Fairies can live hundreds of not thousands of years, and their lifespan is often related to what they do with it.

  • Alignment. Fairies, in good and friendly lands, with warm lush forests and babbling brooks, are said to be short friendly folk, with a twinkle in their eye, pronouncing wealth and good luck on those deserving, who often happen to be the mortals who find them. In other places, fairies are not quite so friendly, and often carry mischievous or dark intentions with them.

  • Size. Your size is Small. (Points: -2)

  • Speed. Your walking speed is 30 feet.

  • Creature Type. Your creature type is Fey. (Points: 2)

  • Fairie Magic. You know the Druidcraft cantrip. Once you reach 3rd level, you can cast the Faerie Fire spell once. Once you reach 5th level, you can cast the Fly spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

  • Fey Flutter. Whenever you would fall, your rate of descent slows to 60 feet per round. Whenever you land, you take no falling damage and land on your feet. You cannot use this feature if you are grappled, restrained, incapacitated, or unconscious. (Points: 3)

  • Fey Passage. You can squeeze through a space as narrow as 1 inch wide. (Points: 3)

  • Flying Sputter. As a bonus action, you can move up to a number of feet equal to your movement speed, and do so as if you had a flying speed. However, at the end of this flight, if nothing is holding you aloft, you fall. Once you use this ability, you can't use it again until you finish a long rest. (Points: 2)

  • Trickster's Touch. You are proficient in one skill of your choice. (Points: 3)

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

(Total Points: 32)

Fetchling

When we arrived at the appointed time, our guide was apparently absent. Jethro pontificated on the complexities about traveling the planes, even to one as near as the Plane of Shadow, and it was several minutes before we felt the presence of reflective eyes watching us from the shadows. When I noticed, I groped for my dagger and found only an empty sheathe. Jethro was disarmed of his bombs, and we stood helpless, paralyzed for a moment.

Our guide, a gaunt humanoid with grey skin and large, round eyes, stepped out of the shadows and presented us with our own weapons.

"Where we're going, there are more dangerous things than I lurking in the darkness. Stay vigilant, and let nothing see your back."

Stained by the Plane of Shadow's endless night, fetchlings were once ordinary men, but are now so different as to be unwelcome anywhere. So, with great disdain for the light their ancestors once enjoyed, they wander from plane to plane, finding safety and opportunity wherever they can.

Children of Shadow

Appearing as men drained of color, the fetchlings are descended from humanoids trapped on the Plane of Shadow. Generation after generation in this insidiously dark place has infused the race with darkness and made them a bleak shadow of their kin. Gaunt features, pale skin, and eyes which reflect brightly at night, are all signature traits of fetchlings, and it is not uncommon for the unlearned to mistake them for undead.

Ultimately, they are closer in kinship to tieflings and other outcast races, for a heritage of the dark imparts no goodwill from other races.

Planeswalkers

Fetchlings are originally native to the Material Plane but have been sequestered on the Plane of Shadow for centuries, implying that the secrets of migrating between the planes has long been known to the fetchlings. To see a fetchling apart from the Plane of Shadow is to see an outsider to your plane, or a recent descendant of one.

Fetchlings can find lucrative business as merchants, middlemen, and guides for those seeking to cross the planar boundaries. They can comfortably exist in both planes, and are reasonably well acquainted with the hazards, however, they are accepted by the denizens of the planes almost nowhere.

Solitary Recluses

Fetchlings will choose to be alone before they will form a group, even with their own kind. The relish the solidarity the shadows provide and the type of wordless isolation that comes with the falling night.

By contrast, they hate being the center of attention, and quite literally hate spotlights (and bright lights of any kind, for that matter.) Only when pursued or outnumbered is a fetchling likely to seek concord with others for any length of time. After the danger has passed, they rarely stick around, and have a reputation for simply vanishing into the night.


Fetchling Names

Fetchling names are derived from the old languages of the Plane of Shadow, and feel rough when said in the accent of one who speaks primarily Common.

Male Names: Arim, Drosil, Jegan, Somar, Yetar, Zoka.

Female Names: Acera, Amelisce, Inva, Renza, Zaitherin.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Fetchlings reach maturity in their early 20s and can live to be over a hundred.

  • Alignment. Fetchlings come from a realm of darkness, and do not value morality and high-mindedness as much as other creatures might. As such, they tend to be Chaotic.

  • Size. Your size is Medium.

  • Speed. Your walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Darkvision. You have superior vision in dim light and darkness. You can see in dim light within 60 feet of you as if it was bright light, and darkness as if it was dim light. You can't discern color in darkness, only shades of gray. (Points: 3)

  • Gaze of Shadows. You can cast a horrific gaze upon your enemies. As an action, you can select one creature within 30 feet that you can see that can also see you. This creature must make a Wisdom saving throw. The DC for this save is 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race). On a failed save, the creature becomes frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, with disadvantage if it can see you, ending the effect early on a success. A creature that succeeds a saving throw against this effect is immune to it for 24 hours. You can use this ability a number of times equal to your proficiency bonus, and regain all expended uses upon finishing a long rest. (Points: 8)

  • Recluse. While you are in dim light or darkness, you can take the Hide action as a bonus action. (Points: 3)

  • Shadow's Guile. At 3rd level, you can cast the Disguise Self spell once, and regain the ability to cast it again when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 3)

  • Shadowy Resistance. You are resistant to cold damage. (Points: 3)

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

(Total Points: 32)

Fimir

The Fimir are cyclopean amphibious humanoid monsters that haunt bogs, fens, and desolate moorlands throughout the northern and western Old World. Their strongholds take the form of forbidding, craggy piles of rock, crudely built in the semblance of the castles of more civilized races. Outsiders seldom stumble upon these settlements, for they are wreathed in thick mist, a miasma which is magically generated by the Fimir to shield their fortresses from prying eyes, and themselves from the harsh glare of the sun.

History Long before the rise of Man, possibly while the High Elves ruled the Old World, the Fimir worshipped the Chaos Gods, and for a time enjoyed their favor. Alas, the Eye of the Gods was swiftly drawn to the more vibrant and amusing race of Man, and the Fimir were abandoned, reduced to seeking boons from bound Daemons where once they had enjoyed the blessings of gods. However, they are still loyal to the Chaos Gods. They seek to destabilize the barrier between the mortal world and the Realm of Chaos, thus aiding the Chaos Gods to their ultimate victory, and so regain their favor.

At some point after the devastating War of the Beard between the empires of the High Elves and the Dwarfs, the Fimir turned their attention to the region that will eventually be known as the Wasteland. A virgin land of lush grasslands and bountiful woods, the Fimir settled in the northern Wasteland after the Dwarfs and High Elves both abandoned the area to tend to their weakened empires. They started to remake the plentiful countryside into their own image. Eventually, they were confronted by the Skaven, who had claimed the southern Wasteland and were themselves transforming the land, poisoning the rivers, cracking the earth, and cutting the forests. Both races came to blows, with the rat men pushing the Fimir back. In the end the war resulted in a great cataclysm that devastated the area and decimated both sides. Whether either race was directly responsible or if it came as a by-product of the war is unknown. Great waves of magic washed over the land and the earth convulsed and cracked. In a night, the strongholds of the Skaven and the holds of the Fimir were thrown down as the very bedrock heaved, broke, and sank. Their armies were destroyed, and their minions crushed or swallowed whole. By dawn the next day, only the land itself remained, nearly empty of life and hiding its wounds under a thick blanket of fog.

The modern Wasteland is filled with fogs, moorland, swamps, and marshes. It's sparsely populated by humans aside for the capital of Marienburg. But the Fimir still retain a presence in the region, now better shaped to their needs as a result of their war with the Skaven.

Nowadays, the Fimir are a dwindling and reclusive race, little given to leaving their swampy fastnesses, appearing only at dawn or dusk for the occasional raid for food and slaves. Occasionally a human witch will seek out a clan of Fimir, for it's rumored that the race has the knowledge of summoning and controlling daemons, a tempting prize for any would-be spellcaster.

Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Fimir are born of terrible raids, and can live for hundreds of years.

  • Alignment. Most Fimir are Lawful Evil.

  • Size. Fimir height varies greatly upon their caste. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Clubbed Tail. Your clubbed tail is a natural weapon which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 2)

  • Cold Blooded. When you would fail a saving throw against being charmed or frightened, you can use your reaction to succeed instead. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4) (Points: 4)

  • 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. (Points: 3)

  • Fenlurker. You ignore nonmagical difficult terrain caused by bogs, mud, or shallow water. You also have advantage on Dexterity (Stealth) checks made in these environments. (Points: 3)

  • Hold Breath. You can hold your breath for up to 15 minutes at a time. (Points: 1)

  • Natural Swimmer. You have a Swim speed of 30 feet. (Points: 2)

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

  • Subrace. Choose one of the following options. (Points: 9)

(Total Points: 32)

Subrace: Assagh Fimir

Normally, Fimir Shearls are the lowest of the Fimir, usually kept for manual labor. However, sometimes a blessed shearl is made, one with a stinging tail instead of a clubbed one, and empowered with divine blood that resists the toxins of other assassins.

  • Assassin's Tail. When you deal damage to a creature with your Clubbed Tail, you can force them to make a Constitution save (DC = 8 + proficiency bonus + your Constitution modifier) or take an additional 2d4 poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. At 11th level, if the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. You can use this ability once, and you can't use it again until you finish a short or long rest. (Points: 4)

  • Blood of Chaos. You have advantage on saving throws to avoid or end the poisoned condition on yourself, and you have resistance against poison damage. (Points: 5)


Subrace: Dirach Fimir

Often known as "Demon Friends" these Fimir are connected with dark magics and ruinous powers, allowing them to summon forth creatures with terrifying effect.

  • Blood Summoning. Whenever you cast a spell that summons one or more creatures, you can have those creatures gain temporary hit points equal to your level. Once you use this ability, you can't use it again until you finish a long rest. (Points: 3)

  • Unholy Call. You know the Sapping Sting cantrip. Starting at 5th level, you can cast the Summon Lesser Demons spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 6)

Subrace: Fimolch Fimir

Mutated by the winds of magic, these Fimir are often used as shock troops, bashing through the front lines of enemy armies, and carving a path with their massive, mutated bodies.

  • Demonic Mutant. You have advantage on saving throws to avoid or end the stunned condition on yourself. (Points: 1)

  • Enraged Charge. As a bonus action, you can burst into a fervorous charge, moving up to 20 feet in a straight line in a swift burst of movement, ending your charge early if you collide with a creature. A creature you collide with must make a Strength saving throw (DC 8 + your Proficiency bonus + your Strength modifier). On failure, they take 2d6 bludgeoning damage and are knocked prone, or half as much damage on a successful save. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

  • Massive Stride. Your base walking speed is 35 feet. (Points: 2)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)


Subrace: Meargh Fimir

The witch mothers who control Fimir holds, the Meragh are often old and wizened, skilled in the arts of blood magic and the manipulation of mists which keep the Fimir alive and safe from the Sun's burning fire.

  • Blood Rites. You know the Toll the Dead cantrip. Once you reach 3rd level, you can cast the Fog Cloud spell once. Once you reach 5th level, you can cast the Dark Legion spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

Subrace: Mistmor Fimir

The strongest of the warrior caste, Mistmor Fimir are powerful and adept warriors, able to face on any challenge and strike down any would-be challenger in their wake.

  • Might Makes Right. As a reaction when you would be forced to make an ability check or saving throw with an ability score that isn't strength, you can instead choose to use Strength for the ability modifier instead. (This doesn't change any proficiencies regarding the save or skill used.) Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • Tail Slam. As a bonus action you can make an attack with your Clubbed Tail, if you hit the target must make a Strength Saving throw (DC 8 + your Proficiency bonus + your Strength modifier), being knocked prone on a failed save. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 3)


Subrace: Stagh Fimir

Hunters by trade, the Stagh often go on long hunting expeditions where the rules set by Meraghs, and the like do not follow. They keep well-hidden to the forest and marshes to ensure they are safe without the mist's protection.

  • Skirmisher's Escape. As a bonus action, you can move a number of feet equal to your movement speed. This movement doesn't provoke opportunity attacks. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Swamp Slinker. Whenever you make a Dexterity (Stealth) check, you can roll a d4 and add the number rolled to the total ability check. (Points: 3)

  • Woodland Pragmatist. You gain proficiency in two weapons/tools/instruments of your choice. (Points: 2)

Firbolg

The indomitable Firbolg is considered as giant kin that keeps aloof from the other sentient races. It is said that the Firbolg is one of the most intelligent characters among the kins and like to live in colonies as the other civilizations do. Farming is a popular practice of the creatures however they prefer hunting and food gathering. They are quite different from their species that are predominantly raiders of the farmlands.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

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

  • Alignment. As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.

  • 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.

  • Creature Type. Your creature type is Humanoid.

  • Firbolg Magic. You can cast Detect Magic and Disguise Self spells with this trait. When you use this version of disguise self, you can seem up to 3 feet shorter or taller. 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 of the appropriate level.. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • 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. 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. (Points: 8)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • 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. (Points: 2)

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

(Total Points: 32)

Fogling

Originating in the feywild, Foglings are ancient race of Fey that travel through fog covered woodland forests and caverns within mountain ranges. Foglings often travel between the realms in massive fog clouds that drift between them, often capturing young children or lost wanderers and delivering them to a terrible doom. When not in these massive clouds, Foglings tend to take refuge in marshes, shrouded ravines, and caverns. They use their power of the mists and haunted regions of the world to seek out prey and tear it asunder with their claws and sharp teeth.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Foglings mature quickly, and can live several centuries.

  • Alignment. Most Foglings are neutral or evil, very few of them are of good alignments.

  • Size. Foglings are similar in size and build to humans. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Fey. (Points: 2)

  • Claws. You can use your claws to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier. (Points: 1)

  • Cloudsight. You treat both magical and nonmagical fog within 300 feet of you that is heavily obscured as though it were only lightly obscured. (Points: 2)

  • 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. (Points: 3)

  • Fogling Magic. You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Fog Cloud spell once. Once you reach 5th level, you can cast the Mirror Image spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Shroud Step. As a bonus action when in fog or dim light or darker, you can teleport up to 60 feet to another area of fog, or an area that is in dim light or darker that you can see. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 5)

  • Terror Aura. As a bonus action, you can manifest a terrifying aura of fog and fright, giving you advantage on all Charisma checks for 1 minute, at which the aura dissipates, during which you must conentrate on this effect as if it were a spell. Once you use this ability, you can't use it again until you finish a long rest. (Points: 3)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Gargoyle

The inanimate gargoyles that perch atop great buildings are inspired by these malevolent creatures of elemental earth that resemble grotesque, fiendish statues. A gargoyle lurks among masonry and ruins, as still as any stone sculpture, and delights in the terror it creates when it breaks from its suspended pose, as well as the pain it inflicts on its victims.

Animate Stone. Gargoyles cling to rocky cliffs and mountains, or roost on ledges in underground caves. They haunt city rooftops, perching vulture-like among the high stone arches and buttresses of castles and cathedrals, and they can hold themselves so still that they appear inanimate. Able to maintain this state for years, a gargoyle makes an ideal sentry.

Deadly Reputation. Gargoyles have a reputation for cruelty. Statues carved into the likenesses of gargoyles appear in the architecture of countless cultures to frighten away trespassers. Although such sculptures are only decorative, real gargoyles can hide among them to ambush unsuspecting victims. A gargoyle might alleviate the tedium of its watch by catching and tormenting birds or rodents, but its long wait only increases its craving for harming sentient creatures.

Cruel Servants. Gargoyles are easily inspired by the cunning of an intelligent master. They enjoy simple tasks such as guarding a master's home, torturing, and killing interlopers, and anything else that involves minimum effort and maximum pain and carnage. Gargoyles sometimes serve demons for their propensity for wanton chaos and destruction. Powerful spellcasters can also easily enlist gargoyle guardians to keep watch over their gates and walls. Gargoyles have the patience and fortitude of stone, and will serve even the cruelest master for years without complaint. Elemental Nature. A gargoyle doesn't require air, food, drink, or sleep.

Shards of Elemental Evil. As Ogrémoch, the evil Prince of Elemental Earth, treads his stony realm, it leaves shards of broken rock in his wake. Imbued with slivers of sentience, these shards thrum with the essence of the elemental prince, growing over long years into vaguely humanoid rock formations that resolve at last into the hard, cruel shapes of gargoyles. Ogrémoch doesn't create gargoyles deliberately, but they are a physical manifestation of his evil. Gargoyles are mockeries of the elemental air that Ogrémoch despises. They are heavy creatures of living stone, yet capable of flight. Like their creator, they possess a fundamental hatred for beings of elemental air, aarakocra in particular, and relish every opportunity to destroy such creatures.

On their home plane, gargoyles carve out earth motes that Ogrémoch hurtles into Aaqa, the domain of the aarakocra and the benevolent Wind Dukes the bird folk serve in the Elemental Plane of Air.

Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Gargoyles have no set maturity or age, they are created and exist until they are destroyed.

  • Alignment. Most Gargoyles are Chaotic Evil.

  • Size. While your exact measurements depend upon your creation, your size is your choice of Small or Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Elemental. (Points: 2)

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

  • 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. (Points: 3)

  • Gargoyle Resilience. You are immune to the petrified condition. You also have advantage on saving throws to avoid or end the exhaustion and poisoned conditions on yourself. (Points: 6)

  • Stone Armament. Choose one of the Stone Armament options. (Points: 4)

  • Stone Shift. As an action, you can make yourself — including your clothing, armor, weapons, and other belongings on your person, — look like a medium-sized or smaller stone statue you have seen. The changes of this ability hold up upon physical inspection. You can assume this form for up to 1 minute, during which you must remain stationary and concentrate on it as if it were a spell. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check with a DC of 8 + your Constitution modifier + your Proficiency Bonus. If looking clearly out of place for your form, the creature makes this check with advantage. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Stony Wings. You also have stony wings that allow limited flight. When you move, you can engage your wings to gain a flying speed equal to your walking speed until the end of the current turn. If you are still aloft at the end of the turn with nothing else supporting you, you fall. 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. (Points: 4)

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


Stone Armament Options

  • (a) Enhanced Ligaments. You have advantage on Strength saving throws and the damage dice for your claws increases to 1d6. (Points: 4)

  • (b) Stone Strike. You can cast the Thunderous Smite spell once. You must finish a long rest to cast this spell again with this trait. You can also cast this spell using any Spell Slots you have of the appropriate level. Constitution is your spellcasting ability for this spell (choose when you select this race). (Points: 4)

  • (c) Stony Hide. You have thick armor that protects you. When you aren't wearing armor, your AC is 14 + your Dexterity modifier (maximum bonus of +3). You can use your stony hide to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your stony hide. (Points: 4)

  • (d) Wing Shield. As a reaction when you would be hit by an attack, you can choose to increase your AC by 2 + your Constitution modifier (minimum 1) for 1 round. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

(Total Points: 32)

Guardinal

Nomadic and peaceful, guardinals are animalistic Celestials who hail from Elysium. Guardinals resemble Humanoids with bestial traits. In their daily interactions, guardinals embody the beauty, calm, and righteousness of their home plane. Guardinals can be found throughout the Outlands, especially in Ecstasy, the gate-town to Elysium, and in Faunel, the gate-town to the Beastlands.

While guardinals are usually friendly and slow to anger, their supernatural virtue puts them at odds with the evil beings of the Lower Planes. Guardinals abhor wickedness and strike out against injustice and villainy without hesitation, determined to eradicate forces that threaten beauty and peace.

Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Guardinals are long-lived celestials, living longer than many mortals.

  • Alignment. Most guardinals are Neutral Good.

  • Speed. Your base speed is 30 feet.

  • Creature Type. Your creature type is Celestial. (Points: 2)

  • Celestine Native. You have resistance to Radiant damage. You also have advantage on saving throws to avoid or end the frightened condition on yourself. (Points: 4)

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

  • Subrace. Choose one of the following options. (Points: 18)

(Total Points: 32)

Subrace: Avoral Guardinal

Avorals are eagle-like bipeds with winged arms and keen, golden eyes. Prone to wander, these avian Celestials leave Elysium more frequently than their counterparts, meandering across the Outlands to wherever the winds might take them. Solitary scouts and skirmishers, avorals are nimble aerial combatants, able to swiftly dive at foes from the heavens and tear into them with razor-sharp talons.

  • Size. Avoral Guardinals are close to humans in terms of dimensions. Your size is Medium.

  • Avoral Arcana. Once you reach 3rd level, you can cast the Command spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Hold Person spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 6)

  • Celestine Flight. As a Bonus Action, you sprout spectral wings for a moment and fly up to a number of feet equal to your Speed. If you are in the air at the end of this movement, you fall if nothing is holding you aloft. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. (Points: 7)

  • 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. (Points: 3)

  • Talons. You are proficient with your unarmed strikes, which deal 1d6 slashing damage on a hit instead of the normal bludgeoning damage for an unarmed strike. (Points: 2)

Subrace: Equinal Guardinal

The horselike equinals are among the strongest of the guardinals. Equinals have long faces and crested manes, and their powerful, hocked legs carry them over great distances. These good-natured, boisterous Celestials boast their might in contests of strength and rarely back down from a challenge. Tough and courageous, they use their iron-hard fists to pound evil to a pulp. Equinals can also bellow a mighty shout that stops their foes in their tracks.

  • Size. Your size is Medium.

  • Courageous Will. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. (Points: 2)

  • Headfirst Charge. If you move at least 30 feet in a straight line toward a creature and end your turn within 5 feet of it, you can force that creature to succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or take 2d6 bludgeoning damage and have the Prone condition. Once you use this ability, you can't use it again until you finish a long rest. (Points: 3)

  • Iron-Hard Fists. You are proficient with your unarmed strikes, which deal 1d6 slashing damage on a hit instead of the normal bludgeoning damage for an unarmed strike. (Points: 2)

  • Staggering Strength. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You also gain proficiency in one skill of your choice. (Points: 5)

  • Sundering Shout. As an action, you can let out a booming shout. When you do, each other creature within 10 feet of you must succeed on a Constitution saving throw (DC = 8 + your Constitution modifier + your Proficiency Bonus) or have the Stunned condition until the end of your next turn. Once you use this ability, you can't use it again until you finish a long rest. (Points: 6)


Subrace: Musteval Guardinal

Mustevals are small, mousy guardinals skilled at evading danger. Their speed, stealthy nature, and illusion magic make them adept spies, scurrying through the multiverse to serve greater forces of good.

  • Size. Your size is Small. (Points: -2)

  • Divine Strike. At 3rd level, when you deal damage to a creature with a spell attack or weapon attack, you can choose to infuse that attack with divine energy, causing it to deal an additional 2d6 Radiant damage on hit. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 3)

  • Musteval Arcana. You know the Dancing Lights cantrip. Starting at 3rd level, you can cast the Feather Fall spell with this trait. Starting 5th level, you can also cast the Levitate spell with this trait. Once you cast these spells, you can't cast them 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). (Points: 8)

  • Mouse's Movement. Your movement speed increases to 35 feet. (Points: 2)

  • Skirmish Movement. Whenever a creature ends its turn within 5 feet of you, you can use your reaction to move up to half your movement speed. This movement doesn't provoke opportunity attacks. 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. (Points: 7)

Genasi

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 Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don’t face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit—whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.

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

Occasionally, genasi 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.

Heirs to Elemental Power Genasi 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 genasi, often as magical power.

Seen in silhouette, a genasi 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 genasi 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).

Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.

Some genasi 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. A few genasi leave the Material Plane to find refuge in the households of their genie parents.

Wild and Confident 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 genasi’s sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.

Genasi 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.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

  • Alignment. Independent and self-reliant, genasi tend toward a neutral alignment.

  • Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • 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. (Points: 3)

  • Genie Manifestation. As a bonus action, you manifest the elemental powers within you, causing your abilities to surge with otherworldly might. Once on your turn when you deal damage to a creature with a spell or weapon attack, you can deal an additional 1d4 damage to a single creature dealt damage by that spell or weapon attack. The damage type of this additional effect is determined by your subrace. This ability lasts for 1 minute, or until you are unconscious. Once you use this feature, you can't use it again until you finish a long rest. (Points: 3)

  • Subrace. Choose one of the following options. (Points: 14)

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

(Total Points: 32)

Subrace: Air Genasi

As an air genasi, you are descended from the djinn. As changeable as the weather, your 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.

  • Lightning Resistance. You have resistance to lightning damage. (Points: 3)

  • Mingle with the Wind. You know the Shocking Grasp 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 Levitate spell with this trait, without requiring a material component. Once you cast feather fall or levitate 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). (Points: 8)

  • Stormy Manifestation. The damage type of your Genie Manifestation ability is lightning. (Points: 0)

  • Unending Breath. You can hold your breath indefinitely while you’re not incapacitated. (Points: 3)


Subrace: Earth Genasi

As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling 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.

  • Earth Walk. You can move across nonmagical difficult terrain made of earth or stone without expending extra movement. (Points: 2)

  • Earthy Manifestation. The damage type of your Genie Manifestation ability is magical bludgeoning. (Points: 0)

  • 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 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). (Points: 12)

Subrace: Fire Genasi

As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. 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-gray 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.

  • Fiery Manifestation. The damage type of your Genie Manifestation ability is fire. (Points: 0)

  • Fire Resistance. You have resistance to fire damage. (Points: 4)

  • Flame and Forge. You are proficient in two weapons/tools/instruments of your choice. (Points: 2)

  • 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). (Points: 8)

Subrace: Ice Genasi

As an ice genasi, you have inherited the cold composure and battle focused nature of the Qorrashi. You tend toward cold composure and distance from others. You would prefer none know of you unless needed.

Most ice genasi bare a dark, turquoise hue to their bodies, as if dying of frostbite. Their eyes are black like coal, and distant, as if seeing a hundred winters and feeling nothing within. Their voices are often rough and coarse, much like a winter's bitter wind.

  • Feel the Cold. You know the Frostbite cantrip. Starting at 3rd level, you can cast the Arctic Breath spell with this trait. Starting at 5th level, you can also cast the Rime's Binding Ice spell with this trait, without a material component. Once you cast arctic breath or rime's binding ice 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). (Points: 8)

  • Frost Resistance. You have resistance to Cold damage. (Points: 3)

  • Ice Climber. You can move across nonmagical difficult terrain made of ice or snow without expending extra movement. You’re also acclimated to high altitude, including elevations above 20,000 feet. (Points: 3)

  • Icy Manifestation. The damage type of your Genie Manifestation ability is Cold. (Points: 0)

Subrace: Shadow Genasi

As a shadow genasi, you have inherited the deceptive tastes and bitterness of the Khayal. Your behavior is one of superior glee, and you relish in fooling others and their feeble whims.

Shadow Genasi are often coated with strange golden symbols across their charcoal black bodies, their eyes often gleaming like a gold coin in distant light. Their forms also often wreath in shadows that twist and turn as they move, their tie to the Shadowfell strong.

  • Accomplished Deceiver. You are proficient in one skill of your choice. (Points: 3)

  • Eyes of Onyx. The range of your darkvision increases by 90 feet. (Points: 2)

  • Grasp at the Darkness. You know the Chill Touch cantrip. Starting at 3rd level, you can cast the Blur spell with this trait. Once you cast blur with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast this spell 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). (Points: 7)

  • Hazy Manifestation. The damage type of your Genie Manifestation ability is necrotic. (Points: 0)

  • Shadowy Resistance. You have resistance to necrotic damage. (Points: 3)

Subrace: 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 color. 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.

  • Acid Resistance. You have resistance to acid damage. (Points: 3)

  • Aquatic Adept. You can breathe air and water and you have a swimming speed of 30 feet. (Points: 4)

  • Briny Manifestation. The damage type of your Genie Manifestation ability is acid. (Points: 0)

  • Call to the Wave. You know the Acid Splash cantrip. Starting at 5th level, you can cast the Create Or Destroy Water spell with this trait. Starting at 7th 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). (Points: 7)

Geonid

Also known as rocklings and rock hermits, geonids are small, intelligent cave dwellers that originated on the Elemental Plane of Earth. A geonid's arms and legs come out of a small opening in the bottom of its shell. A geonid can draw its limbs into its shell and close the opening. When it does so, the creature looks like a small boulder. In this state, the geonid can't see and relies on its tremorsense to detect other creatures nearby.

Dark Lairs. Geonids live in natural tunnels and caves. They feed primarily on lizards, rats, slugs, and other vermin, as well as on cave lichen and moss. Geonids like to collect coins and gemstones, and they rarely confront creatures larger than themselves except to rob them or scare them away.

Stone Tell. Geonids can attune to stone in a way that lets them discern what other creatures have been in the area recently. Geonids use this ability to track prey and to determine whether other creatures have trespassed in their territory. The information gleaned is imprecise and doesn't include the specific identities of such creatures or the precise times when they passed nearby.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Geonids live for hundreds of years, and grow slowly into their adult shapes around the age of 50.

  • Alignment. Geonids tend towards Neutral aliugnments.

  • Size. Your size is Small. (Points: -2)

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Elemental. (Points: 2)

  • Cavern Native. You have advantage on Dexterity (stealth) checks to hide in rocky terrain. You also ignore nonmagical difficult terrain made of rock. (Points: 4)

  • 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. (Points: 1)

  • Rock Hide. Your rocky body protects you. When you aren't wearing armor, your AC is 14 + your Dexterity modifier (maximum bonus of +3). You can use your heavy carapace to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your heavy carapace. (Points: 4)

  • Rocky Retreat. You can withdraw into your rocky shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your rocky shell. (Points: 2)

  • Stone Fist. You are proficient with your unarmed strikes, which deal 1d4 bludgeoning damage on a hit instead of the normal bludgeoning damage for an unarmed strike. (Points: 1)

  • Stone Tell. You have advantage on Wisdom (Survival) skill checks made to determine what other creatures have been in an area recently by examining a piece of stone within that area. The information gleaned is imprecise and doesn't include the specific identities of such creatures or the precise times when they passed nearby. (Points: 2)

  • Tremorsense. You have Tremorsense out to 30 feet. (Points: 6)

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

(Total Points: 32)

Giff

Giff are tall, broad-shouldered folk with hippo-like features. Some have smooth skin, while others have short bristles on their faces and the tops of their heads. As beings of impressive size and unforgettable appearance, giff are noticed wherever they go. Storytelling is a rich tradition among giff, and it’s not uncommon to see a giff recounting their past exploits to an enraptured crowd. Having a friendly giff nearby when a tavern brawl erupts can also be useful, for a giff can usually more than hold their own when pleasant revelry devolves into fisticuffs. The giff are split into two camps concerning how their name is pronounced. Half of them say it with a hard g, half with a soft g. Disagreements over the correct pronunciation often blossom into hard feelings, loud arguments, and headbutting contests, but rarely escalate beyond that.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Giff mature at roughly the same rate humans do, becoming adults in their late teens. However, giff have shorter lifespans on average, generally living no longer than 70-80 cycles.

  • Alignment. Giff have a strict adherence to the law, thanks to their militaristic tendencies. To them, the tenets of law are held above all morals. The only good and evil, in their minds, are those who dare betray giff overall. Of course, there are always exceptions, but they are quite rare.

  • Size. Giff are quite tall, standing 7 – 8 feet on average, and incredibly stocky. The average giff can weigh as much as 850 – 1,000 pounds. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Astral Spark. Your psychic connection to the Astral Plane enables you to mystically access a spark of divine power, which you can channel through your weapons. When you hit a target with a simple or martial weapon, you can cause the target to take extra force damage equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, but you can use it no more than once per turn. You regain all expended uses when you finish a long rest. (Points: 3)

  • Firearms Mastery. You have a mystical connection to firearms that traces back to the gods of the giff, who delighted in such weapons. You have proficiency with all firearms and ignore the loading property of any firearm. In addition, attacking at long range with a firearm doesn't impose disadvantage on your attack roll. (Points: 5)

  • Hippo Build. You have advantage on Strength-based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 9)

  • Natural Swimmer. You have a Swim speed of 30 feet. (Points: 2)

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

(Total Points: 32)

Gith

The warlike githyanki and the contemplative githzerai are a sundered people – two cultures that utterly despise one another. The brutal githyanki are trained from birth as warriors, while the githzerai hone their minds to a razor’s edge in their fortresses within Limbo. But before there were githyanki or githzerai, these creatures were a single race enslaved by the illithids. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose. After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle. Zerthimon challenged Gith's motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day: the Githyanki in the way of Gith, and the Githzerai in the way of Zerthimon. Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the illithids enslaved and changed them, none can say. Not even the original name of their race remains from that distant time. The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons – the legendary silver swords with which they cut through their foes. Since winning their freedom from the illithids, the githyanki have become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith. Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in a vast sea of chaos in the plane of Limbo.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

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

  • Size. Gith are taller and leaner than humans, with most a slender 6 feet in height. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Psionic Awareness. You have a +1 bonus to your initiative rolls. (Points: 2)

  • Subrace. Choose one of the following options. (Points: 18)

  • Languages. You can read, speak, and write, Common and one other language of your choice. (Total Points: 32)

Subrace: Duthka'gith

In preparation for this invasion of Pharagos, Vlaakith the Lich-Queen has secretly been breeding a race of superwarriors - the duthka'gith. Half githyanki, the duthka'gith also claim descent from the seed of Ephelomon, the fiendish red dragon consort of Tiamat.

  • Alignment. Like githyanki, duthka'giths are usually evil, and they tend strongly toward chaos.

  • 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. (Points: 3)

  • Duthka'gith Psionics. You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 5th level, you can cast the Blur spell once, and you regain the ability to do so when you finish a long rest. You can also cast these 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). When you cast these spells, they don't require components. (Points: 5)

  • Red Dragon Ancestry. You have resistance to fire damage. When you reach 3rd level, you can cast the Searing Smite spell once, and you regain the ability to do so when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race). (Points: 7)

  • Warrior's Training. You are proficient with one skill of your choice. (Points: 3)

Subrace: Githyanki

  • Alignment. Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos.

  • Astral Knowledge. You can mystically access a reservoir of experiences of entities connected to the Astral Plane. Whenever you finish a long rest, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook, as you momentarily project your consciousness into the Astral Plane. These proficiencies last until the end of your next long rest. (Points: 4)

  • Githyanki Psionics. You know the Mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Starting at 3rd level, you can cast the Jump spell with this trait. Starting at 5th level, you can also cast Misty Step with it. Once you cast jump or misty step 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). When you cast these spells, they don't require components. (Points: 8)

  • Martial Prodigy. You are proficient with light and medium armor. (Points: 4)

  • Psychic Resilience You have resistance to psychic damage. (Points: 2)

Subrace: Githzerai

In their fortresses within Limbo, the githzerai hone their minds to a razor's edge.

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

  • Githzerai Psionics. You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Starting at 3rd level, you can cast the Shield spell with this trait. Starting at 5th level, you can also cast the Detect Thoughts spell with it. Once you cast shield or detect thoughts spell 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. None of these spells require spell components when you cast them with this trait. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). When you cast these spells, they don't require components. (Points: 8)

  • Mental Discipline. Your innate psychic defenses grant you advantage on saving throws you make to avoid or end the charmed and frightened conditions on yourself. Under the tutelage of monastic masters, githzerai learn to govern their own minds. (Points: 4)

  • Monastic Training. You gain a +1 bonus to AC while you aren't wearing medium or heavy armor and aren't using a shield. All githzerai receive basic training from monks, and the monks among them are unmatched in their defensive abilities. (Points: 4)

  • Psychic Resilience You have resistance to psychic damage. (Points: 2)

Glitchling

Created by forces of planar law, glitchlings are winged, human-like creatures made from a merger of magic and machine. These explorers seek to learn all they can about the multiverse and its creatures. Some glitchlings then carry what they learn back to lawful planes, like Mechanus, to inform the orderly working of the multiverse. Others become enamored with travel and the peoples they encounter, and they seek to make a life of their own among the planes.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Glitchlings mature to adulthood like humans, but can live for hundreds of years.

  • Alignment. Glitchlings begin their existences with rudimentary personalities. As they absorb information and experiences, their personalities grow, but many retain quirks associated with their lawful origins.

  • Size. Glitchlings are roughly the same size as a human. Your size is Medium.

  • Speed. Your walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Armored Plating. You have thick armor that protects you. When you aren't wearing armor, your AC is 14 + your Dexterity modifier (maximum bonus of +3). You can use your armored plating to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your armored plating. (Points: 4)

  • Balance Chaos. When you make an attack roll or a saving throw and roll a 9 or lower on the d20, you can balance chaos as a reaction and treat the roll as a 10. You can balance chaos in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. (Points: 6)

  • Glitchling Resilience. You have advantage on saving throws to avoid or end the poisoned condition on yourself, and you have resistance against poison damage Also, the Mending cantrip can be used to reattach your lost limbs, but does not heal you in any way.. (Points: 5)

  • Ordered Mind. You have advantage on Wisdom (Insight) checks and on saving throws made to avoid or end the charmed condition on yourself. (Points: 6)

  • Vestigial Wings. You have vestigial wings that allow limited flight. When you move, you can engage your wings to gain a flying speed equal to your walking speed until the end of the current turn. If you are still aloft at the end of the turn with nothing else supporting you, you fall. 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. (Points: 4)

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

(Total Points: 32)

Gnoll

Gnolls are extremely tall, with short torsos, long arms, and long digitigrade legs. Their broad backs slope downward from a thick, short neck toward their midsection. A gnoll’s body is covered in fur, which ranges in color from sandy to grey brown with black spots. Their size and physical characteristics, including a mouth full of powerful and dangerous teeth, lends gnolls a predatory air other races often interpret as dangerous.

Through the deep cultural connection between gnolls and the lands they live in they recognize omens through dreams, visions, and signs. Gnolls instinctively look for such omens to guide them as individuals and within each nomadic group, finding them in many places. Many of these omens are practical, such as the signs of predator activity leading them to resources they can scavenge.

There is a greater cultural belief among gnolls that the omens shared by natural world point to a greater truth concerning all their kind. Whether the prophetic significance of these portents lead toward good or evil ends is a matter of debate. But all gnolls to some extent place great value on recognizing and interpreting these omens.

Gnolls never set up permanent camps, instead following a nomadic lifestyle closely connected to the lands they roam. Gnoll societies are typically found in grasslands, woodlands, savannas, and deserts where they play an important role in their environments as scavengers, consuming dead animal and plant material. For gnolls this is a spiritual duty, and one they are uniquely adapted for, considering their part of the natural cycle an aid to maintaining balance in whatever environment they roam.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Gnolls reach adulthood at age 5 and live up to 30 years.

  • Alignment. Gnolls tend toward chaotic alignments.

  • Size. Gnolls are extremely tall, typically over 7 feet and averaging 300 pounds. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 2)

  • Carrion Eater. Your exposure to sickly flesh and gross meats has fortified your body against plagues and filth. You are immune to disease. You also have advantage on saving throws to avoid or end the poisoned condition on yourself, and you have resistance against poison damage. (Points: 7)

  • 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. (Points: 3)

  • Rampage. When you reduce a creature to 0 hit points with a melee attack on your turn you can use your bonus action to move up to half your speed and make a bite attack. (Points: 8)

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

(Total Points: 32)

Racial Variant: Demonmarked Gnoll

While many gnolls worship no gods, some commit bloody atrocities in the name of Yeenoghu, the demon lord responsible for the creation of the gnoll race.

(These features replace Rampage.)

  • Abyssal Speaker. You learn an additional language of your choice. (Points: 1)

  • Demonic Magic. You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Summon Lesser Demons spell once. You must finish a long rest to cast this spell again with this trait. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 7)

Gnome

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

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

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

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

  • Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. (Points: -2)

  • Speed. Your base walking speed is 25 feet. (Points: -2)

  • Creature Type. Your creature type is Humanoid.

  • Cunning Mind. You gain proficiency in one skill of your choice. (Points: 3)

  • Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. (Points: 3)

  • Gnomish Magic Resistance. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against spells and magical effects. (Points: 7)

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

  • Subrace. Choose one of the following subrace options. (Points: 11)

(Total Points: 32)


Subrace: Chaos Gnome

Infused with the spirit of chaos, these gnomes are energetic, flamboyant, and charismatic. They exude a restless, inspirational energy and seldom rest. They also possess uncanny luck and have great talent as sorcerers. Colorful cousins of standard gnomes, they are adventurous; even the staidest among them is prone to wander. Although commonly referred to as chaos gnomes, these precocious humanoids also call themselves "imago" (singular and plural).

  • Chaotic Magic. You learn a cantrip of your choice from the Sorcerer spell list. At 3rd level, you learn the Chaos Bolt spell. You can cast this spell once with this trait, and regain the ability to do so upon finishing a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 6)

  • Luck of Chaos. Whenever you would make an ability check using Charisma and fail, you can choose to reroll it and must use the new result. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 3)

  • Manic Vitality. You have advantage on saving throws against exhaustion. (Points: 2)

Subrace: Deep Gnome

Forest gnomes and rock gnomes are the gnomes most commonly encountered in the lands of the surface world. There is another subrace of gnomes rarely seen by any surface-dweller: deep gnomes, also known as svirfneblin. Guarded, and suspicious of outsiders, svirfneblin are cunning and taciturn, but can be just as kind-hearted, loyal, and compassionate as their surface cousins.

  • Gift of the Svirfneblin. Starting at 3rd level, you can cast the Disguise Self spell with this trait. Starting at 5th level, you can also cast the Nondetection spell with it, without requiring a material component. 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 using 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). (Points: 6)

  • Svirfneblin Camouflage. When you make a Dexterity (Stealth) check, you can make the check with advantage. 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. (Points: 3)

  • Underdark Traverser. Your movement speed increases by 5 feet. (Points: 2)


Subrace: Forest Gnome

Forest gnomes have a knack for stealth and illusion, and are generally rather secretive. They gather in hidden forest communities, befriending the local fey and animals.

  • Forest Sheltered. You have advantage on Dexterity (Stealth) checks made to hide in foliage, trees, or other forest terrain. (Points: 2)

  • Natural Illusionist. You know the Minor Illusion cantrip. At 3rd level, you can cast the Silent Image spell once, and can cast it again upon finishing a long rest. At 5th level, you can cast the Disguise Self spell once, and can cast it again upon finishing a long rest. You can also cast these 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). (Points: 7)

  • Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts. (Points: 2)

Subrace: Gnome Titan

Gnome titans are tough little devils, scrappy in a fight and never surrendering, whatever the odds. They lack the charm and wit of their gnomish cousins but are vastly stronger and tougher. As one might imagine, gnome titans have the mental attitude it takes to be a decent fighter, despite their diminutive size. Because they are so specialized at what they do; gnome titans are very slow to learn new things about themselves and the world around them.

The gnome titans are an incredibly strict, militant race. Their lives revolve completely around honor and combat, precisely in that order. They do not tolerate any blemishes to their reputation, no matter how small, and will respond using the most violent tactics possible. These gnomes demand respect at all times and would rather die painfully than lose any honor.

  • Brave. You have advantage on saving throws against being frightened or to end the frightened condition on yourself. (Points: 2)

  • Groin Stomp. As a bonus action, you can make an attack with your kick, aiming for your enemy's weak point. Make an unarmed strike attack using Strength. On a hit, the target instead takes bludgeoning damage equal to 2d4 + your Strength modifier. If used on a prone target, it does 3d4 + your Strength modifier damage instead. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 3)

  • Hardy Stride. Your movement speed increases to 30 feet. (Points: 2)

  • Militant Culture. You are proficient with two weapons/tools/instruments of your choice. (Points: 2)

  • Outsize Strength. Despite your small body, you surprise creatures with your uncanny strength. While grappling, you are considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on your attack rolls. (Points: 2)


Subrace: Mark of Scribing Gnome

The Mark of Scribing deals with communication — both the written and spoken word. A gnome who bears the mark can feel words as though they are living creatures, struggling to make their meaning known. The mark provides a range of gifts. It translates languages, but it also allows its bearer to speak to others at a distance and to inscribe their words wherever they wish.

  • Master Translator. You gain proficiency with one skill of your choice and one language of your choice. (Points: 3)

  • Scribe’s Insight. You know the Message cantrip. At 3rd level, you can cast the Comprehend Languages spell once, and can cast it again upon finishing a long rest. At 5th level, you can cast the magic mouth spell once, and can cast it again upon finishing a long rest. You can also cast these 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). (Points: 8)


Subrace: Rock Gnome

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the Dragonlance setting.

  • 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. (Points: 2)

  • Inventive Arcana. You know the Mending cantrip. At 3rd level you can cast the Identify spell once per long rest. At 5th level you can cast the Magic Weapon spell once per long rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • 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. (Points: 1)


Subrace: Spriggan Gnome

Spriggans were said to resemble ugly gnomes in their normal form, when they were only 3 ft (0.91 m) tall; when they took on their larger form they grew to 12 ft (3.7 m) tall. They were thick-bodied and humanoid in form, and were variously said to have brown, black, or reddish-brown hair; some few had red hair, which they believed to be lucky. Spriggans had dull yellow skin and red eyes. They were generally unclean, with greasy hair and foul body odor. Moreover, they tended to grow out their hair to ridiculous lengths, often sporting bushy mustaches, sideburns, and ponytails.

  • Sizeshift. At 3rd level, as a bonus action, you can force your size to increase for up to 1 minute or until you become incapacitated. While active, your size increases to Large and your weight becomes multiplied by 10. You also have advantage on Strength checks and Strength saving throws, and your melee weapons become enlarged, dealing an additional die of damage on hit. Once you use this ability, you can't use it again until you finish a long rest. (Points: 6)

  • Spriggan Arcana. You know the Druidcraft cantrip. Starting at 5th level, you can cast the Shatter spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Constitution is your spellcasting ability for these spells (choose when you select this race). (Points: 5)

Racial Variant: Autognome

Autognomes are mechanical beings built by rock gnomes in their image, usually with a particular purpose in mind. For example, a gnome might build an autognome to be a steadfast colleague or a loyal companion. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own. An autognome bears a resemblance to its creator, and most autognomes are programmed to speak and understand Gnomish. The internal components used in an autognome’s manufacture can vary wildly; one autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears. Roll on the Autognome History table or choose an entry to determine what event set your autognome on the path to adventure. If nothing on the table appeals to you, work with your DM to create an origin story for your autognome. Like gnomes, autognomes can live for centuries, up to 500 years.

AUTOGNOME HISTORY
d8 Story
1 Your creator gave you autonomy and urged you to follow your dreams.
2 Your creator died, leaving you to fend for yourself.
3 A temporary malfunction caused you to harm your creator, and you fled rather than face reprisal.
4 A glitch caused you to forget your original programming. You don’t remember who made you or where you came from.
5 You were stolen from your creator and long to return to them.
6 You didn’t like how you were being treated by your creator, so you ran away from home.
7 Your creator built you to complete a special mission.
8 You felt trapped in the role for which you were built and abandoned your creator, determined to find a greater purpose.

Traits

(These features replace Ability Score Improvement, Creature Type, Darkvison, Cunning Mind, Gnomish Magic Resistance, and Your Subrace)

  • Ability Score Improvement. Two ability scores of your choice increase by 1. Or One ability score of your choice increases by 2. (Points: 8)

  • Creature Type. Your creature type is Humanoid.

  • Armored Casing. You are encased in thin metal or some other durable material. While you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier. You can use your Armored Casing to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your Armored Casing. (Points: 3)

  • Built For Success. As a reaction, you can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 but before the effects of the roll are resolved. You can use this ability a number of times equal to your proficiency bonus, and regain all expended usages upon finishing a long rest. (Points: 7)

  • Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws to avoid or end the paralyzed and poisoned conditions on yourself. You also don’t need to eat, drink, or breathe, and the Mending cantrip can be used to reattach your lost limbs, but does not heal you in any way. (Points: 15)

  • Sentry’s Rest. When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you aren’t unconscious. (Points: 2)

  • Specialized Design. You gain proficiency with one weapon/tool/instrument of your choice. (Points: 1)

Goblin

Goblins are short, and generally ugly humanoids that stand just over 3 feet tall. Their bodies are topped with oversized and usually hairless heads with massive ears and beady red or occasionally yellow eyes. Most goblins have a distaste for the written word, and enjoy collecting shiny objects.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

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

  • Alignment. Goblins for the most part are crazed creatures by nature, prone to rash action and cowardice. However, some are resilient and lawful, as any goblin matron would tell you.

  • Size. Goblins are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. (Points: -2)

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. You are a Humanoid. You are also considered a goblin for any prerequisite or effect that requires you to be a goblin. (Points: 0)

  • Darkvision. Accustomed to life underground, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray. (Points: 3)

  • Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. (Points: 2)

  • Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. (Points: 3)

  • Goblinoid Arms. You gain proficiency with two weapons/tools/instruments of your choice. (Points: 2)

  • Horde Tactics. You have a +1 bonus to attack rolls made for attacks of opportunity. (Points: 4)

  • Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. (Points: 8)

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

(Total Points: 32)


Racial Variant: Blue Goblin

Blues are a subrace of goblins with an innate knack for psionics. A blue is often smaller than an average goblin, standing just about 3 feet tall and weighing about 40 pounds. Blues have noticeably blue-tinged skin, and their eyes are less dull than those of a common goblin. Otherwise, they resemble their kin. They generally dress in short leather robes, dyed black.

(These features replace Horde Tactics & Nimble Escape)

  • Calculating Mind. Whenever you would make an ability check using Intelligence and fail, you can choose to reroll it and must use the new result. Once you use this ability, you can't use it again until you finish a long rest. (Points: 2)

  • Psionic Barrier. Psionic energy wraps around you, creating a barrier of pure force to shield you. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your psionic barrier to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your psionic barrier. (Points: 2)

  • Psionics. You know the Mage Hand cantrip except it is also invisible when you cast it. Once you reach 3rd level, you can cast the Shield spell once with this trait and regain the ability to do so when you finish a Long Rest. Once you reach 5th level, you can also cast the Levitate spell once with this trait and regain the ability to do so when you finish a Long Rest. You can also cast these 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). When you cast these spells, they don't require components. (Points: 8)

Racial Variant: Forestkith Goblin

Forestkith goblins hunt most creatures that travel through their forest territories, ignoring only those creatures larger than a horse. In lean times, forestkith goblins often plan and execute sophisticated raids on humanoid frontier communities for food, preferring snatch-and-run tactics targeting the young. Forestkith goblins excel at ambushes and use well-established tactics to fit the prey they seek. If fighting a larger group, they attack the weakest members with nets first, dragging the entangled victims away quickly to feed on them before going back for the rest.

(These features replace Horde Tactics & Nimble Escape)

  • Claws. You have claws with which you can make unarmed strikes which deal slashing damage equal to 1d4 + your Strength modifier. (Points: 1)

  • Discordant Frenzy. As an action you can go into a frenzy, jumping about chaotically and screaming loudly. When you do, creatures within 10 feet of you must make a Wisdom save (DC of 8 + your Constitution modifier + your Proficiency Bonus) or become frightened of you for 1 minute. An affected creature can repeat this saving throw at the end of its turn, ending the effect on a success. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • Natural Climber. You have a climbing speed of 30 feet. (Points: 2)

  • Tree Shape. As an action, you can make yourself — including your clothing, armor, weapons, and other belongings on your person, — look like a small tree, bush, or shrub you have seen. The changes of this ability hold up upon physical inspection. You can assume this form for up to 1 minute, during which you must remain stationary and concentrate on it as if it were a spell. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check with a DC of 8 + your Constitution modifier + your Proficiency Bonus. If looking clearly out of place for your form, the creature makes this check with advantage. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)


Racial Variant: Lavastep Goblin

The Lavastep tribe is the most industrious of the goblin tribes, with hard-won knowledge of the geothermal activity in Akoum. Much more than the other tribes, the Lavasteps build surprisingly effective equipment out of the crystal shards and veins of strange metals that occasionally boil up to the surface. The most warlike of the goblin tribes, the Lavasteps frequently harass the kor, elves and humans that have taken residence on the surface.

Lavastep shamans tend to be primitive alchemists and experiment with the strange gases and fluids that emerge from newly formed volcanic fissures. When facing a Lavastep, expect to have clay vials and skin bladders full of acids, gases, slimes and other nasty, quasi-magical concoctions thrown at you.

Lavasteps ingest much more grit than the other tribes, and a typical Lavastep goblin's appearance will be quite wrinkled and gray. Experienced warriors will often take on such a rocky appearance that they can hide nearly undetected among the stalagmites, able to ambush foes, predators or prey.

(These features replace Horde Tactics & Nimble Escape)

  • Lavastep Grit. You have resistance to fire damage and psychic damage. (Points: 6)

  • Tamer of Savage Beasts. You are proficient in one skill of your choice. (Points: 3)

  • Underdark Denizen. You have advantage on Dexterity (Stealth) checks made to hide in rocky or subterranean environments. (Points: 2)

Racial Variant: Night Goblin

Living in dark mountain holds far away from the realms of men, Night Goblins are truly a creature of the darkness, for they mortally hate the light of any source, preferring instead to live in near total darkness. A subterranean species, these Night Goblins are only known to ever leave their caves and hideout only in the most darkest of nights, where even the moonlight can have the potential to hurt their light-sensitive skin. On the rarest occasions when they do come out during the daytime, they always wear extremely dark or black colored robes that helps to hide their skin from the searing sun.

(These features replace Nimble Escape)

  • Crooked Moon Fanatic. You know the Infestation cantrip. At 5th level you can cast the Summon Beast spell once, but only use it to summon a land beast, taking on the form of a squig, an ugly creature that looks more like a mouth with legs and a stubby tail than a beast. You must finish a long rest to cast this spell again with this trait. You can also cast this spell 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). (Points: 5)

  • Deep Cave Dweller. The range on your darkvision increases to 120 feet. You also have advantage on saving throws to avoid or end the frightened condition on yourself. (Points: 3)


Racial Variant: Nilbog Goblin

Sometimes when Goblins are treated so cruelly that it stands out too much, the nameless goblin trickster deity will possess them and make them punish others for oppressing the goblin race, creating a Nilbog. You are an offspring of one such creature, bearing some of its traits.

(These features replace Horde Tactics & Nimble Escape)

  • Nilbog Origins. You know the Vicious Mockery cantrip. Once you reach 3rd level, you can cast the Hideous Laughter spell once with this trait and regain the ability to do so when you finish a Long Rest. You can also cast Hideous Laughter 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). (Points: 5)

  • Reversal of Fortune. As a reaction when you take damage from a weapon attack, you can choose to reduce that damage by an amount equal to 1d8 + your Constitution modifier (minimum of 1). If the amount reduced exceeds the damage dealt, you gain hit points equal to the difference. You can use this ability a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. (Points: 7)

Goliath

At the highest mountain peaks — 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 bodies look as if they are carved from mountain stone and give them great physical power. 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 tribe or die trying.

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.

Fair Play For goliaths, competition exists only when it is supported by a level playing field. Competition measures talent, dedication, and effort. Those factors determine survival in their home territory, not reliance on magic items, money, or other elements that can tip the balance one way or the other. Goliaths happily rely on such benefits, but they are careful to remember that such an advantage can always be lost. A goliath who relies too much on them can grow complacent, a recipe for disaster in the mountains.

This trait manifests most strongly when goliaths interact with other folk. The relationship between peasants and nobles puzzles goliaths. If a king lacks the intelligence or leadership to lead, then clearly the most talented person in the kingdom should take his place. Goliaths rarely keep such opinions to themselves, and mock folk who rely on society’s structures or rules to maintain power.

Survival of the Fittest Among goliaths, any adult who can’t contribute to the tribe is expelled. A lone goliath has little chance of survival, especially an older or weaker one. Goliaths have little pity for adults who can’t take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play.

A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips away in the night to seek the cold will of fate.

In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in battle, at the peak of strength and skill, than endure the slow decay of old age. 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.

Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by long- term leaders. They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age.

Goliath Names Every goliath has three names: a birth name assigned by the newborn’s mother and father, a nickname assigned by the tribal chief, and a family or clan name. A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel.

Birth names are rarely linked to gender. Goliaths see females and males as equal in all things, and they find societies with roles divided by gender to be puzzling or worthy of mockery. To a goliath, the person who is best at a job should be the one tasked with doing it.

A goliath’s nickname is a description that can change on the whim of a chieftain or tribal elder. It refers to a notable deed, either a success or failure, committed by the goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to an individual’s notable deeds.

Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name. In casual conversation, they use their nickname.

Birth Names: Aukan, Eglath, Gae-Al, Gauthak, Ilikan, Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla, Orilo, Paavu, Pethani, Thalai, Thotham, Uthal, Vaunea, Vimak

Nicknames: Bearkiller, Dawncaller, Fearless, Flintfinder, Horncarver, Keeneye, Lonehunter, Longleaper, Rootsmasher, Skywatcher, Steadyhand, Threadtwister, Twice-Orphaned, Twistedlimb, Wordpainter

Clan Names: Anakalathai, Elanithino, Gathakanathi, Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu, Thuliaga, Thunukalathi, Vaimei-Laga

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

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

  • Alignment. Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self- sufficiency and personal accountability, pushes them toward neutrality. However, so Goliaths differ based on their heritage.

  • 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 35 feet. (Points: 2)

  • Creature Type. Your creature type is Humanoid.

  • Giant Ancestry. You are descended from Giants. Choose one of the following benefits - a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. (Points: 9)

  • (a) Cloud’s Jaunt (Cloud Giant). As a Bonus Action, you magically Teleport up to 30 feet to an unoccupied space you can see.

  • (b) Fire’s Burn (Fire Giant). When you hit a target with an Attack Roll and deal damage to it, you can also deal 1d10 Fire Damage to that target.

  • (c) Frost’s Chill (Frost Giant). When you hit a target with an Attack Roll and deal damage to it, you can also deal 1d6 Cold Damage to that target and reduce its Speed by 10 feet until the start of your next turn.

  • (d) Hill’s Tumble (Hill Giant). When you hit a Large or smaller creature with an Attack Roll and deal damage to it, you can knock that target Prone.

  • (e) Stone’s Endurance (Stone Giant). 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.

  • (f) Storm’s Thunder (Storm Giant). When you take damage from a creature within 60 feet of you, you can use your Reaction to deal 1d8 Thunder Damage to that creature.


  • Goliath Build. You have Advantage on any Saving Throw you make to end the Grappled condition on yourself. You also count as one Size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 4)

  • Large Form. Starting at 5th level, you gain the ability to supernaturally grow. As a Bonus Action, you change your Size to Large, provided you’re in a big enough space. This transformation lasts for 10 minutes or until you end it as a Bonus Action. During that duration, you have Advantage on Strength Checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest. (Points: 4)

  • Mountain Born. You’re acclimated to high altitude, including elevations above 20,000 feet. (Points: 1)

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

(Total Points: 32)

Racial Variant: Death Goliath

Long ago, a large band of cloud giants traveled to the Shadowfell in search of a way to preserve their collapsing empire. Desperate to save themselves and their way of life, they collectively made a bet with the Raven Queen, a mysterious god of death and memory who dwells on that plane. Accounts of that bet and its outcome vary: some say the Raven Queen answered every riddle the giants posed until the giants collapsed from exhaustion, while others describe a series of increasingly improbable events favoring the Raven Queen in every wager. What is certain is that the giants severely underestimated the Raven Queen. When they lost their wager, the Shadowfell became their home, and they have grudgingly served the Raven Queen ever since. Death Goliaths descend from these giants.

(These features replace Giant Ancestry & Large Form)

  • Frightening Teleport. As a bonus action, you can teleport up to 40 feet to an unoccupied space you can see. When you reappear, you force creatures within 10 feet of you to make a Wisdom saving throw (DC = 8 + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race) + your Proficiency Bonus), becoming frightened until the end of their next turn on a failed save. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • Shadowy Shield. You have resistance to necrotic damage. (Points: 3)

  • Soul Reap. You know the Blight Claw cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 2)


Racial Variant: Feral Gargun

A small offshoot of the goliath race, feral garguns tear their livelihood out of the frigid northern regions with tooth and claw. Feral garguns derive from goliath and giant parentage. These large, savage humanoids fight in quick, furious bursts of energy. In the barren areas of the north, there is little room for mercy, and the feral garguns have had to learn to be aggressive just to survive.

(These features replace Giant Ancestry & Large Form)

  • Darkvision. You see in any light, as well as total darkness up to 60 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. (Points: 3)

  • Frigid Guardian. You have resistance to cold damage. (Points: 3)

  • Monstrous Muscles. Whenever you would grapple a creature you can roll 1d4 and add the result to the roll, and you can attempt to grapple a creature if it is huge sized or smaller. (Points: 5)

  • Mountain Dweller. You have a climb speed equal to your walking speed. (Points: 2)

Racial Variant: Fomorian Goliath

The most hideous and wicked of all giantkind are the godless fomorians, whose deformed bodies reflect their vile demeanors. Some have facial features randomly distributed around their misshapen, warty heads. Others have limbs of grossly different sizes and shapes, or emit terrible howls each time they draw breath through misshapen mouths. Their wretched appearance rarely evokes sympathy, however, for the fomorians brought their doom upon themselves with the evil that rules their hearts and minds.

  • Curse of Deformation. As an action, you force a non-Fomorian creature you can see within 60 feet of you to make a Charisma saving throw (DC = 8 + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race) + your Proficiency Bonus) or become deformed for 1 minute. While cursed in this way, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. You also must concentrate on this effect as though it were a spell. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • Evil Eye. As an action, you may target one creature you can see within 30 feet of you. The target must succeed on a Charisma saving throw or take 1d12 psychic damage. This ability requires you to use a verbal component, as if it were a spell. The DC for this saving throw is 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (you choose this when you pick this race). The damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). (Points: 2)

  • Plight Unfettered. You have advantage on saving throws to avoid or end the charmed condition on yourself. Additionally, if a spell or effect originating a Fey creature would attempt to Charm you, you can add your proficiency bonus to the roll regardless if it is added already. (Points: 3)

Racial Variant: Moon Goliath

Descendants of the mysterious Moon Giants, Moon Goliaths are able to manifest the powers of moon phases and wield powers of astral creatures not known to their kindred goliaths.

(These features replace Giant Ancestry & Mountain Born)

  • Astral Arcanum. You know the Dancing Lights and Message cantrips. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 4)

  • Lunar Aura. Whenever you take a long rest, roll a d6. Depending upon the result, you can use this aura to enact its effect. You can use this ability twice, and regain all expended uses upon finishing a long rest. (Points: 6)

  • Waning (Odd). As a reaction when a creature within 30 feet of you would fail a saving throw against being charmed or frightened, you can choose to have them succeed instead. Alternatively, when a creature would be attacked by a creature within 30 feet of you, you can use your reaction to impose disadvantage on the roll.

  • Waxing (Even) As a reaction when a creature starts its turn within the radius, you can give that creature a 1d6 bonus to its first melee damage roll it makes that turn and give it advantage on all all Strength checks it makes during that turn.

Racial Variant: Sun Goliath

Descendants of the great Sun Giants, Sun Goliaths exhibit aspects that differ from their kin, allowing them to manipulate astral powers of celestial bodies and wield divine power.

(These features replace Giant Ancestry & Mountain Born)

  • Solar Arcanum. You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Guiding Bolt spell once. Once you reach 5th level, you can cast the Flaming Sphere spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Sun's Majesty. You are resistant to radiant damage. (Points: 2)


Racial Variant: Voadkyn Goliath

Before the existance of Firbolgs there were Voadkyn, a race of giants cut off from the rest of giant-kind, living in temperate woodland environments and rainforests. These creatures are able to manifest druidic powers and walk these lands with ease.

(These features replace Giant Ancestry & Mountain Born)

  • Forestwalker. You can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement. (Points: 2)

  • Voadkyn Magic. You know the Thorn Whip cantrip. Once you reach 3rd level, you can cast the Entangle spell once. Once you reach 5th level, you can cast the Spike Growth spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Grung

Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.

Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. From lowest to highest caste, grungs can be green, blue, purple, red, orange, or gold.

All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons. Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly poisoned food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic. Being amphibious, grungs require water to live; any grung that fails to immerse itself in water for at least 1 hour during a day becomes quite exhausted.

Green grungs are the tribe's warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. Red grungs are the tribe's scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung.

A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste.

(Total Points: 32)


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Grungs mature to adulthood in a single year, but have been known to live up to 50 years.

  • Alignment. Most grungs are lawful, having been raised in a strict caste system. They tend toward evil as well, coming from a culture where social advancement occurs rarely, and most often because another member of your army has died and there is no one else of that caste to fill the vacancy.

  • Size. Grungs stand between 2 ½ and 3 ½ feet tall and average about 30 pounds. Your size is Small. (Points: -2)

  • Speed. You have a walking speed of 25 feet. (Points: -2)

  • Creature Type. Your creature type is Humanoid.

  • Arboreal Alertness. You have proficiency with two skills of your choice. (Points: 5)

  • Aquatic Adept. You can breathe air and water and have a swim speed of 30 feet. (Points: 4)

  • Grung Weapon Training. You are proficient with one weapon/tool/instrument of your choice. (Points: 1)

  • Poisonous Skin. Whenever a creature grapples you or otherwise comes into direct contact with your skin, you can use your reaction to force it to make a Constitution saving throw or become poisoned for 1 minute. The DC for this is 8 + your Constitution modifier + your Proficiency bonus. On a failed save, they also take 2d4 poison damage, or half as much on a success. The damage increases to 4d4 at 6th level, 6d4 at 11th level, and 8d4 at 16th level. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed the Constitution saving throw or takes the poison damage from above only. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. (Points: 7)

  • Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start. (Points: 2)

  • Toxic Buildup. You have resistance to poison damage and have advantage on saving throws to avoid or end the poisoned condition on yourself. (Points: 5)

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

Hadozee

Hadozees are people with simian features that long ago adapted to live among the tall trees of their home world. They are natural climbers, with feet as dexterous as their hands, even to the extent of having opposable thumbs. Membranes of skin hang loosely from their arms and legs. When stretched taut, these membranes enable a hadozee to glide. The first hadozees were hunted by large natural predators. To survive in this hostile environment, they developed an instinctual sense of community. Today, that same instinct compels many hadozees to cultivate friendships, knowing there is safety in numbers


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Hadozee attain maturity around the ages of 10-14, and generally live around 50 years.

  • Alignment. They range anywhere normal humans do as well in alignment.

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

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Dexterous Feet. As a bonus action, you can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. (Points: 3)

  • Glide. If you are not incapacitated or wearing heavy armor, you can extend your skin membranes and glide. When you do so, you can perform the following aerial maneuvers:

  • You can move up to 5 feet horizontally for every 1 foot you descend in the air, at no movement cost to you.

  • When you would take damage from a fall, you can use your reaction to reduce the fall's damage to 0. (Points: 4)

  • Hadozee Resilience. The magic that runs in your veins heightens your natural defenses. When you take damage, you can use your reaction to roll a d6. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage). You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. (Points: 8)

  • Natural Climber. You have a climbing speed of 30 feet. (Points: 2)

  • Primal Instinct. You gain proficiency in one skill of your choice. (Points: 3)

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

(Total Points: 32)

Half-Elf

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

Traits

  • Ability Score Increase. One ability score of your choice increases by 2, and two different ability scores of your choice increase by 1. (Points: 16)

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

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

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

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • 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 color in darkness, only shades of gray. (Points: 3)

  • Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. (Points: 2)

  • Knack For Success. As a bonus action, a creature within 5 feet of you that you can see gains Momentary Success. Within the next minute, a creature with Momentary Success can expend it on their turn as a free action to move up to 10 feet, or gain a +2 bonus to their next attack roll, ability check, or saving throw made within the next minute. A creature can have only one instance of Momentary Success at a time. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Languages. You can speak, read, and write Common, and two extra languages of your choice. (Points: 1)

  • Half-Elf Versatility. Choose one of the following options for your Half-Elf character. (Points: 6)

(Total Points: 32)


Half-Elf Versatility Options

  • (a) Arcane Wielder (Mithril Elf Heritage). You can cast the Magic Weapon spell once, and it recharges after a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). Additionally, your darkvision has a range of 120 feet, instead of 60. (Points: 6)

  • (b) Afflicted Flesh (Viridian Elf Heritage). You have advantage on saving throws against disease. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. You have claws with which you can make unarmed strikes which deal slashing damage equal to 1d4 + your Strength modifier. Finally, you know the Infestation cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 6)

  • (c) Cantrips (High Elf Heritage). You know two cantrips of your choice from the wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 6)

  • (d) Death Magic (Mul Daya Elf Heritage). You know the chill touch cantrip. Also, you can cast the hex spell once, and regain the ability to cast it again upon finishing a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 6)

  • (e) Drow Magic (Dark Elf Heritage). You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 6)

  • (f) Elvish Versatility. You gain proficiency in two skills of your choice and one weapon/tool/instrument of your choice. (Points: 6)

  • (g) Feathery Wings (Avariel Elf Heritage). When you fall and aren't incapacitated, your rate of descent slows to 60 feet per round. Whenever you land, you take no falling damage and land on your feet. Also, whenever you make a Wisdom (Perception) check, you can roll a d4 and add the result to the roll. (Points: 6)

  • (h) Fey Presence (Eladrin/Shadar-Kai Heritage). You have resistance to your choice of cold, lightning, necrotic, or radiant damage. At 5th level you can cast the Misty Step spell once, and regain the ability to cast it again upon finishing a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 6)

  • (i) Moon's Guidance (Pallid Elf Heritage). You know the Light cantrip. At 3rd level you can also cast the Invisibility spell once (targeting yourself only), and regain the ability to cast it again upon finishing a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 6)

  • (j) Sea's Blessing (Sea Elf Heritage). You have a swimming speed of 30 feet, and you can breathe air and water. Additionally, using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed. (Points: 6)

  • (k) Spectral Aura (Ghost Elf Heritage). You glow with the brightness of a candle in the dark (You shed bright light in a 5-foot radius and dim light for an additional 5 feet). You can suppress this aura at will as a free action. When you reach 3rd level, you can cast See Invisibility once, and it recharges after a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 6)

  • (l) Star's Grace (Astral Elf Heritage). You know the Dancing Lights cantrip. At 3rd level you can cast the Misty Step spell once, and regain the ability to cast it again upon finishing a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 6)

  • (m) Wild Mark (Wood Elf Heritage). You know the Druidcraft cantrip and Wisdom is your spellcasting ability for it. Your base walking speed increases to 35 feet. You also have proficiency with two weapons/tools/instruments of your choice. (Points: 6)

  • (n) Zendikar's Legacy (Tajuru Elf Heritage). You gain proficiency with one skill of your choice. When you reach 3rd level, you can cast Ensnaring Strike once, and it recharges after a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race).

Racial Variant: Mark of Detection Half-Elf

(These features replace Ability Score Improvement, Knack For Success, and Half-Elf Versatility)

  • Ability Score Increase. One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. (Points: 12)

  • Deductive Intuition. Whenever you make an Intelligence (Investigation) or a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the total ability check. (Points: 6)

  • Magical Detection. At 3rd level you can cast the Detect Magic and the Detect Poison and Disease spells with this trait. Starting at 7th level, you can also cast the See Invisibility spell with it. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Racial Variant: Mark of Storm Half-Elf

(These features replace Ability Score Improvement, Knack For Success, and Half-Elf Versatility)

  • Ability Score Increase. One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. (Points: 12)

  • Headwinds. You know the Gust cantrip. Starting at 3rd level, you can also cast the Fog Cloud spell with it. Starting at 5th level, you can also cast the Gust of Wind spell with it. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Storm's Boon. You have resistance to Lightning damage. (Points: 3)

  • Windwright's Intuition. Whenever you make a Dexterity (Acrobatics) check or any Ability Check involving Navigator's Tools, you can roll a d4 and add the number rolled to the total ability check. (Points: 3)

Half-Medusa

Half-Medusa are born from either a peculiar relationship between a Medusa and another humanoid, or in the rare occurrence that a creature bargains for Immortality and Beauty only to have the beginnings of the Medusa's curse placed upon them. These creatures take on more of an appearance of their monstrous parent, while having more personality characteristics of their humanoid parent. These creatures have scaly skin, usually in hues ranging from tanned brown to hues of green and blue. There is no hair on their bodies aside from the Snake appendages that adorn their heads. Generally, they can have a variety and range of personalities, but all seem to have an underlining predatory streak within them. They are often ostracized from normal cultures due to their heritage, which leads to many of them attempting to disguise themselves or pass themselves off as Tieflings.

(Total Points: 32)


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Half-Medusas mature at the same rate as Humans, but can live longer than 200 years.

  • Alignment. While Medusas lean towards very strict and Lawful tendencies; their half-blooded children are more inclined towards a Chaotic alignment due to their often strenuous and ostracized upbringing.

  • Size. Half-Medusas are the same size and build as humans. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid. You are also considered a human for any prerequisite or effect that requires you to be a human. (Points: 0)

  • Constricting Gaze. While you may not sport the cursed gaze of your monstrous parent, your gaze can still force the muscles of creatures to harden for a short period of time. As an action, you can force a creature you can see and can see you within 60 feet of you to make a save against your monstrous gaze. A creature must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier), or have its speed reduced to 0, and be incapacitated until the end of your next turn. You can use this feature twice, and regain all expended uses upon finishing a Long rest. (Points: 8)

  • 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. (Points: 3)

  • Reptilian Acuity. You have a Climb and Swim speed of 30 feet. (Points: 4)

  • Resilient Skin. You have advantage on saving throws you make to avoid or end the petrified condition on yourself. (Points: 1)

  • Snake Hair. The snakes you have instead of hair are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 1)

  • Venomous Infusion. Whenever you deal damage to a creature with a spell attack or weapon attack, you can choose to infuse that weapon attack with your snake venom, causing it to deal an additional 2d4 Poison damage on hit. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 3)

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

Half-Orc

Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, 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 human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.

Scarred and Strong Half-orcs’ grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Half-orcs stand between 5 and 7 feet tall and usually weigh between 180 and 250 pounds.

Orcs regard battle scars as tokens of 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 humans might display these scars proudly or hide them in shame.

The Mark of Gruumsh The one-eyed god Gruumsh created the orcs, and even those orcs who turn away from his worship can’t fully escape his influence. The same is true of half-orcs, though their human blood moderates the impact of their orcish heritage. Some half-orcs hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh’s exultation when they join in melee combat—and either exult along with him or shiver with fear and loathing. Half-orcs are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it.

Beyond the rage of Gruumsh, 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. The most accomplished half-orcs are those with enough self-control to get by in a civilized land.

Tribes and Slums Half-orcs most often live among orcs. Of the other races, humans are most likely to accept half-orcs, and half-orcs almost always live in human lands when not living among orc tribes. Whether proving themselves among rough barbarian tribes or scrabbling to survive in the slums of larger cities, half-orcs get by on their physical might, their endurance, and the sheer determination they inherit from their human ancestry.

(Total Points: 32)

Half-Orc Names Half-orcs usually have names appropriate to the culture in which they were raised. A half-orc who wants to fit in among humans might trade an orc name for a human name. Some half-orcs with human names decide to adopt a guttural orc name because they think it makes them more intimidating.

Male Orc Names: Dench, Feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Mhurren, Ront, Shump, Thokk

Female Orc Names: Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shautha, Sutha, Vola, Volen, Yevelda

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

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

  • Alignment. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

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

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Adrenaline Rush. You can take the Dash Action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. 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. (Points: 4)

  • Brains & Brawn. You gain proficiency in two skills of your choice. (Points: 5)

  • 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 color in darkness, only shades of gray. (Points: 3)

  • 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. (Points: 5)

  • 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. (Points: 3)

  • Languages. You can speak, read, and write Common and another language of your choice.

Racial Variant: Mark of Finding Half Orc

The Mark of Finding only manifests on half-orcs. Despite their orcish blood, heirs of the Mark of Finding often resemble their human parents in appearance and temperament. When you create your character, decide if the signs of your orcish ancestry are obvious or subtle. (These features replace Relentless Endurance and Savage Attacks)

  • Finder's Magic. You can cast the Hunter's Mark spell with this trait. Starting at 3rd level, you can also cast the Locate Object spell with it. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Racial Variant: Sharakim

To an untrained eye, a sharakim could pass for an orc; but they are human. As some form of divine punishment, a band of humans were cursed, and their bloodline has carried this taint for generations. Sharakim stand between 5 feet and 6 feet tall and weigh 140 to 275 pounds. Their skin ranges from light gray to coal black; their hair is thick but not coarse, and such a deep black it seems almost blue, though some sharakim sport silver or white streaks. They usually have either jet-black or slate-gray eyes, and more rarely eyes of dark blue or dark green. Small, curved horns protrude from both temples, and their lower canines are sharp tusks that jut up past their upper lips. Sharakim noses are usually short and snubbed, with wide nostrils. (These features replace Relentless Endurance and Savage Attacks)

  • Shadow Affinity. You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once. Once you reach 5th level, you can cast the Pass Without Trace spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Halfling

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

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’ 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. They like to wear simple, comfortable, and practical clothes, favoring bright colors.

Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.

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.

Blend into the Crowd 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 work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.

Pastoral Pleasantries Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don’t recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.

Many halflings live among other races, where the halflings’ hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)
  • Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

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

  • Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. (Points: -2)

  • Speed. Your base walking speed is 25 feet. (Points: -2)

  • Creature Type. Your creature type is Humanoid.

  • Brave. You have advantage on saving throws to avoid or end the frightened condition on yourself. (Points: 2)

  • Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours. (Points: 2)

  • Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. (Points: 6)

  • Traditional Knowledge. Halfling society is built upon tradition and learning one's craft. As such, halfings are quite knowledgeable about their family and their way of life. You become proficient with one weapon/tool/instrument of your choice. (Points: 1)

  • Languages. You can speak, read, and write Common and another language of your choice.

  • Subrace. Choose one of the following subrace options. (Points: 13)

(Total Points: 32)

Subrace: Ghostwise Halfling

Ghostwise halflings are generally very concerned (some might say obsessed) with family and clan. They do not experience as much wanderlust as the other halfling subraces.

  • Nomad's Training. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. You also know the Create Bonfire cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 3)

  • Seasoned Hunter. Whenever you make a Wisdom (Animal Handling) check, you can roll a d4 and add the result to the roll. At 3rd level, you can cast the Hunter's Mark spell once, and regain the ability to cast it again upon finishing a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 6)

  • 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. (Points: 4)


Subrace: Mark of Healing Halfling

A Mark of Healing halfling can save a life with a touch, restoring vitality and the will to live. When dealing with mundane medicine, the Mark of Healing’s power helps its bearer sense the nature of maladies and afflictions and find the best solution.

  • Dragonmarked Restoration. Whenever you cast a spell that heals a creature, you can choose to have that creature also gain temporary hit points equal to your level. Once you use this ability, you can't use it again until you finish a long rest. (Points: 2)

  • Healing Touch. You know the cantrip Spare the Dying. At 3rd level, you can cast the Cure Wounds spell with this trait. Beginning at 5th level, you can also cast the Lesser Restoration spell with this trait. Once you cast either spell with this trait, you can't cast that spell again until you finish a long rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Medical Intuition. When you make a Wisdom (Medicine) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. (Points: 3)

Subrace: Mark of Hospitality Halfling

They may not always have gold, but a Mark of Hospitality halfling is sure to be rich in friends. The magic of the Mark of Hospitality allows them to keep a place clean, and to heat, chill, and season food. But it also helps the bearer connect with others, setting troubled minds at ease — a powerful tool, though it can cause anger if abused.

  • Ever Hospitable. When you make a Charisma (Persuasion) check or an ability check involving Brewer's Supplies or Cook's Utensils, you can roll one Intuition die (a d4) and add the number rolled to the ability check. (Points: 4)

  • Innkeeper's Charms. You know the cantrips Friends and Prestidigitation. At 3rd level, you can cast the Purify Food and Drink spell with this trait. Beginning at 5th level, you can also cast the Unseen Servant spell with this trait. Once you cast either spell with this trait, you can't cast that spell again until you finish a long rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)


Subrace: Lightfoot Halfling

As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot halflings have spread the farthest and thus are the most common variety. Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. In the world of Greyhawk, these halflings are called hairfeet or tallfellows.

  • 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. (Points: 5)

  • Traveler’s Learnings. You gain proficiency in two skills of your choice. (Points: 5)

  • Worldwide Wanderer. Your feet are accustomed to the strangest places of the world. You can move across nonmagical difficult terrain without expending extra movement. (Points: 3)

Subrace: Lotusden Halfling

Long tied to the natural heart of the Lotusden Greenwood, these halflings have adapted to live synergistically with the chaotic laws of the wilds.

  • Child of the Wood. You know the Druidcraft cantrip. Once you reach 3rd level, you can cast the Entangle spell once. Once you reach 5th level, you can also cast the Spike Growth spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Forest Sheltered. You have advantage on Dexterity (Stealth) checks made to hide in foliage, trees, or other forest terrain. (Points: 2)

  • Timberwalk. Ability checks made to track you have disadvantage, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement. (Points: 3)


Subrace: Stout Halfling

As a stout halfling, you’re hardier than average and have some resistance to poison. Some say that stouts have dwarven blood. In the Forgotten Realms, these halflings are called stronghearts, and they’re most common in the south.

  • Armament Bearer. You gain proficiency with either (a) light armor and one weapon/tool/instrument of your choice, OR (b) three weapons/tools/instruments of your choice. (Points: 3)

  • 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. (Points: 3)

  • Outsize Strength. While grappling, you are considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on your attack rolls. (Points: 2)

  • Strongheart Resilience. You have advantage on saving throws to avoid or end the poisoned condition on yourself, and you have resistance against poison damage. (Points: 5)

(Total Points: 32)

Harengon

Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm's exuberance with them, and learning new languages as they went.

Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Harengons have a life span of about a century.

  • Alignment. Rabbitfolk are generally chaotic creatures of good or neutral ilk.

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

  • Speed. Your walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Darkvision. You see in any light, as well as total darkness up to 60 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. (Points: 3)

  • Hare-Trigger. You have a +2 bonus to your initiative rolls. (Points: 4)

  • Leporine Senses. You are proficient in one skill of your choice. (Points: 3)

  • Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0. (Points: 5)

  • Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. (Points: 5)

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

(Total Points: 32)

Harpy Spawn

Taking glee in suffering and death, the sadistic harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume.

A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human. Its wicked talons and bone club make it a formidable threat in combat, and its eyes reflect the absolute evil of its soul.

Divine Curse. Long ago, an elf wandering a forest heard birdsong so pure and wholesome that she was moved to tears. Following the music, she came upon a clearing where stood a handsome elf youth who had also paused to hear the bird's song. This was Fenmarel Mestarine, a reclusive elf god. His divine presence stole her heart as he fled, vanishing into the woods as if he was never there. Though the elf searched the woods and called for her stranger, she found no sign of his passage. Driven to despair by her longing, she begged the gods to help her. Aerdrie Faenya, elf goddess of the sky, heard the elf's cries and was moved to her aid. She appeared as the bird whose song had entranced the outcast god, then taught that song of beauty and seduction to the elf.

When her singing failed to draw Fenmarel Mestarine to her side, the elf cursed the gods, invoking a dreadful power and transforming her into the first harpy. The curse worked its magic on the elf's spirit as well as her body, turning her desire for love into a hunger for flesh, even as her beautiful song continued to draw creatures to her deadly embrace.

Harpy Song. To hear a harpy's song is to hear music more beautiful than anything else in the world. A traveler that succumbs to the entrancing effect of that singing is compelled to blunder toward its source. A harpy sometimes charms victims before it attacks, but a more effective use of its song is to lure prey over cliffs, into bogs and quicksand, or into deadly pits. Creatures trapped or incapacitated then become easy targets for the harpy's wrath. Sadistic Cowards. Harpies haunt bleak coastal cliffs and other places hazardous to non-flying creatures. Harpies have no interest in a fair fight, and they never attack unless they have a clear advantage. If a fight turns against a harpy, it lacks the cunning to adapt and will flee and go hungry rather than risk straight-up combat. When they attack, harpies play with their food, delighting in the "music" their victims make as they scream. A harpy takes its time dismembering a helpless foe and can spend days torturing a victim before the merciful end.

Gruesome Collectors. Harpies take shiny baubles, valuable objects, and other trophies from their victims, sometimes fighting with each other for the right to claim the choicest prizes. When no valuable objects can be found, a harpy takes hair, bones, or body parts to line its nest. A harpy's lair is usually hidden in remote ruins, where adventurers can discover valuable treasure and magic hidden beneath foul piles of offal.

Spawn. Taking after their harpy parents, the harpy spawn exhibits similar traits and attitudes.

Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Harpy Spawn mature similar to humans and live around a century.

  • Alignment. Most Harpy Spawn are Chaotic Evil.

  • Size. Harpy Spawn have similar height and build to humans. Your size is Medium.

  • Speed. Your base walking speed is 25 feet. (Points: -2)

  • Creature Type. Your creature type is Monstrosity. (Points: 2)

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

  • 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. (Points: 3)

  • Flyby Tactics. As a bonus action, you can prepare yourself for battle. When you do so, you don't provoke opportunity attacks when you fly out of an enemy's reach for that turn. You can use this ability a number of times equal to your proficiency bonus and regain all expended uses after finishing a long rest. (Points: 4)

  • Harpy's Wings. You have bird-like wings sprouting from your shoulders. You have a flying speed of 30 feet, but you fall if you end your turn in the air and nothing else is holding you aloft. To use this speed, you can’t be wearing heavy armor. (Points: 8)

  • Luring Song. At 3rd level, as an action, you can sing a magical melody for up to 1 minute, during which you must concentrate on it as if concentrating on a spell. A humanoid or giant within 300 feet of you that can hear the song must succeed on a Wisdom saving throw (save DC = 8 + your Intelligence, Wisdom, or Charisma modifier (choose when you pick this race) + your proficiency bonus), or become charmed until the song ends. You must take a bonus action on your subsequent turns to continue singing. While charmed by you, a target is incapacitated and ignores the songs of other harpy spawn or harpies. If the charmed target is more than 5 feet away from you, the target must move on its turn toward you by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to your luring song for the next 24 hours. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • Visage of Desire. At 5th level, as an action, you can project a vision into the mind of a creature you can see within 30 feet of you that isn't a construct or undead, showing it achieving whatever it most desires. An affected creature must succeed on a Wisdom saving throw (save DC = 8 + your Intelligence, Wisdom, or Charisma modifier (choose when you pick this race) + your proficiency bonus), or drop whatever it is holding and become paralyzed until the end of its next turn. Once you use this ability, you can't use it again until you finish a long rest. (Points: 3)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Harssaf

As harsh and unyielding as their desert homes, harssafs don't typically deal congenially with others. Harssafs live in and wander the great deserts and barren places of the world. Seemingly composed of the fire and sand of their home terrain, they live in nomadic bands and frequently raid settlements within or near their desert homes.

Harssafs live mostly insular lives, traveling and raiding throughout a massive section of desert. Harssafs have no compunctions about killing when necessary, but they take no particular pride in it. Killing to the harssafs is a necessary skill to survive the coming sandstorms that will carry the great desert to the far reaches of the world.

A harssaf prefers to ambush its opponents, hiding among the dunes near the desert edge in sand form or just beneath the sands and using its blindsense to determine when potential targets wander by. Once engaged in melee, a harssaf ignites its weapons and closes to melee, wielding its twin kukris with deadly efficiency. Most clans of harssafs include monks that specialize in the arts of grappling, and one of these can frequently be found as part of a raiding party. These individuals have the unenviable job of subduing spellcasters, especially those that exhibit any signs of casting cold magic.

Harssafs worship no particular deity, but rather worship the desert itself. They believe their race once spawned from the desert, and that one day the desert will rise up to swallow the earth in its warm embrace. Only they, the faithfully prepared, will survive the onslaught of the desert. A few worship powerful lords of the Elemental Plane of Fire.

Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Hassaf mature about the same as humans, but can live for a few hundred years.

  • Alignment. Hassaf clans tend to be orderly in structure but their raiding nature can often lead them down a chaotic path. In truth, it's entirely up to the individual.

  • Size. Harssafs stand about 6 feet tall and weigh about 190 pounds. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Blindsight. You have Blindsight out to 30 feet. (Points: 8)

  • Desert Resilience. You have resistance to fire damage. (Points: 4)

  • Flaming Aura. As a bonus action, you can generate a field of intense heat around you that lasts for up to 1 minute or until you are incapacitated. While active, you emit bright light within a 10 foot radius, and dim light in a 20 foot radius. Additionally, whenever a hostile creature hits you with a melee attack, grapples you, or hits you with a spell with range of touch while the field is up, that creature takes 1d6 fire damage. Once the field has dealt a total of 4d6 damage, the field ends. While the field is active, you can also touch a flammable object as an action and ignite it if it isn't being worn or carried. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 5)

  • Master of Sands. Once you reach 3rd level, you can cast the Thunderwave spell once, except when you cast it appears as a blast of sand. Once you reach 5th level, you can cast the Gaseous Form spell once (self only) except when you cast it you look like a sandstorm instead of a misty cloud. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 7)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Hegeyokai

Hengeyokai are intelligent, shapechanging animals, able to shift freely between human and animal forms, as well as a bipedal, animalistic form. Several subraces exist, defined by the kind of animal form they can assume. They are typically found on the fringes of human-settled lands, where they can mingle in human form but retreat to solitude when they desire. Hengeyokai are not found in Rokugan.

In animal form, hengeyokai are almost indistinguishable from normal animals except through magic. Naturally, their behavior often provides proof of their intelligence, so careful observation of a hengeyokai in animal form can reveal that it is not what it appears to be.

Hengeyokai can also assume a bipedal, animalistic ("hybrid") form. They stand on their hind legs (or similar appendages) to the height of their human form. The front paws, wings, or fins change into hands, capable of gripping and using normal equipment. The rest of the body retains the general appearance of the animal, including fur, feathers, wings, tail, and other characteristic features, but in the overall shape of a humanoid head and torso.

In human form, hengeyokai look exactly like normal humans, though (like lycanthropes) they often display some feature associated with their animal form. For example, a sparrow hengeyokai might have a sharply pointed nose, while a rat hengeyokai might have beady eyes and a long mustache.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Hengeyokai mature similar to humans and live around a century.

  • Alignment. Hengeyokai tend to be Chaotic by nature.

  • Size. While your height may vary based on your animal legacy, your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Animal's Agility. You have a +2 bonus on Dexterity saving throws. (Points: 4)

  • Animal Legacy. When you pick this race, choose one CR 0 Beast to emulate (this decides your appearance). (Points: 0)

  • Beast Shift. You can cast the spell polymorph on yourself to transform into the creature you chose for your animal legacy trait only. This spell's duration is extended up to 8 hours. After using this ability, you may not do so again until you finish a short or long rest. (Points: 4)

  • Hybrid Form. At 3rd level, you can attain a hybrid form as a bonus action, which lasts for up to 1 minute. While in this form, you take on a humanoid state but bearing traits of your animal legacy creature (These do impact your stats in any way). When you do, your melee attacks deal an additional 1d4 damage, and you can make an unarmed strike as a bonus action on your turn. Additionally, while in this form, you have advantage on Wisdom (Survival) checks. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. (Points: 4)

  • Yokai Arcana. You know one cantrip of your choice from the wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 3)

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

(Total Points: 32)

Hellbred

Sometimes, a soul recognizes the great evil he committed in life and truly wishes to repent. Most of these unfortunates become specters that haunt Dis, repenting only as they realize their true fate. Others ascend to the heavens, having sought forgiveness before it was too late. Hellbred fall in the middle. They repent in the moment before their condemnation to Hell, yet too late to find salvation. The lords of good and justice, suspicious that the condemned soul merely seeks escape for selfish reasons, instead reincarnate the individual to give him one last chance at salvation. In exchange, this newborn creature, called a hellbred, gains impressive powers to better thwart the minions of Hell and maybe - in some way - prove his worth to the gods of good to gain clemency. The dukes of Hell do not forget those who have escaped their clutches. A hellbred faces a difficult path to salvation, but he fights in the name of justice with unmatched fervor.

Most hellbred are truly damned, despite their best efforts. While they sought repentance, they asked for it too late. Only the most epic of heroic acts can release them from their bond to Hell. Thus, a hellbred embarks on one seemingly doomed or impossible quest after another. A hellbred must prove his worth to the lords of good, but the laws encoded in the Pact Primeval ensure that only the most exceptional hellbred ascend to the celestial planes. Most still end up in Hell, where devils await to extract a hideous price for their daring. A hellbred must complete a truly legendary act - such as singlehandedly saving a city from invaders, destroying a duke or archduke of Hell, annihilating a potent artifact of evil, and so forth - to earn salvation. Most die long before achieving such goals, as they throw themselves into their crusade with the reckless abandon of the damned.

The Scourging The Scourging transforms a character into a creature known as a hellbred. The powers of good and evil - warring for a hellbred's soul - rend and twist him into a new form.

Their physical form is that of a humanoid with dark red, smooth skin, or sometimes green scales. A hellbred usually has horns, though their exact form varies. He might have a single horn in the center of their forehead, a pair of short, stubby horns, or large horns similar to those of a ram. Their eyes shine with a sinister, red glow. These physical aspects are a parting gift from a hellbred's onetime diabolic masters, serving as a reminder of the sins of their previous life.

While a hellbred's outer body is a product of Hell, G inner mind and soul are purged and cleaned by the powers of good. He retains shadowy, vague memories of G past. The sight of a onetime ally or enemy triggers a vague sense of unease or pain, but details or exact memories are no more than shards of a split second of the past. Freed from the burden of guilt and the influences of those who drove him to evil, a hellbred is free to seek their own path.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Hellbred can be as aged as when they first sought out redemption after death, but few make it far on their desperate quest.

  • Alignment. Hellbred are almost always lawful good. A few are chaotic good or neutral good. Hellbred are fully dedicated to eradicating evil.

  • Size. Hellbred have similar height and stature to humans, your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • 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. (Points: 3)

  • Devil's Favor. Whenever you make an attack roll, ability check, or saving throw, but before you know if the outcome succeeds or fails, you can use your reaction to add a +2 bonus to the roll. You can use this ability a number of times equal to your proficiency bonus, and regain all expended uses upon finishing a long rest. (Points: 6)

  • Evil's Exception. Your soul is pure, but your body still contains the taint of the evils you did in life. As such, you ignore alignment restrictions for attuning to magical items. (Points: 1)

  • Hellish Aspect. You gain one of the Hellish Aspect options. (Points: 5)

  • Infernal Mien. Whenever you make a Charisma (Intimidation) check, you can roll a d4 and add the number rolled to the total ability check. (Points: 3)

  • Resilient Body. You have advantage on saving throws against disease, as well as to avoid or end the poisoned condition on yourself, and you have resistance against poison damage. (Points: 6)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Hellish Aspect Options

Choose one of the following options for your character.

Devils' Aura

Your close association with diabolic powers stains your soul. By focusing your power, you can cause other creatures to become unsettled and nervous in your presence.

  • As an action, you can summon forth an aura of terror that surrounds you.

  • When you do, creatures within 10 feet of you must make a Wisdom save (DC = 8 + your Intelligence, Wisdom, or Charisma modifier (you choose this when you pick this race) or become frightened of you for 1 minute.

  • An affected creature can repeat this saving throw at the end of its turn, ending the effect on a success.

  • Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

Devil's Flesh

Your skin thickens and assumes a scaled, leathery texture that turns aside blows but serves as a clear mark of your taint.

  • When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your devil's flesh to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your devil's flesh. (Points: 3)

  • Additionally, the dice you add through your Infernal Mien feature becomes a d6 instead of a d4. (Points: 2)

Devil's Sight

Your eyes glow red with infernal energy, allowing you to pierce magical darkness.

  • The range of your Darkvision improves by 60 feet. (Points: 1)

  • Additionally, as a bonus action, you can gain Blindsight with a range of 120 feet for a number of rounds equal to 1 + your proficiency bonus. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

    
    

Devil's Stamina

Your body is infused with the toughness and fortitude of a devil. You can shrug off attacks that would slay a lesser creature.

  • Your hit point maximum increases by half your level (minimum 1). (Points: 2)

  • Additionally, as an action, you can gain a number of temporary hit points equal to your level + your Constitution modifier (minimum 1). Once you use this ability, you can't use it again until you finish a long rest. (Points: 3)

Devil's Tongue

You gain a devil's talent for trickery and deceit. Your words form a verbal maze that clouds your opponent's mind. As a physical mark of this ability, your tongue becomes forked like a serpent's.

  • You know the friends cantrip. Starting at 3rd level, you can cast the charm person spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 5)

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 wild shades, lengthy hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as long life, 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 a “eldercross” or “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
d8 Origins
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 their 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 or crime 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.
7 You made a deal with a hag, but they twisted your words and transformed you.
8 You are a child of the wilds. Animals and mysterious whispers were the only family you ever knew.

(Total Points: 32)


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Hexbloods have very long lifespans, but often depend on the circumstances of how they became a Hexblood.

  • Alignment. Hexbloods can have a wide variety of alignment, but many are often corrupted by the hags whom they own their powers to.

  • Size. Your size is either Small or Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Fey. (Points: 2)

  • 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. (Points: 3)

  • Hex Magic. You can cast the disguise self spell with this trait. At 3rd level, you can cast the hex spell once with this trait. Once you cast disguise self or hex 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). (Points: 7)

  • Eerie Token. As a bonus action, you can harmlessly pull out one of your nails, a tooth, or a lock of hair. This token is imbued with magic until you finish a long rest. While the token is imbued this way, you can take the following 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 on the same plane of existence and 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. Afterward, 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. (Points: 2)

  • Languages. You can speak, read, and write Common and another language of your choice.

  • Subrace. Choose one of the following subraces for your character. (Points: 6)

Subrace: Annis Hexblood

Annis hags lair in mountains or hills. Despite being hunchbacked and hump-shouldered, they are the largest and most physically imposing of their kind, standing eight feet tall. Tormenting the Weak. Although annis hags can easily tear a grown man apart, they love hunting children, preferring their flesh above all others. They use the flayed skin of such victims to make supple leather, and a hag's lair often shows the signs of this industry. Annis hags leave tokens of their cruelty at the edges of forests and other areas they claim. In this way, they provoke fear and paranoia in nearby villages and settlements. You share some of their powers.

  • Crushing Hug. When you hit a creature with a melee attack on your turn, you can force the creature to make a Strength saving throw (DC = 8 + your Strength modifier + your Proficiency Bonus), taking 3d6 bludgeoning damage and becoming grappled by you on a failed save if it is large sized or smaller. A creature grappled this way can free itself by making an Athletics check against your save DC (DC = 8 + your Strength modifier + your Proficiency Bonus) freeing itself on a success. A creature grappled this way takes 3d6 bludgeoning damage at the start of each of its turns. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

Subrace: Bheur Hexblood

Bheur hags live in wintry lands, favoring snowy mountains. These hags become more active during winter, using their ice and weather magic to make life miserable for nearby settlements. A bheur hag's skin has the bluish hue of a person who has frozen to death. The hag's hair is white, and the hag is emaciated, with pale eyes surrounded by bruise-colored flesh. A bheur hag carries a twisted gray wooden staff that can be ridden like a flying broom and that augments the hag's magic. You share some of their powers.

  • Frost Striker. You know the Ray of Frost cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). (Points: 2)

  • Horrific Feast. As an action, you can consume the corpse of a creature that has died within the last minute and gain temporary hit points equal to your level. Once you use this ability, you can't use it again until you finish a long rest. (Points: 2)

  • Ice Walker. You can move across nonmagical difficult terrain made of ice or snow without expending extra movement. (Points: 2)

Subrace: Dusk Hexblood

Dusk hags resemble gnarled crones with shriveled orange skin, tangled gray hair, and eyes that burn like hot coals. They see visions of the future in their dreams, and their dark magic allows them to influence the dreams of others, sending messages or inflicting nightmares with a touch. Tales talk of ambitious wizards, frantic monarchs, and desperate heroes undertaking quests or making bargains with a dusk hag in exchange for its prophecies and visions of the future. But the information gained from a dusk hag often has a way of causing more pain than joy. Like all hags, dusk hags enjoy causing strife to those who bargain with them, and find ways to twist and turn promises to their own advantage. The Dusk Hag Prophecies table provides examples of the sort of dreams dusk hags might share with unsuspecting sleepers. You share some of their powers.

  • Dream Eater. Whenever you deal damage to an unconscious creature, you can add one additional damage dice to the damage roll. (Points: 1)

  • Nightmare Touch. As an action, you make a melee attack roll against a creature within 5 feet of you that you can see using your choice of your Intelligence, Wisdom, or Charisma modifier (you choose this when you pick this race). On a hit, you deal 2d6 psychic damage. The damage dice increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6). (Points: 2)

  • Luller of Foes. At 3rd level, you can cast the Sleep spell once, and regain the ability to cast it again when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 3)


Subrace: Green Hexblood

The wretched and hateful green hags dwell in dying forests, lonely swamps, and misty moors, making their homes in caves. Green hags love to manipulate other creatures into doing their bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts. You share some of their powers.

  • Amphibious. You can breathe air and water. (Points: 2)

  • Hexblood's Passage. At 5th level, you can cast the Invisibility spell once, and regain the ability to cast it again when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 3)

  • Living Mimicry. You can mimic animal and humanoid sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check. (Points: 2)

Subrace: Night Hexblood

Sly and subversive, night hags want to see the virtuous turn to villainy: love turned into obsession, kindness turned to hate, devotion to disregard, and generosity to selfishness. Night hags take perverse joy in corrupting mortals. Night hags were once creatures of the Feywild, but their foulness saw them exiled to Hades long ago, where they degenerated into fiends. The night hags have long since spread across the Lower Planes. You share some of these powers.

  • Claws. You can use your claws as natural weapons. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 1)

  • Hexblood's Shift. At 5th level, you can cast the Misty Step spell once, and regain the ability to cast it again when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 3)

  • Horrid Curse. At 3rd level, as an action, you can force a creature within 30 feet of you that you can see to make a Wisdom saving throw (DC = 8 + your Intelligence, Wisdom, or Charisma modifier (you choose this when you pick this race) + your Proficiency bonus) or take 2d6 necrotic damage and become cursed. While cursed in this way, the creature suffers a d4 penalty every time it makes an attack roll or a saving throw before the effect ends, which lasts up to 1 minute, during which you must concentrate on it as though it were a spell. Once you use this ability, you can't use it again until you finish a long rest. (Points: 2)


Subrace: Sea Hexblood

Your lineage is that if a sea hag, the most dismal and ugliest of hags. Sea hags often dwell in backwater bogs and places inhabited by cruel sea creatures. Perhaps you were a stowaway saved by an ugly creature, seeking to use you for its own ends.

  • Aquatic Adept. You can breathe air and water and you have a swimming speed of 30 feet. (Points: 4)

  • Face of Evil. At 3rd level you can unleash a terror upon a foe before you. As an action, you force a creature within 30 feet of you that you can see to make a Wisdom saving throw (DC = 8 + your Intelligence, Wisdom, or Charisma modifier (you choose this when you pick this race) + your Proficiency bonus) or take 1d10 psychic damage and become frightened for 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending it on a success. Once you use this ability, you can't use it again until you finish a long rest. (Points: 2)

Hobgoblin

War is the lifeblood of hobgoblins. Its glories are the dreams that inspire them. Its horrors don't feature in their nightmares. Cowardice is more terrible to hobgoblins than dying, for they carry their living acts into the afterlife. A hero in death becomes a hero eternal. Young hobgoblins start soldiering when they can walk and heed the mustering call as soon as they can wield their weapons capably. Every legion in the hobgoblins' entire society forever stands prepared for war.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

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

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

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

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. You are a Humanoid. You are also considered a goblin for any prerequisite or effect that requires you to be a goblin. (Points: 0)

  • 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. (Points: 3)

  • Hobgoblin Legacy. Choose one of the following as your legacy trait: (Points: 2)

  • (a) Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

  • (b) Martial Training. You are proficient with light armor.

  • Languages. You can speak, read, and write Common and another language of your choice.

  • Subrace. Choose one of the following subraces for your character. (Points: 15)

(Total Points: 32)


Subrace: Avalas Hobgoblin

Hailing from the plane of Avalas, these Hobgoblins travelled from the Feywild long ago. Over time, they evolved to meet the brutal harshness of their world, becoming strong warriors and diligent stewards. These Hobgoblins eventually made their way to the material plane, where many now reside.

  • Martial Advantage. When you hit a creature with a weapon attack on your turn, you may use your bonus action to deal an extra 2d6 damage of the weapon's type to that creature if it is within 5 feet of one of your allies. This damage increases to 3d6 at level 5, 4d6 at level 11, and to 5d6 at level 17. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 5)

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

  • Tactician. You have a +1 bonus to your Initiative rolls. (Points: 2)

  • Thorough Thinker. You are proficient with one skill of your choice. (Points: 3)

Subrace: Feywild Hobgoblin

Originally from the feywild, these hobgoblins are endowed with special powers that allow them to protect others. These Hobgoblins are also heavily reliant on each other, and depend upon those they share home with to survive.

  • Fey Gift. You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

  • Starting at 3rd level, choose one of the options below each time you take the Help action, whether as a bonus action or an action:

  • Hospitality. You and the target of your Help action each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.

  • Passage. You and the target of your Help action each increase your walking speeds by 10 feet until the start of your next turn.

  • Spite. Until the start of your next turn, the first time you or the target of your Help action hits a creature with an attack roll, that creature has disadvantage on the next attack roll that it makes within the next minute. (Points: 8)

  • Fortune from the Many. If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). 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. (Points: 7)


Subrace: Koalinth Hobgoblin

The koalinth are martial and aggressive aquatic hobgoblins, with brightly colored faces and functional gills. They are known for their ferocity, and for their hatred of elves.

  • Aquatic Adept. You can breathe air and water and have a swim speed of 30 feet. (Points: 4)

  • Cruel Expert. Whenever you deal damage to a restrained or incapacitated creature with a spell attack or weapon attack, you can add an additional damage dice as damage dealt to that creature. 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. (Points: 4)

  • Martial Advantage. When you hit a creature with a weapon attack on your turn, you may use your bonus action to deal an extra 2d6 damage of the weapon's type to that creature if it is within 5 feet of one of your allies. This damage increases to 3d6 at level 5, 4d6 at level 11, and to 5d6 at level 17. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 5)

  • Sea Hunter. You gain proficiency in two weapons/tools/instruments of your choice. (Points: 2)

Human

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

Traits

  • Ability Score Increase. Your Ability Scores each increase by 1. (Points: 16)

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

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

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

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Ingenuity. Humans are often quite inventive of themselves and their environment. You become proficient in two skills of your choice. Additionally, you can add double your proficiency bonus to rolls made with these skills. (Points: 13)

  • Resourceful. You gain Inspiration whenever you finish a Long Rest (Points: 3)

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

(Total Points: 32)


Racial Variant: (Variant) Human

These features replace all of the normal human features

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

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

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

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

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Crafter. You become proficient with one weapon/tool/instrument of your choice. (Points: 1)

  • Feat. You gain one feat of your choice. (Points: 20)

  • Resourceful. You gain Inspiration whenever you finish a Long Rest (Points: 3)

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

(Total Points: 32)

Racial Variant: Azrac Human

Azrac society is one of strict religious and societal conformity. Insubordination to one's superiors is neither tolerated nor punished lightly. Azracs believe that the almighty god, Yaka, ordains one's social status. Still, a high level of respect for all other Azracs is common in Azrac society. Azracs are wary of most races and only ally themselves with other neutral races, unless truly dire circumstances force them to broaden the scope of their trust. They typically do not mix or intermingle even with their allies, as all others are seen as inferior in the eyes of Yaka. Azracs disdain the concepts of good and evil, and will go to war with any who stand in the way of their religious beliefs or goals.

These features replace all of the normal human features

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

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

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

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

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Celestial Magic. You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Guiding Bolt spell once. Once you reach 5th level, you can cast the Healing Word spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 7)

  • Divine Wisdom. You gain proficiency in one skill of your choice. (Points: 3)

  • Dune Ambusher. You have advantage on Dexterity (stealth) checks to hide in sandy or other desert terrain. (Points: 2)

  • Fanatical Devotion. You have advantage on saving throws to avoid or end the charmed and frightened conditions on yourself. (Points: 4)

  • Yaka's Blessing. You have resistance to fire damage. (Points: 4)

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

Racial Variant: Karsite Human

When the vestige called Karsus yet lived as a powerful wizard, he fathered many children among his slaves and supplicants. Then his failed attempt to steal power from the deity of magic shattered his people's empire and spread them across the world. Thus, over more than a thousand years, his bloodline has tainted nearly every human population, and at times it grows strong enough for a human to give birth to a karsite. When two karsites mate, they breed true.

Karsites appear human overall, but they have two distinguishing traits. First, each has one pale blue eye and one eye of another color common to humans. A karsite also has a shock of white hair on his head. These traits appear infrequently among normal humans, and almost never at the same time. In communities where karsites mate exclusively with one another, other features also become common, such as straight blond or black hair, a sharp widow's peak, and a small nose and mouth.

These features replace all of the normal human features

  • Ability Score Increase. One ability score of your choice increases by 2, and two different ability scores of your choice increase by 1. (Points: 16)

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

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

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

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Arcane Barrier. As an action, you can create an arcane shield that protects you from harm, gaining temporary hit points equal to 1d8 + your proficiency bonus that last until you take a short or long rest unless depleted. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Intuitive Protection. You are proficient in light armor and two weapons/tools/instruments of your choice. (Points: 4)

  • Spell Drainer. You can cast the Detect Magic spell with this trait. Starting at 5th level, you can also cast the Dispel Magic spell with it. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

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

Racial Variant: Keldon Human

The people of Keld are human, but they are like no other humans anywhere. Nearly all adults stand over six feet tall, and heights above seven feet are not uncommon. They are massively muscled and have gray skin, ranging from an ashy gray-white to a deeper bluegray. The typical Keldon’s hairline points sharply down in the middle of the forehead and at either temple, but recedes elsewhere—sometimes dramatically. Keldons are remarkably resistant to the cold of their homeland, baring skin even in near-freezing temperatures without discomfort.

Keldons value self-reliance, strength, and courage above all else. Anything that is the product of their own labor is a fine thing. Anything else is treated with a healthy dose of skepticism. At best, they are a proud, pragmatic, passionate people, and their loyalty is fierce once earned. At worst, they can be reckless, hot-tempered, and violent—and no small number of Keldons still consider these qualities virtues rather than vices.

These features replace all of the normal human features

  • Ability Score Increase. One ability score of your choice increases by 2, and two different ability scores of your choice increase by 1. (Points: 16)

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

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

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

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Icehaven Born. You are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. (Points: 1)

  • Keldon Battle Magic. You can cast the Heroism spell with this trait. Starting at 3rd level, you can also cast the Wrathful Smite spell with it. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 7)

  • Keldon Resilience. You have advantage on Strength saving throws. (Points: 3)

  • Natural Athlete. You are proficient in one skill of your choice. (Points: 3)

  • Valorous Nature. You have advantage on saving throws to avoid or end the frightened condition on yourself. (Points: 2)

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

Racial Variant: Mark of Finding Human

These features replace all of the normal human features

  • Ability Score Increase. One ability score of your choice increases by 2, and a different ability score of your choice increase by 1. (Points: 12)

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

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

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

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Crafter. You become proficient with one weapon/tool/instrument of your choice. (Points: 1)

  • Darkvision. You can see in dim light within 60ft. of you as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of grey. (Points: 3)

  • Finder's Magic. You can cast the Hunter's Mark spell with this trait. Starting at 3rd level, you can also cast the Locate Object spell with it. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Hunter's Intuition. Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can roll a d4 and add the number rolled to the total ability check. (Points: 6)

  • Languages. You can speak, read, and write Common and two extra languages of your choice. (Points: 1)


Racial Variant: Mark of Handling Human

These features replace all of the normal human features

  • Ability Score Increase. One ability score of your choice increases by 2, and two different ability scores of your choice increase by 1. (Points: 16)

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

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

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

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Primal Connection. You can cast the Animal Friendship spell and the Speak With Animals with this trait, requiring no material components. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • The Bigger They Are. Starting at 3rd level, you can target a Beast or a Monstrosity when you cast Animal Friendship or Speak With Animals, provided that the creature's intelligence is 3 or lower. (Points: 1)

  • Wild Intuition. Whenever you make a Wisdom (Animal Handling) or an Intelligence (Nature) check, you can roll a d4 and add the number rolled to the total ability check. (Points: 6)

  • Languages. You can speak, read, and write Common and two extra languages of your choice. (Points: 1)


Racial Variant: Mark of Making Human

These features replace all of the normal human features

  • Ability Score Increase. One ability score of your choice increases by 2, and two different ability scores of your choice increase by 1. (Points: 16)

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

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

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

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Artisan's Gift. You gain proficiency in three weapons/tools/instruments of your choice. (Points: 3)

  • Artisan's Intuition. Whenever you make an Intelligence (Arcana) or an Ability Check involving Artisan's Tools, you can roll a d4 and add the number rolled to the total ability check. (Points: 4)

  • Spellsmith. You learn the Mending cantrip. You can also cast the Magic Weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. Once you cast this spell with this trait, you can't cast that spell again until you finish a Long Rest. You can also cast this spell using any Spell Slots you have of the appropriate level, but it requires concentration when you do so. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Languages. You can speak, read, and write Common and two extra languages of your choice. (Points: 1)


Racial Variant: Mark of Passage Human

These features replace all of the normal human features

  • Ability Score Increase. One ability score of your choice increases by 2, and two different ability scores of your choice increase by 1. (Points: 16)

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

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

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

  • Speed. Your base walking speed is 35 feet. (Points: 2)

  • Creature Type. Your creature type is Humanoid.

  • Crafter. You become proficient with one weapon/tool/instrument of your choice. (Points: 1)

  • Intuitive Motion. Whenever you make a Dexterity (Acrobatics) or an Ability Check involving operating or maintaining a Land Vehicle, you can roll a d4 and add the number rolled to the total ability check. (Points: 4)

  • Magical Passage. You can cast the Expeditious Retreat spell with this trait. At 3rd level, You can cast the Misty Step spell with this trait. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Languages. You can speak, read, and write Common and two extra languages of your choice. (Points: 1)


Racial Variant: Mark of Sentinel Human

These features replace all of the normal human features

  • Ability Score Increase. One ability score of your choice increases by 2, and two different ability scores of your choice increase by 1. (Points: 16)

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

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

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

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Crafter. You become proficient with one weapon/tool/instrument of your choice. (Points: 1)

  • Guardian's Shield. You can cast the Shield spell with this trait. Once you cast this spell with this trait, you can't cast that spell again until you finish a Long Rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 4)

  • Sentinel's Intuition. Whenever you make a Wisdom (Insight) or a Wisdom (Perception) check, you can roll a d4 and add the number rolled to the total ability check. (Points: 6)

  • Vigilant Guardian. Once a creature that you can see within 5ft of you is hit with an attack roll, you can use your reaction to swap places with the creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest. (Points: 4)

  • Languages. You can speak, read, and write Common and two extra languages of your choice. (Points: 1)


Racial Variant: Vistani Human

These features replace all of the normal human features

  • Ability Score Increase. One ability score of your choice increases by 2, and two different ability scores of your choice increase by 1. (Points: 16)

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

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

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

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Ancestral Magics. You know one of the following cantrips: Light, Mending, Sacred Flame, or Thaumaturgy. At 5th level, you can cast the Augury spell once, and can't cast it again with this trait until you finish a long rest. You can also cast Augury with 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). (Points: 5)

  • Evil Eye. As an action, you can choose a creature you can see within 10 feet of you and cast one of the following spells on the target; requiring neither somatic nor material components to do so: Animal Friendship, Charm Person, or Hold Person. If the target succeeds on the initial saving throw, you are blinded until the end of your next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours. Once you use this ability, you can't use it again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). (Points: 4)

  • Vistani Curse. As an action, you choose a creature you can see within 30 feet of you. The target must make a Wisdom saving throw (save DC = 8 + your Intelligence, Wisdom, or Charisma modifier (choose when you pick this race) + your proficiency bonus) or become your choice of blinded or deafened for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • Languages. You can speak, read, and write Common and two extra languages of your choice. (Points: 1)

Racial Variant: Witcher Human

These features replace all of the normal human features

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Witcher Humans reach Adulthood in their late teens and are long lived thanks to their mutations.

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

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

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • 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. (Points: 3)

  • Masterful Tracker. You have advantage on Wisdom (Survival) checks. (Points: 4)

  • Monster Knowledge. If you spend 1 minute examining a piece or remains of a creature, such as blood, bones, fecal material, or other such things; you have advantage on Intelligence (Nature) checks made to identify which creature it is/was. (Points: 1)

  • Witcher Resilience. You also have advantage on saving throws against disease, as well as to avoid or end the poisoned condition on yourself, and you have resistance against poison damage. (Points: 6)

  • Witcher Signs. You can use one of the Witcher Sign abilities once. Once you use any of these features, you can't use any of them again until you finish a long rest. Any spells cast through the signs use Constitution as their spellcasting ability. (Points: 6)

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


Witcher Signs

  • Aard. You can cast the Thunderwave spell once, but you cannot increase the spell's level with spell slots. Instead, the spell level increases to 2nd when you reach 5th level, 3rd when you reach 11th level, 4th when you reach 17th level. At 3rd level, you can use this ability as a bonus action.

  • Axii. You can cast the Charm Person spell once, but you cannot increase the spell's level with spell slots. Instead, the spell level increases to 2nd when you reach 5th level, 3rd when you reach 11th level, 4th when you reach 17th level. At 3rd level, you can use this ability as a bonus action.

  • Igni. You can cast the Burning Hands spell once, but you cannot increase the spell's level with spell slots. Instead, the spell level increases to 2nd when you reach 5th level, 3rd when you reach 11th level, 4th when you reach 17th level. At 3rd level, you can use this ability as a bonus action.

  • Quen. You can cast the False Life spell once, but you cannot increase the spell's level with spell slots. Instead, the spell level increases to 2nd when you reach 5th level, 3rd when you reach 11th level, 4th when you reach 17th level. At 3rd level, you can use this ability as a bonus action.

  • Yrden. As a bonus action, choose any point within 10ft of you. A 15ft sphere appears in that location for up to 1 minute, during which you must concentrate on this effect as if concentrating on a spell. When a hostile creature ends their turn within the sphere, their movement speed is halved at the start of their next turn, and any creatures under the effects of "Incorporeal Movement" are forced to end this ability upon entering the sphere. These effects last until they end their turn outside of this effect's area. The radius of the sphere increases to 20 ft when you reach 5th level, 25 ft when you reach 11th level, 30 ft when you reach 17th level.

Illithid (Mind Flayer)

nightmarish, alien invaders from another time and place, illithid typically live in societies of their own kind, hidden away from the light of the sun. They feed on the brain matter of living creatures, preferably the grey cells of other sapient beings, to sustain themselves and fuel their strange and unnatural powers. Notorious as the "mind flayers" on dozens of worlds, the illithid are possessed of a desire to dominate and master all things around themselves, and they famously use their advanced mental powers to force other beings into thralldom.

Still, members of illithid-kind can and do take up the adventuring life, from time to time, though almost always under rare and extraordinary circumstances. Leaving the collective networked intelligence of their own kind diminishes any illithids that brave the outside world, severely reducing the potency of most of their natural psionic abilities. Most illithids encountered outside their citadels and outposts are either spies, renegades unwelcome in their communities, or have been banished for crimes even their alien moralities find unspeakable.

Physical Description An illithid resembles a human in basic body structure, but taller and much slenderer. Its skin is some cool color, such as pale green, mauve, or sky blue, and when it is well-fed, its body is coated in a thin film of mucus. Its skin is smooth and completely hairless, with a tall, sloping cranium, two roughly-humanoid eyes, and four long, coiling tendrils concealing an alien mouth evolved to open the skulls of other creatures and feed on their contents.

History Illithid history is long and frightening, but most of it is of little relevance to any beings besides the illithids themselves. What is relevant is that, if their records are to be believed, the illithids are the descendants of temporal refugees, fleeing a mass slave revolt started by a race that would later be known as the gith, in a time and place that have yet to exist. The most powerful communities of their kind ceaselessly plot ways to claim back their long-lost empire from their most hated “slave races”.

Society Illithids live in vast, subterranean cities known as communities that are full of thralls, often outnumbered ten-to-one or more by their mental slaves. Their culture reveres the Elder Brains, ancient, ageless beings they believe represent the collective personalities and identities of their kind. Illithids offer themselves up to the Elder Brains' mass when they near the end of their lifespans, hoping to be absorbed into the titanic intellect of the Elder Brain. It is a closely guarded secret that the Elder Brains only consume the knowledge of their wards, with everything else, such as personality, being simply discarded and lost with the death of the body.

Young illithids derive their personalities and emotional capacities from contact with strange crystals, containing the thought-impressions of previous illithids. This is the reason for the infamously cold and pitiless illithid temperament and personality: illithids normally do not feel any sort of positive emotion more powerful than a kind of sadistic, spiteful pleasure at the pain and submission of another creature. Thus, because the devices that teach young illithids cannot imprint on them the full spectrum of emotionality, they grow up to build another set of such flawed devices for the next generation. Illithids who have spent long periods of time among other races of beings, devoid of the company of other illithids, are often mind-wiped or otherwise mentally scanned when they return to the networked intelligence of their community, to purge the outside influences that may have colored their thoughts and made them more like the surface creatures.

Illithids' alien nature makes them particularly resistant to magical forces and effects, and they regard the use of magic as aberrant and disdainful. All of their kind found studying arcane powers are shunned by their peers, and many are exiled from the community. Illithids consume the brain matter of living (or at least recently-living) creatures to sustain themselves with enzymes, hormones, and psychic energy. The brain of a large, intelligent predator like a wolf or bear provides enough sustenance for a full day, but the brain of a sapient humanoid is far tastier and can bolster an illithid's metabolism for at least a week, depending on the quality of the brain in question. Some rogue illithids cultivate a special kind of moss that becomes sapient in large quantities, and which provides similar sustenance when eaten.

Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Illithids complete ceremorphosis by the age of 9, and have become fully mature and complete in their education by age 15. Illithids live longer than humans, but they do eventually die at around 120 years of age.

  • Alignment. Illithids normally have a natural tendency towards hierarchy, discipline, and cruelty, and have an alignment of lawful evil. Some individuals find themselves developing more-individualistic personalities than their fellows early after ceremorphosis and have an alignment of neutral evil. A minority lack the characteristic sadism of their brethren while retaining their preoccupation with the organization and have an alignment of lawful neutral. Any illithid of any other alignment, usually the product of unusual circumstances such as mutation, magical alteration, extensive contact with unshackled non-illithid minds while cut off from the networked communal intelligence of their colonies, or intervention by otherworldly forces, is likely regarded by others of its kind as either a disgusting social deviant and pariah, or, at worst, as pollution to be purged. Many such illithid are either mentally wiped blank and re-educated or simply thrown out of their home communities if their natures are too open and offensive to their fellows' sensibilities.

  • Size. Most illithids are at least as tall as tall humans, standing at least a few inches shy of six feet, but their bodies very slender and emaciated, weighing much less than an average being of their stature. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Aberration. (Points: 2)

  • 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. (Points: 3)

  • Devour Brain. When a living creature within 5 feet of you is reduced to 0 hit points, you can use your reaction to devour their brain completely, gaining temporary hit points equal to your level . In addition, you may receive the answer to one question that the consumed brain knew the answer to. This creature must have a size of Medium or smaller. Alternatively, as an action, you may consume the brain of a creature that has died within the last minute and gain the same benefits. Once you use this ability, you can't use it again until you finish a long rest. (Points: 2)

  • Mind Blast. As an action, you unleash a psionic blast in a 15ft cone. Each creature in that cone must make an Intelligence saving throw (DC = 8 + your Intelligence, Wisdom, or Charisma modifier (you choose this when you pick this race) + your Proficiency bonus), taking 2d8 psychic damage on a failed save, or half as much on a successful one. Once you reach 3rd level, you can use this ability as a bonus action. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 6)

  • Psionics. You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Once you reach 5th level, you can cast the Detect Thoughts and Levitate spells once each. You must finish a long rest to cast these spells again with this trait. When you cast these spells they do not require components. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Telepathy. You can communicate mentally with another creature that knows at least one language within a 60-foot radius. This creature doesn't need to share a language with you but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once. (Points: 3)

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

(Total Points: 32)

Illumian

The illumians are a race created by sorcery. Through painstaking ritual, they have developed a mystical connection to the magic runes that make up their alphabet. Glowing sigils surround them, granting the power of an eldritch language made flesh. Illumians are contemplative humanoids, driven and ambitious, taught from an early age to master every field of study.

(Total Points: 32)

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Creations of sorcery, Illumians are known to vary wildly in age, their oldest of the cabal ancient and mysterious.

  • Alignment. The cabals that form the backbone of illumian society maintain codes of honor they expect members to follow, so illumians have a tendency toward lawful alignments. Gibber cabals seek power in the disorder of invented words, and so have more chaotic tendencies.

  • Size. Illumians are around the same dimensions as humans, your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Arcane Literacy. You are proficient in one skill of your choice. You also have advantage on ability checks made to use spell scrolls. (Points: 4)

  • Glyphic Resonance. You have advantage on saving throws against the Glyph of Warding and Symbol spells, as well as any spell or magical effect triggered by an arcane symbol, rune, sigil, or other arcane writing. You also qualify as having truesight for the Illusory Script spell. (Points: 2)

  • Luminating Words. Sigil words float above your heads, which makes you shed bright light in a 10-foot radius and dim light for an additional 10 feet). You can activate or suppress this aura at will as a bonus action. (Points: 2)

  • Radiant Symbols. You have resistance to necrotic damage. (Points: 3)

  • Sigils of the Old Language. As an Illumian your body has detailed birthmarks reminiscent of the language of Truespeech. You select 2 of the sigils below, gaining their modifications and abilities associated with them.

  • (a) Aesh (vigor): Whenever you make an attack roll but before you know if the roll succeeds or fails, you can choose to roll 1d6 and add the result to the roll. If the attack is successful the damage increases by an amount equal to half your Character level + your Strength modifier (Minimum combined total of 2). Once you use this ability you can't use it again until you finish a long rest.

  • (b) Hoon (life): When you or a creature within 5 feet of you that you can see would take damage, you can use your reaction to have that creature gain temporary hit points equal to 1d8 + half your Character level + your Constitution modifier (Minimum combined total of 2). Once you use this ability you can't use it again until you finish a long rest.

  • (c) Krau (magic): Choose one 1st level spell from the Wizard spell list when you choose this race, you can cast the chosen spell once per long rest without expending a spell slot. You can also cast that spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race).

  • (d) Naen (mind): Whenever you make an ability check using Intelligence, Wisdom, or Charisma but before you know if the roll succeeds or fails, you can choose to add 1 + your Wisdom modifier (Minimum combined total of 2) to the roll. Once you use this ability you can't use it again until you finish a long rest.

  • (e) Uur (grace): Whenever you make an ability check using Strength, Dexterity, or Constitution but before you know if the roll succeeds or fails, you can choose to add 1 + your Dexterity modifier (Minimum combined total of 2) to the roll. Once you use this ability you can't use it again until you finish a long rest.

  • (f) Vaul (soul): If you would suffer disadvantage on an attack roll, ability check, or saving throw, you can use your reaction to make the roll with advantage and negate any disadvantage on the roll. Once you use this ability you can't use it again until you finish a long rest. (Points: 8)

  • Languages. You can speak, read, and write Common, and two other languages of your choice. (Points: 1)

Jaebrin

Jaebrins are fey whose fearsome teeth belie an impish nature. Their powers of enchantment, and their immunity to those same effects, make them tricky opponents and untrustworthy allies. Jaebrins are outcast drifters that enjoy tricking and entertaining mortals. Only rarely is a jaebrin found among other fey, and in such cases, the jaebrin is with a mate or has fallen in with immoral kin. Elf like in appearance, jaebrins have fine features, but their mouths bristle with needlelike teeth. Their fair eyes are oversized, giving them an alluring or unsettling appearance, depending on the lighting and their mood. All jaebrins have shiny hair of nearly any color, but red and raven are most common. Jaebrins are elf like in their appearance, but they are more like a cross between humans and half-elves when it comes to how they live and age. This seems to be a short life for a fey creature, and some speculate that jaebrins would live longer if they remained among their fey kin. When it comes to love, jaebrins are slightly unusual. Females commonly initiate courtships. Mated jaebrins usually stay together just long enough to raise their first offspring, or about 21 years. Then the two split amicably and remain friends, but they are never again lovers. Jaebrins love lavish feasts. Born with hedonistic appetites, they can eat and drink nearly continuously without gaining weight. They indulge this gluttony whenever they can. Jaebrins were formerly the jesters of fey courts. Fey nobles delighted in enchanting jaebrins to perform silly or weird acts. For their part, the jaebrins reveled in their role, seeing entertainment as a great service. Eventually they built up a strong tolerance to enchantment. For a number of centuries, they hid this fact from their masters and learned to fake being under the sway of enchantment. In time, fey noble after fey noble discovered the ruse and lost interest in the jaebrins. The forsaken fey were shamed into self-imposed exile. Some jaebrins now make their way as merchants, charlatans, and swindlers. Others bring merriment as bards, and a few exploit their talents by becoming sorcerers. Such jaebrins might even seek the excitement of adventuring. A large number of jaebrins speak with pronounced lisps and have a comical tendency to pronounce all nouns as plural. They even "pluralize" words that are already plural or add an "s" to words that don't need one. "I hears the femaleses in this town are all beautieses," one might say, enjoying the laughter his ridiculous speech evokes.

(Total Points: 32)


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Jaebrin mature ~ age 20, & can live for ~ 200 years.

  • Alignment. Most Jaebrin are of chaotic alignments and rarely on the side of good.

  • Size. Jaebrins rarely top 5 feet in height, and individuals weighing more than 100 pounds are rare. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Fey. (Points: 2)

  • Bite. Your maw is a natural weapon with the finesse property, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 2)

  • 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. (Points: 3)

  • Feigner of Enchantments. You have advantage on all saving throws against enchantment spells. At 7th level, when you succeed on an initial saving throw against an enchantment spell (and not one repeated after its casting), you can use your reaction to redirect the spell at the spell's caster if you can see them, forcing them to make a save against the spell with their spell save DC (if they are a legal target for the spell, otherwise their spell simply fails), but the spell's effects function as if you were the caster. If the spell requires concentration, you must concentrate on it. If the spell has multiple targets, the spell's original caster becomes the only target. Once you have used this reaction, you can't use it again until you finish a long rest. (Points: 6)

  • Tuned to Magic. Whenever you make an Intelligence (Arcana) check, you can roll a d4 and add the number rolled to the total ability check. (Points: 3)

  • Will Sapper. When you damage a creature with your Bite, you can force the target to make a Wisdom saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus), on a failed save, the creature has a 1d4 penalty to any other Wisdom saves it makes for up to 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending it on a success. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 3)

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

Jataya

Deep in the distant past, there existed a lesser deity known as Garuda, an eagle-like guardian who served as a protector of the Gods, and stopped all from reaching out from their respective planes to wage war upon each other. He would father many half-divine kin on various realms within the multiverse, known as the Jataya, who shared his brilliant form and feathers. However, when the Rakshasa king Agur'thurias stole the divine princess Fadhia from her father, Garuda was sent to stop him. But as he flew towards the Rakshasa king, Garuda lost his wings by a bewitching enchantment and slain, the gods cursed Garuda for his failings, which spread to his kin. The Jataya would lose their brilliant feathers, and instead be cursed to feast upon Carrion, taking on the appearance of vulture-like entities with clipped wings, and hideous forms. However, the Jataya still hold many of the powers blessed to them by Garuda. Many still hold grudges against the gods, and plot against them with dark entities, but many simply continue the teachings of Garuda, and exist as lawful guardians of temples and cities.

(Total Points: 32)

Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Jataya mature similar to humans, and although they are no longer immortal they are still long lived, easily living 500 years or longer.

  • Alignment. Jataya are mostly Chaotic and tend towards alignment based upon their age. Many feel slighted by the gods and seek revenge for their accursed lineage. Others who are ancient seek to continue the legacy of Garuda.

  • Size. Jataya are similar in size and build to humans. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Beak. Your beak is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 1)

  • Blessing of Garuda. You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn't already include your proficiency bonus. (Points: 6)

  • Carrion's Curse. You have advantage on saving throws to avoid or end the poisoned condition on yourself and against disease, and you have resistance against poison damage. (Points: 6)

  • Celestial Banishing. When you are damaged by a creature that you can see within 60 feet of you, as a reaction, you can force that creature to make a Charisma saving throw (DC = 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race)) or banish that creature to an extradimensional prison for 1 round. While there, the creature is incapacitated. At the end of the round, the creature reappears in the space it left or in the nearest unoccupied space if that space is occupied. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • Clipped Wings. You have crippled wings that allow you temporary flight. When you move, you can engage your wings to gain a flying speed equal to your walking speed until the end of the current turn. If you are still aloft at the end of the turn with nothing else supporting you, you fall. 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. (Points: 4)

  • Hawkeyed. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. (Points: 2)

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

Kalashtar

The kalashtar are a compound race created from the union of humanity and renegade spirits from the plane of dreams — spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. But there is an unmistakable alien quality to the kalashtar, as they are haunted by the conflicts of their otherworldly spirits.

(Total Points: 32)


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Kalashtar develop physically at the same rate as humans do and have similar lifespans.

  • Alignment. The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all sentient beings, but some kalashtar resist the virtuous influence of their spirit.

  • Size. Kalashtar are similar in build to humans, though they are typically a few inches taller. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Dual Mind. You have advantage on all Wisdom saving throws. (Points: 5)

  • Mental Discipline. You have resistance to psychic damage. (Points: 2)

  • Mind Link. You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. As a bonus action when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and be able to see you. (Points: 4)

  • Psionics. You learn one of the following cantrips: Booming Blade, Friends, Green-Flame Blade, Mage Hand, Message, or Mind Sliver. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). When you cast this spell, it doesn't require components. (Points: 3)

  • Psychic Glamour. Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill. (Points: 4)

  • Severed from Dreams. Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the dream spell, but not to spells and effects that put you to sleep, like the sleep spell. (Points: 2)

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

Kaorti

One of the few distinct inhabitants of the Far Realm, they were once members of the multiverse until they sought to understand the other side of reality. They had hoped to expand their knowledge but their confidence in their abilities was misplaced. As soon as they arrived, a nameless entity had taken interest in them and transformed the explorers into terrifying beings who were now natives of the Far Realm. They traveled back through the portal without thought and found a strange world they could no longer recognize. They began at once to transform it into the Far Realm and make the multiverse more pleasurable to them.

While they appear to be in humanoid in shape, the kaorti are anything but. They dress in form-fitting armor made of thick resin and tissue, for if they go without their armor they are destroyed by the rigidity of the multiverse. They have three long fingers and a long thumb on each hand and slither more than walk. They are working hard to increase their numbers and eagerly transform anything they find into more of the kaorti.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Kaorti mature similar to humans and live around a century.

  • Alignment. Most Kaorti are Chaotic Evil.

  • Size. Kaorti are similar in size and build to humans. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Aberration. (Points: 2)

  • Aberrant Arcana. You know the Infestation cantrip. At 7th level, you can cast the Summon Aberration spells once, and regain the ability to cast it again when you finish a long rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 6)

  • Chaotic Form. You gain the following features:

  • You don't need to eat or drink.
  • You don’t need to sleep, and magic can’t put you to sleep.
  • You have advantage on saving throws to avoid or end the stunned condition on yourself.
  • You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness. (Points: 4)

  • Claws. You can use your claws as natural weapons. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 1)

  • 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. (Points: 3)

  • Kaortic Cyst. The suit that protects you from the material plane's effect on you also shields you from corrosive substances. You have resistance to Acid damage. (Points: 3)

  • Warping Surge. As a reaction, you can add a d8 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 but before the effects of the roll are resolved. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 5)

  • Languages. You can speak and read Common and another language of your choice.

(Total Points: 32)

Kender

Native to the world of Krynn, Kender are diminutive Humanoids that look like humans with pointed ears and diverse appearances. Kender have a supernatural curiosity that drives them on to adventures big and small. This curiosity is said to be connected to the whimsical magic of the Feywild, that some believe kender have a high affinity for. Due to their curiosity, many kender have found themselves falling through gates and portals to other planes and worlds. Unknown to most mortals, a magical phenomenon surrounds a kender. Spurred by their curiosity and love for trinkets, curios, and keepsakes, a kender’s pouches or pockets will be magically filled with these objects. No one knows where these objects come from, not even the kender. This has led many kender to be mislabeled as thieves when they fish these items out of their pockets.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Kender mature at about the same rate as humans and live for about a century.

  • Alignment. Kender are whimsical creatures who often tend to be good aligned.

  • Size. You are Small. (Points: -2)

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.


  • Fearless. You have advantage on saving throws you make to avoid or end the frightened condition on yourself. When you fail a saving throw to avoid or end the frightened condition on yourself, you can choose to succeed instead. Once you succeed on a saving throw in this way, you can't do so again until you finish a long rest. (Points: 4)

  • Kender Ace. Starting at 3rd level, you possess a magical ability to pull an item out of a bag or another container; as a bonus action, you can reach into a container you’re carrying and roll on the Kender Aces table to determine what item you pull out. The object glimmers softly and disappears after 1 hour. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. (Points: 5)

Kender Aces
d6 Item
1 5d6 gold pieces
2 1 simple weapon of your choice that has the light property
3 1 item of your choice from the Adventuring Gear table in the Player’s Handbook. The item must cost no more than 1 gp and weigh no more than 1 lb.
4 1 random item from the Trinkets table in the Player’s Handbook.
5 Your choice of a crowbar or a grappling hook
6 1 item of your choice from the Tools table in the Player’s Handbook. The item must cost no more than 10 gp.
  • Nimble Fingers. You just happen to "acquire" things which are not yours. Whenever you make a Dexterity (Sleight of Hand) skill check, you roll a d4 and add the result to the roll. (Points: 3)

  • Taunt. You have an extraordinary ability to fluster creatures. As a bonus action, you can unleash a string of provoking words at a creature within 60 feet of yourself that can hear and understand you. The target must succeed on a Wisdom saving throw, or it has disadvantage on attack rolls against targets other than you until the start of your next turn. The DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race). You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. (Points: 8)

  • Scoundrel's Tools. You are proficient with two weapons/tools/instruments of your choice. (Points: 2)

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

(Total Points: 32)

Kenku

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


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

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

  • Alignment. Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.

  • Size. Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Beak. Your beak is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 1)

  • 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. (Points: 3)

  • 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. (Points: 2)

  • Flock Tactics. You gain a +1 bonus when you make an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. (Points: 5)

  • Kenku Knowledge. You are proficient in two skills of your choice. (Points: 5)

  • Kenku Weapon Training. You are proficient with two weapons/tools/instruments of your choice. (Points: 2)

  • Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check. (Points: 2)

  • Languages. You can read and write Common and another language of your choice, but you can speak only by using your Mimicry trait.

(Total Points: 32)

Khazra

Khazra are powerful beastmen that came into being when demons first laid foot upon the material plane. The Khazra were born of animals across the world, and were corrupted in nightmarish creatures that live in herds in the deep forests of the world, often preying upon hunting villages on the outskirts of civilization. Khazra reproduce often through stealing females of other races in order to birth more of their dark breed. Standing tall with hooves, horns, bloody red eyes, gnashing teeth, and incredible strength, Khazra are more than capable of acting upon threats, which often occur in their small communities as Khazra usually believe in a policy of might makes right, with the strongest and smartest taking charge of the great herds. Additionally, Khazra are well known for giving into their demonic urges, flying in raging fervors that make them terrifying in battle.

Racial Variant: Bloodmarked Khazra

Khazra who gain the favor of dark gods and entities can become bloodmarked, gaining dark magical powers and a pension for sacrifices to their bloodthirsty masters.

(These features replace Reckless Frenzy)

  • Bloodmarked Magic. You know the Sapping Sting cantrip. Starting at 3rd level, you can cast the Blood Rot spell once with this trait, and you regain the ability to cast it when you finish a long rest. Starting at 5th level, you can cast the Bane spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 7)

Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Khazra mature similar to humans and live around a century unless mutations take hold and keep them alive longer.

  • Alignment. Khazra are usually Chaotic and Evil creatures, however there are some who differ from the path of their creation and the corruption that has surrounded their race, and fight for a better tomorrow.

  • Size. Khazra stand usually 6 - 8 feet tall, your size is Medium.

  • Speed. Your base walking speed is 35 feet. (Points: 2)

  • Creature Type. Your creature type is Humanoid.

  • Beast Speaker. Through sound and gestures, you may communicate simple ideas with Medium or smaller beasts. (Points: 2)

  • Darkvision. You can see in dim light within 60ft. of you as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of grey. (Points: 3)

  • Horns. You can use your horns to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier. (Points: 1)

  • Mountain Dweller. You have a climb speed equal to your walking speed. (Points: 2)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • Reckless Frenzy. You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. 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. (Points: 7)

  • Shield of Chaos. Magic cannot put you to sleep. You have advantage on saving throws you make to avoid or end the poisoned and stunned conditions on yourself, as well as avoid or end any diseases or curses from spells, magic items, and magical effects.. (Points: 4)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Khenra

The khenra of Amonkhet are tall and lean, with graceful bodies and heads that strongly resemble jackals. Their snouts are long and sharp, and their angular ears rise straight above their heads. Their bodies are covered in dark, sleek hair that ranges from the brown of the desert sands to ebony black. Despite their sharp teeth, they consider biting to be an uncouth and unworthy combat tactic. Every Khenra is born with a spiritual twin, which they form an extremely close emotional bond unknown to most other residents of Amonkhet. The rare khenra who are born without twins are believed to have killed their siblings in the womb, and are thus viewed as natural-born initiates, sure to achieve a glorified death in the Trial of Zeal.

Racial Variant: Eternalized Khenra

While all Khenra do eventually meet their end in life, those who prove themselves worthy may return as mummified Khenra, serving the masters of Amonkhet for all eternity. These Khenra lack spirit twins, but are very resilient due to their resurrection.

(These features replace Khenra Instincts & Spirit Twin)

  • Eternalized Purpose. You have advantage on all Wisdom saving throws against spells or magical effects. (Points: 4)

  • Mummified Resilience. You are immune to magical aging effects. You also have advantage on saving throws to avoid or end the poisoned condition on yourself and against disease, and you have resistance against poison damage. (Points: 6)

  • Sleepless. You do not need to sleep, and magic cannot put you to sleep. When you take a long rest, you must spend at least six hours of it 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. (Points: 2)


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Khenra mature quickly, reaching adulthood in their early teens. Khenra initiates are usually the youngest in a crop, completing the trials by their late teens. Even without a violent death, they rarely live past 60.

  • Alignment. Most khenra lean toward chaotic alignments. They have no particular inclination toward good or evil.

  • Size. Khenra have similar builds to humans. Your size is Medium.

  • Speed. Your base walking speed is 35 feet. (Points: 2)

  • Creature Type. Your creature type is Humanoid.

  • 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. (Points: 3)

  • Khenra Instincts. You are proficient in one skill of your choice. (Points: 3)

  • Spirit Twin. Your spirit twin is a powerful ally you can eventually use to boost your prowess. You can cast the Find Familiar spell, but only use it to summon your spirit twin. Your spirit twin has the same statistics as an Owl, but looks like a jackal-head spirit and uses a bite attack instead of Talons (no mechanical changes). Once you cast the spell with this feature, you can't cast it again until you finish a long rest. At 3rd level, you can cast the Haste spell once (targeting only yourself), and regain the ability to cast it again upon finishing a long rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

  • Zealous Athlete. You have a climb speed equal to your walking speed and are proficient with one weapon/tool/instrument of your choice. (Points: 3)

  • Languages. You can speak, read, and write Common and another language of your choice.

Killoren

The Killoren stir from places of power in the ancient world and manifest one of the three aspects of nature, the ancient, the destroyer, or the hunter. With this deep connection, the Killoren stick to the edges of the world, their powers growing as they age and ascend in power, sticking to small groups and conclaves.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Killoren mature quickly, being full-grown by the age of 10, and live very long lives, hardly changing at all in appearance for their first century. Killoren have green or tan skin the texture of a soft, young leaf, and their limbs are unusually long and slender when compared with those of the humanoid races. An individual killoren's hair and eye color depends on which aspect of nature the killoren is manifesting.

  • Size. Killoren average about 5-1/2 feet in height. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Fey. (Points: 2)

  • 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. (Points: 3)

  • Enchanted Ward. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. (Points: 2)

  • Wild Connection. When you make a Wisdom (Animal Handling) check, you can roll a d4, and add the number rolled to the ability check. (Points: 3)

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

  • Aspect of Nature. Choose one of the following Aspect options. (Points: 10)

(Total Points: 32)


Aspect Options

Choose one of the following options.

Aspect of the Ancient

With white hair and eyes, a blue as the summer sky, Killoren with the aspect of the ancient manifest powers of nature's growth and resilience.

  • Alignment. Aspect of the ancient Killoren are often lawful and good, keeping to their confines deep in the woods.

  • Natural Stability. You have advantage on ability checks and saving throws against being knocked prone. (Points: 2)

  • Nature's Glory.You know the Druidcraft cantrip. Once you reach 3rd level, you can cast the Goodberry spell once. Once you reach 5th level, you can cast the Enhance Ability spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Aspect of the Destroyer

With charcoal hair and eyes, Killoren with the aspect of the Destroyer manifest the powers of rot and ruin.

  • Alignment. Aspect of the destroyer Killoren are often chaotic and evil, bringing down fury upon desecraters of nature.

  • Destroyer's Fury. Whenever you deal damage to a creature with a melee weapon attack, you can infuse your weapon with destructive power, dealing an additional 2d6 necrotic damage on hit. You can use this ability a number of times equal to your proficiency bonus, and regain all expended uses after finishing a long rest. (Points: 7)

  • Wrathful Spirit. You have advantage on saving throws to avoid or end the frightened and stunned conditions on yourself. (Points: 3)

Aspect of the Hunter

With forest green eyes and greenish skin, Killoren with the aspect of the Hunter manifest powers of the woodland creatures.

  • Alignment. Aspect of the hunter Killoren are often neutral.

  • Hard To Track. Creatures have disadvantage on ability checks made to track or find you via nonmagical means. (Points: 1)

  • Hunter's Eye. You have a +2 bonus to your initiative rolls. (Points: 4)

  • Keep To The Shadows. You are proficient in two skills of your choice. (Points: 5)

Kobold

Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations. In the kobolds' version of a perfect world, the creatures would be left alone to dig their tunnels and raise the next generation of kobolds, all the while seeking the magic that will free their imprisoned god. In the world they occupy, kobolds are often bullied and enslaved by larger creatures-or, when they live on their own, they are constantly fearful of invasion and oppression. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous improvised traps they use to protect their warrens.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

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

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

  • Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small. (Points: -2)

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • 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. (Points: 3)

  • Kobold Legacy. Kobold's connections to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold.

  • (a) Craftiness. You are proficient in one skill of your choice.

  • (b) Defiance. You have advantage on saving throws to avoid or end the frightened and stunned conditions on yourself.

  • (c) Draconic Sorcery. You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting for that cantrip (choose when you select this race). (Points: 3)

  • Draconic Cry. As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. 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. (Points: 11)

  • Draconic Tail. You can make unarmed strikes with your tail. When you hit with it, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. (Points: 2)

  • Trapmaster. At 3rd level, you can cast Snare once, and it recharges after a long rest. You can also cast this spell with any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 3)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Racial Variant: Swolbold

A Beast Among Kobolds. The swolbold is the brute of the kobold world, a hulking specimen among its smaller and more fragile cousins. Roughly the height of a dwarf but much wider, the rippling muscles of the swolbold betray its ferocious strength. In contrast to the sneakiness and cunning of the kobold, the swolbold is straightforward and devastating in combat.

Bred for Destruction. Swolbolds are very rare, and their penchant for unthinking destruction has stumped sages. Some theorize that swolbolds have been bred by evil wizards in arcane experiments gone horribly wrong. Others state the dark gods revered by kobolds gift these monsters to tribes particularly fervent in their worship. Others still conclude that carefully crafted alchemy transformed normal kobolds into these beastly creatures. Regardless of the swolbold’s origins, experts agree on one thing: you don’t want to meet a swolbold in a dark, subterranean lair. Fighting Style. The physiognomy of the swolbold allows them to shrug off most mundane blows. Their preferred fighting style is to crush the life out of their foes, rather than stabbing and scuttling like their smaller cousins. Their girth makes fitting into normal armor difficult, so their tribal leaders often create piecemeal armor for them: scraps of metal plates held over vital areas with bits of leather or rope. One or two swolbolds may accompany a larger force of kobolds, acting at the vanguard of an attack. The larger creatures act as battering rams and moving shields, allowing the smaller kobolds to use their ranged attacks and devious tactics to the greatest effect.

(These features replace Size, Draconic Cry, and Trapmaster)

  • Size. Your size is Medium. (Points: 0)

  • Bulk Out. At 3rd level, as an action, you can channel your body to temporarily increase the size of your muscles, granting you unmatched strengths and reducing your mobility that lasts for 1 minute.

  • Your Draconic Tail and Crushing Grasp deal an extra 1d4 damage, The damage increases by 1d4 when you reach 9th level (2d4), and 18th level (3d4).
  • The Strength saving throw DC for your Crushing Grasp feature increases by 2 and if you're proficient in the Athletics skill, you add double your proficiency bonus to Strength (Athletics) checks for attempting a grapple.
  • You have advantage on Strength checks and Strength saving throws.
  • You gain temporary Hit Point equal to your level + your Constitution modifier.
  • For the duration, your speed is reduced by 5 feet, your AC is reduced by 2, and you have disadvantage on Dexterity checks and Dexterity saving throws.
  • If you are able to cast Spells, you can't cast them or concentrate on them while this feature is active, and you cannot benefit from the Enlarge portion of the Enlarge/Reduce spell or a similar effect.

  • Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)


  • Crushing Grasp. As a bonus action when you are grappling a creature, you can force that creature to make a Strength saving throw (DC = 8 + your Constitution modifier + your Proficiency Bonus) taking 3d4 bludgeoning damage on a failed save or half as much on a successful one. This damage increases to 4d4 at level 5, 5d4 at level 11, and to 6d4 at level 17. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Leaping Attack. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Draconic Tail as a bonus action. (Points: 3)

Kuo-Toa

Kuo-toa are an ancient race of fish-men that dwells underground and harbors a deep hatred of surface dwellers and sunlight.

A kuo-toan presents a cold and horrible appearance. A typical specimen looks much like a human body, albeit a paunchy one, covered in scales and topped with a fish’s head.

The huge fisheyes tend to swivel in different directions when observing an area or creature. The hands and feet are very long, with three fingers and an opposing digit, partially webbed.

The legs and arms are short for the body size. Its coloration is pale grey, with undertones of tan or yellow in males only. The skin has a sheen from its slimy covering.

The color darkens when the kuo-toan is angry and pales when it is badly frightened. A strong odor of dead fish follows it around.

It wears no clothing, only leather harnesses for its weapons and gear. Typically, a kuo-toan warrior carries daggers, spears, shields, harpoons, and weighted throwing nets.

Kuo-toa speak the strange subterranean trade language common to most intelligent underworld dwellers. Additionally, they speak their own arcane tongue and have empathic contact with most fish.

Their religious speech is a corruption of the language used on the elemental plane of Water; if a kuo-toan cleric is in a group of kuo-toa, it is 75% unlikely that a creature native to the plane of Water will attack, for the priest will request mercy in the name of the Sea Mother, Blibdoolpoolp.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Kuo-Toa mature similar to humans and live around 60 years.

  • Alignment. Kuo-Toa are usually Neutral Evil.

  • Size. Kuo-Toa are large bulbous creatures with a size and build similar to humans. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Aquatic Adept. You can breathe air and water and you have a swimming speed of 30 feet. (Points: 4)

  • Godmaker. At 3rd level, you can cast the Enhance Ability spell once, and regain the ability to cast it again when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 4)

  • Maddened Slave. You have advantage on all saving throws against Madness effects. (Points: 1)

  • Otherworldly Vision. You can sense the presence of any creature within 30 feet of you that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving. (Points: 5)

  • Slippery. You have advantage on ability checks and saving throws made to escape a grapple. (Points: 2)

  • Sticky Skin. When a creature misses you with a melee weapon attack, you can use the sticky barrier around your skin to catch the weapon. The attacker must succeed on a Strength saving throw (DC = 8 + your Constitution modifier + your Proficiency Bonus), or the weapon becomes stuck to you. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a Strength check against your Constitution spell save DC (DC = 8 + your Constitution modifier + your Proficiency Bonus) and succeeding. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

  • Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. (Points: 4)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Leonin

Leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass. Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos's border mountains and seek to test themselves in a wider world.

Noble and Fierce Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from gold to black. While their hands prove as nimble as those of other humanoids, leonin have retractable feline claws, which they can extend instantly. This, along with their ability to produce bone-shaking roars, gives most leonin an air that readily shifts between regal and fearsome.

Quick to Quarrel Other people often perceive leonin as quick to take offense, intolerant of criticism, or belligerent. The truth is that many leonin simple 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. It follows, too, that leonin aren't inclined to carry grudges. A warrior might react with sudden violence to an insult, but when the fight is over (and the leonin's superiority proven), the insult is forgotten-along with the vanquished foe.

Pride and Self-Reliance. Few leonin devote themselves to the service of the gods. Centuries ago, the leonin worshiped the same gods that humans do, but after many of the prides suffered depravities at the hands of the tyrant Agnomakhos, most leonin rejected the gods. It's not that they deny the existence of deities; they merely see the gods as mercurial and ultimately unworthy of adoration. The c suggests the range of attitudes that leonin might adopt toward the gods.

Leonin and the Gods table
d6 Attitude
1 I'm amused by the antics of the gods and their earnest, but ultimately deluded, mortal champions, and I feel smugly superior in my detachment.
2 The meddling of the gods in mortal affairs makes me angry and bitter. I wish they would just leave us all alone!
3 I view the gods as worthy adversaries-incredibly clever and well-prepared to play a long game but ultimately doomed to lose their games.
4 YI'm certain every bad thing that happens can ultimately be blamed on the gods, but I roll my eyes at each new twist of fate and try to get on with my life.
5 I wish that I could be as naive as humans and other mortals who actually think the gods are looking out for them. I miss that kind of innocence.
6 I don't talk about it among other leonin, but I actually revere the gods and try to please them by my actions.

Leonin Names. Along with their personal names, leonin identify themselves by their pride. A member of the Flintclaw pride with the personal name of Ziore, for example, would likely style herself as Ziore of the Flintclaw.

Female Names. Aletha, Atagone, Demne, Doxia, Ecate, Gragonde, Iadma, Koila, Oramne, Seza, Ziore

Male Names. Apto, Athoz, Bryguz, Gorloz, Grexes, Oriz, Pyxathor, Teoz, Xemnon, Xior

Pride Names. Embereye, Flintclaw, Goldenfield, Ironmane, Starfeller, Sunguides

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Leonin mature and age at about the same rates as humans

  • Alignment. Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.

  • Size. Leonin are typically over 6 feet tall, with some standing over 7-feet. Your size is Medium.

  • Speed. Your base walking speed is 35 feet. (Points: 2)

  • Creature Type. Your creature type is Humanoid.

  • 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. (Points: 3)

  • Daunting Roar. As a bonus action on your turn, you 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. (Points: 6)

  • Hunter's Instincts. You have proficiency in one skill of your choice. (Points: 3)

  • Lion's Heart. When you roll your Hit Dice to regain hit points, you may roll twice and use the higher result. (Points: 4)

  • Lion's Pride. You have advantage on saving throws to avoid or end the frightened condition on yourself. (Points: 2)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

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. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater. Despite their alien outlook, some lizardfolk try to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and skilled allies.

(Total Points: 32)

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

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

  • Alignment. Most Lizardfolk are Neutral.

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

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Bite. Your fanged maw is a natural weapon with the finesse property, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 3)

  • 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. (Points: 1)

  • Hardened Scales. You have resistance to acid damage. (Points: 3)

  • Hold Breath. You can hold your breath for up to 15 minutes at a time. (Points: 1)

  • Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest. (Points: 3)

  • Hunter's Lore. You gain proficiency with one skill of your choice. (Points: 3)

  • Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. (Points: 3)

  • Natural Swimmer. You have a swimming speed of 30 feet. (Points: 2)

  • Swamp Walker. You ignore nonmagical difficult terrain caused by bogs, mud, or shallow water. (Points: 1)

  • Languages. You can speak, read, and write Common and another language of your choice.

Racial Variant: Pteran Lizardfolk

Pteran Lizardfolk are winged, reptilian bipeds native to Chult. Malevolent isolationists, they regard most other creatures as their enemies. In Chultan culture, pterafolk are often referred to as "terror folk" for their habit of swooping down from the sky to snatch whatever and whomever they can, then transporting treasure and food back to their roosts.

(These features replace Creature Type, Hardened Scales, Hold Breath, Hungry Jaws, Natural Armor, Natural Swimmer, and Swamp Walker.)

  • Natural Armor. You have tough, leathery skin. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. (Points: 2)

  • Pteran Wings. You have leathery wings sprouting from your shoulders. You have a flying speed of 30 feet, but you fall if you end your turn in the air and nothing else is holding you aloft. To use this speed, you can’t be wearing heavy armor. (Points: 8)

  • Terror Dive. If you use your movement to fly 30 feet straight toward a creature and hit the target with a melee attack in the same turn, the creature must make Wisdom saving throw (DC is 8 + your proficiency bonus + your Constitution modifier) or be frightened of you until the end of its next turn. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 3)

Racial Variant: Saurian Lizardfolk

Carrying a more primal edge than their normal Lizardfolk counterparts, Saurians are much larger and often territorial on land; their large bodies easily repelling sickness.

(These features replace Cunning Artisan, Hardened Scales, Hold Breath, Hungry Jaws, Natural Armor, Natural Swimmer, and Swamp Walker.)

  • Crushing Blows. Whenever you deal damage to a creature with a weapon attack, you can force that creature to make a Constitution saving throw (DC is 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature takes an additional 1d8 damage of the weapon's type, has its speed reduced by 10 feet until the end of its next turn, and it has disadvantage on its first attack roll within the next minute. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Natural Climber. You have a climb speed of 30 feet. (Points: 2)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • Toxic Resilience. You have resistance to poison damage and advantage on saving throws against disease and to avoid or end the poisoned condition on yourself. (Points: 6)

Racial Variant: Ssurran Lizardfolk

Natives of Athas, Ssurran Lizardfolk come from a time when the now desert world of Athas was green and lush, and were similar to those who dwell on the material plane. But when Athas began dying, the soil began to die with it. As it did, the lizardfolk became more dangerous and carnivorous, with dangerous new mutations and psionic powers developing amongst them.

(These features replace Cunning Artisan, Hardened Scales, Hungry Jaws, Hunter's Lore, and Swamp Walker.)

  • Blight's Protection. You have resistance to Necrotic damage. (Points: 3)

  • Defiling Surge. As an action, you can defile the area around you. When you do, ordinary vegetation within 10 feet of you withers and dies. In addition, all other creatures within 10 feet of you must make a Constitution saving throw (DC = 8 + your Constitution modifier + your Proficiency Bonus), taking 3d10 Necrotic damage on a failed save, or half as much on a successful one. You then regain 1d10 hit points for each creature that failed the saving throw. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • Psionics. Starting at 5th level, you can cast the Invisibility spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). When you cast this spell, it doesn't require components. (Points: 3)


Racial Variant: Stormscale Lizardfolk

Originating from the cragged mountains of Karagh'Tol in the world of Astwahlf, the Stormscale Lizardfolk have developed a connection to the nexus of power that swirls around the arid mountains. Instead of adapting to the swamps and riverlands, these lizardfolk are used to channeling the power of the storms, able to blast through rock and foe alike.

(These features replace Hardened Scales, Hold Breath, Hungry Jaws, Natural Armor, Natural Swimmer, and Swamp Walker.)

  • Stormscale Resilience. You have resistance to lightning and thunder damage, and advantage on saving throws to avoid or end the paralyzed and stunned conditions on yourself. (Points: 8)

  • Thunderous Breath. As an action, you can breathe a blast of stormy breath upon your foes. When you do, you force creatures and objects in a 15-foot cone to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier), taking 2d4 lightning and 2d4 thunder damage on a failed save, or half as much on a successful one. A creature that fails this saving throw also can't take reactions until the start of its next turn. The damage increases at 6th level to 3d4 lightning and 3d4 thunder, 4d4 lightning and 4d4 thunder at 11th level and 5d4 lightning and 5d4 thunder at 16th level. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

Locathah

These resilient and proud fish-folk have endured war, slavery, and mistreatment at the hands of other aquatic creatures. They dwell in submerged tribal communities along seacoasts, and hunt both above and below the water.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Locathah mature to adulthood by the age of 10 but have been known to live up to 80 years.

  • Alignment. Most locathah are true neutral or have some aspect of neutrality in their alignment. They tend toward good, coming from a culture where compassion for the downtrodden is a commonality.

  • Size. Locathah stand between 5 and 6 feet tall and average about 150 pounds. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Aquatic Adept. You can breathe air and water and have a swim speed of 30 feet. (Points: 4)

  • Leviathan Will. Magic cannot put you to sleep. You also have advantage on saving throws to avoid or end the charmed, frightened, paralyzed, poisoned, and stunned conditions on yourself. (Points: 8)

  • Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. (Points: 2)

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

  • Adaptations. Choose two of the following adaptations for your Locathah character. (Points: 6)

(Total Points: 32)


Adaptations

  • (a) Arcane Scales. Some Locathah are born with strange arcane abilities. You learn a cantrip of your choice from the Sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). (Points: 3)

  • (b) Blunt Head. Some locathahs develop blunt, flat heads with sharp, needlelike teeth and well-muscled jaws. Your maw is a natural weapon with the finesse property, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 3)

  • (c) Coastal Emissary. Locathahs who dwell in sunlit coastal waters develop close ties with surface dwellers and become skilled negotiators. When you make an ability check using Charisma, you can choose to re-roll it and take the higher result. You must do this before the DM tells you if it succeeds or fails. Once you use this feature, you can't use it again until you finish a short or long rest. (Points: 3)

  • (d) Deep Dweller. Locathahs living in deeper waters than coastal shallows have adapted to operating in darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. (Points: 3)

  • (e) Heightened Abilities. You have proficiency in one skill of your choice. (Points: 3)

  • (f) Pungent Stentch. Although all locathahs have a distinctly fishy odor out of the water, some locathahs have slimier skin that exudes a strong scent both above and below the waves. You can expunge this to form a poisonous mist around you. As an action, creatures within 10 feet of you must make a Constitution saving throw or be poisoned for 1 minute. A creature can repeat this saving throw at the start of its turn, ending it on a success. The DC is 8 + your proficiency bonus + your Constitution modifier. Once you use this ability, you can't use it again until you finish a long rest. (Points: 3)

  • (g) Shark Body. Some Locathah crossbreed with Adaro and develop more shark-like features. You have advantage on checks and saving throws against effects that would grapple or restrain you or to end those conditions on yourself. You also gain advantage on any Perception check that benefits your powerful sense of smell. This perception bonus is not granted to any sense other than smell. (Points: 3)

  • (h) Strong Limbs. Some locathahs have powerful legs that allow themselves to move more quickly on land and propel them with ease through the water. Your movement speed increases to 35 feet and your swim speed increases to 40 feet. (Points: 3)

Loxodon

The humanoid elephants called loxodons are often oases of calm in the busy streets of towns and cities. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. If provoked to action, loxodons are true terrors — bellowing with rage, trumpeting, and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to many people.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Loxodon become physical adults around age 30, but don't mature mentally until their 60's. Loxodon generally live up to 450 years.

  • Alignment. Loxodon are almost always Lawful Good.

  • Size. Medium. Generally, 7' to 8' in height and weighing between 300 to 400 pounds.

  • Speed. 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Keen Smell. You have advantage on Perception, Investigation, and Survival checks that rely on smell. (Points: 2)

  • Loxodon Serenity. You have advantage on saving throws to avoid or end the charmed and frightened conditions on yourself. (Points: 4)

  • Natural Armor. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. (Points: 5)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your trunk can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell. (Points: 4)

  • Tusk Defense. As a reaction when you are hit by a melee attack, you can use your tusks in tandem with your other defenses, gaining a bonus to your AC equal to your proficiency bonus against the triggering attack. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 3)

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

(Total Points: 32)

Racial Variant: Mirran Loxodon

Loxodons were brought to Mirrodin via Memnarch's soul traps. In Mirrodin, they had as much metal on their bodies as any other beings and had a more clerical rather than natural focus. Inhabiting the Razor Fields, these loxodons believed in the Modest Truth, a code of absolute morality that was taken at face value and passed on from generation to generation. In arguments, loxodons proved stubborn and nearly impossible to sway. Some mirrans even doubted if a loxodon was able to think in shades of grey. Loxodons wandered around the fields, dispensing justice in form of physical punishment and offering atonement. Long ago, the auriok attempted peace with the loxodons and the leonin attempted war; neither succeeded.

(These features replace Loxodon Serenity, Natural Armor, and Tusk Defense.)

  • Dispense Justice. Whenever you deal damage to a creature with a spell attack or weapon attack, you can choose to infuse that attack with divine energy, causing it to deal an additional 2d6 Radiant damage on hit. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Legacy of Smiths. You have proficiency with light and medium armor, and one weapon/tool/instrument of your choice. (Points: 5)

  • Stalwart Nature. You have advantage on ability checks and saving throws against being forcefully moved or knocked prone. (Points: 3)


Racial Variant: Woolly Loxodon

The loxodons of Tarkir are very different from the loxodon of other planes, resembling mammoths. Tarkir loxodon tend to the colder climates of the world as warriors and nomads. They are known for their ferocity and savagery in combat, fighting like wild animals. Even a nursing mother is known to turn into an unstoppable woolly force of nature.

(These features replace Loxodon Serenity, Natural Armor, and Tusk Defense.)

  • Glacial Wanderer. You also have advantage on Wisdom (Perception & Survival) checks while in snow, icy, or otherwise cold/frozen environments. (Points: 4)

  • Ice Walker. You can move across nonmagical difficult terrain made of ice or snow without expending extra movement. (Points: 2)

  • Vengeful Assault. When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make a melee attack with the weapon against the creature. Once you use this trait, you can't do so again until you finish a short or long rest. (Points: 3)

  • Woolly Resilience. You have resistance to cold damage. (Points: 3)

Lumi

The lumi are a race of warriors and healers who live on the Positive Energy Plane. There they build towering cities of glass and light that are protected from intruders simply by virtue of the plane’s dangers to non-native life. The power of unchecked positive energy keeps all but the most curious from even reaching their doorstep. The lumi worship Light as a concept rather than owing allegiance to any deity. They praise its ability to uncover that which is hidden and see it as a symbol of purity and truth. The lumi themselves are honest to a fault and are known for their inability to hold back from telling others blunt and unflattering truths. They despise deception above all other offenses, and lies (or even simple illusion spells) are capital crimes within their settlements. Lumi often travel to the Material Plane to battle wielders of negative energy or known deceivers. This can make them allies of good-aligned adventurers for a time, but they put their own code of honesty and truth ahead of the well-being of others. They think nothing of slaying those who offend their morality.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Lumi are immortal celestials, and thusly can be aged as they come.

  • Alignment. Almost all Lumi are Lawful Good.

  • Size. An average lumi stands between 5 and 7 feet in height and weighs 100 to 300 pounds. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Celestial. (Points: 2)

  • Body of Light. Your body is infused with a softly glowing positive energy. You are resistant to necrotic and radiant damage. (Points: 5)

  • Clear Sight. You cannot be blinded by spells, magical effects, or light, and you have advantage on ability checks to see through illusions. This does not prevent you from being blinded by other means or allow you to see through heavily obscured areas or see heavily obscured creatures. (Points: 3)

  • 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. (Points: 3)

  • Divine Magic. You know the Light cantrip. Once you reach 3rd level, you can cast the Cure Wounds once. Once you reach 5th level, you can cast the Branding Smite spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Floating Head Your head naturally floats a few inches above your shoulders. You can rotate your head in any direction but cannot raise, lower, or otherwise move your head away from where it floats; an unseen force prevents others from moving your head as well. Whenever you make a Wisdom (Perception) check you can roll a d4 and add the number rolled to the total ability check. (Points: 3)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Mercane

Mysterious merchants of all things magical, mercanes are relatively weak and noncombative for creatures of their size. They prefer to bargain and haggle rather than to fight, but because they wander the planes seeking and trading magical goods, they typically travel with an entourage of hired bodyguards. Mercanes are capable of defending themselves, and often carry masterwork Large glaives. Yet these weapons are primarily for show, as mercanes prefer to let their bodyguards deal with violent opponents. If a situation turns ugly, mercanes typically use their magical abilities to flee, abandoning their hirelings if necessary.

Mercanes are known throughout the planes as traders in magical items. Each has a secret chest filled with wares stashed away, ready to be pulled out when it’s time to haggle and close a deal (or to bribe a potential obstacle). Mercanes are therefore not easily robbed, and they only surrender the contents of a secret chest when they have no other choice. Mercanes have no interest in mundane goods, no matter how fine or rare. Only magical objects earn their attention and their coin. They’re known for driving hard, but fair, bargains, and for hiring adventurers from time to time to recover certain goods of interest for a fair price. Although they are not particularly brave, they hold contracts sacrosanct and keep their agreements.

Rumors and legends abound as to the origins of the mercanes and their reasons for seeking out and buying magical items. Their home plane is unknown, and they have wandered between the worlds for as long as any can recall. Stories claim the mercanes feed on the magic items they acquire, or even need them in order to reproduce. There are also tales of a war in a far corner of the planes, with the mercanes serving the roles of arms merchants, aggressors, or defenders, depending on who tells the story.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Little is known about the lifecycle and age of these mysterious travelers.

  • Alignment. Mercanes are typically Lawful Neutral.

  • Size. Mercanes average around 10 feet in height. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Celestial. (Points: 2)

  • Mercane Telepathy. You can communicate telepathically with any creature within 60 ft of you that understands a language (Points: 4)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • Psi-Imbued Strike. Whenever you deal damage to a creature with a melee weapon attack, you can imbue it with psionic power, forcing the creature to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race)) or be frightened of you until the end of the target's next turn. If a creature succeeds against this effect, it is immune to all uses of this effect used by you for 24 hours. 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. (Points: 7)

  • Psionic Armor. Psionic energy wraps around you, creating a barrier of pure force to shield you. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your psionic armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your psionic armor. (Points: 3)

  • Psionics. You know the Light cantrip. Starting at 5th level, you can cast Invisibility with this trait. Once you cast invisibility with this trait, you can't cast it again until you finish a long rest. You can also cast that spell 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). When you cast these spells, they don't require components. (Points: 5)

  • Languages. You can speak, read, and write Common and two other languages of your choice. (Points: 1)

(Total Points: 32)

Minotaur

Minotaurs embrace the notion that the weak should perish and that the strong must rule— and that they themselves are the strongest and most powerful race. They believe their destiny is to rule the world, and that their dominion will be one of conquest and military might. To that end, all minotaurs are trained in weapons, armor, and tactics from a young age. The minotaurs’ arrogance stems from a combination of strength, cunning, and intellect— three virtues they hold dear, and which they deem the foundation of their greatness. They believe that this combination of traits is what sets them apart from their rivals.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

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

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

  • Size. Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • 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. (Points: 3)

  • Goring Rush. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action. (Points: 3)

  • Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you can push it up to 10 feet away from you. (Points: 3)

  • Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d8 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike. (Points: 6)

  • Labyrinthine Recall. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track. (Points: 3)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Racial Variant: Crystalline Minotaur

Rare creations of fine crystal craft and magic, crystalline minotaurs are durable creatures, able to stave off foes in shards of their arcane form.

(These abilities replace Goring Rusk, Hammering Horns, and Horns.)

  • Crystal Body. You are immune to disease and magical aging effects. You also don't need to eat, drink, or breathe. (Points: 7)

  • Crystalline Horns. You have arcane crystal horns with which you can make unarmed strikes which deal 1d3 force damage and 1d3 piercing + your Strength modifier. (Points: 2)

  • Flying Shards. As a reaction when you are dealt damage by a melee attack, you can choose to utilize some of your arcane crystal flesh to fight back an attacker. When you do, you force the creature to make a Dexterity saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus), taking 5d4 force damage on a failed save, or half as much on a successful one. Once you use this ability, you can't use it again until you finish a long rest. (Points: 3)


Racial Variant: Emberhorn Minotaur

Blessed by the god Imix, the Emberhorn Minotaurs often dive down paths of destructions, the fires within their bodies lead them be dangerous entities, often joining dark cults and insidious efforts to thwart peace.

(These abilities replace Goring Rush, Hammering Horns, and Horns.)

  • Burning Breath. As an action, you can breathe fire from your mouth in a 15ft cone. Each creature in that cone must make a Dexterity saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus), taking 2d8 fire damage on a failed save, or half as much on a successful one. Once you reach 3rd level, you can use this ability as a bonus action. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 6)

  • Emberheart. You have resistance to fire damage. (Points: 4)

  • Horns of Flame. You have fiery horns with which you can make unarmed strikes which deal 1d3 fire damage and 1d3 piercing + your Strength modifier. (Points: 2)

Moonfolk

Moonfolk are said to be descended from Celestial beings born high in the mountains that scatter the world in full wake of the night sky. They are usually a favorable omen to villagers, and are often seen as symbols of good luck. Moonfolk have a knack for natural magic talent, as well as being understanding of other creatures. Moonfolk are pale humanoids with charming features and crystalline eyes.

Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Moonfolk achieve maturity at around the age of 16, and can live for up to 400 years.

  • Alignment. Moonfolk tend to be very good and caring creatures, and are usually neutral in their state of mind.

  • Size. Moonfolk tend to be between 5 to 6 feet tall, your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Celestial. (Points: 2)

  • 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. (Points: 3)

  • Divine Protection. You have resistance to Lightning and Radiant damage. (Points: 5)

  • Lunar Magic. You know the Thaumaturgy Cantrip. Once you reach 3rd level, you can cast the Moonbeam spell once with this trait and regain the ability to do so when you finish a Long Rest. Once you reach 5th level, you can cast the Misty Step spell once with this trait and regain the ability to do so when you finish a Long Rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

  • Night's Blessing. You have advantage on Constitution saving throws while standing in dim light or darkness. (Points: 2)

  • Tender Nature. You are proficient in one skill of your choice. (Points: 3)

  • Languages. You can speak and read Common and another language of your choice.

(Total Points: 32)

Racial Variant: Eclipse Moonfolk

Not all celestials are of good nature. Sometimes celestials of the lower planes bond with mortals in the high mountains and far reaches of the world during an eclipse, and though their spawn may develop darker abilities, their fates are still their own.

(These features replace Divine Protection & Lunar Magic)

  • Eclipse Arcana. You know the Thaumaturgy Cantrip. Once you reach 3rd level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a Long Rest. Once 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. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

  • Lower-Plane's Protection. You have resistance to Necrotic and Thunder damage. (Points: 5)

Mothkin

Mothkin are moth-like humanoids adorned with fur, antennae, and finely scaled wings. Though they tend to be small, some subraces are comparable in size to larger races like humans and orcs. They can be nearly any color, and have an equally wide variety of patterns on their wings. Although most colorings developed over several generations to provide camouflage, many mothkin take great pride in dyeing new, decorative patterns into their wings. However, even mothkin with more subtle natural coloring can still possess intricate and beautiful patterns on their wings. Their wings come in many shapes and sizes and may have long tails. These tails do not affect their flight abilities at all, instead existing solely to provide a distraction to predators. Most mothkin possess feathery antennae, but some may more closely resemble the clubbed antennae of butterflies. They generally have compound eyes which take up a considerable portion of their faces, providing them with darkvision at the expense of reduced resolution.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Mothkin mature rather quickly and rarely last more than 60 years.

  • Alignment. Most Mothkin are Neutral with varying degrees.

  • Size. Mothkin average 5+ feet in height. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Light Sensitive. If you spend 1 minute examining a light source; you have advantage on Wisdom (Insight) checks made to identify what the light source is and where it came from. (Points: 1)

  • Moth Wings. You have moth wings sprouting from your shoulders. You have a flying speed of 30 feet, but you fall if you end your turn in the air and nothing else is holding you aloft. To use this speed, you can’t be wearing heavy armor. (Points: 8)

  • Superior Darkvision. You see in any light, as well as total darkness up to 120 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. (Points: 4)

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

  • Subrace. Choose one of the following subrace options. (Points: 11)

(Total Points: 32)

Subrace: Bloodsky Mothkin

Rare mutations in mothkin can lead to terrifying prospects, and such is the case of the bloodsky mothkin. Revealing their butterfly nature, these mothkin require blood to survive, and as such have evolved to extract it easily from their prey and their foes in battle. They are also feral and able to climb up trees easily.

  • Bloodsucker. Whenever you make an attack with your Sharp Proboscis, you can force the creature to make a Constitution saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus) or it take an additional 2d8 necrotic damage and you gain temporary hit points equal to the necrotic damage dealt. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

  • Feral Stride. Your base movement speed is 35 feet. (Points: 2)

  • Tree Climber. You have a climb speed equal to your walking speed. (Points: 2)

  • Sharp Proboscis. Your proboscis is a natural weapon with the finesse property, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 3)


Subrace: Diamondback Mothkin

Diamondback mothfolk are the hardiest, most warrior-like breed of moth. With their thick earthen carapaces and slender brown, grey, black, or tan wings, they blend into the rocky deserts and mountains of their origin. Diamondbacks are excellent hunters, trackers, and fighters, with a powerful, armor-like exoskeleton.

  • Adaptive Exoskeleton. You have advantage on Strength saving throws. (Points: 3)

  • Heavy Carapace. You have a thick carapace that protects you. When you aren't wearing armor, your AC is 14 + your Dexterity modifier (maximum bonus of +3). You can use your heavy carapace to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your heavy carapace. (Points: 4)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • Warrior's Upbringing. You gain proficiency with two weapons/tools/instruments of your choice. (Points: 2)

Subrace: Luna Mothkin

Luna mothfolk are by far the most reclusive and mysterious, to the point where in some places they are merely considered the stuff of myth and legend. The greatest philosophers and seers of the mothfolk are found among them, and they carry a deep reverence for nature. Graceful and beautiful creatures, these mothfolk have semi-translucent wings hued in green, blue, pink, or yellow, and their exoskeletons are covered by a thick coat of soft white fur.

  • Nature's Connection. You learn a cantrip of your choice from the Druid spell list. Once you reach 3rd level, you can cast the pass without trace spell once. Once you reach 5th level, you can cast the moonbeam spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 10)

  • Soothing Appearance. You have advantage on Animal Handling checks to calm hostile or agitated beasts of CR 1/2 or below. (Points: 1)


Subrace: Royal Mothkin

Diplomatic, professional, and never at a loss for words, the Royal moths are by far the most accepted by general society. As their name suggests, many Royals are nobles, diplomats, or negotiators. As a people, they have managed to throw off most of the common misconceptions and elements of the uncanny surrounding mothfolk culture - a large part of this simply due to the fact that most of them simply don't speak Ivathi nor engage in more "mothly" behaviors when around the more "common" folk. The fact that their multicolored wings tend to be emblazoned with beautiful, intricate patterns helps in this as well.

  • Arcane Decree. Starting at 3rd level, you can cast the command spell with this trait. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 3)

  • High Class. You can double your proficiency bonus for Charisma checks when speaking with noble or high-class creatures. (Points: 2)

  • Noble Dialects. You are proficient in two languages of your choice. (Points: 2)

  • Well-Mannered. Whenever you make an ability check with a Charisma-based skill you are proficient in, you can treat a d20 roll of 4 or lower as a 5. (Points: 4)

Mul (Half-Dwarf)

Muls are born of mixed heritage, created from the union of humans and dwarves. They have existed for as long as the two races have been interacting, but their numbers were never significant enough in the past to categorize them as a separate race. It was only with the rise of the Age of Sorcerer-Kings, as the former Champions of Rajaat sought the most powerful soldiers to defend their new domains, that muls have been bred in large numbers—though as slaves. As muls tend to be independent and hard to control, the sorcerer-kings quickly abandoned the idea of forming large armies of them. Instead, other uses were found for this hardy race.

Muls retain the height and adaptability of their human heritage and keep the durability, bulk, and raw strength of their dwarf side. As such, muls are among the most powerful of the demihuman races. Adults grow to heights of between 6 and 7 feet tall, weighing in at over 250 pounds. It isn’t unheard of for particularly large and strong muls to weigh upwards of 300 pounds. Their robust metabolism makes muls lean and muscular, but this isn’t to suggest that they’re thin. Muls are broad- shouldered and wide, with almost no body fat. They appear to be large humans in most respects, though there are significant and obvious differences. With prominent eye ridges and pointed, swept-back ears, if their size doesn’t give away their heritage these features certainly will. Male and female muls alike have no body hair, and almost every mul is bald. Unlike half-elves and half-giants, muls are sterile; the only way to create a mul child is through the union of a human and a dwarf.

Like half-giants, muls don’t have a unified history or culture to draw upon. They don’t gather in mul communities, and there are no mul villages hidden in the wastes. For the most part, muls are slaves or ex-slaves, living in the city-states, client villages, merchant houses, or slave pens of the nobles-or among the slave tribes roaming the wilderness. A small number of muls are born free in the dwarf villages or somewhere else outside the jurisdiction of the sorcerer-kings and merchant lords.

Muls found in the slave pens of the city-states and merchant houses usually work as gladiators or laborers. Their great strength and endurance make them valuable in both positions, and because so much goes into creating and maintaining a stable of mul slaves, their owners often pamper them—provided they perform well. The owners also jealously guard their muls, for it’s cheaper to pay exorbitant fees to slavers to retrieve a’ runaway mul than to start over in the breeding pens. Slave muls are easy to spot: Tattoos denoting ownership, occupation, and even number of victories in the arenas decorate head and body of these slaves.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Muls mature at around the same time as humans.

  • Alignment. Muls take after their human heritage, and can be as varied as they come depending upon their upbringing.

  • Size. Muls grow to heights of between 6 and 7 feet tall, weighing in at over 250 pounds. Your size is medium.

  • Speed. Your speed is 30 feet.

  • Creature Type. Your creature type is Humanoid. You are also considered a human for any prerequisite or effect that requires you to be a human. (Points: 0)

  • Darkvision. Thanks to your dwarf heritage, 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. (Points: 3)

  • Dwarven Blood. You have advantage on saving throws to avoid or end the poisoned condition on yourself, and you have resistance against poison damage. (Points: 5)

  • Exceptional Vigor. As an action, you can end one of the following conditions on yourself: Blinded, Deafened, Paralyzed, or Poisoned; or you can remove one level of exhaustion you have. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • Mul Endurance. Your hit point maximum increases by half your level (minimum 1), and you have advantage on saving throws against exhaustion. (Points: 4)

  • Psionic Precognition. You know the Guidance cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). When you cast this spell, it doesn't require components. (Points: 2)

  • Rugged Body. You can engage in up to 12 total hours of hard labor or forced marching without suffering from exhaustion. (Points: 1)

  • Languages. You are proficient in Common and one other language of your choice.

(Total Points: 32)

Myconid

Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies.

Circles and Melds

The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together.

A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids' rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures.

Cultural Pacifism

From a very early age, myconids are taught the virtues of empathy and pacifism. Material and worldly possessions are not chiefly important to myconids, so there is very little motivation for violence.

Myconid Reproduction

Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores' release to avoid overpopulation. Unlike most other humanoids, myconids take no pleasure from reproduction and feel very little connection to their offspring. Child rearing is a responsibility shared by the entire circle, and it is rare if young myconids can even identify their parents.

Myconid Names

Due to the fact that myconids have no verbal language, their names are most appropriately translated as physical descriptors of a particular individual.

Myconid Names: Bolete, Brownback, Buttonhead, Greenfoot, Morel, Mossy, Portabelt, Puffball, Redstem, Soft-Step, Stinkhorn, Toad.

(Total Points: 32)

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores' release to avoid overpopulation. Individual myconids can live to well over a century.

  • Alignment. Often, myconids believe strongly in society and law. It is extremely uncommon for a myconid to directly harm any creature that does not mean it, or its circle, harm.

  • Size. Myconids grow to a wide variety of heights and builds, with the most common being stocky and around 6 feet tall, weighing around 125 pounds. Your size is Medium.

  • Speed. Your speed is 30 feet.

  • Creature Type. Your creature type is Plant. Spells and abilities that affect nonmagical plants only do not affect you. (Points: 2)

  • Hallucination Spores. As an action, you can produce spores that affect creatures within 30 feet of you that aren't undead, constructs, or elementals. They must make an Intelligence saving throw, or begin to see hallucinations as if affected by the Minor Illusion cantrip for 1 minute. (save DC = 8 + your Intelligence, Wisdom, or Charisma modifier + your proficiency bonus) While this effect is active, you must concentrate on it as if concentrating on a spell. After using this trait, you cannot do so again until you finish a long rest. (Points: 6)

  • Meld. When you take a long rest in the presence of two or more other myconids, you can meld with them. After melding, you regain all expended Hit Dice and gain one of the following benefits: You have advantage on the next saving throw you make in the next 24 hours. Or you can end one disease or one condition effecting you from among: blinded, deafened, paralyzed, or poisoned. Or you gain one inspiration point. (Points: 3)

  • Pacifying Spores. As an action, you can eject spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus) or be stunned for 1 minute. Undead, constructs, and elementals automatically succeed this save. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. After using this trait, you cannot do so again until you finish a long rest. (Points: 5)

  • Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. (Points: 4)

  • Languages. You are proficient in Common and one other language of your choice.

Neogi

The neogi appear as a cross between a wolf spider and a moray eel. The short, furry, eight-limbed body is topped by a lithe, bare, fleshy neck with a serpentine head, its mouth filled with needle-sharp teeth. The ends of its limbs are tipped with small claws. The fur of the neogi is a light tan, but dyed a variety of colors to signify power, rank, accomplishments, and warnings to other neogi. The older a neogi grows, the more colorful its hide becomes.

The neogi are ruthless slayers and plunderers, and think nothing of eating their enemies, servants, or fallen comrades. They are a hateful, xenophobic race.

Neogi can communicate in their own language and in Common. Many speak 1-4 other languages to help facilitate their slaves taking orders correctly.

HABITAT / SOCIETY The hated neogi are only found in very remote locations, deep beneath the earth, or among the farthest stars. Their lives revolve around their communities and their slaves. Neogi are a slaving race with an inborn sense of property: all is either owned or owner, slave or neogi. Even neogi are slaves to other neogi, but slave-neogi may have their own slaves. The neogi tattoo their non-neogi slaves with symbols of ownership, usually on the left shoulder in the front and back.

Captive umber hulks are trained from birth to follow their “small lords”, caring for their every need. Any neogi can command another umber hulk (the effect of this command is akin to the effect of the charm monster spell).

The neogi world view of “own or be owned” has resulted in a paranoid outlook that borders on xenophobia, and their relentless attacks on other races result in their being universally hated. The only “normal” race with ties to neogi are the mind flayers, who make a profit on the neogi slave trade.

ECOLOGY As a neogi grows older and his mind fades, his orders become confused and his slaves become disobedient. His fellow neogi may choose to poison the older one at once. The different poisons moving through its body overload the old neogi’s system, and it begins its change into a Great Old Master.

The neogi making the transformation swells to 20 feet in height and a similar girth. Its legs and arms become useless, and its intelligence fades; it now lives only to eat. Live flesh is preferred, but the dead will sustain it. A Great Old Master inflicts 1d12 points of damage per round to any creature it is fed. After 2 months of eating, the skin of the Great Old Master bursts and a new crop of mature neogi spill forth. These are unmarked and barely sentient at birth, and for the next week the brood area resounds with combat as the young neogi kill each other for food. Of the 20-40 neogi that eat their way out, only about 3-6 survive. These are considered slaves of the community, until such a time as they claim an umber hulk as their personal slave.

If a Great Old Master is attacked and its flesh pierced, it releases 2d4 neogi to defend itself. These are taken from the future brood, and are not replaced. Blunt weapons will not pierce the skin and therefore do not bring forth young. Edged or piercing weapons, or magical spells that pierce or burn, will produce this defensive reaction.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Neogi mature rather quickly, reaching adulthood by age 5 and living around 45 years on average.

  • Alignment. Neogi are typically Lawful Evil

  • Size. Neogi adults average 3ft in height. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Aberration. (Points: 2)

  • Bite. Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 2)

  • 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. (Points: 3)

  • Eldritch Venom. Whenever you deal damage to a creature with a weapon attack, you can choose to infuse the strike with Eldritch Venom. When you do, the attack deals an additional 2d10 poison damage, and the target must make a Constitution saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus) or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

  • Enslave. As a bonus action, you can force a creature within 30 feet of you that you can see to make a Wisdom saving throw (save DC = 8 + your Intelligence, Wisdom, or Charisma modifier (choose when you pick this race) + your proficiency bonus) or be charmed by you for 1 round. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Mental Fortitude. Magic cannot put you to sleep. You also have advantage on saving throws to avoid or end the charmed and frightened conditions on yourself. (Points: 4)

  • 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. (Points: 3)

  • Languages. You are proficient in Common and one other language of your choice.

(Total Points: 32)

Neraphim

"We are not slaadi. We have never been slaadi, and we will never be slaadi. They are foolish brutes; they kill without reason! We, however, we are different. We are civilized."

-Anh Spent River, neraphim ranger

Hunters of Chaos

Neraphim are a nomadic people who hunt through the maelstrom of the Ever-Changing Chaos of Limbo, following and hunting their elusive and ever-moving prey. Neraphim have developed special hunting tools and techniques, to both allow them to eat heartily, and to differentiate themselves from the more barbaric creatures they resemble; slaadi. They are proficient leapers, able to jump from mote to mote of stable earth in the chaos of Limbo, tracking prey of all shapes and sizes.

Mistaken for Slaadi Despite being far more peaceful and lawful than the slaadi, neraphim are commonly mistaken for being smaller versions of the slaadi, with many neraphim being forced to either avoid other races or disguise themselves as others. In contrast to this common mistake, a neraph's life goal is typically to slay many slaadi as they survive, to purge the planes of their vastly inferior and brute-like cousins.

Houses & Order Neraphim, from birth, are often strictly disciplined by the matriarch of the house that they reside in, being taught the ways of law and order, or being exiled without a second thought from the matriarch. They cannot afford to be as chaotic as the realm they dwell in, or they will face starvation and isolation. Within each house, the rule of the matriarch is law, and her rule can be harsh. Even the smallest discrepancy of her will can cause a neraph to be exiled from their house. Some exiles have open personalities and strike up friendships with travelers from other planes, hoping to accompany them home and leave the dangerous realm of Limbo behind, for without a house, they are sitting ducks.

Neraphim Names Neraphim have given names and house names. Those exiled from a house are usually ceremonially stripped of their house name, though some continue to refer to themselves as such, while others take appellations similar to "the Exile," "the Stricken," or "the Houseless."

Male Names: Anh, Cado, Hao, Sam, Tam, Teo, Thanh, Thuan, Van, Xuan.

Female Names: Chi, Hyunh, Lan, Mai, Nam, Tham, Trinh, Yen.

House Names: Spent River, Hanging Cliff, Invisible Sea, Lost Mountain, Burning Water, Living Stone.

(Total Points: 32)

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Neraphim live leaps and bounds longer than humans, with most deaths by old age recorded being of neraphs older than two centuries, and neraphs mature around the age of 20.

  • Alignment. Neraphim have law and order drilled into their minds from the moment they are birthed, with even exiles having to possess lawful tendencies.

  • Size. Neraphim exceed humans in height just enough to mistake them for a slaad-about a foot-but do not truly tower over creatures such as the slaadi do, and only weigh about 50 pounds more than the average human. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Darkvision. Adapting to the chaotic ways of the Limbo, your eyes are more potent at sight than most. 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. (Points: 3)

  • Natural Armor. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. (Points: 2)


  • Neraph Camouflage. When you make a spell or weapon attack, you can choose to temporarily shroud yourself, making it difficult for enemies to see the attack's origin and giving you advantage on the attack roll. You can use this ability once, and can use it again when you take a short or long rest. At 3rd level, you can cast the Blur spell once, and regain the ability to cast it again after finishing a long rest. You can also cast the spell using any Spell Slots you have of the appropriate level. Constitution is your spellcasting ability for this spell. (Points: 6)

  • Neraph Weapon Training. You gain proficiency in the annulat, which is a dart that uses a d6 damage die instead of a d4. Alternatively, you can instead gain proficiency in one weapon/tool/instrument of your choice. (Points: 1)

  • Planar Outsider. You have advantage on saving throws against being charmed or to end the charmed condition on yourself. (Points: 2)

  • Slaadi Speaker. You can speak to Slaad creatures. Slaad sounds like the noises of a swamp, a cacophony of croaks and insects buzzing, and loud growling. It has no written form. (Points: 1)

  • Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start. (Points: 2)

  • Watcher of the Wastes. You are proficient in one skill of your choice. (Points: 3)

  • Languages. You can speak, read, and write Common and another language of your choice.

Nerubian

Nerubians are an ancient race of highly intelligent arachnoids. Native to hollows and caves throughout the world, these spider-men once ruled over an ancient kingdom that stretched like a great web beneath the desolate glaciers of "the roof of the world". However, after losing favor with their villainous gods in a war of ancient times, their empire was crushed and sent them skittering into the wastelands and hovels of the world. Though there are few pockets of nerubian warriors left, they still seek to gain vengeance upon the gods of old and reclaim their subterranean kingdom. (Total Points: 32)

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Once a nerubian hatches, it takes 12 years for them to mature. They generally live for about 80 years, but it is not unheard of for them to live longer.

  • Alignment. Nerubians tend toward evil; they have always been ruthless and aggressive, and since the fall of their ancient empire these traits are more pronounced. Still, nerubians are intelligent, and not all fall into dark ways.

  • Size. Nerubians stand taller than humans, averaging over 6 feet in height. Your size is medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Arachnoid Arcana. You know the Blight Claw cantrip. Once you reach 3rd level, you can cast the Cause Fear spell once. Once you reach 5th level, you can cast the Web spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • 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. (Points: 3)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • 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. (Points: 3)

  • Spider Summoner. As an action, you can summon a Swarm of Spiders in an unoccupied space within 60 feet of you that last for up to 1 minute, during which you must concentrate on it as if concentrating on a spell. The swarm disappears when it drops to 0 hit points, or when you lose concentration. The swarm is friendly to you and your allies. Roll initiative roll for the swarm, which has its own turn. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any commands to it, it defends itself from hostile creatures but otherwise takes no actions. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

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

Racial Variant: Nerubian Noble

With greater strength then the average Nerubian, these nobles are born of stronger stuff. While they lack the potent magic and summoning craft of their weaker kin, their formidable strength more than makes up for it.

(These features replace Arachnoid Arcana and Spider Summoner.)

  • Impaling Burst. As an action on your turn, you can fire a stream of impaling spikes before you. When you do so, you force creatures within a 5-foot wide, 15-foot long line to make a Dexterity saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus), taking 2d8 magical piercing damage on a failed save, or half as much on a successful one. Additionally, any spaces hit by these spines become difficult terrain until the start of your next turn. The damage reduced increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

  • Spiked Carapace. As a reaction when you are hit my a melee attack, you can cause spines on your carapace to form a barrier and strike back at attackers. Until your next turn, when you are hit by a melee attack, the barrier reduces the damage you are dealt by 2d4, and deals the same amount of piercing damage to the attacker. This ability also provides half cover against ranged attacks for the duration. The damage reduced increases by 1d4 when you reach 5th level (3d4), 11th level (4d4), and 17th level (5d4). Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • Sturdy Shell. You have advantage on saving throws to avoid or end the stunned condition on yourself. (Points: 1)

  • Vile Maw. You are proficient with your unarmed strikes, which deal 1d3 necrotic and 1d3 piercing + your Strength modifier damage on a hit. (Points: 2)

Nothic

A nothic is a monstrous creature with terrible talons and a single great eye. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies’ bones.

"A baleful eye peers out from the darkness, its gleam hinting at a weird intelligence and unnerving malevolence. Most times, a nothic is content to watch, weighing and assessing the creatures it encounters. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies’ bones."

Cursed Arcanists. Rather than gaining the godlike supremacy they crave, some wizards who devote their lives to unearthing arcane secrets are reduced to creeping, tormented monsters by a dark curse left behind by Vecna, a powerful lich who, in some worlds, has transcended his undead existence to become a god of secrets. Nothics retain no awareness of their former selves, skulking amid the shadows and haunting places rich in magical knowledge, drawn by memories and impulses they can’t quite understand.

Dark Oracles. Nothics possess a strange magical insight that allows them to extract knowledge from other creatures. This grants them unique understanding of secret and forbidden lore, which they share for a price. A nothic covets magic items, greedily accepting such gifts from creatures that seek out its knowledge.

Lurkers in Magical Places. Nothics are notorious for infiltrating arcane academies and other places rich in magical learning. They are driven by the vague knowledge that there exists a method to reverse their condition. This isn’t a clear sense of purpose, but rather an obsessive tug at the end of the mind. Some nothics are clever enough to realize that this is merely part of the strange lesson for their folly, a false hope to drive them to seek out more arcane secrets.

(Total Points: 32)

Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Nothics have greatly expanded lifespans thanks to their accursed creation, typically maturing fast and living several centuries.

  • Alignment. Evil creatures born of a dark curse, most Nothics are neutral evil.

  • Size. Your size is medium.

  • Speed. Your base walking speed is 30 ft.

  • Creature Type. Your creature type is Aberration. (Points: 2)

  • Arcane Mysteries. You are proficient in one skill of your choice. (Points: 3)

  • Claws. You are proficient with your unarmed strikes, which deal 1d6 slashing damage on a hit. (Points: 2)

  • Keen Sight. You have advantage on Wisdom (Perception) checks. (Points: 4)

  • Natural Armor. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. (Points: 2)

  • Otherworldly Perception. You have Blindsight of 30 feet and can see creatures that are on the Ethereal Plane within your Blindsight. You can pinpoint such a creature if it moving, regardless if it is hidden from you. (Points: 8)

  • Rotting Gaze. As an action, you may target one creature you can see within 30 feet of you. The target must succeed on a Constitution saving throw or take 2d6 necrotic damage. This ability requires you to use a verbal component, as if it were a spell. The DC for this saving throw is 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (you choose this when you pick this race). The damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6). (Points: 2)

  • Weird Insight. As an action, you may target one creature you can see within 30 ft. of you. The target must contest its Charisma (Deception) check against your Wisdom (Insight) check. If you win, you magically learn one fact or secret about the target. The target automatically wins if it is immune to being charmed. Regardless if you succeed or fail, the target is unaware you did this. You can use this ability a number of times equal to your proficiency bonus and regain all expended usages upon finishing a long rest. (Points: 1)

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

Ogre

Ogres are monstrous humanoid descendants of giants with disproportionate limbs and features. They have large, muscular arms and torsos with big bulky heads. Their skin often ranges in tones similar to the humans of their region, but can also be shades of yellow, grey, or blue depending on their background and ancestry. Ogres are well known for their fierce tempers and chaotic natures. They expect acknowledgement of their size and power but will also often miss slights against them because of their simple nature and obliviousness. Ogre society is generally solitary but sometimes tribes can form. An ogre's strength and size often determine their rank among peers. Whether they live in a group or alone, raids are common among ogres, and they will often initiate conflicts with nearby settlements with little regard for the consequences. Several conditions might cause an ogre to break away from these tendencies and join civilized society. Especially small or weak ogres often have a hard time at life either within a group or alone, and as a result they tend to integrate into nearby settlements where they will have their muscle put to work. An ogre could begin a peaceful coexistence with nearby locals as well, realizing that if they don't crush anyone the people might just leave them alone. However unlikely as well, an ogre might also decide one day that smashing and eating whatever they come across isn't always a good thing and become more tolerant of other sentient life. (Total Points: 32)


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Ogres are fully grown by 6 years old but rarely survive past 40 in the wild. Ogres in civilized environments may possibly live as long as 60 years old under the right circumstances.

  • Alignment. Ogres generally drift towards chaotic nature because of their impulsive and simple-minded behavior. Good and neutral ogres must often live alone in order to avoid the brutality of other ogres.

  • Size. A normal wild ogre is usually around 9 to 10 feet tall and weighs around 550 to 650 pounds

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Giant. (Points: 2)

  • 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. (Points: 3)

  • Howl of Terror. At 3rd level, you can cast the Fear spell with this trait. Once you cast this spell, you can't cast it again until you finish a long rest. When you cast this spell, it requires only verbal components. You can also cast this spell using any Spell Slots you have of the appropriate level. Strength or Constitution is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race). (Points: 5)

  • Hulking Shove. Once on your turn, after hitting a creature with an attack, you can force the target to make a Strength saving throw (DC 8 + your Strength modifier + your Proficiency Bonus); on a failed save, the target is pushed up to 10 feet horizontally away from you and knocked prone. This distance increases to 15 feet at 5th level. You can use this ability a number of times equal to your proficiency bonus, and regain all expended uses after finishing a long rest. (Points: 5)

  • Imposing Presence. You are proficient in one skill of your choice. (Points: 3)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • Languages. You can speak, read, and write Common and another language of your choice.

Racial Variant: Blue Ogre

Blue Ogres are rare, born from seers, magics, and pacts with otherworldly entities, blue ogres manifest potent shamanistic abilities that serve them well in their roles as seers and advisors of ogre groups and tribes. (These features replace Howl of Terror, Hulking Shove, and Imposing Presence.)

  • Shamanistic Magics. You know the Lightning Lure cantrip. Once you reach 3rd level, you can cast the Arctic Breath spell once. Once you reach 5th level, you can cast the Spike Growth spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Shield of Flames. As an action, you can manifest a field of flames that protects you. You gain temporary hit points equal to 5 + your Proficiency Bonus that last for up to 1 minute. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 fire damage. Once you use this feature, you can't use it again until you finish a long rest. (Points: 3)

  • Two-Headed. You have two heads. While your secondary head can speak, it cannot be used for verbal components for spellcasting. (Points: 0)

  • Watchkeeper. Your two heads can work together to keep watch for one another. When you sleep during a long rest, one of your heads can sleep for four hours before switching off and having your other head rest for 4 hours. This allows you to stay conscious and you can see and hear as normal. However, you are in a motionless state while you rest. Also, magic cannot put you to sleep. (Points: 2)

Racial Variant: Greatmaw Ogre

In the badlands there lie great ogre holds which sit under the banner of the all-consuming great maw, which gives the ogres their strength and bloody magic from feasting upon others. Some of these ogres are so well connected to this deity that they are able to channel it's power upon their foes before them.

(These features replace Howl of Terror, Hulking Shove, and Imposing Presence.)

  • Bloodgruel. Whenever you cast a spell of 1st level or higher, you can use your reaction to have a creature within 30 feet of you gain temporary hit points equal to the spell's level + twice your proficiency bonus. Once you use this ability, you can't use it again until you finish a long rest. (Points: 3)

  • Cauldron Seer. You gain proficiency with one weapon/tool/instrument of your choice. (Points: 1)

  • Lore of the Great Maw. You know the Thunderclap cantrip. Once you reach 3rd level, you can cast the Thunderwave spell once. Once you reach 5th level, you can cast the Erupting Earth spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

Racial Variant: Hellfire Ogre

Hellish creatures often procured through deals with demons or oaths promised to dukes of hell, Hellfire Ogres find themselves constantly seen as savages and brutes, although they have the potential to be more than the fire within deems them to be. (These features replace Howl of Terror, Hulking Shove, and Imposing Presence.)

  • Demonic Mind. You have advantage on saving throws to avoid or end the frightened condition on yourself. (Points: 2)

  • Fire Within. You know the Produce Flame cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (Choose this when you select this race). (Points: 2)

  • Hellfire Strike. As a bonus action, you can tap into your inner fire and channel it to power your attacks. The next time you hit with a melee weapon attack this turn, that attack deals an additional 2d6 fire damage. The damage increases at 6th level damage to 3d6, 4d6 at 11th level and 5d6 at 16th level. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 5)

  • Hellish Resistance. You have resistance to fire damage. (Points: 4)

Racial Variant: High Ogre

The irda ("high ogres") retain the grace and amazing beauty originally bestowed upon the ogres as one of the first races of creation. Reclusive and solitary by nature, they wear magical disguises when forced to walk among the other races. All but a handful of irda were destroyed by Chaos at the end of the Fourth Age.

(These features replace Howl of Terror, Hulking Shove, and Imposing Presence.)

  • High Ogre Magic. You know the Dancing Lights and Mage Hand cantrips. At 5th level, you can cast the Pyrotechnics spell once, and regain the ability to cast it again after finishing a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 7)

  • Transform Self. Starting at 3rd level, you can cast the spell Disguise Self on yourself a number of times equal to your proficiency bonus, and regain all expended uses after finishing a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). When you cast this spell, it doesn't require components. (Points: 6)

Orc

To feel the thunder of orcish war drums outside the gate and to hear a chorus of voices growling, "Gruumsh!" is the nightmare of every civilized place in the world. For no matter how thick its walls, skilled its archers, or brave its knights, few settlements have ever withstood a full-scale onslaught of orcs.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

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

  • Alignment. Orcs are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually chaotic evil.

  • Size. Mountain Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Other orcs vary in size. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • 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. (Points: 3)

  • 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. (Points: 3)

  • Primal Intuition. You have proficiency in two skills of your choice. (Points: 5)

  • Languages. You can speak, read, and write Common and another language of your choice.

  • Subrace. Choose one of the following options. (Points: 9)

(Total Points: 32)


Subrace: Frostblood Orc

Hailing from the frigid north and among the most savage of warriors, frostblood orcs trace their origins to barbarian hunters who both revered and hunted white dragons. In ancient times, some primitive orc tribes considered white dragons to be the supreme prey in the brutal frostfell of their homeland, valued highly due to the scarceness of other bounty. When scouts spotted a white dragon, the tribes' fiercest warriors gathered for hunting expeditions that lasted for weeks or months at a time, after which they would return home with the dragon carcass—or wouldn't return at all. Victorious warriors carried out rituals in which they drank the blood of the white dragon they killed, a process that somehow altered their race over generations and imbued them with the essence of the very creatures they hunted.

  • Draconic Fortitude. You have advantage on all saving throws against exhaustion. (Points: 2)

  • Freezing Strike. When you hit a creature with a weapon attack, you can empower the attack, making it deal an additional 1d8 cold damage on hit and forcing the target to make a Constitution saving throw (DC is 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature has its speed reduced by 10 feet until the end of its next turn. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • White Dragon's Protection. You have resistance to cold damage. (Points: 3)

Subrace: Mountain Orc

The most common orc subrace, Mountain Orcs are known for traveling in large groups through passages and installing encampments. Mountain orcs are brutish and tough. Any orc who kills an elf in battle will cut out his eye as a symbol of worship to Gruumsh, the god of Orcs.

  • Brutal Assault. When you hit a creature with a melee attack on your turn with a weapon worth at least 1 sp, you can roll the weapon’s damage dice twice and add them together. You can use this ability a number of times equal to your proficiency bonus, and regain all expended uses after finishing a long rest. (Points: 7)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)


Subrace: Orc of Shargaas

Any orc deemed too weak to survive, but show a cunning aptitude and care for the dead are tested to see if they can join the Cult of Shargaas, the Orc god of darkness, night, stealth, thieves, and undead.

  • Black Magic. You know the Minor Illusion cantrip. At 3rd level, you can cast the Blindness/Deafness spell once per long rest. At 5th level, you can cast Darkness once per long rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

Subrace: Orog

Orogs somewhat resemble smaller Orcs in appearance, but are actually more intelligent than their kin. Orogs are a result of a divine blessing by the orc god Luthic. They are at once valued for their powers and feared by orc leaders, who know that orogs can easily usurp their place if they feel like it.

  • Blessing of Luthic. You know the Booming Blade cantrip. At 3rd level, you can cast the Enhance Ability spell once per long rest. At 5th level, you can cast Warding Bond, but only use it to enlarge, once per long rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

Subrace: Yellow Orc

Yellow Orcs are discernable by their thick dull yellow hides. With rat-like faces, and about the size of a human, with pointed ears, and a lack of tusks. There are clans that favor very short hair, and others that favor long hair, but always they will have some hair pulled into a top knop, with usually an ornately carved bone stuck through to hold it all together. Favor ornate lamellar wooden and bone scaled armors, that are just as sturdy, but lighter than conventional scaled armors. And full helms with grotesque faces, and plumes of braided wolf hair.

  • Master of Beasts. Whenever you make a Wisdom (Animal Handling) check, you can roll a d4 and add the result to the roll. Additionally, while you are riding a mount, the mount's speed increases by 5 feet. (Points: 4)

  • Orcish Armor Training. You have proficiency with light and medium armor. (Points: 4)

  • Storyteller. The nature of the tribe means that you have heard stories of all kinds, and one day your tribe will expect you to tell stories as well. Whenever you make a Charisma (Performance) check to tell a story, you are considered proficient in the Performance skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. (Points: 1)

Subrace: Uniya Orc

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

  • Elven Arcana. You know one cantrip of your choice from the druid or wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 3)

  • Erratic Dodge. Born from conflicting races, with an unknown story and your very blood chaotic; no enemy can predict you. You may use your reaction to either give yourself advantage on a Dexterity saving throw, or force a creature to reroll an attack against you, taking the lowest of the two rolls for their attack. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. (Points: 2)


Subrace: Yurtus Orc

When plague strikes a tribe, the hands of Yurtrus isolate the sick. The priests then minister to those who can be saved but not healed. The hands cultivate the sickness of these nurtured ones, turning them into instruments of defense and weapons of war. When orcs go to battle, a band of nurtured ones might charge in first-to give themselves up while softening up the enemy by spreading Yurtrus's vile blessing in its ranks.

  • Corrupted Carrier. When you are reduced to 0 hp or die, your body releases poxen pus, forcing creatures within 10 feet of you to make a Constitution saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus) taking 4d6 poison damage and becoming poisoned for 1 minute on a failed save. Taking only half damage on a successful save. A creature can repeat this saving throw at the end of each of its turns, ending it on a success. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

  • Fetid Claws. You have claws with which you can make unarmed strikes which deal 1d3 necrotic damage and 1d3 slashing + your Strength modifier. (Points: 2)

  • Nurtured One of Yurtrus. You have advantage on saving throws against disease, as well as to avoid or end the poisoned condition on yourself. (Points: 3)

Owlin

Distant kin of giant owls from the Feywild, owlin come in many shapes and sizes, from petite and fluffy to wide-winged and majestic. Owlin have arms and legs like other Humanoids, as well as wings that extend from their back and shoulders.

Like owls, owlin are graced with feathers that make no sound when they move or fly, making it easy for them to sneak up on you in the library.

Your owlin character might be nocturnal. Or perhaps your character is simply prone to rise later, embodying the common nickname of night owl.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Owlin typically live for around a century and mature at much the same rate as humans.

  • Alignment. Owlin are often good or neutral creatures with lawful personas. This makes them good librarians and teachers in Strixhaven.

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

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Darkvision. You can see in dim light within 60 feet of yourself 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. (Points: 3)

  • Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. (Points: 2)

  • Fleet of Feather. You have advantage on initiative rolls. (Points: 5)

  • Magic Sight. Starting at 3rd level, you can cast the Detect Magic spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 3)

  • Owl Wings. You have feathery wings sprouting from your shoulders. You have a flying speed of 30 feet, but you fall if you end your turn in the air and nothing else is holding you aloft. To use this speed, you can’t be wearing heavy armor. (Points: 8)

  • Silent Feathers. Whenever you make a Dexterity (Stealth) check, you can roll a d4 and add the result to the roll. (Points: 3)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Phoelarch

Connected to the elemental plane of fire, Phoelarchs are a merging of a humanoid with a Phoera, and are the descendants of phoenixes. Phoelarchs are almost universally possessed of a terrible wanderlust and are very passionate about freedom, both their own and that of others. They treasure freedom almost more than anything else. Because of this they are often drawn to scenes of freedom being threatened and are in staunch opposition to any slavery in Faerûn.

Phoelarches are often rigidly honorable, though their customs and sense of honor greatly vary with each community and individual. They only have a vague sense of the personality and emotions of the phoera tied to them.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Phoelarchs mature similar to humans, but live for around 200 years.

  • Alignment. Phoelarchs are generally Neutral creatures.

  • Size. Phoelarchs are generally slender and stand taller than humans, on average reaching heights of 6 to 6.5 feet in height. Your size is Medium.

  • Speed. Your walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Arcane Fire. You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Armor of Agathys spell once, except the damage is fire instead of cold. Once you reach 5th level, you can cast the Scorching Ray spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Darkvision. You can see in dim light within 60 feet of yourself 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. (Points: 3)

  • Ever-Wanderer. You are proficient with one skill of your choice. (Points: 3)

  • Phoenix's Protection. You have advantage on saving throws against disease and on saving throws to avoid or end the poisoned condition on yourself. You also have resistance to fire damage. (Points: 7)

  • Phoera's Revenge. When you are reduced to 0 hp or die, your Phoera side releases an explosion, forcing creatures within 10 feet of you to make a Dexterity saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus), taking 3d8 fire damage on a failed save or half as much on a successful one. Once you use this ability, you can't use it again until you finish a long rest. (Points: 3)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Plasmoid

Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar form, but there’s little chance of mistaking a plasmoid for anything else. They consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores. Plasmoids don’t have internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves called ganglia. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that constrict to produce sound. When plasmoids sleep, they lose their rigidity and spread out and are sometimes mistaken for a rock or some other feature of the environment.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Plasmoids generally live about a century but can live more if they limit their mobility and slow their metabolic rate.

  • Alignment. Plasmoids are not born, but are instead split off from much larger plasmoids, taking on a life of their own. While plasmoids split off from one another, they take on lives and personas of their own creation.

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

  • Speed. Your walking speed is 30 feet.

  • Creature Type. Your creature type is Ooze. (Points: 2)

  • Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple. (Points: 7)

  • 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. (Points: 3)

  • Hold Breath. You can hold your breath for 1 hour. (Points: 2)

  • Natural Resilience. You have resistance to acid and poison damage, and you have advantage on saving throws to avoid or end the poisoned condition on yourself. (Points: 8)

  • Shape Self. As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size. As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can't attack, activate magic items, or lift more than 10 pounds. (Points: 2)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Psurlon

This creature resembles a humanoid worm, slightly shorter than a man. Irregularly placed eyes surround a sucker-like mouth, and it has radially symmetrical, four-clawed hands and feet on rubbery, jointless limbs. Despite its monstrous appearance, it carries itself with dignity and wears the robes of a scholar.

The psurlons are an ancient, learned, and evil species. They are the survivors of a cataclysm they brought upon themselves. Psurlons were interested in using psychic magic to shape their own bodies and those of other creatures, and over the millennia used their minds to conquer hunger, breath, and temperature, as well as to resist weapons and spells alike. Pushing those limits, they created the giant psurlons, and attempting to go to even greater heights shattered their own planet in a wave of psychic energy. Both they and the shattered remains of their world were cast into the Astral Plane. The survivors dedicated themselves to recreating the experiment, and they seek improved ways to elevate their minds over their bodies even today.

Psurlons are haughty creatures, but they recognize that they do not know everything and are constantly on the search for knowledge. They bargain for it if they can and steal it if they cannot. Psurlons do not value the lives of creatures other than themselves, and will gladly torture creatures for information, whether revealed intentionally or obtained through the process of vivisection. They are especially interested in creatures with shapeshifting abilities or unusual mental powers, and push them to the limits with cruel experiments before destroying and devouring them.

In combat, a psurlon prefers to use its mental powers if at all possible. They are physically slow, however, and the tide of melee can easily come to them. Psurlons have surprisingly deadly physical attacks, and their lamprey-like bite can drain the health of enemies and add it to their own. Psurlons value their long lives, and thus attempt to escape from combat at the first sign that they are losing.

The psurlon language is a series of grunts, rumbles, and squeals, disturbing to the human ear. Psurlons almost always communicate telepathically, both with each other and with other species. The written form of their language is a series of raised runes read by touch. Although psurlons live in the Astral Plane and can psychically suppress their hunger on their sojourns to other realms, they enjoy eating the flesh of sapient creatures as a symbol of dominion.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. The typical lifespan of a psurlon is 1,500 years. They are at the top of the food chain and are seldom preyed upon.

  • Alignment. Naturally distrustful and ill-tempered, Psurlons are usually Lawful Evil.

  • Size. Psurlon average 7ft in length. Your size is Medium.

  • Speed. Your walking speed is 30 feet.

  • Creature Type. Your creature type is Aberration. (Points: 2)

  • Aberrant Mind. Magic can't read your thoughts or put you to sleep. You also have advantage on saving throws you make to avoid or end the charmed condition on yourself. (Points: 2)

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

  • Eyeless Aberrant. You cannot be blinded. You have Blindsight of 120 feet but are blind beyond that radius. (Points: 8)

  • Psionics. You know the Message cantrip. Once you reach 3rd level, you can cast the Mage Armor spell once. Once you reach 5th level, you can cast the Disguise Self and spell once. Once you reach 7th level, you can cast the Suggestion spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). When you cast these spells, they don't require components. (Points: 9)

  • Psychic Resilience You have resistance to psychic damage. (Points: 2)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Qiqirn

Qiqirn are race of diminutive Beastmen that maintain peaceful relationships with the Enlightened Races of Vana'diel. Most reside in Nashmau, a former military outpost central to the western half of the Empire of Aht Urhgan. They have an easygoing and cheerful personality, but struggle speaking the common language due to their unusual vocal chords. It is not uncommon to hire a Qiqirn as a shop or guild assistant, thanks to their reliability and quick wits. Some Qiqirn have even made use of their sharp sense of smell to become wealthy in the production of fragrances. According to their oral tradition, the ancestors of the Qiqirn lived a nomadic life in the northern lands. Even today, remnants of the Qiqirn's ancient lifestyle may be seen in their unique customs, such as their sheep-led wagon homes, their leather clothing, and their habit of carrying their valuables with them at all times.

Hostile Qiqirn exhibit a number of behaviors depending on their job. Qiqirn rangers will fight for a short period of time before running away to seek the assistance of their peers, who subsequently join the battle. Qiqirn thieves will flee outright, covering their trail with bombs which explode on contact.

These hazards can be destroyed with magic or a ranged attack. Qiqirn black mages from the Ruins of Alzadaal will run around casting high level black magic until, after a time, they use Warp to depart.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Qiqirn mature similar to humans and live around a century.

  • Alignment. Qiqirn are mostly good creatures.

  • Size. Qiqirn average about 3 feet tall and weigh about 40 pounds. Your size is Small. (Points: -2)

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Claws. You can use your claws as natural weapons. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 1)

  • 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. (Points: 3)

  • Faze. You can cast the Cause Fear spell once per long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Constitution s your spellcasting ability for this spell. (Points: 4)

  • Natural Prowess. You gain advantage on any Perception check that benefits from your powerful sense of smell. This perception bonus is not granted to any sense other than smell. (Points: 1)

  • Nomadic Pragmatism You gain proficiency with either (a) light armor OR (b) two weapons/tools/instruments of your choice. (Points: 2)

  • Quick Wits. You are proficient in two skills of your choice. (Points: 5)

  • Languages. You can speak, read, and write Common and another language of your choice.

  • Subrace. Choose one of the following subrace options. (Points: 10)

(Total Points: 32)

Subrace: Black Mage Qiqirn

  • Ancient Dark Magic. You know the Chill Touch cantrip. Once you reach 3rd level, you can cast the Ray of Sickness spell once. Once you reach 5th level, you can cast the Misty Step spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Insidious Academic. You have advantage on saving throws against being frightened or to end the frightened condition on yourself. (Points: 2)

Subrace: Merchant Qiqirn

  • Eye For Detail. You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks made to find or detect traps or make out fine details on objects and creatures. (Points: 4)

  • Magic of Mercantile. You know the Friends cantrip. Starting at 3rd level, you can cast the Identify spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 5)

  • Nomad's Tongue. You are proficient in one language of your choice. (Points: 1)


Subrace: Ranging Qiqirn

  • Ranging Endurance. Your movement speed increases to 35 feet. (Points: 2)

  • Sandspray. At 3rd level, as an action, you can conjure up a wave of sand to blind foes, forcing creatures within a 15-foot cone from you to make a Constitution saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus) or be blinded for 1 minute. A creature can use its action to clear the sand from its eyes and end the condition if it isn't retrained, grappled, or paralyzed, and can also repeat this saving throw at the end of each of its turns, ending the effect on a success. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

  • Strategic Retreat. As a reaction when a creature you can see misses you with an attack roll, you can move up to your movement speed. This movement doesn't provoke opportunity attacks. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

Subrace: Thief Qiqirn

  • Cutpurse. Whenever you make a Dexterity (Sleight of Hand) check, you can roll a d4 and add the number rolled to the total ability check. (Points: 3)

  • Deadeye. As a bonus action, you can analyze a creature or object to examine it weak points, giving you advantage on the first attack roll made against it this turn. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 3)

  • Strap Cutter. When you deal damage to a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target takes additional damage equal to your proficiency bonus must make a Strength saving throw (DC = 8 + your Strength or Dexterity modifier (you choose this when you pick this race) + your Proficiency bonus). On a failed save, it drops the object you choose. The object lands at its feet. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

Quickling

They race themselves to death, and scheme as fast as they can run. - Elminster

Cruel, devious, and capricious, quicklings are swift moving murderous fey that move through the feywild's jungles with ease. They are also very hyperactive, preferring not to be stationary and constantly on the move. Most quicklings spend their time performing acts of mischief on creatures slower than themselves and delight in causing suffering, especially when the blame falls on other creatures and caused further discord.

It is said that Quicklings were once a taller race of lazy and egotistical fey, but after being late in answering summons from the Queen of Air and Darkness one too many times she transformed them. Making them incredibly fast, shorter in stature, and reducing their lifespan to an average of fifteen years.

As a result of their often-dark outlook, they often align themselves with dark fey, often serving fey lords as spies, assassins, and other agents of unfortunate events.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Quicklings in the wild have an average lifespan of 15 years.

  • Alignment. Most Quicklings are Chaotic Evil.

  • Size. Quicklings average 2 feet in height. Your size is Small. (Points: -2)

  • Speed. Your base speed is 40 feet. (Points: 5)

  • Creature Type. Your creature type is Fey. (Points: 2)

  • Blurring Speed. Starting at 5th level, you can cast the Blur spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 3)

  • 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. (Points: 3)

  • Feywild Strike. As a bonus action on your turn, you can make an attack with a melee weapon. When you do, you channel planar energy into the attack, changing all the damage for that attack to Force damage. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 3)

  • Natural Schemer. You are proficient with one skill of your choice. (Points: 3)

  • Sylvan Incantation. You learn a cantrip of your choice from the Druid spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). (Points: 3)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Rakshasa

The Age of Demons

During the Age of Dragons, the great dragon Eberron trapped the evil progenitor dragon Khyber within itself, after Khyber slew their sibling Siberys. Khyber's last act of defiance was to give birth to a host of fiends. It was Khyber's last hope that these fiends would destroy the descendants of Siberys and Eberron. 10,000,000 years ago, the fiends succeeded, and led by the rakshasa and night hags, the fiends overran the world of Eberron. Thus began the Age of Demons.

The fiends, in control of Eberron, turned the world into a fiery hell. This new world was ruled by the Overlords, each taking dominion over an aspect of the world. High in power amongst the fiends were the rakshasa.

The Revolt of the Dragons Not completely obliterated, the dragons hid from their demon rulers, living in a primitive state. However, 1,500,000 years ago, the dragons discovered what would be called the Draconic Prophecy. They began to build upon this knowledge, and began to fight against the demons. They found other allies that had also survived; most importantly: the couatls. Once they became powerful enough, the dragons and couatls joined forces and attacked the rakshasa and other fiends that inhabited Eberron.

The Sacrifice of the Couatls

A couatl vs. a rakshasa

The couatls sacrificed themselves to send the Overlords and the majority of the fiends back into the Khyber, where they are trapped. However, because the rakshasas were closer in ties to Eberron than other fiends, the couatls found them harder to drive back into the depths. Though they were defeated all the same, a number of rakshasas were not able to be sent back into the Khyber.

When the great war ended, those rakshasa that were not imprisoned in the Khyber retreated back to a land they called Fah'lrrg in the infernal tongue; the land now known as the Demon Wastes. From behind the Shadowcrags and the Icehorn Mountains, the rakshasa and other fiends continued to live within their ruined fortresses and amongst the various pits that still lead into the Khyber.

The Lords of Dust

A rakshasa Lord of Dust

Within the Demon Wastes, the remaining rakshasa made plans to free their trapped rajahs. They formed a secret society which they called the Lords of Dust. Led by the Bleak Congress, the rakshasas of the Lords of Dust organized their other Khyber-spawned brethren and led them to infiltrate the rest of the world. The goals of most of the Lords of Dust are to gain revenge on their age-old enemies: the dragons and the couatls, and their descendants, especially the Church of the Silver Flame. However, some rakshasa's only goals are to gain power for themselves.

Most of the Lords of Dust also seek to free the imprisoned Overlords from their bonds. They use prakhutus, or speakers, that can communicate with their masters. The prakhutus then carry their rulers' wishes to the rest of the Lords of Dust.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Rakshasas mature similar to humans but can live forever.

  • Alignment. Rakshasas are usually lawful evil.

  • Size. Rakshasas are similar in height and weight to humans. Your size is medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • 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. (Points: 3)

  • Limited Magic Immunity. Whenever you fail a saving throw against a spell or magical effect, you can choose to reroll it. Alternatively, if the spell is of 1st level or lower, you can choose to be immune to the spell's effect instead. Once you use either part of this ability, you can't use this feature again until you finish a short or long rest. (Points: 6)

  • Rakshasa Senses. You are proficient with one skill of your choice. (Points: 3)

  • Teeth & Claws. You can use your teeth and claws for unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 1)

  • Languages. You can speak, read, and write Common and another language of your choice.

  • Subrace. Choose one of the following subraces of your choice. (Points: 10)

(Total Points: 32)

Subrace: Ak'chazar Rakshasa

Sorcerers and masters, the white furred Ak'chazar Rakshasas manifest powers which they seek to use to free their demonic masters.

  • Fiendish Arcana. You know the Chill Touch cantrip. Once you reach 3rd level, you can cast the Inflict Wounds spell once. Once you reach 5th level, you can cast the Summon Lesser Demons spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

  • Noble Dialect. You are proficient in one language of your choice. (Points: 1)

Subrace: Half-Dragon Rakshasa

Born from Tiamat by dragon cultists during the time of demons with dragon wings, scales, and powers, half-dragon Rakshasas are often aligned with dark forces and evil wizards, who seek to use their skills to reinstate the age of demons.

  • Child of Tiamat. You have resistance to fire damage. (Points: 4)

  • Dragon's Wings. You also have draconic wings that allow limited flight. When you move, you can engage your wings to gain a flying speed equal to your walking speed until the end of the current turn. If you are still aloft at the end of the turn with nothing else supporting you, you fall. 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. (Points: 4)

  • Firemaker. You know the Produce Flame cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (Choose this when you select this race). (Points: 2)

Subrace: Naztharune Rakshasa

Specializing in stealth and subterfuge, the black fur Naztharune can leap from one shadow to another, and often serve as assassins and hired killers.

  • Shadow Step. As a bonus action when in dim light or darker, you can teleport up to 60 feet to another area of dim light or darker that you can see. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 5)

  • Skilled Intrigue. You are proficient in another skill of your choice. (Points: 2)

  • Thought Thief. At 5th level, you can cast the Detect Thoughts spell once. You must finish a long rest to cast this spell again with this trait. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 3)


Subrace: Zakya Rakshasa

The tiger-skinned warrior Rakshasas, Zakya Rakshasas take pride in their combat abilities and utilize powers focused on their weapons and armor.

  • Martial Prowess. When you hit a creature with a melee attack, you can choose to empower it, having it deal 2d10 extra damage of the weapon's type and force the target to make a Strength saving throw (DC = 8 + your Strength or Dexterity modifier + your Proficiency Bonus). On a failed save, you can either: push the creature 10 feet away from you; knock the creature prone; or force the creature to drop one item it is holding of your choice. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

  • Wartime Cunning. Once you reach 3rd level, you can cast the Shield spell once. Once you reach 5th level, you can cast the Detect Thoughts spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 6)

Ramag

Ramag superficially resemble humans, but long exposure to unpredictable magical currents has warped their physical forms. Males stand close to 6 feet tall with females only slightly shorter, but their body proportions are unique. Ramag limbs are very long and lanky, while their torsos are smaller and more compact. As a result they seem strangely angular and spindly, as if both stretched and compressed at the same time.

Their hair is another oddity-every strand of hair is unusually thick, each about the width of a finger. Ramag tie their hair back with distinctive clasps, the decorations indicating where a given ramag comes from. Facial features are somewhat pinched and angular. Ramag eyes and skin tone tend toward darker shades, as does their hair color, but large variation exists. A stoic people, ramag dress in muted colors in public and save flamboyant or daring outfits for family, friends, or private gatherings.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Ramag mature similar to humans and live around a century.

  • Alignment. Most Ramag are Chaotic in nature.

  • Size. Ramag average around 6 feet in height. Your size is Medium.

  • Speed. Your walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Arcane Resistance. Whenever you take damage from a spell or magical effect, you can use your reaction to gain resistance to that spell or magical effect's damage type(s) until the start of your next turn. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Portal Senses. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. In addition, you have advantage on ability checks made to determine a portal's destination and any requirements to use or activate it. (Points: 4)

  • Spacial Magic. You know the Dancing Lights cantrip. Once you reach 3rd level, you can cast the Vortex Warp spell once. Once you reach 5th level, you can cast the Misty Step spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

  • Student of Sorcery. You are proficient in one skill of your choice. (Points: 3)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Ratatosk

Originating from strange forests of magic and trees of great power, Ratatosk are powerful spirits that can transport themselves using magic from the weave itself. Ratatosk are often guardians of enchanted woods, or messengers for druids and other fey. Ratatosk also take after squirrels in many ways.

Racial Variant: Giant Ratatosk

Usually, Ratotosks are small creatures, but sometimes their diet and environment shift them into burly and unruly creatures. (These features replace the Size, Agile, and Squirrel's Swiftness features.)

  • Size. Your size is Medium. (Points: 0)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • Muscular Stability. You have advantage on ability checks and saving throws against being knocked prone. (Points: 2)


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Ratatosks mature within 15 years, and can live for centuries.

  • Alignment. Ratatosks take after squirrels in many ways, and usually exhibit sporadic behavior, tending them towards chaos. Most Ratatosks are also good or neutral.

  • Size. Ratatosk reach roughly 3 feet in height at maturity. Your size is Small. (Points: -2)

  • Speed. Your walking speed is 35 feet. (Points: 2)

  • Creature Type. Your creature type is Fey. (Points: 2)

  • Acorn Blast. As an action, you can create three magical spheres in the shape of acorns and hurl them at creatures you can see within 60 feet of you. You can hurl them at one target or several. Make a ranged spell Attack for each acorn using your Dexterity, Intelligence, Wisdom, or Charisma modifier (choose when you select this race) On a hit, a target takes 1d12 magical bludgeoning damage. If all acorns hit the same target, the target is stunned until the start of its next turn. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 5)

  • Agile. You have advantage on checks and saving throws against effects that would grapple or restrain you or to end those conditions on yourself. (Points: 2)

  • Fey Messenger. You know the Message cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). (Points: 2)

  • Squirrel's Swiftness. You can draw or pull an additional item on your turn, and you have a climb speed equal to your walking speed. (Points: 4)

  • Squirrel Tail. You have a tail that can be used as an appendage. It has a reach of 5 feet, and it can lift a number of pounds equal to your Strength score. You can use it to hold an object, pick something up or even open a door. Your DM might allow other tasks to be added to these options. Your tail can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell. (Points: 3)

  • Standing Leap. Your long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. (Points: 2)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Razormane

The Razormane are primitive, resilient, and fearless creatures who inhabit environments around the world, ranging from barren deserts to heavily forested jungles. They fight fiercely to defend their resources and are both known and feared for their ferocity in battle. Additionally, many Razormane manifest powers from their primal ancestor gods, bestowing magical blessings upon them.

However, some razormane choose to differ from this ancestral path, and instead capture the fury of their warriors in bloody magical stones in order to wield powerful magics.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Due to the rigors of their society, quilboar offspring grow up quickly. A quilboar reaches maturity almost as soon as they can walk and hold a spear, usually about three years after birth.

  • Alignment. Razormane are prone to rash action and are more than willing to put their lives on the line to achieve their goals, often swaying them towards chaotic alignments.

  • Size. Your size is medium.

  • Speed. Your walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Darkvision. You see in any light, as well as total darkness up to 60 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. (3 points)

  • Pig Speaker. Through simple grunts, snorts, and gestures, you can communicate simple ideas with pigs, boars, and other pig-like creatures. (Points: 1)

  • Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (2 points)

  • Quill Spikes. You have sharp spines that grow upon your back that you can use as a natural weapon. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, you can use them as thrown weapons with a range of 20/60. (3 points)

  • Spiky Rebuke. As a reaction when you are dealt damage by a melee weapon attack, you can force the attacking creature to make a Dexterity saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus) taking piercing damage equal to 2d6 + your Constitution modifier on a failed save, or half as much on a successful one. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Languages. You can speak, read, and write Common and another language of your choice.

  • Subrace: Choose one of the following subrace options. (11 points)

(Total Points: 32)

Subrace: Bloodrock Razormane

Razormane shamans who stray from the ancestral path of magics sometimes delve into the usage of fury magic, which empowers their spells to be more effective.

  • Enraged Mind. The range of your darkvision increases to 120 feet and you have advantage on saving throws to avoid or end the charmed and frightened conditions on yourself. (5 points)

  • Fury Channeler. At 3rd level, you can cast the Enlarge/Reduce spell, but use it only to enlarge a target.

  • You can also choose to empower the Enlarge/Reduce spell with raging magic as you cast it. If you do, in addition to the spell's normal effects, the creature gains a +10 feet bonus to their movement speed and a +1 bonus to all attack rolls. When this spell ends however, the creature has disadvantage on all attack rolls until the end of its next turn. Once you empower the spell this way, you can't do again until you finish a long rest.

  • You can cast this spell once, and regain the ability to cast it again when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (6 points)


Subrace: Goretusk Razormane

The most common razormane, the goretusk make up the bulk of most razormane armies as the main warrior caste. Their large and imposing figure serves them well in their aggressive engagements against their foes.

  • Exceptional Resilience. You have advantage on ability checks and saving throws against exhaustion. (Points: 2)

  • Frontline Rush. Your movement speed increases to 35 feet. (Points: 2)

  • Goring Strike. If you move 10 feet and hit with a melee attack on the same turn, you can have that attack deal an additional 2d8 damage. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Imposing Presence. You are proficient in one skill of your choice. (Points: 3)

Subrace: Runehide Razormane

Sometimes a razormane is born with in an innate and powerful connection to their ancestor spirits, able to manifest the powers wielded by ancients through strange arcane runes that surround their bodies.

  • Ancestor Runes. At 3rd level, you can cast the Absorb Elements spell once. At 5th level, you can cast the Summon Beast spell once, but only use it to summon a land beast, taking on the form of a boar. You must finish a long rest to cast this spell again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 6)

  • Ancestral Knowledge. Whenever you make an Intelligence (History) check, you can roll a d4, and add the result to the roll. (Points: 3)

  • Natural Armor. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. (2 points)


Subrace: Thornweaver Razormane

Shamans who accept the powers of their ancestral spirits grow a deep connection to the land, able to bend both the earth and the spirits of the fallen to their very will.

  • Shamanic Connection. Whenever you make an Intelligence (Nature) check, you can roll a d4, and add the result to the roll. (Points: 3)

  • Spiritual Prowess. You know the Thorn Whip cantrip. Once you reach 3rd level, you can cast the Earth Tremor spell once. Once you reach 5th level, you can cast the Healing Spirit spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

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 fates, their ashen flesh, missing limbs, 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 Table
d8 Memory
1 You recall a physically painful moment. What mark or scar on your body does it relate to?
2 A memory causes you to shed a tear. 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?
7 You faintly remember a place that couldn’t possibly exist. What is this vision? How does it make you feel?
8 You experience a memory you’re certain isn’t your own. How does it seem unnatural? Could it be a glimpse of a past nightmare or something worse?

Reborn might originate from circumstances similar to those of various undead or constructs. Roll on or choose an option from the Reborn Origins table to determine how your character gained their lineage.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Depends upon the origin of your reborn nature, this is very variable.

  • Alignment. Depending on who you were in your past life, this will be up to you to decide.

  • Size. Depending on what you were before an undead, your size is either small or medium (your choice), and your height will also depend on this. You may look more closer to being alive or not, depending upon how your died, how you've returned, and how long you've been dead.

  • Speed. Your walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Darkvision. As a creature of the dark, 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. (Points: 3)

  • Deathless Nature. You have escaped death, a fact represented by the following benefits:

  • You are immune to disease.
  • You have advantage on saving throws to avoid or end the poisoned condition on yourself, 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. (Points: 18)

  • Vestiges of Remembrance. You temporarily remember sporadic 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 and add the number rolled 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. (Points: 3)

  • Languages. You can speak and read common and one other language of your choice, you likely speak a language you spoke before you returned.

(Total Points: 32)

Reigar

Reigar are androgynous folk who evolved into a humanoid shape from a species of cephalopods similar to octopi. They have bioluminescent freckles and the ability to change the coloration of their skin. A glory (or halo) surrounds each of them. This magical display is a cloud of twinkling, glittering motes that changes color randomly and repels attacks.

Reigar don't trust one another, which has been the case ever since they destroyed their home world in a war that ended with a cataclysmic event called the Master Stroke. The planet's destruction was the culmination of a plot to create the most beautiful display of carnage the multiverse had ever seen. Reigar exist solely to make art and wage war. They consider warfare to be the highest form of artistic endeavor, and every act of violence they commit is done with the intent of creating something beautiful.

Reigar wander Wildspace and the Astral Sea in search of artistic inspiration, traveling in symbiotic organic ships that they create (see " Esthetic "). Each reigar possesses a magic item called a talarith, which it created and to which it alone can attune. If this object is lost or destroyed, it takes 1d20 + 20 days for the reigar to craft another one.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Reigar mature similar to humans but can live hundreds of years.

  • Alignment. Reigar are typically Chaotic Neutral.

  • Size. Reigar are similar in size and build to humans but average slightly taller. Your size is Medium.

  • Speed. Your walking speed is 30 feet.

  • Creature Type. Your creature type is Celestial. (Points: 2)

  • Celestine Psionics. You know one of the following cantrips. Light, Mage Hand, or Prestidigitation. Starting at 5th level, you can cast the Phantasmal Force and Spectral Echo spells once each with this trait, and you regain the ability to cast them each again when 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 when you select this race). When you cast these spells, they don't require components. (Points: 8)

  • Chromatic Bolt. As an action, you can make a ranged spell attack against a creature you can see within 90 ft. of you. On a hit, the target takes 1d8 damage of a type of your choice among cold, fire, lightning, or radiant. This ability requires you to use a verbal component and somatic component, as if it were a spell. The spellcasting modifier for this spell attack is your Intelligence, Wisdom, or Charisma modifier (you choose this when you pick this race). The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). (Points: 2)

  • Glorious Defense. As a reaction when you would take damage from an attack, you can form a splendid barrier of astral energy to potentially shield you from the attack. When you do so, the barrier gives you a bonus to your AC for 1 round equal to 1 + your Intelligence, Wisdom, or Charisma modifier (minimum of 1, choose when you select this race). Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Hold Breath. You can hold your breath for 1 hour. (Points: 2)

  • Natural Swimmer. You have a Swim speed of 30 feet. (Points: 2)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Rhox

Warrior-monks and ascetics, rhox have a solitary nature combined with an innate dedication to spiritual contemplation. They have a reputation for physical prowess and an impatience for those who disagree with them. Rhox are characteristically terse and gruff. It is said that if you hear advice from a rhox, you would be wise to take it, as it may be the only thing you hear from him or her all day.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Rhox live to be very old. They can live to be upwards of 350 years old. They reach adulthood around the age of 75.

  • Alignment. Rhox are normally of the Neutral variation. Either True Neutral, Neutral good, or Chaotic Neutral. Very rarely do you see a good or evil alignments in a Rhox, but there are some out there.

  • Size. Rhox find themselves usually between 6ft and 7 ft tall. They are also very bulky. Their weight ranges from 350lbs to 400lbs. Your size is medium.

  • Speed. Your base walking speed is 35 feet. (Points: 2)

  • Creature Type. Your creature type is Humanoid.

  • Barricade Breaker. Your melee attacks deal double damage to objects and structures. (Points: 2)

  • Brutal Finesse. You gain proficiency with either (a) two weapons/tools/instruments of your choice or (b) light armor. (Points: 2)

  • Exalted Being: You are proficient in one skill of your choice. (Points: 3)

  • Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike. (Points: 2)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • Stampede. If you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, you can use your bonus action to make an attack with your Horns. If you hit, you can force the creature if it large size or smaller to make a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save the creature is knocked prone. You can use this bonus action a number of times equal to your proficiency bonus, and regain all expended usages after finishing a long rest. (Points: 7)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Roachling

Combining the worst of human and cockroach qualities, these nimble creatures have a talent for stealth and for fighting dirty.

Also known as scuttlers, roachlings are an unpleasant humanoid race-inquisitive and covetous, unclean and ill-mannered-and most other races shun them.

Devious Combatants. Roachlings are skittish and easily frightened, but they aren’t cowards. Rather, they are practical about their weaknesses. They understand survival often depends on remaining unseen and out of reach. Most roachlings prefer to fight only when the chance for victory sits squarely on their side.

They also have a well-deserved reputation for deviousness.

Roachlings are adept at skulking, underhanded tactics, and hit-and-run fighting. Filth and trickery are their most useful tools.

Deeply Paranoid. Because they have long been hunted and persecuted, roachlings are naturally suspicious, and they extend their trust slowly. A deep-rooted paranoia infects the race, and unsurprisingly their paranoia often turns out to be justified.

Fused Carapace. Roachlings have prominent, whip-like antennae, a carapace covering much of their backs, and small spines on their legs and arms. They have short, noticeably bowed legs. Hair is unusual among roachlings, but when present, it’s always oily and dark, pressed flat against the skull.

Roachling coloration varies across tan, yellow, dark brown, and black. Regardless of color, their thick, hardened skin appears shiny and slightly oily although it is dry. Roachlings have an internal skeleton, however, not the exoskeleton of a true insect.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Roachlings reach maturity around age 20, and can live for almsot 200 years.

  • Alignment. Roachlings are usually Chaotic Neutral.

  • Size. Roachlings weigh on average 35–60 lbs. Your size is Small. (Points: -2)

  • Speed. Your walking speed is 25 feet. (Points: -2)

  • Creature Type. Your creature type is Humanoid.

  • Darkvision. You see in any light, as well as total darkness up to 60 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. (Points: 3)

  • Devious Nature. You are proficient in one skill of your choice. (Points: 3)

  • Hardy. You are immune to diseass and have advantage on Constitution saving throws. (Points: 7)

  • Natural Armor. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. (Points: 2)

  • Roach's Resilience. You have advantage on saving throws to avoid or end the poisoned condition on yourself, and you have resistance against poison damage. (Points: 5)

  • Unclean Arcana. You know the Infestation cantrip. Starting at 5th level, you can cast the Ichorous Infusion spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 4)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Sadu-Deva

Orbitting the world of Mystara is the moon known as Patera. Patera is dominated by a myriad of warring nations. Patera is divided into three major political blocks. The largest and potentially most aggressive is the Empire of Myoshima itself, a nation of feudal provinces controlled by daimyos, with a dingle emperor who rules them all.

Next is the nation of Rajahstan, made up of twelve allied realms. Each realm is a sovereign state ruled by holy gurus (who handle law, education, religion, and internal politics) and maharajahs (who handle the economy, military, and foreign politics). Together these form the Spiritual Council to run Rajahstani affairs as a whole.

The third block consists of many loosely allied petty kingdoms and principalities. Among the more prominent territories are Kompor-Thap (a valley of a thousand temples), Selimpore (a mercantile matriarchy), Malacayog (a nation of headhunters), and Surabayang (fierce island pirates). These territories are politically aligned with placid Rajahstan against imperial Myoshima - when they are not fighting each other.

Sadu-Deva are the half-celestial denizens of Rajahstan with powers gained from their ascended heroes that rule as holy gurus.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Sadu-Deva mature similar to humans but can live for hundreds of years.

  • Alignment. Most Sadu-Deva are Neutral.

  • Size. Sadu-Deva are similar in size to humans. Your size is Medium.

  • Speed. Your walking speed is 30 feet.

  • Creature Type. Your creature type is Celestial. (Points: 2)

  • Blinding Strike. At 3rd level, when you deal damage to a creature with an unarmed strike, you can choose to enchance it. When you do, you deal an additional 2d10 Radiant damage it and it must make a Constitution saving throw (save DC = 8 + your Intelligence, Wisdom, or Charisma modifier + your proficiency bonus) or be blinded for up to 1 minute. A creature blinded by this ability makes another Constitution saving throw at the end of each of its turns, ending it on a success. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

  • Darkvision. You see in any light, as well as total darkness up to 60 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. (Points: 3)

  • Mastery of Form. You know the Resistance cantrip. Intelligence, Wisdom, or Charisma is your spellcasting modifier for it (choose when you pick this race). (Points: 2)

  • Moonlight Fists. You have fists of moonlight with which you can make unarmed strikes which deal 1d3 radiant damage and 1d3 bludgeoning + your Strength or Dexterity modifier damage. (Points: 3)

  • Shroud Tiger Summoning. At 5th level, as an action, you can summon forth a tiger spirit in an unoccupied space within range which lasts for up to 1 hour, during which you must concentrate on it as if it were a spell. The spirit has the size and statistics of a Saber-Toothed Tiger. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. Once you use this ability, you can't use it again until you finish a long rest. (Points: 3)

  • Vigilant Mind. You have advantage on saving throws to avoid or end the frightened condition on yourself. (Points: 2)

  • Languages. You can speak, read, and write Common and two other languages of your choice. (Points: 1)

(Total Points: 32)

Sahuagin

Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn-a call to raid and battle. Coastal settlers refer to sahuagin as "sea devils," for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages.

Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties. The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons.

Way of the Shark. Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god's power, and priestesses hold tremendous sway in sahuagin communities. Sahuagin are driven into a frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don't prey on them.

Elven Enmity. The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade, and drawing other races into the bloody conflict. So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti-a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves-or whether it preceded or even began the conflict-none can say.

The sahuagin put the malenti to good use as spies and assassins in aquatic elf cities and the societies of other creatures that pose a threat to sahuagin. The mere shadow of the malenti threat incites paranoia and suspicion among aquatic elves, whose resilience is weakened as the prelude to an actual sahuagin invasion.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Sahuagin age similar to humans.

  • Alignment. Most Sahuagin are Lawful Evil.

  • Size. Sahuagin are similar in size to humans. Your size is Medium.

  • Speed. Your walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Blood Frenzy. As a bonus action on your turn, you can fly into a frenzied state for 1 round. While in this state, you gain advantage on melee attack rolls against any creature that doesn't have all its hit points. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • Claws. You can use your claws as natural weapons. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 1)

  • Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. (Points: 2)

  • Oceanic Adept. You can breathe air and water and have a swim speed of 40 feet. (Points: 5)

  • Shark Telepathy. You can speak telepathically with any shark within 120 feet of you. (Points: 1)

  • Superior Darkvision. You see in any light, as well as total darkness up to 120 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. (Points: 4)

  • Languages. You can speak, read, and write Common and another language of your choice.

  • Subrace. Choose one of the following subrace options. (Points: 6)

(Total Points: 32)

Subrace: Deep Diver Sahuagin

These mighty sahuagin, found in The Final Enemy, are transformed by the divine magic of Sekolah to enable them to better explore the darkest depths of the ocean. Out of the water, they cling to shadows and serve as hunters and assassins. A long, scaly lure that can be illuminated extends from a deep diver's forehead.

  • Light of Sekolah. You know the Light cantrip. Intelligence, Wisdom, or Charisma is your spellcasting modifier for it (choose when you pick this race). At 5th level, you can pulse magical light from your lure as an action. When you do so, any creature within 30 feet of the you that can see you must succeed on a Wisdom saving throw (save DC = 8 + your Intelligence, Wisdom, or Charisma modifier (choose when you pick this race) + your proficiency bonus) or be charmed until the end of its next turn. A creature charmed in this way is incapacitated as it stares at the light. Once you use this ability, you can't use it again until you finish a long rest. (Points: 6)

Subrace: Sekolah Sahuagin

Ferocious and devout, the chosen sahuagin of sekolah demonstrate divine powers from their mighty sea god.

  • Sekolah's Blessing. You know one cantrip of your choice from the Cleric spell list. Starting at 3rd level, you can cast the Bless spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 6)

Subrace: Uk'otoa Sahuagin

The slumbering leviathan Uk'otoa preys on the fears and ambitions of humanoids that brave the depths of the Lucidian Ocean. Countless communities of sahuagin inhabit uncharted pockets of water along the Menagerie Coast, and the most ambitious among them often hear the call of the leviathan in their dreams, urging them to take his power and use it to achieve their blood-soaked dreams.

Sahuagin who answer the call of Uk'otoa tend to have one ambition in common: vengeance against the land dwellers of the Clovis Concord for daring to sail oceans that do not belong to them. As these devotees receive dark boons from their leviathan lord, other sahuagin begin to gather to their side, drawn to their displays of power and seeking their own pathway to power. Over time, these warlocks eventually become empty husks, mere receptacles for Uk'otoa's power, and puppets that the slumbering leviathan can control as he pleases.

  • Fathom Striker. You know the True Strike cantrip. Intelligence, Wisdom, or Charisma is your spellcasting modifier for it (choose when you pick this race).At 5th level, as a bonus action, you can channel the power of the deep. While you are in this state of channeling, you must maintain concentration, as if you were concentrating on a spell, for up to 1 minute or until you successfully hit a creature with a weapon attack. When you make a weapon attack against a creature in this state, you can force it to make a Constitution saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus) on a failed save the creature begins choking. The choking creature is incapacitated until the end of its next turn, when the effect ends on it. Once you use this ability, you can't use it again until you finish a long rest. (Points: 6)

Subrace: Waveshape Sahuagin

These hunched and twisted sahuagin sacrifice their bodies to the mutating magic of Sekolah. Wave shapers add elemental magic to sahuagin armed forces (as seen in The Final Enemy) and delight in creating destructive whirlpools.

  • Whirling Conjurer. You know the Shape Water cantrip. Intelligence, Wisdom, or Charisma is your spellcasting modifier for it (choose when you pick this race). At 5th level, as an action, you can create a 20-foot radius whirlpool that pulls in nearby creatures for up to 1 minute that appears at a point you can see within 60 feet of you. During which, you must concentrate on it as if it were a spell. The area within the whirlpool is treated as difficult terrain unless a creature has a swim speed. When a creature enters the whirlpool for the first time on a turn or starts its turn there, it must make a Strength saving throw or it takes 3d8 bludgeoning damage and is pulled 10 feet closer to the Whirlpool's center. Once you use this ability, you can't use it again until you finish a long rest. (Points: 6)

Samsaran

Mysterious humanoids with pale blue flesh and transparent blood like the waters of a trickling brook, samsarans are ancient creatures even in their youth. A samsaran’s life is not a linear progression from birth to death, but rather a circle of birth to death to rebirth. Whenever a samsaran dies, it reincarnates anew as a young samsaran to live a new life. Her past memories remain vague and indistinct—and each new incarnation is as different a creature and personality as a child is to a parent. Samsarans appear similar to humans, with dark hair and solid white eyes with no pupils or irises. Skin tones are generally shades of light blue.

Capable of recalling the lessons and failings of their previous incarnations, the samsarans seek to live lives of balance and enlightenment in order to ensure they are reborn upon death to continue their trek through history.

Samsarans prefer to live simple lives of reflection, scholarship, and worship. They try to live their lives free of the ambitions and greed that mortality often imposes, since they view their lives as only the latest incarnation of many to come. Any accomplishments left undone in this current life can surely be achieved in the next, or the one after that. Samsarans’ memories of their past lives are not complete—they most often feel like half-remembered dreams. Samsarans can give birth, yet they do not give birth to samsarans—instead, they birth human children. Typically, samsarans give up their children not long after birth to be raised in human society, where the children grow and live their lives normally. Upon death, such offspring sometimes reincarnate as samsaran children, if they lived their lives in keeping with harmony. While most samsarans who die also reincarnate as samsaran children, this is not always the case. When a samsaran has utterly failed at maintaining harmony in her current life, or when she has succeeded perfectly at it, her soul instead travels to the Great Beyond to receive its final, long-delayed reward or doom. Samsarans do not keep family names, but often retain the names of their previous one or two incarnations, regardless of gender, as a sort of replacement for a family name to honor their previous lives’ accomplishments or to remind them of their past shames.

(Total Points: 32)


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Samsarans mature similar to humans, but are considered adults ~ age 60, living well over 200 years.

  • Alignment. Samsarans are creatures of balance, and are mostly Neutral or Good.

  • Size. Samsarans are roughly the same size as humans. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Darkvision. 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. (Points: 3)

  • Lifebound. You have resistance to Necrotic damage and have advantage on Death Saves and on saving throws that could reduce your hit points to 0 directly (Not by doing damage to you). (Points: 8)

  • Shards of the Past. Whenever you make an Intelligence (History) check, you can roll a d4 and add the result to the total. (Points: 3)

  • Languages. You can read and write Common, and two other languages of your choice. (Points: 1)

  • Ancestral Legacy. Choose one of the following Ancestral Legacy Options. (Points: 5)

Ancestral Legacy Options
  • Mountaineer Ancestry. You gain proficiency with one skill of your choice. Additionally, when you make an ability check to climb or stay up on a slippery surface, you can roll a d4 and add the result to your roll. (Points: 5)

  • Mystic Ancestry. You know the Thaumaturgy cantrip. At 3rd level, you can cast the Divine Favor spell once, and regain the ability to cast it again when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 5)

  • Preserving Ancestry. You know the Spare the Dying cantrip. At 3rd level, you can cast the Comprehend Languages spell once, and regain the ability to cast it again when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 5)

Satyr

Satyrs resemble slightly stocky humans with furry lower bodies and cloven hooves similar to that of goats. Satyrs have pointed ears similar to an elf, and horns that vary from small stubs about two inches long to large and curled ram's horns that protrude about two feet from their head. Their hair ranges from the more common brown to hues of reddish orange and the rare white. They usually sport bushy beards, or at least a goatee. Satyrs' eyes are usually blue or brown, however some satyrs have yellow eyes that resemble a goat's. They are relatively short, around 5 ft.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

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

  • Alignment. Satyrs love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos.

  • Size. Satyrs range from under 5 to about 6 feet tall and have slender builds. Your size is Medium.

  • Speed. Your base walking speed is 40 feet. (Points: 5)

  • Creature Type. Your creature type is Fey. (Points: 2)

  • Gleeful Musician. You gain proficiency with one weapon/tool/instrument of your choice. (Points: 1)

  • Mirthful Leaps. Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal. (Points: 1)

  • Protection of the Feywild. When you are forced to make a saving throw against a spell or magical effect, you can spend your reaction to gain advantage on the roll. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. (Points: 7)

  • Ram. You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier. (Points: 1)

  • Sleepless Reveler. Magic cannot put you to sleep. You also gain proficiency in a skill of your choice. (Points: 3)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Shardmind

Shardminds are crystalline creatures consisting of hundreds of small shards of translucent green, white, red, or amber crystal assembled into humanoid form and animated by a force of pure psionic energy. Shardminds choose their forms to mimic the shapes of humanoids; some take on forms that seem more masculine, while others appear more feminine. A Shardmind's animating force glows dimly from within each of its component shards, emanating most brightly from where the eyes of a natural humanoid would be. This inner light sheds dim light in a Shardmind's space, but a Shardmind individual can squelch the light with an instant's concentration, useful for hiding in the dark for example.

(Total Points: 32)


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. There is no limit to a shardmind's age. The average starting age for a shardmind character is 5 to 60 years which is based on the race / culture to which it has attuned itself.

  • Alignment. Shardminds tend towards non-chaotic alignments. In the end, like most races, they can be of any alignment.

  • Size. Always Medium but a wide range of heights and builds. One exception of note is that they are always bulkier than the race they seem to resemble due to their crystalline nature.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Born of the Elements. You have remarkable fortitude, represented by the following benefits.

  • You are immune to disease and magical aging effects.
  • You don’t need to eat, drink, or breathe.
  • You don't need to sleep, and magic can't put you to sleep.
  • 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. (Points: 9)

  • Crystalline Mind. You are resistant to psychic damage. Also, when you are forced to make an intelligence or wisdom saving throw and fail, you can choose to reroll it. If you do so, you must use the new roll, and you can't use this feature again until you finish a short or long rest. (Points: 6)

  • Shard Swarm. You can separate yourself into the various shards that make up your body, reforming in another area that creates an energy pulse in the process. As a bonus action, you can teleport up to your walking speed to an unoccupied space that you can see. You then force creatures of your choice within 10 feet of you to make a Dexterity saving throw (DC: 8 + your Constitution modifier + your Proficiency Bonus.) taking 2d6 Force damage on a failed save. The damage increases to 4d6 at 6th level, 6d6 at 11th level, and 8d6 at 16th level. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • Telepathy. You can communicate telepathically with any creature within 30 ft of you that shares at least one language with you. (Points: 3)

  • Languages. You can read, write, and speak Common and two other languages of your choice. (Points: 1)

Shifter

Shifters are sometimes called the weretouched, as many believe that they are the descendants of humans and lycanthropes. They are humanoids with a bestial aspect; while they cannot fully change shape they can temporarily enhance their animalistic features – a state they call shifting. Whatever their origins, shifters have evolved into a unique race. A shifter walks on the knife’s edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?

• Beasthide often signifies the bear or boar: stoic, stubborn and thick-skinned.

• Longtooth shifters typically have lupine traits and prefer to run with a pack.

• Swiftstride are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows.

• Wildhunt shifters are born from any creature that tracks its prey.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.

  • Alignment. Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.

  • Size. Shifters range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Darkvision. 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. (Points: 3)

  • Shifter's Senses. You have proficiency in two skills of your choice. (Points: 5)

  • Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 1d8 + your Constitution modifier. You also gain benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest. (Points: 6)

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

  • Subrace. Choose one of the four following subrace options. (Points: 6)

(Total Points: 32)

Subrace: Beasthide Shifter

Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but any creature known for its toughness could apply.

  • Shifting Feature. Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC. (Points: 6)

Subrace: Longtooth Shifter

Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators.

  • Shifting Feature. While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 6)

Subrace: Swiftstride Shifter

Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially.

  • Shifting Feature. While shifted, your walking speed increases by an additional 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. (Points: 4)

  • Swift Stride. Your walking speed increases by 5 feet. (Points: 2)

Subrace: Wildhunt Shifter

Wildhunt shifters are sharp and insightful. Some are constantly alert, ever wary for possible threats. Others focus on their intuition, searching within. Wildhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities.

  • Shifting Feature. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated. (Points: 6)

Shrike

Originally an offshoot of the owlbear, shrikes are generally strong and powerful creatures who have strong ties to family and their tribe. Their ferocity in battle is also something to behold, their loud battle cries serving as a warning to those who would bare them ill will. Shrikes often dwell in small tribal environments in thick jungles and woodland, often close to owlbear burrows to serve for protection.

(Total Points: 32)

Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Shrikes reach maturity around age 18, and live about a century.

  • Alignment. Shrikes often live in small tribes in remote areas of the world, and tend towards neutral alignments. Shrikes that grow up in other environments can have rapidly different alignments.

  • Size. Your size is Medium. Shrikes are usually at least 6 or 7 feet tall.

  • Creature Type. Your creature type is Humanoid.

  • Battle Screech. As a bonus action, you let out an empowering screech. You and up to a number of other creatures equal to your proficiency bonus within 30 feet of you that can hear you gain advantage on their next attack roll within the next minute. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 5)

  • Beak & Claws. You can use your beak and claws for unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 1)

  • Darkvision. You see in any light, as well as total darkness up to 60 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. (Points: 3)

  • Hooting Animist. Once you reach 3rd level, you can cast the Find Familiar spell once but can only choose an owl. Once you reach 5th level, you can cast the Summon Beast spell once, but only choose land beast which appears like an Owlbear. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 6)

  • Owl's Senses. Your eyes and ears are incredibly sharp. You have advantage on Wisdom (Perception) checks. (Points: 4)

  • Owl Speaker. Through sound and gestures, you may communicate simple ideas with Owls, Owlbears, and other owl-esque creatures. (Points: 1)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • Resilient Hide. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your resilient hide to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your resilient hide. (Points: 2)

  • Languages. You can speak, read, and write Common and another language of your choice.

Racial Variant: Alpha Shrike

Larger and deadlier then other Shrikes, Alpha Shrikes have massive fists and are well known for their ability to trudge through the wilderness and overtake prey. Alpha Shrikes are often mistaken for owlbears, and are fearsome warriors. (These features replace Battle Screech, Hooting Animist, and Beak & Claws.)

  • Greater Beak & Claws. You can use your beak and claws for unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 2)

  • Survivor. You are proficient in one skill of your choice. (Points: 3)

  • Thunderous Slam. As an action, you can slam the ground with your powerful fists. All creatures with a 10-foot radius of you must make a Strength saving throw, (DC 8 + Strength modifier + your proficiency bonus) or take 2d8 thunder damage and be knocked prone, taking only half damage on a success. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. After you use this ability, you can't use it again until you finish a short or long rest. (Points: 7)


Racial Variant: Spirit Shrike

Some Shrike druids and sages bond with powerful animalistic spirits of nature to continue on their guardianship over Shrike tribes after their nature life has ended. These entities have powerful connections to the afterlife and are more than able to resist ailments that would affect the living.

(These features replace Battle Screech, Owl's Senses, Resilient Hide, and Beak & Claws.)

  • Ghostly Claws. You have spectral claws with which you can make unarmed strikes which deal 1d3 force damage and 1d3 piercing + your Strength modifier. (Points: 2)

  • Spectral Body. Your spectral body makes it so you are immune to disease and magical aging effects. Additionally, you don't need to eat, drink, or breathe. (Points: 7)

  • Spiritcaller. Once you reach 7th level, you can cast the Spirit Guardians spell once. You must finish a long rest to cast this spell again with this trait. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 3)

Simic Hybrid

The Simic Combine uses magic to fuse different life forms together. In recent years, they have extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the so-called Guardian Project is to build a Simic army of superior soldiers, perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes call themselves guardians.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Simic Hybrids are created at adulthood as either humans, vedalkens, or elves. Their maximum life expectancy is probably reduced.

  • Alignment. Simic Hybrid's alignments vary from group to group.

  • Size. Simic Hybrids are the same size of the race that they were created from. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Animal Enhancements. Your body has been altered with animal characteristics. You choose one animal enhancement now and one at 5th level. (Points: 12)

  • 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. (Points: 3)

  • Made For Battle. You have advantage on saving throws to avoid or end the frightened condition on yourself. (Points: 2)

  • Survivor. You are proficient in one skill of your choice. (Points: 3)

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


Animal Enhancements

At 1st level, choose one of the following options:

  • (a) Manta Glide. You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, your rate of descent slows to 60 feet per round. Whenever you land, you take no falling damage and land on your feet. While falling, you can move up to 2 feet horizontally for every 1 foot you descend. (Points: 4)

  • (b) Nimble Climber. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check or use your hands. (Points: 4)

  • (c) Underwater Adaptation. You can breathe air and water, and you have a swimming speed equal to your walking speed. (Points: 4)

At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options:

  • (a) Grappling Appendage. You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment. (Points: 8)

  • (b) Carapace. Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor. (Points: 8)

  • (c) Acid Spit. As an action or bonus action, you can spray acid from glands in your mouth in a 15ft line. Each creature in that line must make a Dexterity saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus), taking 3d12 acid damage on a failed save, or half as much on a successful one. The damage increases to 4d12 at 11th level, and 5d12 at 16th level. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 8)

(Total Points: 32)

Sirine

A sirine is a beautiful, amphibious fey creature often found on beaches and riverbanks. Humanoids regard them as unpredictable and dangerous, but the reality is more nuanced.

Beach Party To a sirine, nothing is more important than living in the moment. They act as they please, seeking joy and pleasure wherever it may be found - especially if that happens to be by the seaside! Sirines love the fresh breeze and the feel of warm sand between their toes as much as anyone else; staking out the best spots on beaches to make sure their frolics attract just the right amount of attention. As with most fey folk, their emotions are strong and shift rapidly, such that they may want to kiss someone one minute, and kill them the next. And a sirine's commitment to spontaneity is deep: they do not hesitate to act on these impulses. This can make them seem wild, but to a sirine, it is the natural state of things.

Underwater Homes Sirines may gather on the shore to dance and sing, but they always return to their sunken villages when night falls. There, they hunt pearls, catch fish, and grow crops much like humanoids, if humanoids could breathe underwater. Some sirines even share their homes with other aquatic creatures such as undines and merfolk, leading to great confusion among humanoid sailors.

Unearthly Beauty Any humanoid that sees a sirine is liable to be struck by their incredible beauty. With perfectly clear skin that ranges in tone from pinks through golds to greens and blues, delicate flowing hair (in equally vibrant color) and lithe, elegant bodies, there is no such thing as an ugly sirine. Furthermore, all are born with a fabulous singing voice, though some may be too shy to use it.

Sirine Names Sirines have short, beautiful names that flow off the tongue like water. Male Names. Adro, Boroda, Cas, Miza, Nook, Sharo, Zebus Female Names. Banu, Esta, Jalli, Kohi, Noella, Roxin, Shora, Simi


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Sirines grow quickly, reaching adult-size by age 10. Their personalities remain childlike, however, until they are much older. A sirine can live up to 600 years.

  • Alignment. Sirines are generally fickle and impulsive, and favor chaotic alignments.

  • Size. Sirines are slightly taller than humans. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Fey. (Points: 2)

  • Aquatic Adept. You can breathe air and water and you have a swimming speed of 30 feet. (Points: 4)

  • Darkvision. You see in any light, as well as total darkness up to 60 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. (Points: 3)

  • Enchanting Presence. You know the Friends cantrip. Once you reach 3rd level, you can cast the Charm Person spell once. Once you reach 5th level, you can cast the Suggestion spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Sirine's Song. You are proficient in one skill of your choice. (Points: 3)

  • Stupefying Touch. As an action, you may target one creature you can see within 5 ft. of you. The target must succeed on an Intelligence saving throw (save DC = 8 + your Intelligence, Wisdom, or Charisma modifier (choose when you pick this race) + your proficiency bonus), taking 2d6 psychic damage and being stunned until the end of your next turn on a failed save, or only taking half damage on a success. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Skaven

The skaven are a mutated offshoot of the ratfolk created by mad science and demonic intervention. The first skavens were ratfolk mutated by exposure to Abyssal energy. They grew in size and their minds warped towards savage evil, escaping from their captors and creating their own cultish society. Almost all skaven are zealously devoted to Murnath, the Horned Rat, and believe that they were created by his blessing. Most Skaven speak Queekish, a high-speed pidgin of Aklo, Abyssal and Undercommon.

Skavens are fractious and violent, devoted to their clans above all others. Hierarchy is important among skavens is important, with the strong dominating the weak, and individuals constantly seeking out the weaknesses of their peers for opportunities to advance. Occasionally a powerful demagogue will be able to unite clans to form armies against other species and cultures, but they spend much of their energy warring against each other. Skaven society is grossly misogynistic—female skavens are referred to as “breeders”, and few female skavens advance far without disguising themselves or escaping their clans and setting out on their own. Most skavens are brown or grey, but those with unusual fur colors are often collected and raised from an early age for service to a particular faction. Black skavens are trained as assassins, and white skavens are seen as destined for the priesthood.

Many Skaven also seek out warpstone, an unstable material that causes mutations, which have led to numerous types of skaven.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. With a lifespan of about 20 years, asserting that, were it not for the (often violent) internal competition of their species, they might live well past 50. More powerful members of Skaven tend to live far longer, even hundreds of years, due to the use of drugs or magic.

  • Alignment. Chaotic. It should be noted that due to these views and their tendency for back-stabbing, no one (not even the minions of Chaos) ever wants to count the Skaven as their allies. Everyone who knows about the Skaven knows that there is only one rule for trusting a Skaven: don't.

  • Size. Skaven are roughly man-sized, the typical specimen being between four and five feet tall on average. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Burrower. You know the Mold Earth cantrip. Constitution is your spellcasting ability for it. (Points: 2)

  • Darkvision. You see in any light, as well as total darkness up to 60 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. (Points: 3)

  • Fangs & Claws. Your teeth and claws are strong, and you can use them to make unarmed strikes. If you hit with either of them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 2)

  • Speak with Rats. Through simple squeaks and gestures, you can communicate simple ideas with rats, wererats, and other ratkin. (Points: 1)

  • Languages. You can speak, read, and write Common and another language of your choice.

  • Subrace. Choose one of the following subrace options. (Points: 12)

(Total Points: 32)

Subrace: Blackhide Skaven

Looming like a shadow in the darkness, blackhide skaven are often trained to serve as agents for skaven hives, killing those who oppose them and fleeing as soon as possible.

  • Assassin's Training. You are proficient with two weapons/tools/instruments of your choice. (Points: 2)

  • Lacerating Strike. As a bonus action, you can study creatures for weaknesses. While you are in this state of study, you must maintain concentration, as if you were concentrating on a spell, for up to 1 minute or until you successfully hit a creature with a weapon attack. When you make a weapon attack against a creature in this state, you can force it to make a Constitution saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus) on a failed save the creature takes 1d8 points of additional damage from your weapon, and its speed is halved until the end of your next turn. On a success it only takes the additional weapon damage. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Lurker In Darkness. The range of your Darkvision increases to 120 feet. (Points: 1)

  • Natural Cowardice. Your base walking speed increases to 35 feet. (Points: 2)

  • Shadowy Agent. Whenever you make a Dexterity (Stealth) check, you can roll a d4 and add the number rolled to the total ability check. (Points: 3)


Subrace: Grey Skaven

Chosen for their connection to ruinous powers, gray skaven are usually the leaders of the skaven race, plotting and utilizing visions and gifts from their overlords to chart the course for the future of their race.

  • Political Miser. You are proficient in one skill of your choice. You also learn an additional language of your choice. (Points: 4)

  • Seer of the Horned Rat. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Bless spell once. Once you reach 5th level, you can cast the Augury spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Subrace: Plagueborn Skaven

Plagueborn skaven were created to be walking vessels of disease - viewing infections as blessings from the Horned Rat himself. These skaven utilize their plagued mutations to spread chaos and disorder in the world.

  • Blighted By Birth. You are immune to disease. You also have advantage on saving throws to avoid or end the poisoned condition on yourself and resistance to poison damage. (Points: 7)

  • Rotting Weaponry. As a bonus action, you can open your poisonous glands and apply a blighting agent to a weapon you are holding. A creature hit with a weapon attack by the applied weapon must make a Constitution saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus) or take 1d6 poison damage. The blighted agent retains potency for 1 minute before drying. Once you use this feature, you can't use it again until you finish a long rest. (Points: 5)


Subrace: Reaver Skaven

The albino skaven are usually handpicked from litters, and trained into being strong warlords. These skaven often become known as reavers for their ferocity and devastating presence in battle.

  • Defensive Maneuver. When you or a creature within 5 feet of you are hit by an attack, you can attempt to protect the target as a reaction. When you do, the target of the attack gains a +4 bonus to their AC against the attack. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Lead from the Rear. You can cast the Find Steed spell, but can only use it to summon a Monstrous Rat. You can cast this spell this way once, and regain the ability to cast it again after finishing a long rest. You can also cast this spell this way using any Spell Slots you have of the appropriate level. Constitution is your spellcasting ability for this spell. (Points: 5)

  • Martial Discipline. You have advantage on saving throws to avoid or end the frightened condition on yourself. You also gain proficiency with one weapon/tool/instrument of your choice. (Points: 3)

Subrace: Skaven Ogre

Skaven Ogres are the pinnacle of experiments performed by Warp-User Skaven. These muscular brutes tower above any other Skaven and use raw force to pummel their opponents. Ogres are made by putting together parts of multiple rats, which can be seen from the stitches covering its body.

  • Deadly Leap. As an action you can choose to teleport up to your movement speed into a space that contains another creature of Large size or smaller. Each creature within 5ft feet of the point you land on must then make a Strength or Dexterity saving throw (target's choice) (DC: 8 + your proficiency bonus + your Strength modifier.) or be knocked prone, pushed 5 ft. out of your space (if it is in your space) in a direction of its choice, and take 3d6 Thunder damage. On a successful save, a creature takes only half damage, isn’t knocked prone, and is pushed 5 feet out of your space (if it is in your space) into an unoccupied space of the creature’s choice. You can only use this ability if you do not move this turn, and do not move after using it. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • Monstrous Rush. Your movement speed increases to 40 feet. (Points: 5)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)


Subrace: Warp-User Skaven

Those who choose to utilize the power of warpstone often become engineers for the skaven, constructing engines of destruction to be used out in the world.

  • Magical Defiler. You know the Poison Spray cantrip. Once you reach 3rd level, you can cast the Ray of Sickness spell once. Once you reach 5th level, you can cast the Stinking Cloud spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

  • Poisoned Wind Mortar. You have proficiency with artisan’s tools (tinker’s tools) or another weapon or tool of your choice. Using tinker's tools, you can spend 1 hour and 100 gp worth of materials to construct a Poisoned Wind Mortar. As an action, a creature can splash the contents of this flask onto a creature within 5 feet of it as if it is a melee attack or throw it up to 20 feet as if it is a ranged attack, shattering it on impact. In either case, you treat the Poisoned Wind Mortar as an improvised weapon. A creature hit by this attack takes 2d6 poison damage. (Points: 3)


Monstrous Rat

Large monstrosity, unaligned


  • Armor Class 12
  • Hit Points 16 (3d8+3)
  • Speed 50ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge 1/2 (100 XP)

Keen Hearing and Smell. The Monstrous Rat has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone

Sorrowgeist

Rising from the sorrowful dead, sorrowgeists are spirits that change their shape in tragic imitation of what they once were. A sorrowgeist can shift from its spectral form to appear as the corporeal Humanoid it was in life, passing as a living creature. These spirits might mistakenly view innocents as those who killed them or entreat mortals to exact revenge on their behalf.

(Total Points: 32)


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Sorrowgeists are deceased, and thus have no true age limit, but most of them perish as adults from what they were in life.

  • Alignment. Sorrowgeists tend towards neutral alignments, although depending upon their passing and life this is subject to change.

  • Size. Sorrowgeist are similar to humans in terms of size, shape, and weight. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Undead. However, you can be the target of spells that provide magical healing as though you were a humanoid creature. (Points: 4)

  • Arcane Resistance. Whenever you take damage from a spell or magical effect, you can use your reaction to gain resistance to that spell or magical effect's damage type(s) until the start of your next turn. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Ghostly Flight. You have a spectral presence that allows limited flight. When you move, you can engage this presence to gain a flying speed equal to your walking speed until the end of the current turn. If you are still aloft at the end of the turn with nothing else supporting you, you fall. 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. (Points: 4)

  • Shared Sorrow. At 5th level, as a bonus action, you can target one creature you can see within 60 feet of you that is missing any hit points, sharing your own torment with this pained soul. The target must succeed on a Wisdom saving throw (save DC = 8 + your Intelligence, Wisdom, or Charisma modifier (choose when you pick this race) + your proficiency bonus) or be incapacitated. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this ability, you can't use it again until you finish a long rest. (Points: 6)

  • Sorrowful Touch. As an action on your turn, you can make a melee attack roll against a creature using your Intelligence, Wisdom, or Charisma modifier (choose when you pick this race). On a hit, the target takes 2d6 psychic damage. The damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6). (Points: 2)

  • Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. (Points: 4)

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

Space Clown

Space clowns are the inhabitants of a Wildspace system known as Clownspace. The humans who once inhabited the system's three ring-shaped worlds placed their faith in a god of revelry. Their worship ceremonies were centered on festivals and frivolity. Over time, the people's happiness hinged on the ever-increasing consumption of an elixir called Thrill Joy. Only after they became addicted did they discover that the priests of their faith had distilled the elixir from demonic ichor and the nectar of the bozo flower. Eventually, Thrill Joy transformed the faithful into fiendish creatures and "blessed" them with clown-like appearances.

Space clowns acquired their first spelljamming helms from dohwar merchants (see " Dohwar "). Subsequent visits to other Wildspace systems led to contact with a multitude of other folk. In the wake of these encounters, love and fear of clowns has spread to all corners of the multiverse, just as the space clowns have done themselves.

Marauding space clowns feed on Humanoid flesh. They travel through space in garishly decorated ships and sometimes take up residence on populated worlds, where they set up carnival tents to lure curious onlookers into their clutches. They are armed with colorfully painted ray guns that work only for them; these toys are harmless in the hands of anyone else.

(Total Points: 32)


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Space Clowns mature similar to humans but can potentially live longer due their fiendish forms.

  • Alignment. Space Clowns are usually Chaotic Evil.

  • Size. Space Clowns are the same size and build as humans. Your size is your choice of Small or Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Fiend. (Points: 2)

  • Balloon Pop. When you are reduced to 0 hp or die, your body releases an acidic pop, forcing creatures within 10 feet of you to make a Dexterity saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus), taking 3d8 acid damage on a failed save or half as much on a successful one. Once you use this ability, you can't use it again until you finish a long rest. (Points: 3)

  • Clown Magic. You learn the Shocking Grasp cantrip. Once you reach 3rd level, you can cast the Mirror Image spell once. Once you reach 5th level, you can cast the Spider Climb spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

  • Clown's Craftiness. You gain proficiency with two weapons/tools/instruments of your choice. (Points: 2)

  • 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. (Points: 3)

  • Phantasmal Disguise. As an action, you can veil yourself and everything you are wearing and carrying in an illusion that makes you look like some other creature of your size or smaller (such as a child) or an object small enough to fit in your space (such as a floating balloon). Maintaining this effect requires your concentration (as if concentrating on a spell), and the illusion fails to hold up to physical inspection. As an action, a creature that can see your illusory form can make a Wisdom (Insight) check (DC = 8 + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race) + your Proficiency Bonus), piercing the illusion and discerning the your true form on a success. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Squeakers. You can choose to have your shoes squeak when you walk if you are wearing them. The squeaking can be heard out to a range of 30 feet. You can silence or activate the squeakers as a bonus action. (Points: 1)

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

Spellscale

Among the humanoid races, spellscales are the most creative, experimental, and varied. Most generalities about spellscales collapse under examination, because each spellscale displays a unique philosophy and behavior. What's most true of them as a group is that these dragonblood humanoids have a very strong racial inclination toward sorcery.

It has long been known that many sorcerers have dragon blood in their veins. For the majority of these individuals, their spellcasting abilities are often the only hint of their draconic heritage, but sometimes the evidence is clearer. Occasionally, when two humanoid sorcerers produce a child, the infant displays decidedly draconic features and physiology. The child is, in fact, a spellscale rather than a member of either of the parents' races.

In much more rare instances, a sorcerer of great power produces such a child by mating with someone who is not a sorcerer. To those who believe that some (or all) sorcerers have draconic heritage, these children are strong evidence of the theory's truth - if such a child's draconic characteristics did not come from the sorcerer, then how else to account for them?

In certain situations, a spellscale infant might arouse speculation about the mother's having mated with a dragon and might be misidentified as a half-dragon. Spellscales are, however, a distinct race. They breed true among themselves and almost never interbreed with other humanoids. In such an odd instance, any child produced is a full-blooded spellscale.

Spellscales exhibit all the best characteristics of dragons in a compact humanoid form. Their skin, formed of lustrous scales, comes in a wide variety of hues, including nearly every color of the rainbow. No spellscale is merely one color, but each displays a rich spectrum of variants on his main color. A spellscale who is primarily green might have patterns of a deeper, forest green over his body, fingernails and toenails of a slightly lighter green, and eye ridges and nostrils that are a deep greenish aquamarine. The coloration is complex, making a spellscale look much more elegant than other scaled humanoids such as kobolds or lizardfolk.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Most spellscales are considered of age when they learn to cast their first spell, and many can live over a century.

  • Alignment. Spellscales tend to be chaotic and flamboyant, their draconic heritage makes them keener to act upon their emotions. Generally seen as selfish and aloof, spellscales tend toward chaotic, but are actually kind souls, making them most commonly good.

  • Size. Spellscales are the same size and build as humans. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Blood Quickening Meditation. Over the course of a long rest, you can perform a special kind of draconic meditation that allows you to access greater magical capabilities. Choose one of the effects described in the Blood Quickening Meditation section. If a metamagic requires the spending of sorcery points, you use the ability as though the minimum number of sorcery points was used. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells and effects (choose when you select this race). (Points: 10)

  • Bloodline Magic. You learn one cantrip of your choice from the Sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 3)

  • 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. (Points: 3)

  • Scaled Resilience. Choose a Draconic Ancestry, you gain resistance to the type of the chosen dragon, and your scales look like that of the dragon you have chosen. (Points: 4)

Draconic Ancestry
Dragon Damage Type
Amethyst Force
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Crystal Radiant
Emerald Psychic
Gold Fire
Green Poison
Red Fire
Sapphire Thunder
Silver Cold
Topaz Necrotic
White Cold
  • Languages. You can speak, read, and write Common and one other language of your choice.

(Total Points: 32)

Blood Quickening Meditation

When you use your Blood Quickening feature, choose one of the following effects. The effect lasts until you use your Blood Quickening feature to choose another effect, and/or you take a long rest. Any meditation that grants the ability to use metamagic does so as if you expended the least possible amount of sorcery points on it.

  • Aasterinian. When a spellscale focuses on this whimsical deity’s trickery, originality, and quick thinking, whenever you make a Charisma (Deception) check you can add 1d4 to the roll, and you can cast the Counterspell spell as a 3rd-level spell once, and must choose this meditation again during a long rest to do so again.

  • Astilabor. Focusing on the Hoardmistress brings about a sharpened perception of the value of things. You gain a 1d4 bonus to all Intelligence checks made to ascertain the value of an object, and can cast spells of 3rd-level or lower without expending material components, as long as the individual component costs less than 1 gold piece. You can use this ability three times, and must choose this meditation again during a long rest to do so again.

  • Bahamut. Meditating upon the King of the Good Dragons enhances a spellscale’s ability to oppose evil creatures. When you cast a spell that deals damage, you can choose any creature targeted by or within the area of that spell. If the selected creature is evil, the spell deals an extra 2d6 damage to it in addition to the spell’s normal effects. You can use this ability three times, and must choose this meditation again during a long rest to do so again.

  • Chronepsis. Meditation upon the Silent imbues you with a 1d4 bonus on Wisdom (Perception) checks that rely on hearing and the ability to cast any spell using the Subtle Spell metamagic as described in the Sorcerer class description. You can use this ability twice, and must choose this meditation again during a long rest to do so again.

  • Falazure. Focusing upon the Night Dragon attunes a spellscale to the immensity and power of death. You can cast the spell inflict wounds as 1st-level spell three times, and must choose this meditation again during a long rest to do so again.

  • Garyx. Considering the power of the All-Destroyer evokes ways in which to broaden the power of spells, especially the destructive kind. You gain a 1d4 bonus to Strength-based damage rolls and the ability to cast any spell using the Quickened Spell metamagic as described below. You can use this ability two times, and must choose this meditation again during a long rest to do so again.

  • Hlal. When a spellscale performs the meditation of Hlal, he revels in the expansiveness of life and indulges in a grand, hyperbolic consideration of existence and magic. You gain a 1d4 bonus to Charisma (Performance) checks and the ability to cast any spell using the Heightened Spell metamagic as described in the Sorcerer class description. You can use this ability three times, and must choose this meditation again during a long rest to do so again.

  • Io. A spellscale who considers the role of the Great Eternal Wheel in the multiverse acquires insight into the workings of magic. You gain a 1d4 bonus to Intelligence (Arcana) checks and the ability to cast any spell using the Empowered Spell metamagic as described in the Sorcerer class description. You can use this ability three times, and must choose this meditation again during a long rest to do so again.

  • Lendys. Contemplating the Scales of Justice requires a stillness of mind and body. You gain a 1d4 bonus on Constitution saving throws to maintain concentration on spells and the ability to cast any spell using the Seeking Spell metamagic as described below. You can use this ability three times, and must choose this meditation again during a long rest to do so again.

  • Tamara. Meditating about Her Mercy renders a spellscale better able to sustain life and thwart death. You can cast the spell cure wounds as 1st-level spell three times, and must choose this meditation again during a long rest to do so again.

  • Tiamat. Focusing on the Creator of Evil Dragonkind enhances a spellscale’s ability to oppose good creatures. When you cast a spell that deals damage, you can choose any creature targeted by or within the area of that spell. If the selected creature is good, the spell deals an extra 2d6 damage to it in addition to the spell’s normal effects. You can use this ability three times, and must choose this meditation again during a long rest to do so again.

Sphinxite

Sphinx society is broken up by biological roles, four mono-gendered species able to interbreed to produce more of their kind. However, this no longer holds true for Sphinxites, though some influence is still felt. Sphinxites often match the breed of sphinx they originated from, but sometime take more from their human parent.

A Sphinxite is humanoid, with its top half entirely dominated by humanoid features. From the waist down their body becomes leonine, with wide haunches, digigrade legs, and tail. In spite of this they stand bipedal, and their haunches make them seem shorter than they actually appear. Colors vary, with humanoid skin, hair, and eye tones for the top half and typically brown and golds for the furry bottom half.

Although omnivorous, their teeth are undoubtedly built for meat, and they prefer it over greens. They often have cat-like eyes with vertical pupils, and some may even gain whiskers are part of their normal facial hair.

Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Sphinxites reach maturity around age 18, and can live for several centuries.

  • Alignment. Most Sphinxites are lawful neutral.

  • Size. Medium. Sphinxites are usually 8 to 10 feet tall.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Arcane Roar. As an action, you can bellow a magical roar that destroys those before you which counts as a magical effect. When you, you force creatures within a 15-foot cone to make a Wisdom saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus) or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At 6th level, if a creature fails the saving throw by 5 or more, a creature is paralyzed while frightened this way. At 11th level, all creatures in the cone must also make a Constitution saving throw with the same save DC, taking 3d8 Thunder damage on a failed save, or half as much on a successful one. Once you use this ability, you can't use it again until you finish a long rest. (Points: 7)

  • 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. (Points: 3)

  • Inscrutable Nature. You are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse which would alter your mind. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage. (Points: 2)

  • Mental Discipline. You have resistance to psychic damage. (Points: 2)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • Sphinx Wings. You have powerful wings that allow limited flight. When you move, you can engage your wings to gain a flying speed equal to your walking speed until the end of the current turn. If you are still aloft at the end of the turn with nothing else supporting you, you fall. 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. (Points: 4)

  • Unmatched Aptitude. You have advantage on saving throws to avoid or end the charmed and frightened conditions on yourself. (Points: 4)

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

(Total Points: 32)

Stonechild

Born of a union of mortal and elemental, a stonechild is a hardy entity grounded in soil and stone and gifted with incredible strength, fortitude, and a keen intellect. Although they are not the outcasts that half-orcs often are, stonechildren are rarely raised among others of their kind. Most stonechildren grow to maturity while living in dwarf or human communities, and those few who stay on the Material Plane often wander alone, taking up the mantle of adventurer.

Stonechildren are most comfortable in and under the mountains; because of this preference, they usually end their wandering by settling with a community of dwarves. As they grow older, even the most adventurous stone- children become more and more likely to seek a way to the Elemental Plane of Earth and surround themselves with others of their kind.

Personality: Stonechildren relish challenges and enjoy proving their own strength. They admire those who make their own way in life, and they feel a sense of camaraderie with the earth itself. Even when traveling alone through dangerous areas, stonechildren remain solid and sensible. Stonechildren keep their feelings hidden behind a slow practicality, and when they find someone’s company unpleasant they usually just leave quietly. Stonechildren are stalwart in the face of adversity, whether it takes the form of the physical dangers of combat or the long solitude of life as a wanderer.

Physical Description: With rough, gray skin and a stony bulk, a stonechild looks like a powerful human made out of stone. Stonechildren have tremendous physical strength and fortitude, and can easily overpower most humanoids. Stonechildren do not have hair, and their eyes are limited to shades of gray, black, or the occasional gemlike hue (usually a muted blue or green). Although their tough hide resembles stone, they are outsiders, not elementals. Stonechildren grow nearly 9 feet tall, and they can easily weigh more than 300 pounds.

Relations: Tough, reliable, and focused on the utilitarian, stonechildren get along with most races. Stonechildren are closer to dwarves than any other race, and they often settle in dwarf com- munities for a time. Many humans and dwarves seek to emulate the strength and silence of the stonechildren, but their strength and practicality can seem alien to elves and gnomes.

Of the few stonechildren who do not live on the Elemental Plane of Earth, most are wanderers, and as such they enjoy the company of halflings. For their part, half- lings readily acknowledge the value of having a large, physically powerful stonechild with their troupe.

Although Moradin the Soul Forger is primarily seen as the deity of the dwarves, stonechildren also venerate his powers over stone, his solid strength, and his prodigious skills at the forge. More stonechildren revere Moradin than any other single deity, but even his worshipers fall far short of constituting a majority.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Stonechildren mature similar to humans and live around a century.

  • Alignment. Stonechildren are often Neutral.

  • Size. Stonechildren grow nearly 7 feet tall, and they can easily weigh more than 300 pounds. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • 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. (Points: 3)

  • Natural Armor. When you aren't wearing armor, your AC is 14 + your Dexterity modifier (maximum bonus of +3). You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. (Points: 4)

  • Overpowering Strength. You have a +2 bonus on Strength saving throws, and whenever you deal damage with a melee attack, that attack deals 1 additional point of damage. (Points: 6)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • Stone Sight. You have Blindsight out to 5 feet. (Points: 4)

  • Stony Body. Your stony body gives you resistance to acid damage. You also have advantage on saving throws to avoid or end the poisoned condition on yourself. (Points: 5)

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

(Total Points: 32)

Synad

Synads seem unsocial to the naive. In truth, each synad is a group unto himself, composed of three fully independent minds that are fused into a cooperating whole. While most races suffer the crushing loneliness of a wholly closed-off mind, synads reap the benefits of combined thought, cooperative planning, and multiple viewpoints on each new task or topic.

Personality: While synads have wildly varying personalities, their threefold minds give the race recognizable personality traits. A synads threefold mind is composed of parts that are often referred to as the overmind, the collective, and the oracle. In most activities, the overmind controls the synad's actions. However, sometimes the collective or the oracle - the parts known as the submind - rises to the surface, either bypassing the overmind or mentally advising it on topics the submind is more suited to understand.

Physical Description: In the bright light of day, a synad passes for a tall, slim human. In dim light, however, out of the corner of an observer's eye, a synad sometimes appears as a humanoid with three heads. The normal head appears bracketed by two ghostly heads completely "devoid of hair, eyes, ears, mouth, or nose. This happens only if the synad has exhausted all its power points for the day. For this reason, most synads avoid draining their power point reserve, lest their true nature be revealed. Synads typically stand just over 6 feet tall and weigh about 170 pounds, with males somewhat taller and heavier than females. Synads are typically hairless. They have pale skin, large, dark eyes, and long, expressive fingers. They dress commonly but enjoy impressive, flamboyant headwear.

Relations: Synads mix with members of other races, especially humans. Sometimes those relations change suddenly when another creature gains insight into a synad's true nature, so synads try to avoid dim light when possible, or else they prepare their comrades by revealing the truth about their heritage.

Alignment: Synads do not tend toward any particular alignment. The best and the worst are found among them.

Synad Lands: Synads hail from a parallel world accessible through the Plane of Shadow. The few who dwell on the Material Plane prefer to forget their world of origin, claiming that monstrosities of the mind roam there unhindered.

Religion: Synads often worship Fharlanghn, drawn to his aspect as a traveler. Those who have escaped their homeworld give credit to the deity for showing them a way through.

Names: Synad names vary greatly, mainly because synads have thrown off their original ways and adopted human culture. They draw their names from the names of humans in the area where they have settled. Synads who mate and produce children often name them after local heroes or great leaders.

Adventurers: Synad adventurers are akin to humans in their daring and ambition. Because a synad's threefold mind can withstand mental effects (such as charm person and dominate person) that might leave another creature drooling or subservient, the race has a reputation for great toughness of mind.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Synads are incredibly long lived, maturing at about 50 years and living several centuries.

  • Alignment. Synads do not tend toward any particular alignment. The best and the worst are found among them.

  • Size. Medium. Synads are similar to humans in terms of physical build.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Collective. The part of a synad's mind known as the collective allows you to tap into a racial network of knowledge and information. You may use your reaction to add your proficiency bonus to any Intelligence-based skill check that you make. If the check already includes your proficiency bonus, you add double your proficiency bonus to the check instead. Once use this ability, you can't use it again until you finish a short or long rest. (Points: 3)

  • Darkvision. Your three minds work together to perceive that which others do not. You may see in dim light out to a radius of 60 feet as if it were bright light, and darkness as if it were dim light. You cannot perceive color in darkness, only shades of grey. (Points: 3)

  • Multitask. Your three minds make it easy to do what normal humans do not. You may make any Intelligence, Charisma, or Wisdom skill check as a bonus action on your turn. Once use this ability, you can't use it again until you finish a short or long rest. (Points: 3)

  • Oracle. The part of a synad's mind known as the oracle grants a precognitive edge. As a reaction, you can apply a bonus equal to your Intelligence, Wisdom, or Charisma modifier (you choose this when you pick this race) to any attack roll, ability check, or saving throw that you make (even if the roll already uses that modifier). You regain the ability to use this feature upon finishing a short or long rest. (Points: 5)

  • Psionics. You know the Mage Hand cantrip except it is also invisible when you cast it. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you pick this race). When you cast this spell, it doesn't require components. (Points: 2)

  • Threefold Mind. Magic cannot put you to sleep. You also have advantage on saving throws to avoid or end the charmed and frightened conditions on yourself. (Points: 4)

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

(Total Points: 32)

Tabaxi

Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, 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.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Tabaxi have lifespans equivalent to humans.

  • Alignment. Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.

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

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Cat's Claws. Because of your claws, you have a climbing speed of 30 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 3)

  • Cat's Talent. You are proficient with two skills of your choice. (Points: 5)

  • 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 color in darkness, only shades of gray. (Points: 3)

  • Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. (Points: 4)

  • Nine Lives. You have resistance against falling damage and you can stand from being prone by only using 5 feet of movement. (Points: 5)

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

(Total Points: 32)

Tanukai

The original forest dwellers, the Tanukai have evolved past their animal brethren. A relatively young race, it is unknown how they came to be. Now they live in forests and woodlands, fiercely protecting nature with their supernatural powers.

SMALL BUT HARDY

The Tankuki have grown larger than their ancestors, but not by much. They can grow to around 3 feet tall and up to around 50 pounds. However, their size can be deceiving. They are quick and smart, making competent warriors or devious spellcasters. They display the same coloring pattern as their ancestors. The rich browns help them blend into natural surroundings of the forest. They tend to be portly, but this doesn't detract from their quickness. Their fur tends to be short and most of them have taken to wearing rudimentary clothes.

PROTECTORS OF NATURE

These creatures have a deep love for nature, and act a guardians for wherever they live. They will go to battle against anyone who threatens their homelands, regardless of the danger. While forests and woodlands are their preferred habitat, Tanukai will work hard to cultivate a strong natural environment wherever they are.

HAPPY TRICKSTERS

Tanukai enjoy playing tricks and fooling other races. These tricks are not malicious, just ways to make others look foolish. They see it as all in good fun, but others may not see it this way. Overall the Tanukai are a relaxed and happy people. They love to reed and drink, especially whilst camping or outdoors. They also tend to be quite lazy, finding places where they can nap undisturbed.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. A Tanukai reaches adulthood at the age of 15 and generally lives into the first quarter of their second century.

  • Alignment. Most Tanukai tend toward chaotic or neutral alignments.

  • Size. Tanukai average about 3 feet tall and weigh about 50 pounds. Your size is Small. (Points: -2)

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Attuned Senses. Whenever you make a Wisdom (Perception) check, you can roll a d4 and add the number rolled to the total ability check. (Points: 3)

  • 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. (Points: 3)

  • Natural Climber. You have a climbing speed of 30 feet. (Points: 2)

  • Nature's Guardian. At 3rd level, as a bonus action, you can imbue yourself with powerful natural energy, swelling in both size and power. When you do, your size becomes large, the range of your darkvision increases by 60 feet, you have advantage on Strength checks and saving throws, and the first damage roll you make each turn deals an additional 1d6 damage. This lasts for up to 1 minute, or until you are incapacitated. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • Yokai Magic. You know the Gust cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once. When you use this version of disguise self, you can make yourself medium or small, and can appear as of any humanoid race. Once you reach 5th level, you can cast the Fly spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

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

(Total Points: 32)

Thanoi

The Thanoi, also called Walrus Men, are a barbarian race of walrus-folk that live south of Ansalon in Icereach, and as of the rise of power of the Dragon Overlord Frost they can be found in Southern Ergoth. Thanoi speak the Thanoi Language, and some can speak Common. They are not overly intelligent, but are strong and hardy against the cold. A typical thanoi male can stand up to 8 feet in height, but since they usually walk in a hunch with bent knees they look shorter. Walking this way allows for a thanoi to negotiate the terrain of Icereach. Females, on the other hand, will only stand about 6 feet in height. Both sexes can have tusks that reach two feet in length, with many rows of blunt teeth that can crush even bone and shell, and a bristling mustache on their upper lip. These tusks will be removed when a thanoi is shamed. They both The origins of the Thanoi are still debated to this day. Some scholars believe them to be a Graygem offshoot of the Ogres, while others suggested that they were linked to Minotaurs in some way.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. A Thanoi's life expectancy is approximately 60 years. Maturing in their early 20's.

  • Alignment. The Thanoi are generally a Neutral race.

  • Speed. Your base walking speed is 30 feet.

  • Size. Tuskarr usually stand around 8 feet tall and average at about 400 pounds. Your size is Medium.

  • Creature Type. Your creature type is Monstrosity. (Points: 2)

  • Hold Breath. You can hold your breath for up to 15 minutes at a time. (Points: 1)

  • Iceshelf Native. You have resistance to cold damage. (Points: 3)

  • Natural Swimmer. You have a Swim speed of 30 feet. (Points: 2)

  • Tusks. You can use your walrus-like tusks as natural weapons. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 1)

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

  • Subrace. Choose one of the following subraces. (Points: 11)

(Total Points: 32)

Subrace: Hunter Thanoi

Thanoi society live in a nomadic tribal groups, and migrate across Icereach with the patterns of fish and wild game. They claim all of Icereach as their homeland, and will battle both the Icefolk and the Ursoi that dwell there. They have no permanent settlements, but as they migrate will create camps. These camps have crude ice shelter, pens for captured game, trenches, and an area for their polar bears.

  • Arcane Trapper. You can cast the Snare spell once, and regain the ability to cast it again upon finishing a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race) (Points: 4)

  • Hardened Hunter. You have advantage on saving throws to avoid or end the frightened condition on yourself. (Points: 2)

  • Ice Reflection. When you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke ancient Thanoi magic and and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest. (Points: 5)

Subrace: Kagog Thanoi

The thanoi are not religious, but do have spellcasters that they call Kagogs. the kagogs are given respect since most thanoi fear the unknown. Thanoi also have few allies, but many enemies.

  • Hibernation. Whenever you take a short rest, you can expend a hit dice to recover an expended spell slot with a level up to half your proficiency bonus rounded up. Alternatively, you can do this to gain an expended use of your Totemic Protector feature. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

  • Seer's Gaze. You know the Guidance cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (Choose this when you select this race). (Points: 2)

  • Totemic Protector. As an action, you can summon forth a spectral totem in a 5-foot cube on the ground within 15 feet of you that you can see which shields nearby creatures from the elements for up to 1 minute, during which you must concentrate on it as though it were a spell or it disperses. Creatures that move through the totem's space consider it difficult terrain. You can use your reaction when a creature within a 15-foot radius of the totem is dealt cold, fire, lightning, poison, or thunder damage, to give the creature resistance against one of the damage types until the end of the turn. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

Subrace: Warrior Thanoi

The strongest and largest thanoi will always lead a tribe. They hold this position of chieftain until another overthrows him. The chieftain will put relatives in places of power in the tribe, and will call upon them to defend him if a challenger arises. A challenger will usually rise up in the leaner times of the year. Sometimes the challenger is a family member, and the chieftain will find himself without the needed backing. A thanoi chieftain is the only one that may have more than one wife, and will acquire them as his lieutenants die off and leave their wife behind. The chieftain can order her to couple with another bull.

  • Battle Fury. As a bonus action, you become filled with a boiling fervor as adrenaline shoots through you, empowering you. While under this fervor you have advantage on Strength checks and saving throws, and when you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This lasts for up to 1 minute, or until you are incapacitated. Once you use this ability, you can't use it again until you finish a long rest. (Points: 6)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • Tribal Bedrock. You have proficiency in either: (a) one skill of your choice, OR (b) three weapons/tools/instruments of your choice. (Points: 3)

Thri-Kreen

Thri-Kreen wander the deserts and savannas of the world, avoiding all other races.

Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Thri-kreen have short life spans and rarely reach 30 years of age.

  • Alignment. Acting spontaneously, thri-kreen are generally unpredictable, and nearly always of chaotic alignment, showing no inclination toward good or evil. These traits make them utterly alien and inscrutable to other races, and folk unfamiliar with them might regard them as savage and brutal monsters. However, thri-kreen view themselves as noble hunters.

  • Size. Thri-kreen range from five to seven feet tall. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Monstrosity. (Points: 2)

  • Chameleon Carapace. While you aren't wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings. (Points: 7)

  • Darkvision. You can see in dim light within 60 feet of yourself 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. (Points: 3)

  • Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property. (Points: 6)

  • Sleepless. You do not require sleep and can remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest. (Points: 3)

  • Thri-kreen Telepathy. Without the assistance of magic, you can't speak the non-thri-kreen languages you know. Instead, you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures you can see within 120 feet of yourself. A contacted creature doesn't need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required). (Points: 3)

  • Languages. You can speak, read, and write Common and Thri-Kreen or another language of your choice. The native language of the Thri-kreen consists mostly of clicks and chitters, making it nearly unpronounceable to other races.

(Total Points: 32)

Tiefling

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 (and many of the other powerful devils serving under him) 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. Tieflings share certain Racial Traits as a result of their Infernal descent.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Tieflings mature at the same rate as humans but live a few years longer.

  • Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

  • Size. Tieflings are about the same size and build as humans. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • 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. (Points: 3)

  • Devilish Ingenuity. You are proficient in two skills of your choice. (Points: 5)

  • Hellish Descendant. You have resistance to your choice of cold, fire, or lightning damage (choose when you select this race). (Points: 4)

  • Languages. You can speak, read, and write Common and Infernal or another language of your choice.

  • Subrace. Choose one of the following options. (Points: 8)

(Total Points: 32)

Subrace: Arcanaloth Ancestry

Arcanaloths are wont to meddle, and are the most likely yugoloth to have tieflings linked to them. Tieflings linked to an arcanaloth have the ability to speak to the minds of others, and change their appearance.

  • Legacy of Gehenna. You know the Message cantrip. Once you reach 3rd level, you can cast the Comprehend Languages spell once. Once you reach 5th level, you can cast the Alter Self spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Subrace: Bloodline of 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.

  • Infernal Legacy. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once. Once you reach 5th level, you can cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Subrace: Bloodline of 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.

  • Legacy of Maladomini. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Ray of Sickness spell once. Once you reach 5th level, you can cast the Crown of Madness spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Subrace: Devil's Tongue Bloodline

Aside from their raw physical and arcane power, many types of devils possess the means to warp and affect the attention of others. Tieflings may inherit some of these traits from a manipulative devilish ancestor.

  • Devil's Tongue. You know the Vicious Mockery cantrip. Once you reach 3rd level, you can cast the Charm Person spell once. Once you reach 5th level, you can cast the Enthrall spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Subrace: Bloodline of 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.

  • Legacy of Dis. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once. Once you reach 5th level, you can cast the Detect Thoughts spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Subrace: Bloodline of Fierna

A master manipulator, Fierna grants tieftings tied to her forceful personalities.

  • Legacy of Phlegethos. You know the Friends cantrip. Once you reach 3rd level, you can cast the Charm Person spell once. Once you reach 5th level, you can cast the Suggestion spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Subrace: Bloodline of Glasya

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

  • Legacy of Malbolge. You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once. Once you reach 5th level, you can cast the Invisibility spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Subrace: Hellfire Bloodline

  • Hellfire. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the burning hands spell once. Once you reach 5th level, you can cast the darkness spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Subrace: Bloodline of Levistus

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

  • Legacy of Stygia. You know the Ray of Frost cantrip. Once you reach 3rd level, you can cast the Armor of Agathys spell once. Once you reach 5th level, you can cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Subrace: Bloodline of Mammon

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

  • Legacy of Minauros. You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Tenser's Floating Disk spell once. Once you reach 5th level, you can cast the Arcane Lock spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Subrace: Bloodline of 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.

  • Legacy of Cania. You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once. Once you reach 5th level, you can cast the Flame Blade spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Subrace: Winged Bloodline

Rather than powerful magic, certain tieflings inherit the leathery wings of their devilish ancestors.

  • Winged. You have bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet, but you fall if you end your turn in the air and nothing else is holding you aloft. To use this speed, you can’t be wearing heavy armor. (Points: 8)

Subrace: Bloodline of Zariel

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

  • Legacy of Avernus. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Searing Smite spell once. Once you reach 5th level, you can cast the Branding Smite spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Racial Variant: Fel Tiefling

Rather than through dealings with a devil, your forebears signed a deal with ruinous dark powers for their own malevolent desires. This results in a strange form like a tiefling but with gray, cracked skin and black, sunken eyes.

(These features replace Devilish Ingenuity, Hellish Resistance and Your Subrace)

  • Blasphemous Magic. You know the Chill Touch cantrip. Once you reach 3rd level, you can cast the Ray of Enfeeblement spell once. Once you reach 5th level, you can cast the Bestow Curse spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 10)

  • Spawn of Ruin. You have resistance to necrotic damage, and you don't need to breathe. (Points: 7)

Racial Variant: Twilight Tiefling

Twilight tieflings are born, as their name indicate, from under the twilight veil and fall in two categories. For a long time it was thought that unfaithfulness was the reason for such children, and not an ancient fight between heaven and hell over the legacy of tiefling blood.

(These features replace Hellish Descendant and Your Subrace)

  • Body of Light. Your own blood shines so bright that you’ve grown accustomed to blinding lights. You cannot be blinded by spells, magical effects, or light. This does not prevent you from being blinded by other means or allow you to see through heavily obscured areas or see heavily obscured creatures. (Points: 2)

  • Bright Blood. You have resistance to radiant damage. (Points: 2)

  • Celestial Legacy. You know the Light cantrip. Once you reach 3rd level, you can cast the Guiding Bolt spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Prayer Of Healing spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Tlincalli

Tlincallis, also called scorpion folk, are chitin-covered creatures with a humanlike upper body and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail. These desert creatures range across arid lands, hunting at dawn and dusk. In the hours between, they wait out the day's heat or the night's cold by burying themselves in loose sand or earth or, if the terrain proves too inflexible, lurking in ruins or shallow caves.

Tlincallis stay in one place for only as long as the hunting is good in the immediate area, though they might visit the same way stations over and over during their wanderings. They also settle down temporarily whenever it's time to lay eggs and hatch a new brood of young.

These scorpion folk deposit their eggs in warm places out of direct sunlight, often amid a stand of cacti near their present encampment. The eggs are protected by hard shells coated in paralytic poison similar to that produced by their stingers. This poison leaves most would-be predators that dare to break an egg defenseless when the tlincalli parents come to investigate.

Tlincallis eat what they kill, whether their hunt nets desert animals or a caravan, but when they have new mouths to feed, they are careful to take some of their prey alive. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these captives back to their encampment and tie them to cacti or rock formations. When the sun sets, the newly hatched young emerge from the lair to eat the captives alive.

These predators see themselves as great hunters, and respect others with such skills. If a tlincalli encounters a more powerful hunter, such as a blue dragon, they carefully weigh whether to serve the superior hunter, move on, or fight to the death to remove it as competition.

Tlincallis rarely build cities, make clothing, or mine metals. Instead, they scavenge much of what they need or want. They do, however, melt down scavenged metal to forge crude weapons, armor, and tools.

Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Tlincalli mature similar to humans and live around a century.

  • Alignment. Most Tlincalli are Neutral Evil.

  • Size. Tlincalli average around 6 feet in height. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Monstrosity. (Points: 2)

(Total Points: 32)

  • Bolthole Magic. At 3rd level, you can cast the Misty Step spell once. You must finish a long rest to cast this spell again with this trait. You can also cast this spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 4)

  • 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. (Points: 3)

  • Desert Bandit. You have advantage on Dexterity (stealth) checks to hide in sandy or other desert terrain. You are also immune to the effects of extreme heat. (Points: 3)

  • Desert Divination. As a bonus action, you can gain Tremorsense with a range of 60 feet for a number of rounds equal to 1 + your proficiency bonus. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • Scorpion Stinger. Your stinger is a natural weapon with the Finesse property, which you can use to make unarmed strikes. If you hit with it, you deal 1d3 poison damage and piercing damage equal to 1d3 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 3)

  • Scorpion Venom. At 3rd level, when you deal damage to a creature with your Scorpion Stinger, you can force them to make a Constitution save (DC = 8 + proficiency bonus + your Constitution modifier) or take an additional 2d4 poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. At 11th level, if the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. You can use this ability once, and you can't use it again until you finish a short or long rest. (Points: 3)

  • Languages. You can speak, read, and write Common and another language of your choice.

Tortle

What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.

(Total Points: 32)


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.

  • Alignment. Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.

  • Size. Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

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

  • Explorer's Insight. You gain proficiency with one weapon/tool/instrument of your choice. (Points: 1)

  • Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air. (Points: 2)

  • Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal. (Points: 9)

  • Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell. (Points: 2)

  • Survival Instincts. You gain proficiency in two skills of your choice. (Points: 5)

  • Languages. You can speak, read, and write Common and another language of your choice.

Triton

Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, the noble tritons have gradually become increasingly active in the world above.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Tritons reach maturity around age 15 and can live up to 200 years.

  • Alignment. Tritons tend toward lawful good. As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence.

  • Size. Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Aquatic Adept. You can breathe air and water and you have a swimming speed of 30 feet. (Points: 4)

  • Control Air and Water. A child of the sea, you can call on the magic of elemental air and water. At 3rd level, you can cast Fog Cloud with this trait. Starting at 5rd level, you can cast Gust of Wind with it, and starting at 7th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

  • 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. (Points: 3)

  • Emissary of the Sea. 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. (Points: 1)

  • Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment. (Points: 3)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Trollkin

While trolls are often known for their insatiable appetites, sometimes Trolls grow a habit of breeding with other giants and humanoids. This process is often painful, but almost always successful, as the offspring possess regenerative abilities that make them difficult to kill. Trollkin are also known to change drastically, their bodies often succumbing to a wide variety of mutations.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Trollkin mature rapidly, mutating and growing at an alarming rate. Trollkin reach physical maturity at around 12 years old. Though their powerful metabolism grants them good health and staves off the physical decline of old age, it also reduces their overall lifespan, and they usually don't live as long as their human counterparts do, at 60 years old.

  • Alignment. Though their drives are weaker than those of their troll parents, half-trolls are still very passionate and individualistic. Most are chaotic, while almost none are lawful. Many half-trolls engage in destructive behavior, but many more have enough self-control to simply come off as uncouth.

  • Speed. Your base walking speed is 30 feet.

  • Size. Trollkin often tower over other humanoids. Your size is Medium.

  • Creature Type. Your creature type is Humanoid.

  • Claws. You can use your claws as natural weapons. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 1)

  • Darkvision. You have superior vision in dark and dim conditions. You can see up to 60 feet in dim light as if it were bright light and darkness as if it were dim light. You can't discern color in darkness, only shades of gray. (Points: 3)

  • Regeneration. You are able to recover from wounds with horrifying speed, and can even regrow severed body parts. If a part of your body is removed or destroyed (including your head) but you are not killed, you may re-attach the body part as an action. Alternatively, as a bonus action you may heal a number of hit points equal to 1d8 + your Constitution modifier. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. (Points: 9)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

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

  • Subrace. Choose one of the following subraces. (Points: 9)

(Total Points: 32)

Subraces

Subrace: Feral Trollkin

The most common kind of trollkin, your skin is green and rubbery, and you bear a strong semblance to your troll ancestors. This comes with a constant hunger and a lifeforce capable of resisting venoms and other natural toxins.

  • Ceaseless Hunger. You can safely digest anything you can fit down your gullet and receive sustenance from it. You also have advantage on saving throws against diseases. (Points: 1)

  • Feral Fortitude. You have advantage on saving throws to avoid or end the poisoned condition on yourself and resistance to poison damage. (Points: 5)

  • Legacy of Fear. You are proficient in one skill of your choice.(Points: 3)


Subrace: Fey-Touched Trollkin

Your troll parent consumed enough fey creatures to the point where their powers became absorbed in their flesh, and passed down to you. This strange mutation takes the form of strange runic marks, a constant glittery faerie dust, or perhaps some other form of your own.

  • Pixie Skin. You know the Dancing Lights cantrip. Once you reach 3rd level, you can cast the Entangle spell once. Once you reach 5th level, you can cast the Dispel Magic spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

Subrace: Fire Trollkin

Fire trollkin are a strange race, born from arcane experiments on trolls designed to perfect their anatomy. However, fire trolls are rebellious, and your birth could have been the next step in the process. Whatever your origin, you gain enhancements to protect you from harm.

  • Corrosive Blood. As a reaction when you are dealt damage by a melee attack, you can choose to utilize some of your blood to fight back an attacker. When you do, you force the creature to make a Dexterity saving throw (save DC = 8 + your Constitution modifier + your proficiency bonus), taking 3d6 acid damage on a failed save, or half as much on a successful one. Once you use this ability, you can't use it again until you finish a long rest. (Points: 3)

  • Flesh of Flame. You have resistance to fire damage. (Points: 4)

  • Innate Pyromancy. You know the Produce Flame cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (Choose this when you select this race). (Points: 2)

Subrace: Pseudonatural Trollkin

Pseudonatural creatures originate beyond the planes we know, and stretch into worlds beyond, teetering on the edge of insanity. These trollkin are either mutants born from such creatures and humanoids, or perhaps simply trollkin that have become transformed into their now lovecraftian forms.

  • Otherworldly Insight. Whenever you make a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the total ability check. (Points: 3)

  • Rending Strikes. Your tentacle arms enhance the damage of your claws, increasing your claw damage dice to 1d6, and increasing their reach to 10 feet. (Points: 2)

  • Rotting Constriction. When you hit a large or smaller creature with a Claw attack on your turn, you can choose to grapple it. If you do, the target becomes restrained while grappled, and while it is retrained by this effect it takes 1d6 points of necrotic damage at the start of each of its turns. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

Subrace: Scrag Trollkin

Scrag trollkin are the offspring of scrags and other humanoids. They carry a variety of traits inherited by their scrag parents that shape and shift their bodies to be well suited in watery environments.

  • Aquatic Adept. You can breathe air and water and have a swim speed of 30 feet. (Points: 4)

  • Scaled Skin. You have tough, scaly skin. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your scaled skin to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your scaled skin. (Points: 2)

  • Scrag Resilience. You have resistance to cold damage. (Points: 3)

Subrace: Stone Trollkin

Often born in caves or the underdark, stone trollkin have a knack for utilizing rocky terrain to their advantage, often being hunters of creatures that dwell below the surface. Their rocky flesh is also resilient to spellcraft, durable as the mountains themselves.

  • Arcane Resistance. Whenever you take damage from a spell or magical effect, you can use your reaction to gain resistance to that spell or magical effect's damage type(s) until the start of your next turn. Once you use this ability, you can't use it again until you finish a short or long rest. (Points: 4)

  • Mountain Climber. You have a climbing speed of 30 feet. (Points: 2)

  • Stone Camouflage. You have advantage on Dexterity (stealth) checks to hide in rocky terrain. (Points: 2)

  • Superior Darkvision. The range of your Darkvision increases to 120 feet. (Points: 1)

Subrace: Two-Headed Trollkin

Regenerative capabilities make trollkin especially susceptible to mutation. In fact, a decapitated Trollkin can have another head grow in place while another is reattached, resulting in bizarre circumstances that form a two-headed Trollkin.

  • Mutated Speed. Your movement speed increases by 5 feet. (Points: 2)

  • Natural Prowess. You gain advantage on any Perception check that benefits from your powerful sense of smell. This perception bonus is not granted to any sense other than smell. (Points: 1)

  • Twin-Minded. Your two brains work in tandem and are far more challenging to take over. You have advantage on saving throws against being charmed or frightened, on saving throws to end those effect, and magic cannot put you to sleep. (Points: 4)

  • Two-Headed. You have two heads. While your secondary head can speak, it cannot be used for verbal components for spellcasting. (Points: 0)

  • Watchkeeper. Your two heads can work together to keep watch for one another. When you sleep during a long rest, one of your heads can sleep for four hours before switching off and having your other head rest for 4 hours. This allows you to stay conscious and you can see and hear as normal. However you are in a motionless state while you rest. (Points: 2)


Subrace: Warpstone Trollkin

It is not uncommon for Trolls to mutate in the presence of magic, and the warpstone effects trolls and trollkin no differently, shaping and twisting their bodies and minds into chaotic and voracious creatures.

  • Corroded Body. When you aren't wearing armor, your AC is 11 + your Dexterity modifier. You can use your Corroded Body to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your Corroded Body. You also have resistance to acid damage. (Points: 4)

  • Warpstone Devastation. As an action, you unleash a shockwave of chaotic energy. All creatures within a 10-foot radius of you must make a Constitution saving throw, (save DC = 8 + your Constitution modifier + your proficiency bonus) taking 2d8 radiant damage and being knocked prone on a failed save, and taking only half damage on a success. Nonmagical plants within the area wither and die as well. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. After you use this ability, you can't use it again until you finish a long rest. (Points: 5)

Uldra

Uldras are small fey that dwell in the arctic wilderness, living at peace with the natural world. In particular, uldras are quite fond of the wild animals of the world, and see themselves as the guardians and protectors of such creatures, especially in cases where civilization encroaches. Although they generally prefer to avoid conflict, they are quick to rise in the defense of local wildlife. Uldras are short and thin, standing anywhere from 2-1/2 to 3 feet tall and typically weighing 30-40 pounds. They are fairly long-lived, rivaling the elves for longevity. An uldra becomes an adult at approximately the age of 100, and can live to be more than 600 years old. Their limbs are long and thin, and each of their hands possesses three long fingers and a thumb. Their toes are also long and thin, with long sharp toenails. They tend to walk or run on the balls of their feet or their toes. Uldra skin is generally pale blue or even snow white. Hair color is typically some darker shade of blue or black, frosting to gray or light blue in advanced age. Their ears are large, but their nose, mouth, and chin are fairly small, giving their faces an expressive but undeniably alien look. The most startling feature about the uldra's visage, though, is its eyes; an uldra's eyes are quite large and colorful, and can be nearly any color (and often have two or three hues). Combinations of green, gold, and red are the most common. In the dark, their eyes seem to glow with a soft light. They prefer to dress simply in rustic clothing, and often eschew clothing altogether. The major exception is hats; uldras have a deep love of hats (especially pointed hats) and it's rare indeed to see a hatless uldra.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Uldra reach maturity around 100 years and can live to be 800 years old.

  • Alignment. Uldras are free-spirited and often give in to their emotions or act on a whim; as a result they are most often chaotic neutral. Many uldras, enraged by the lack of respect afforded the natural world by other races, turn to evil in an attempt to exact vengeance and to fight back in nature's behalf. Good-aligned uldras are rarer, but those who do resist their darker natures try to find peaceful ways for the civilized races and nature to coexist. Lawful uldras are quite rare, but not unheard of; usually such uldras are those who have had long contact with lawful humanoid societies.

  • Size. Uldras are short and thin, standing anywhere from 2-1/2 to 3 feet tall and typically weighing 30-40 pounds. Your size is Small. (Points: -2)

  • Speed. Your base walking speed is 25 feet. (Points: -2)

  • Creature Type. Your creature type is Fey. (Points: 2)

  • 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. (Points: 3)

  • Frosty Touch. Uldra infuse icy magic into their melee strikes at all times. Whenever you deal damage to a creature with a melee attack, that attack deals an additional 1 cold damage. (Points: 4)

  • Nature's Scholar. Whenever you make an Intelligence (Nature) check, you can roll a d4 and add the result to the total. (Points: 3)

  • Snow's Shield. You have resistance to cold damage. (Points: 3)

  • Touch of Fatigue. At 5th level as an action, you can force a creature within 5 feet of you to make a Constitution saving throw (save DC = 8 + your Intelligence, Wisdom, or Charisma modifier (choose when you pick this race) + your proficiency bonus) or it has a 1d4 penalty to all d20 rolls it makes and has its speed halved for up to 1 minute, during which you must concentrate on it as if concentrating on a spell. You can use this ability once, and you can't use it again until you finish a long rest. (Points: 3)

  • Uldra Arcana. You know the Ray of Frost cantrip. Starting at 3rd level, you can cast the Speak with Animals spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 5)

  • Languages. You can speak, read, and write Common, and two other languages of your choice. (Points: 1)

(Total Points: 32)

Umber Spawn

The umber spawn are odd creatures that resemble a mix between a gorilla and an arthropod, but more humanoid than umber hulks. They are believed to have been magically created mutants, whose makers have long died out or receded from the natural world. According to early writings, they are recorded as one of the oldest creatures in the cosmos, meaning they were likely made by one of the creator god races as an early life form. Their first recorded instance goes as far back as the Dawn War. Some sages believe they came about as raw matter coalesced and the Primordials were in the midst of creation. They have become a staple of sorts for other, later, advanced races to use as slaves as times changed, driving them underground.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Umber Spawn mature around the same rate as humans, and live about a century.

  • Alignment. Umber spawn do not like wasted energies or efforts. If a simpler method works, they will not get more complicated. Any goods that have no use are discarded, and even the bodies of allies can serve as something useful.

  • Speed. Your base walking speed is 30 feet.

  • Size. Umber Spawn are hulking creatures, standing over 6 feet in height and weighing over 200 pounds. Your size is Medium.

  • Creature Type. Your creature type is Humanoid.


  • Claws. You can use your insectoid claws as natural weapons. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 2)

  • Confusing Gaze. As an action you can gaze at another creature that can see and that can see you within 30 feet and attempt to magically confuse it for up to 1 minute, during which you must concentrate on this effect as though concentrating on a spell. The creature must make a Wisdom saving throw against this effect. The DC of this saving throw is 8 + your proficiency bonus + your Constitution modifier. On a failed saving throw, for the duration the creature can't take reactions, and rolls a d6 to determine what it does each turn. On a 1 to 2, the creature doesn't move or take actions this turn. On a 3 or 4, the creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. On a 5 to 6, the creature can act and move normally. After you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • Darkvision. Your ancestors have long since become used to being active in the night, becoming accustomed to little source of light. You have superior vision in dark and dim conditions. You can see up to 60 feet in dim light as if it were bright light and darkness as if it were dim light. You can't discern color in darkness, only shades of gray. (Points: 3)

  • Heavy Carapace. You have a thick carapace that protects you. When you aren't wearing armor, your AC is 14 + your Dexterity modifier (maximum bonus of +3). You can use your heavy carapace to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your heavy carapace. (Points: 4)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • Tunneler. You know the Mold Earth cantrip, Constitution is your spellcasting ability for it. You also ignore nonmagical difficult terrain made of rock. (Points: 4)

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

(Total Points: 32)

Unbounded

Once, the Unbounded were a race of fleshy humanoids, hailing from a far-flung world that has become lost to history due to the passage of time. Most Unbounded believe in the concept of transcendence, transforming from fleshy creatures to the sleek and elegant forms they now possess in a difficult process. Thousands of years later, the Unbounded have found their way to the material plane, their ageless bodies making them scourers of the sky, and manipulators of life around the multiverse. All Unbounded are from the original travelers of the world, now long since doomed to agony and despair as it crashed into a passing star, and the machines that allowed the Unbounded to be made have long since been lost, but this is mostly lost on the Unbounded. Being ageless entities, they care little for the continuation of their species, and instead focus on exploration, cultivating life, and exacting their own will across star systems. Since the Unbounded also harvest carbon from other life forms to repair their bodies, some distant spelljammer ships of the Unbounded have branched away from the eon-based mentality of their kin, and become pirates and conquerors, setting up vast empires across the stars, ruling as gods amongst less advanced civilizations, forging a new empire, and seeking to recover the secrets of transcendence.

(Total Points: 32)


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Most Unbounded were formed in the ancient past, and can thusly be thousands of years old.

  • Alignment. The Unbounded tend to be neutral or good creatures. As aged as they are, they typically find emotions to be reckless and lacking the need to be acted upon.

  • Size. Unbounded average 6-8 feet in height with slender and efficient bodies. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Beyond Flesh. Your form has remarkable durability, represented by the following traits:

  • You have resistance to Radiant damage.
  • You are immune to disease and magical aging effects.
  • You don’t need to eat, drink, or breathe.
  • You don't need to sleep, and magic can't put you to sleep.
  • 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. (Points: 11)

  • Beyond Time. You know the Guidance cantrip. Once you reach 3rd level, you can cast the Gift of Alacrity spell once. Once you reach 5th level, you can cast the Blur spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Convert Carbon. As a reaction when a creature within 30 feet of you dies from damage you inflicted this turn, you can harvest that creature, turning its corpse to dust and gaining hit points equal to your Constitution modifier (minimum 1) + your proficiency bonus. Once you use this ability, you can't use it again until you finish a long rest. (Points: 2)

  • Starlight Soul. When you succeed on a death save, you can regain a number of hit points equal to your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race). Once you use this ability, you can't use it again until you finish a long rest. (Points: 3)

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

Ursine

Ursine are not known for their calm natures. They are boisterous and loud, their minds unable to fathom nuanced emotions. They act extremely when faced with choices and can be hard, if not impossible, to convince once they have made up their minds. Their celebrations are filled with explosive passion, and their wrath is as raging as a forest fire.

These extreme reactions often lead to fighting, even amongst themselves. Luckily, ursine are a hardy people and consider scars to be an honorary reminder of a battle successfully fought, and it is not unusual to see two ursine get into a bloody scuffle, only to share a cask of ale moments later.

Ursine are mighty and powerful. Your ursine has the following traits.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Due to their bear heritage the Ursine have a much shorter lifespan than other races. They reach adulthood around 14 years and typically live up to 60 years.

  • Alignment. Due to their hatred of tyranny, Lawful Evil is almost unheard of, with Lawful Neutral and Lawful Good being semi-rare. All other alignments are typical within Ursine culture. Adventurous ursine can be any alignment, due to their long-term exposure of the world around them.

  • Speed. Your base walking speed is 35 feet. (Points: 2)

  • Size. Ursine stand between 6 and 8 feet tall, weighing on average around 300 – 500 lbs. Your size is Medium.

  • Creature Type. Your creature type is Humanoid.

  • Bear Claws. You can use your paws as natural weapons. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 2)

  • Darkvision. Your ancestors have long since become used to being active in the night, becoming accustomed to little source of light. You have superior vision in dark and dim conditions. You can see up to 60 feet in dim light as if it were bright light and darkness as if it were dim light. You can't discern color in darkness, only shades of gray. (Points: 3)

  • Formidable. Your hit point maximum increases by 1, and increases by 1 every time you gain a level. (Points: 5)

  • Natural Prowess. You gain advantage on any Perception check that benefits from your powerful sense of smell. This perception bonus is not granted to any sense other than smell. (Points: 1)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

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

  • Subrace. Choose one of the following subraces for your character. (Points: 5)

(Total Points: 32)

Subrace: Black Ursine

Black ursine have developed excellent tactics within their ranks. These ursines know their environment astoundingly well and will take every opportunity they can to gain the upper hand by utilizing it. Black ursine interact quite regularly with the common races and are actually regularly called upon during times of war for their guerrilla support.

  • Clawed Climber. You have a climb speed of 35 feet. (Points: 2)

  • Savage Strike. As a bonus action, you can make a natural weapon attack with your toothy maw against a creature within 5 feet of you. On a hit, you deal piercing damage equal to 1d10 + your Strength modifier. Once you use this ability you can't use it again until you finish a short or long rest. (Points: 3)


Subrace: Graypelt Ursine

Graypelt Ursine live in remote villages deep in the jungles and ravines of the world, tending to small farms and nomadic herds that dwell within the wilds. Over time, these ursine have developed druidic powers that enhance their capabilities.

  • Druidic Magic. You know the Primal Savagery cantrip. Starting at 3rd level, you can cast the Speak With Animals spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 5)

Subrace: Grizzly Ursine

As a grizzly ursine, you have enormous strength and can withstand many ailments, effects, and hits before needing any assistance. You stand quite strong on your own, but are only more motivated when protecting your allies. When a dangerous foe or creature threatens the livelihood of a friend, you are willing to stand your ground and protect them. Grizzly ursine are known for their rough brown fur and wide stance. They are most commonly found in forests and common lands that have a wide range of climates.

  • Brave. You have advantage on saving throws to avoid or end the frightened condition on yourself. (Points: 2)

  • Tough Hide. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your tough hide to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your tough hide. (Points: 3)


Subrace: Polar Ursine

Polar ursine tend to never want to leave their home in the frosty north. They prefer the cooler weather and have trouble living their day to day in the hotter environments. Polar ursine are known not to survive in harsh, hot environments such as deserts or the plane of fire. Polar ursine tribes often aid the common races when needed. It's not uncommon for the polar ursine to hunt in the stead of a human who cannot handle the extreme cold climates.

  • Arctic Resilience. You have resistance to cold damage. (Points: 3)

  • Polar Swimmer. You have a swim speed of 35 feet. (Points: 2)

Subrace: Spotted Ursine

As a spotted ursine you hail from the lands of the far east. You have colors of black and white on your fur and have trained in certain martial techniques found in your kingdom. You also have extended legs that allow you move far quicker. You also don't like to interact with large groups in large settings or in major cities.

  • Ancient Technique. You know the Booming Blade cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (Choose this when you select this race). (Points: 2)

  • Powerful Legs. Your movement speed increases to 40 feet. (Points: 3)


Subrace: Sun-Striped Ursine

Hailing from the moist jungles, the sun-striped ursine keep to themselves and will rarely interact with the more common races. This has resulted in a strong bias of distrust against outsiders. Sun-striped ursine also tend to have smaller familial outposts. Often times during their trials to adulthood the family will split due to young ursine wanting to establish their own family.

  • Jungle Tracker. You are proficient in one skill of your choice. (Points: 3)

  • Wary of Others. You have advantage on saving throws to avoid or end the charmed condition on yourself. (Points: 2)

Vedalken

Vedalken are tall and slender, standing almost a head taller than humans but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and flat, and they are partially amphibious.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Vedalken mature slower than humans do, reaching maturity around age 40. Their life span is typically 350 years, with some living to the age of 500.

  • Alignment. Vedalken are usually lawful and non-evil.

  • Size. Tall and slender, Vedalken stand 6 to 6½ feet tall on average and usually weigh less than 200 pounds. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Etherium Jolt. You have advantage on saving throws to avoid or end the stunned condition on yourself. (Points: 1)

  • Major Etherium Enhancement. You choose one of the Major Etherium Enhancement options. (Points: 5)

  • Minor Etherium Enhancements. You choose two of the Minor Etherium Enhancement options. (Points: 4)

  • Partially Amphibious. By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest. (Points: 1)

  • Tireless Precision. You are proficient with one skill and one tool of your choice. Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total. (Points: 8)

  • Languages. You can speak, read, and write Common and two other languages of your choice. (Points: 1)


Major Etherium Enhancement Options

Choose one of the following options.

  • (a) Etherium Heart. When you fail a Constitution saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. (Points: 5)

  • (b) Etherium Legs. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0. (Points: 5)

  • (c) Etherium Mind. When you fail a Wisdom saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. (Points: 5)

Minor Etherium Enhancement Options

Choose two of the following options.

  • (a) Etherium Arms. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • (b) Etherium Battle Support. You are proficient in two weapons/tools/instruments of your choice. (Points: 2)

  • (c) Etherium Blade. You have etherium blade attachment as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 2)

  • (d) Etherium Eye. You have Darkvision with a range of 30 feet. (Points: 2)

  • (e) Etherium Sparker. You know one of the following cantrips of your choice. Create Bonfire, Light, Lightning Lure, Produce Flame, or Mending. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). (Points: 2)

  • (f) Etherium Spines. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your etherium spines to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your etherium spines. (Points: 2)

  • (g) Etherium Tongue. You learn two additional languages of your choice. (Points: 2)

(Total Points: 32)

Verdan

Verdan are hungry to undertake new challenges and absorb new experiences. When they meet other verdan who have traveled to different parts of the world, they drop everything to spend as long as possible sharing stories and observations from their respective travels. However, their inexperience in the world and their racial amnesia sometimes lends the verdan a kind of innocence that works against them. Some are credulous and easily fooled by hucksters, but most verdan have an intuition bred by empathy that helps them eventually sort out those who are sincere from those who are not.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race’s initial creation, their upper age limits remain subject to speculation.

  • Alignment. Verdan are generally good, although their absence of racial identity and shared history can sometimes see individual verdan become untethered from any moral or ethical framework.

  • Size. Verdan start out similar in size to the goblins they were created from, ranging from 3 to 4 feet in height. But at some point after reaching maturity, each verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a small creature. When you reach 5th level, you become a Medium creature. (Points: -1)

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Black Blood Healing. The black blood that is a sign of your people’s connection to That-Which-Endures boots your natural healing. You have resistance to Necrotic damage. Also, when you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll. (Points: 5)

  • Limited Telepathy. You can telepathically speak 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 your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts. (Points: 3)

  • Persuasive. Your people’s lack of history makes you trustworthy and humble. You have proficiency in two skills of your choice. (Points: 5)

  • Telepathic Insight. Your mind’s connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws. (Points: 7)

  • Wanderer's Trade. You gain proficiency with one weapon/tool/instrument of your choice. (Points: 1)

  • Languages. You can speak, read, and write Common, and one additional language of your choice. This language typically has some connection to one of the areas or cultures that has been part of your life.

(Total Points: 32)

Volodni

The volodni resemble humans with deep olive-green skin, the color of pine-needles, whose flesh is tough and woody in consistency. Clear sap runs through their veins where a human would bear blood, their hair grows in long, thick locks that resemble the scaly bark of a tree, and their eyes are gleaming black. Volodni of both sexes tend to be tall and lean, with wide shoulders and long arms. As you'd expect of a race of militant druids, they favor leather and wood for their arms and armor, dyed in green and brown to blend in with the terrain of their forest home.

Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Volodni mature around the age of 5, and can live upwards of 3000 years.

  • Size. A Volodni's height ranges from 4-8 feet in height. More often than not, Volodni resemble the tree they come from in terms of size.

  • Alignment. Nearly all Volodni are neutral, relying on the world around them to keep order.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Plant. Spells and abilities that affect nonmagical plants only do not affect you. (Points: 2)

  • Darkvision. You see in any light, as well as total darkness up to 60 feet. While looking into the dark, you see like the world is black and white, and can see with complete clarity. (Points: 3)

  • Forest Creature. You have advantage on saving throws you make to avoid or end the paralyzed or stunned conditions on yourself. (Points: 3)

  • Grove Guardian. You do not sleep, and magic cannot put you to sleep. When you take a long rest, you must spend at least six hours of it 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. (Points: 2)

  • Northern Denizen. You are immune to the effects of nonmagical extreme cold. (Points: 1)

  • Languages. You can speak and read Common and another language of your choice.

  • Subrace. Choose one of the following subrace options. (Points: 13)

(Total Points: 32)


Subrace: Ashen Volodni

Ashen Volodni are formed usually in times of great peril for a Volodni conclave, as a few chosen volodni willingly take effigies of fire upon themselves, and use this incendiary gift to fend off invaders and any who would destroy their home. These Volodni become transformed, often carrying embers around their charred bodies, which tend to degrade rapidly.

  • Burning Effigy. You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once. Once you reach 5th level, you can cast the Flaming Sphere spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

  • Fists of Flame. You are proficient with your unarmed strikes, which deal 1d4 fire damage on a hit instead of the normal bludgeoning damage for an unarmed strike. (Points: 1)

  • Kindled Body. You have resistance to fire damage. (Points: 4)

Subrace: Bogwood Volodni

The most reclusive of their kind, the bogwood volodni keep to dense marshes and lost riverbeds, often keeping themselves and caring for the wood in the bogs which slowly rot away over time, giving birth to new trees and young volodni.

  • Aquatic Adept. You can breathe air and water and you have a swimming speed of 30 feet. (Points: 4)

  • Rotwood Shepard. You have resistance to necrotic damage. (Points: 3)

  • Shrouded Protection. At 3rd level you can cast the Fog Cloud spell once, and regain the ability to cast it again upon finish a long rest. At 5th level you can cast the Invisibility spell once, and regain the ability to cast it again upon finish a long rest. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 6)


Subrace: Oaken Volodni

Oaken Volodni are the largest of all Volodni. These green giants tower at 8 feet in height, with sturdy bark protecting their bodies from harm. They often serve as border guards of the woods.

  • Barkhide. When you have no armor on, you have an AC equal to 13 + your dexterity modifier. You can use your barkhide to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your barkhide. (Points: 3)

  • Knowledge of Ages. You know the Druidcraft cantrip. At 3rd level you can cast the Entangle spell once, and regain the ability to cast it again upon finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 5)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

  • Rooted Body. You have advantage on ability checks and saving throws against being forcefully moved or knocked prone. (Points: 3)

Subrace: Poisonwood Volodni

Poisonwood Volodni are strange and beautiful creatures, encased in a wide array of toxic flora that shield their wearer from poisonous effects. These Volodni are often the most hostile to outsiders.

  • Noxious Protection. You have advantage on saving throws to avoid or end the poisoned condition on yourself, and have resistance to poison damage. (Points: 5)

  • Poisonous Core. You know the Poison Spray cantrip. Once you reach 3rd level, you can cast the Ray of Sickness spell once. Once you reach 5th level, you can cast the Vicious Vapors spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 8)

Subrace: Wirewood Volodni

Wirewood Volodni are the thinnest of Volodni, with thin, brittle forms that allow them to travel between other trees. Wirewood Volodni are the hardest to see, often blending into the environment, making them perfect scouts for Volodni villages.

  • One of the Woods. You can attempt to hide even when you are only lightly obscured by foliage, trees, or other flora. (Points: 2)

  • Speed. Your base walking speed is 35 feet. (Points: 2)

  • Tree Stride. Once on your turn, you can use 10 ft. of your Movement to step magically into one living tree within your reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger. After using this ability, you can't use it again until after a long rest. (Points: 5)

  • Wirewood's Strike. You can cast the Ensnaring Strike spell once, and regain the ability to cast it again upon finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). (Points: 4)

Subrace: Wispwood Volodni

Wispwood Volodni are nursed from dying trees, often blackened from the ashen suit of forest fires or gray from petrification. Their forms are generally shorter, ranging from 5-7 feet in height. They carry the wispy souls of passed spirits within them, granting them ancient knowledge and powers unknown to other Volodni.

  • Ancient Teachings. You are proficient in one skill of your choice. (Points: 3)

  • Elder's Knowledge. You learn a cantrip of your choice from the Wizard spell list. Once you reach 3rd level, you can cast the Wither and Bloom spell once. Once you reach 7th level, you can cast the Speak with Dead spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 10)


Racial Variant: Fallen Volodni

A fallen volodni could exist for any number of reasons. Perhaps you were nursed from a Gulthias tree, or an experiment by an evil druid or necromancer, or even took on the blighted path to save your people. For whatever reason your volodni form has been changed to darkness.

(These features replace Forest Creature, Northern Denizen, and Your Subrace)

  • Blight Summoner. As an action, you can summon a Twig Blight out of the ground in an unoccupied space within 30 feet of you. The Twig Blight acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. When the Twig Blight drops to 0 hit points, it disappears, leaving behind no physical form. While the Twig Blight is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through the Twig Blight eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the Twig Blight has. During this time, you are deaf and blind with regard to your own senses. You can only have one Twig Blight summoned this way at a time. Once you use this ability, you can't use it again until you finish a long rest. (Points: 3)

  • Corrupted Magic. You know the Infestation cantrip. Once you reach 3rd level, you can cast the Inflict Wounds spell once. Once you reach 5th level, you can cast the Vampiric Touch spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

  • Essence of Decay. You have resistance to necrotic damage. (Points: 3)

  • Wilting Presence. You can move across nonmagical difficult terrain made of nonmagical plants and undergrowth without expending extra movement. (Points: 2)

Warforged

The warforged were built to fight in the Last War. The first warforged were mindless automatons, but House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced fully sentient soldiers, blending organic and inorganic materials. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond the war. A warforged can be a steadfast ally, a cold-hearted killing machine, or a visionary in search of purpose and meaning.

(Total Points: 32)


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

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

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

  • Size. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier.

• Size modifier = 2d6

• Height = 5 feet + 10 inches + your size modifier in inches

• Weight in pounds = 270 + (4 x your size modifier)

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:

• You have advantage on saving throws to avoid or end the poisoned condition on yourself, and you have resistance to poison damage.

• You are immune to disease and magical aging effects.

• You don’t need to eat, drink, or breathe.

• You don't need to sleep, and magic can't put you to sleep. (Points: 12)

  • 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, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.

• While you live, your armor can't be removed from your body against your will. (Points: 8)

  • 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. (Points: 2)

  • Specialized Toolset. You gain proficiency in two weapons/tools/instruments of your choice. (Points: 2)

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

Wemic

Wemics are natural hunters on the plains. They are nomadic tribes with just a few males and a large group of females. Tribes will occasionally join together to deal with a larger threat. If they stay together too long hostility can cause issues.

Wemics are sometimes referred to as lion centaur. They have the body of a lion and the torso of a humanoid growing out of what would be the lions neck. Golden fur covers their whole body. They are about 10 feet long and stand between 6 and 7 feet tall. As nomadic hunters they use all they take from their hunting and limit how many they kill from a single herd. This preserves the herd for hunting at a later time. Wemics tend to only use weapons that they can make and repair. Wemics are known to possess excellent tracking skills. If you catch them in a favorable mood you can occasionally persuade them to help track something or someone. Additionally, when you catch them in a bad mood you may have to pay a tribute just to cross their lands.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Wemics age at a faster rate than humans. Wemics reach maturity around 5 years old. They can live to be around 40 years old though the harsh lifestyle of hunters means few if any ever live to such an age.

  • Alignment. Wemics live in commune with the land. They try to preserve nature and its cycles. Because of this most wemics tend towards a neutral alignment. Player characters may of course be of any alignment.

  • Size. Wemics are about 10 feet long and stand between 6 and 7 feet tall. Your size is Medium.

  • Speed. Your base speed is 40 feet. (Points: 5)

  • Creature Type. Your creature type is Monstrosity. (Points: 2)

  • Claws. You can use your claws as natural weapons. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 2)

  • 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. (Points: 3)

  • Lion's Strength. Whenever you make a Strength (Athletics) check, you can roll a d4 and add the number rolled to the total ability check. Your jump distance also increases by 10 feet. (Points: 4)

  • Massive Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your claws. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Finally, a Medium or smaller creature can ride on your lion back if you allow it. In such a situation, you continue to act independently, not as a controlled mount. (Points: 2)

  • Natural Prowess. You gain advantage on any Perception check that benefits from your powerful sense of smell. This perception bonus is not granted to any sense other than smell. (Points: 1)

  • Wemic Fortitude. You have a +2 bonus on all Constitution saving throws. (Points: 4)

  • Wemic Weapon Training. You gain proficiency with one weapon/tool/instrument of your choice. (Points: 1)

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

(Total Points: 32)

Witchknife (Athame)

"BY THE GODS!" the cloaked human muttered under his breath as he was compelled to plunge into the cold, stagnant waters of the cistern. The rest of the tavern goers, who came out to watch, cackled with glee as the loudmouthed man burst back out of the brown waters, gasping for foul smelling air. The small humanoid he had confronted, stubby red horns atop his head and forming a rough goatee on his chin, grinned proudly before slipping into the crowd and disappearing.

Legend tells of a time when all creatures spoke one language and athames ruled the world. Their word was law, and other creatures obeyed any command the athames gave. Then a deity interfered and taught the athames' subjects to speak new languages. This broke the athames' power over them and the subjects, who feared and hated the athames despite their magnanimous rule, rebelled and tore the athame empire to pieces.

Thick Bodied Witchknives have tough skin that ranges in color from dark gray and brown to ruddy orange. They have short, red horns in places where other creatures have hair, and their eyes are orange or yellow with red pupils. Their blocky frames rarely exceed 5 feet in height and average 120 pounds.

Enclaves Witchknives live in small enclaves, with rarely more than two hundred adults, hidden away from the civilizations of other races. These enclaves have a hierarchy of rank determined by birth, but most witchknives are of equal rank and have many rights and privileges. Most witchknives live in a monastic manner inside fortress like homes, spending their days meditating, training for combat, and learning.

Natural Psionicists Witchknife is the name other creatures use to refer to the athames because of their power to compel victims to do their bidding with but a single utterance. A witchknife's psionic ability to command others relies on the target creature being able to understand the witchknife, which leads witchknives to seek out and learn as many languages as possible. This is the driving force for any witchknife who leaves the confines of their enclave.

Witchknife Names Witchknives are given nicknames upon their birth, generally describing the color tone their skin takes. Once a witchknife reaches adulthood, they select a new name for themselves, generally combining it with their nickname. There is little distinction between male and female names and witchknives never assume a surname; choosing instead to use the name of their enclave.

Nicknames: Amber, Ash, Black, Bone, Coal, Ember, Flint,

Grey, Iron, Onyx, Rose, Steel

Adult Names: Amberaxe, Ashblade, Blackrock, Bonechin,

Coalheart, Emberfist, Flintcutter, Greyfox, Ironback

Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Young witchknives grow slowly. They reach full size after 30 years but are not considered adults until the age of 50. On average, they live about 250 years.

  • Alignment. Most witchknives lean towards neutrality. While some fall on either side of true neutrality, most focus on protecting and maintaining their enclaves over the worries of the larger world. Other races often misinterpret the witchknife's abilities and assume ill intent where it may not exist.

  • Size. Witchknives stand between 4 and 5 feet tall and average 120 pounds. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • 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. (Points: 3)

  • Enclave Training. You gain proficiency with one weapon/tool/instrument of your choice. (Points: 1)

  • Meditative Trance. You do not sleep, and magic cannot put you to sleep. Instead, you meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. (Points: 2)


  • Psionic Commands. You know the Message cantrip. Once you reach 3rd level, you can cast the Command spell once. Once you reach 5th level, you can cast the Silence spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). When you cast these spells, they don't require components. (Points: 8)

  • Silent Attacker. When you hit a creature with a weapon attack during your turn, you may use your bonus action to deal an extra 2d6 damage of the weapon's type to that creature if the target is within 5 feet of one of your allies. You can use this ability a number of times equal to your proficiency bonus and regain all expended uses upon finishing a long rest. (Points: 5)

  • Toughened Skin. When you aren't wearing armor, your AC is 11 + your Dexterity modifier. You can use your toughened skin to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your toughened skin. You also have resistance to fire damage. (Points: 5)

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

Xeph

Known for their fleetness of foot and natural agility, xephs have a quick wit and the ability to find humor in nearly anything. This disposition can result in others viewing them as carefree or whimsical, but in truth, there is a deep philosophy behind their world view. To a xeph, the world is what you perceive, and their preference is to perceive it in a fun or humorous way, rather than as a morose place. Xephs are known for creating pieces of art of subtle beauty, and their racial homeland is said to be a great rift in the ground, where forests grow and the xephs thrive, using their ability to generate intense bursts of speed to travel the world.

Standing about a hand shorter than a standard human, with males typically taller and heavier than females, xephs have deep olive or brown skin and pupil-less, amber-yellow eyes. While some find their lack of pupils unnerving, there is something about their attitude and world view that win over most people if given the opportunity. Most xephs prefer to fashion their dark black hair into a long braid. Xeph facial features tend to be more angular and elongated than other humanoids, which along with their eyes, gives them a distinct look.

The xephs tend toward creating tightly-knit societies, often small in size and unassuming. When a xeph doesn’t feel at home, they are encouraged to find their ‘home of the heart’ in the wider world, or helped to integrate better with the village. Most xeph societies tend to be ruled by community consensus and on giving the xeph time to define their own life and world. Many find joy in the simplest of manual labors, often preferring to shy away from more advanced tools, loving what they see as a more in-touch experience. Craftsmen extraordinaire, the xephs enjoy creating, preferably with others, which means that their crafts are often sought by traders and merchants, providing the villages with sufficient resources that cannot be easily found or created by the xephs.

Learning more about the world is a way to learn about the self to a xeph, and thus a journey is as much spiritual and internal as physical and external. Adventuring is exploring the mind, challenging morals, and defining who you are. Many don’t catch onto this metaphysical and philosophical aspect of adventuring for xephs, and instead view them as jovial or humorous, even when faced with adversity.

Male Names Idrian, Earon, Ubiel, Ivraham, Yli, Ylijah, Alish, Ormak.

Female Names Uda, Udiva, Ymira, Hadyri, Chyrmona, Nyri, Nerith.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Xeph mature at roughly the same rate as humans.

  • Alignment. Xephs tend toward good, and most Xeph tend to be Chaotic.

  • Size. Xeph are roughly the same size as humans. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Burst. As a bonus action, you can use your psionic abilities to artificially enhance your own movement. While this ability is active, your movement speed increases by an amount equal to five times your proficiency bonus, you ignore nonmagical difficult terrain, and your AC increases by 1; and you must concentrate on this effect as if concentrating on a spell while it is active, for up to 1 minute. Once you use this ability, you can't use it again until you finish a long rest. (Points: 5)

  • 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. (Points: 3)

  • Innate Xeph Resilience. Whenever you make a saving throw against a spell or magical effect, you add a +1 bonus to the roll. (Points: 5)

  • Xeph Psionics. You learn one of the following cantrips: Booming Blade, Friends, Green-Flame Blade, Mage Hand, Message, Mind Sliver, or True Strike. At 3rd level you choose one of the following spells: Cause Fear, Charm Person, Command, Compelled Duel, Comprehend Languages, Dissonant Whispers, or Sanctuary. You can cast this spell once, and you regain the ability to do so again when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). When you cast these spells, they don't require components. (Points: 7)

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

(Total Points: 32)

Xvart

Xvarts stand around 3 feet tall with large heads with receding hairlines. They have blue skin and vivid orange eyes. Their appearance perfectly mimics that of their creator and patron demigod, Raxivort.

History All xvarts were created by the cowardly demigod Raxivort, who wished to mask his presence from his former master, Graz'zt the Dark Prince. After Raxivort stole a great treasure from the demon prince, he fled to the Material Plane and created the first xvarts in his image. The look-alikes were designed to trick Graz'zt and Raxivort's other pursuers by causing their divination magic to direct them to the nearest xvart, when such magic would normally be intended to locate Raxivort.

Society Xvarts retain all their demigod's worst qualities. They are known for their cowardice and are quick to flee from anything they perceive as dangerous. A xvart generally isn't very smart; however, the more intelligent among them become speakers, figures of authority that serve as the tribes' leaders and ambassadors. Xvarts also tend towards reckless greed, swiping any valuables they can get their tiny hands on without too much trouble. The stranger the artifacts a xvart can steal, the better.

Xvarts express unyielding devotion to their creator, interpreting every aspect of their daily lives as Raxivort's plan for them. They assume every misfortune is Raxivort's anger, and appease him by kidnapping and sacrificing humanoids. Xvarts stage such kidnappings in large groups, ambushing them with nets and dragging them back to their squalid dens. Some xvarts attempt to form a pact with Raxivort and become one of his few warlocks.

A xvart has the unique ability to communicate verbally with rats, bats, and their giant kin, just as their creator can. They take advantage of this gift, herding the vermin like cattle and training the giant variety as mounts.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Xvarts don't reproduce; they are created as adults by Raxivort. They die too quickly of unnatural causes to determine the span of their lives.

  • Alignment. Greedy and cruel, xvarts are Evil by nature. They also tend towards Chaotic, as they only care about saving their own skins.

  • Size. Xvarts average at around 3 feet tall and weigh as much as goblins. Your size is Small. (Points: -2)

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Darkvision. You can see in dim light within 30 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. (Points: 2)

  • Low Cunning. You can take the Disengage action as a bonus action on each of your turns. (Points: 4)

  • Overbearing Pack. You have advantage on Strength (Athletics) checks made to shove a creature if at least one of your allies is within 5 feet of the target and the ally isn't incapacitated. (Points: 3)

  • Raxivort's Blessing. You know your choice of the Mage Hand, Minor Illusion, or Prestidigitation cantrips. You can cast the Detect Magic spell once. Once you reach 3rd level, you can cast the Mage Armor spell once. You must finish a long rest to cast these spells again with this trait. You can also cast these spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 9)

  • Raxivort's Tongue. You can communicate verbally with rats, bats, giant rats, and giant bats as if you shared a language. You also have advantage on all Charisma checks made to influence them. (Points: 4)

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

(Total Points: 32)

Yaddithian

The Yaddithians were made when Ynolva was killed by Nazmor. His dying thoughts and wants to further his own Knowledge ended up created them. They lived on his brain, as a form of pseudo planet for them. At some point, in -962cr, a Nautolin crashed into their planet, and a great war between the Illithids and the Yaddithians began. This war would end in -530cr, with the death of that Nautolin's worth of Illithids. They would float around in the Far Realm, until a portal to the Material plane appeared in -514cr. At this time, Godsen was not an important Planet, so they would float around in the Solar System until about 50wr, where they encountered the Giff, who helped them develop their own Spelljammers, made from the remnants of their Dead God. While the Giff went down the path of the Mercenary group, the Yaddithians became scientists, and wants to learn about all other creatures. They would come to Godsen once in 1073wr. They would study the races from afar, seeing what they would do every day. However, after 2143wr, they would come back to see the Calamity event. A form of destruction they have never seen before, they would study the event itself, and after it happens, would study the people it affected. They still do so, trying to find out what it did exactly and why it did what it did.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Yaddithian larvae will become more akin to their adult counterparts about 50 years. They become fully grown at age 100, however, their brain stops growing at age 500 and they live for thousands of years.

  • Alignment. Yaddithians are often Neutral creatures.

  • Size. Yaddithians average slightly taller than humans. Your size is Medium.

  • Speed. Your base walking speed is 25 feet. (Points: -2)

  • Creature Type. Your creature type is Aberration. (Points: 2)

  • Advanced Arcanum. Choose a 1st level spell of your choice from any class’s spell list. You can cast that spell once, and regain the ability to cast it again after a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race). When you reach 3rd level, you can instead change the spell to be one of your choice but up to 2nd level. Additionally, whenever you gain a level, you can change the spell for another as long as it fits within the spell level limit mentioned in this feature. (Points: 5)

  • Body From Beyond. You are immune to magical aging effects. You also don't need to breath and have resistance to cold damage. (Points: 7)

  • Claws. You can use your claws to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier. (Points: 1)

  • Cosmic Mind. Whenever you make an Intelligence (Arcana) or Intelligence (History) check, you can roll a d4 and add it to the result. (Points: 6)

  • 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. (Points: 3)

  • Natural Armor. When you aren't wearing armor, your AC is 11 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. (Points: 1)

  • Languages. You can speak, read, and write Common, and two extra languages of your choice. (Points: 1)

(Total Points: 32)

Yakfolk

Yakfolk, known among themselves as Yikaria ("the Lucky Chosen" in their language), are ogre-sized humanoids. Their heads resemble disgruntled yaks, complete with curved horns and dour expressions. Their hulking bodies are coated with thick fur and hair, and many outsiders can't tell the males and females apart. Yakfolk Society. Other civilized races treat yakfolk as "bogeymen"-a scary race of evil, ruthless, and powerful savages. They dwell in secluded settlements sheltered from the worst of nature's abuse, including mountain valleys, soaring plateaus, and desert oases. In these seemingly idyllic hideaways, the yakfolk rule over humanoid slaves with iron fists. For all their learning and culture, yakfolk are enormously evil overlords. They care for their hapless subjects only to the extent that a live slave is more useful than a dead one, and keeping one alive is easier than laboring oneself. It's not that yakfolk are lazy-quite the contrary. They simply consider most menial tasks beneath them. Outsiders that stumble into an enclave of yakfolk are usually surprised and pleased to find what appears to be a utopia, and the yakfolk foster that image until the strangers can be disarmed and enslaved.

Yakfolk have a drive for learning, particularly when it comes to the secrets of elemental magic and dark knowledge that might serve to corrupt or dominate others. Knowledge that the yakfolk can't gain or use is to be destroyed. Unsentimental by nature, yakfolk parents pack children off to communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their families-only to their god and race.

Servants of the Forgotten God. Yakfolk function as a malignant theocracy in service to the Forgotten God. The worship of this savage, nameless deity directs their lives. The god takes the form of a male Yikaria, but the deity's face is worn smooth into a featureless mask. The deity is appeased by sacrifice, which the followers carry out by offering slaves in the Manner Elemental-that is, by fire (immolation), earth (live burial), water (drowning), or air (throwing the victim off a great height). Sacrifices are meant to ensure the benevolence of the deity and to punish disobedient slaves. The Forgotten God enabled the yakfolk to enslave dao for a time. It is said that the Forgotten God journeyed to the Elemental Plane of Earth and, through guile and deception, defeated the Grand Khan of the dao. The price of that defeat was harsh: the dao were forced to serve the Forgotten God and its minions-and forbidden to attack them-"for a thousand years and a year." The sentence has since expired, and yakfolk can no longer summon dao as they once did, but fear of the Forgotten God has kept the dao from seeking vengeance.

Skin Crawlers. A yakfolk's most frightening weapon is its ability to magically crawl under another creature's skin, control its body, and suppress its mind. The yak-folk use this ability to spy on enemies, rob them, murder their leaders, and kidnap their young.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

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

  • Alignment. Most Yakfolk are Neutral Evil.

  • Size. Yakfolk average over 6 feet in height, and they have stocky builds. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Monstrosity. (Points: 2)

  • Command Flesh. At 5th level, you can cast the Antagonize spell once. Once you cast the spell through this trait, you can't cast it again until you finish a long rest. You can also cast this spells using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 4)

  • Dark Rite. You gain one of the Dark Rite options. (Points: 4)

  • Driven To Learn. You are proficient in one skill of your choice. (Points: 3)

  • Hairy Hide. You have resistance to cold damage. (Points: 3)

  • Horns. You can use your horns to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier. (Points: 2)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

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

(Total Points: 32)


Dark Rite Options

Choose one of the following features:

(a) Dark Chosen

  • At 3rd level, you can cast the Enhance Ability spell once, and you regain the ability to do so when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race). (Points: 4)

(b) Enflamed Weapon

  • You can cast the Searing Smite spell once, and you regain the ability to do so when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race). (Points: 4)

(c) Enslaved Elemental

  • At 7th level, you can cast the Summon Elemental spell once, and you regain the ability to do so when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race). (Points: 4)

(d) Forsaken Connection

  • You have Darkvision with a range of 60 feet. Additionally, you become proficient with another language of your choice. (Points: 4)

(e) Heretical Knowledge

  • You know one cantrip of your choice from the Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race). You also gain proficiency with one weapon/tool/instrument of your choice. (Points: 4)

Yautja

The Yautja are bipedal humanoids that are largely distinguished from humans by their large frames, reptilian skin, long hair-like appendages (called dreadlocks), and arthropod like mandibles. They are also differentiated by the lack of other familiar features, such as the nose and ears. While generally uniform, each Yautja's physical appearance includes a number of subtle variations, akin to human genetic diversity. Similarly, while Predator heights vary, they are typically over 7 feet tall, although some have been known to grow to 8 feet or even taller. The species' reptile-like skin can range in color from light to dark, be mottled or clear, and can appear dry or moist and clammy.

Culture and History

Yautja society is broadly defined by two features: the Hunt and their tightly binding code of honor.

The Hunt refers to the ritualistic hunting of any lifeform that they consider 'worthy'. This typically involves dangerous creatures and even intelligent lifeforms on occasion. This practice appears to be the ultimate foundation of their society and serves to establish an individual's role and status among other Yautjas, such that experiencing defeat during a hunt will often cause them to commit honorable suicide rather than return.

The code of honor that guides their society also determines how a hunt takes place. This code of honor dictates what makes an adversary worthy and thus serves to increase the honor of an individual or clan, and thereby their social standing. Of course, not all Yautjas observe or respect this code and are summarily deemed "bad bloods". These Yautjas are typically exiled from their society and often hunted by others.

Yautja Names

The Yautja society appears to be a heavily gendered one; even the names of the Predators tend to have masculine and feminine connotations, similar to many other romantic languages. Male names often end with 'e' (i.e: Dachande, Tichinde, Skemte, Nakande, ect.) while female names tend to end with 'i' (i.e: Vagouti, Hashori).

Alternatively, we see many Yautjas who have "nicknames" of sorts, such as Chopper, Celtic, Berserker, and Falconer.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Yautja mature at 200 years old, and while the upper limit for age is not known, some have been known to live for hundreds or even thousands of years, though they are considered old at around 900.

  • Alignment. The innate obsession with the hunt causes any lawful alignment to be difficult to maintain leading most yautja to be chaotic neutral.

  • Size. Yautja stand anywhere from 6'6" to over 7 feet tall, with some exceptional individuals passing 8 feet, and can weigh anywhere from 400 to 500 pounds. Your size is Medium.

  • Speed. Your movement speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Alien Fortitude. You have advantage on saving throws against disease and have resistance to Radiant damage. (Points: 3)

  • Brutish Resilience. Your tough hide heightens your natural defenses. When you take bludgeoning, piercing, or slashing damage, you can use your reaction to roll a d8. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total. You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. (Points: 8)

  • 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. (Points: 3)

  • Heat-Aided Body. You don't suffer disadvantage on Wisdom (Perception) checks made due to lightly obscured areas and are immune to the effects of nonmagical Extreme Cold. (Points: 2)

  • Natural Weaponry. You can use your maw and claws for unarmed strikes. If you hit with them, you deal bludgeoning or piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Points: 2)

  • Outstanding Athlete. You have a climb speed of 30 feet. Also, your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start. (Points: 4)

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Points: 2)

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

(Total Points: 32)

Yuan-ti Pureblood

The serpent creatures known as yuan-ti are all that remains of an ancient, decadent human empire. Ages ago their dark gods taught them profane, cannibalistic rituals to mix their flesh with that of snakes, producing a caste-based society of hybrids in which the most snakelike are the leaders and the most humanlike are spies and agents in foreign lands. Your yuan-ti pureblood character- called a pureblood for short-has the following racial traits.

Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

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

  • Alignment. Purebloods are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil.

  • Size. Purebloods match humans in average size and weight. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • 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. (Points: 3)

  • Protection of the Dark Gods. When you are forced to make a saving throw against a spell or magical effect and would fail, you can use your reaction to gain a bonus to the saving throw equal to your Intelligence, Wisdom, or Charisma (choose when you pick this race) modifier (with a minimum bonus of +1), potentially succeeding instead. Once you use this ability, you can't use it again until you finish a Short or Long Rest. (Points: 4)

  • Serpentine Spellcasting. You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. You can also cast Suggestion using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 7)

  • Yuan-ti Resistance. You have advantage on saving throws to avoid or end the poisoned condition on yourself and resistance to poison damage. (Points: 5)

  • Languages. You can speak, read, and write Common, and two other languages of your choice. (Points: 1)

Racial Variant: Yuan-Ti Malison

Also called yuan-ti halfbloods, Malisons are humanoid in shape but have a wide variety of noticeable serpentine features, such as a snakelike tail in place of legs, a complete covering of scales, a hood like a cobra, and a snake's head. (These features replace Protection of the Dark Gods & Serpentine Spellcasting)

  • Serpent Maw. Your fanged maw is a natural weapon, which you can use to make unarmed strikes.

  • If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage. (Points: 4)

  • Constricting Tail. You also possess a serpentine tail on your lower body, which can be strained to temporarily become a natural weapon.

  • If you hit with your constrict attack (which counts as a natural weapon attack), you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled if it large or smaller (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can't constrict another target. You can use this attack a number of times equal to your proficiency bonus, and regain all expended uses upon finishing a long rest. (Points: 7)

(Total Points: 32)

Zanorite

The Zanorites are often referred to in stories as Valkyries, Ancestral Spirits, and other mythical creatures of valor. But in truth, their origin and view is not quite so grandiose. In truth a Zanorite is born of ancient rune magic, a secret often well-kept in the remote regions of the world, away from prying eyes that would seek out such a life. In these regions, great warriors live their lives and die in battle, or perhaps have tasks to do but their bodies can no longer sustain them. In such a case, a village elder will call out to spirits of the wild, such as spirit bears, hawks, or other people of the past. If the fallen is judged to be worthy, the spirit will bond and form a Zanorite, an ageless champion with relentless fervor, and prophetic powers from the spirit realm. These powers manifest in visions, which can be used to bring glory, make a split-second decision, and even save someone from certain death. This process does however often cause those who previously knew the individual to feel distant, as their fallen warrior is no longer who they once were. But aside from dissonance between loved ones and comrades, Zanorites are difficult foes to face on the battlefield.


Traits

  • Ability Score Improvement. (a) One ability score of your choice increases by 2, and a different ability score of your choice increases by 1. Or (b) Three different ability scores of your choice increases by 1. (Points: 12)

  • Age. Zanorites take on the form of the warrior who died to create them, and they do not age.

  • Alignment. Zanorites rely on the warrior who birthed them to form their alignment.

  • Size. Depending on how they came to be, a Zanorite's height and build are variable. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Fey. (Points: 2)

  • 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. (Points: 3)

  • Fate Sealer. You know the Guidance cantrip. Starting at 3rd level, you can cast the Silvery Barbs spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 5)

  • Runeborn. You have a climb speed equal to your walking speed, and ignore nonmagical difficult terrain made of rock. (Points: 4)

  • Slated Soul. You are immune to magical aging effects. You also have advantage on saving throws you make to avoid or end the poisoned condition on yourself, as well as against disease. (Points: 3)

  • Warrior's Prowess. Your past skill makes you adept at damaging things. When you roll a 1 on a damage die for a melee attack, you can reroll the die and use the new roll. You can do so no more than once per attack. (Points: 3)

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

(Total Points: 32)

Zern

The zerns are a race of arrogant fleshwarpers, who view other living things as slaves and test subjects. They take credit for the creation of many of the stranger creatures in the world, such as otyughs, chokers and gricks. Some of this credit may even be deserved. Zerns have altered their own bodies so much over the ages that they can warp and transform their own shapes at will. The ropey, rubbery forms of modern zerns are likely not their original shapes, but instead reflect a current trend; records indicate that the “default” form of the zern was different in the past.

Zerns like warm, wet climates like swamps and tropical rainforests, although some are found underground near magma chambers and water reservoirs. Most of them spend their time in experimentation, vivisecting other creatures, transforming them into strange new forms, and otherwise exploring the malleability of flesh. They are social creatures, living in small enclaves and engaging in friendly competitions amongst themselves to create the most radical revisions of form. These enclaves operate as a hideous parody of a university or scientific institution, and most zerns inflate their importance with titles and certificates.

Some zerns infiltrate humanoid cities in disguise, and others work openly, especially in evil-aligned societies. Their monstrous minions make for strong slaves, and they gladly will trade their “finished” specimens for new chattel to experiment on. They have a fractious relationship with the drow—both species consider themselves to be the masters of fleshwarping, and are jealous and spiteful towards the accomplishments of the others.


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Zern's age and maturity times are ever shifting, since their forms vary and change too often for a standard to be held.

  • Alignment. Zern see themselves as the only true sentient creatures in the cosmos. They experiment on other beings in the same way that a child plays with toys. Supremely self-centered, zerns are usually neutral evil.

  • Size. Zern are tall, lanky humanoids, standing around 6 feet tall and weighing around 170 pounds. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Adaptive Defenses. You have advantage on Constitution saving throws. (Points: 5)

  • 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. (Points: 3)

  • Natural Climber. You have a climb speed of 30 feet. (Points: 2)

  • Transmutation Affinity. You know the Thaumaturgy cantrip. Starting at 5th level, you can cast the Alter Self spell once with this trait, and you regain the ability to cast it when you finish a long rest. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 5)

  • Warping Touch. As an action, you can channel energy through your hands, and hurl it at a target. When you do, you make your choice of a melee or ranged spell attack (60 foot range) against a creature within range, using Constitution as your spellcasting ability. On a hit, the target takes 3d8 force damage. This damage increases to 4d8 at level 5, 5d8 at level 11, and to 6d8 at level 17. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

  • Zern Resilience. You have advantage on saving throws to avoid or end the paralyzed, poisoned, and stunned conditions on yourself. (Points: 5)

  • Languages. You can speak, read, and write Common and another language of your choice.

(Total Points: 32)

Ziburn

In the distant ends of Wildspace, where stars burn, spelljammers wage war amongst the stars with weapons that are far ahead of those found on the material plane. Weapons with the capacity to decimate entire cities in the blink of an eye, and unleash unspeakable terror upon the people they face. Exposure to the fallout of these weapons wreaks havoc upon the minds and bodies of survivors, and can form Ziburns, ghostly figures that are pungently filled with the fallout of these apocalyptic weapons, able to manifest magical powers that reflect the nightmarish power of these weapons of mass destruction.

(Total Points: 32)


Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Ziburn tend to live for several centuries as they slowly decay off into nothing.

  • Alignment. Ziburn tend to be neutral or evil creatures.

  • Size. Ziburn are similar to humans in terms of height and build, but are slightly shorter. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Undead. However, you can be the target of spells that provide magical healing as though you were a humanoid creature. (Points: 4)

  • Illumination. Your radiating body sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can activate or suppress this light as a bonus action. (Points: 2)

  • Incorporeal Shift. At 5th level as a bonus action, you can take on an incorporeal form for a number of rounds equal to 1 + your proficiency bonus. While in this state, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Once this effect ends, if you are in an object or otherwise occupied space, you are moved to the nearest available space. Once you use this ability, you can't use it again until you take a long rest. (Points: 3)

  • Irradiated Cloud. As a reaction when you take damage, you can release a cloud of radiation onto a creature within 5 feet of you, forcing it to make a Constitution saving throw (DC = 8 + your Constitution modifier + your Proficiency Bonus) or it has disadvantage on attack rolls, saving throws, and ability checks for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this ability, you can't use it again until you finish a long rest. (Points: 4)

  • Radiated Body. Your radiated body gives remarkable features, represented by the following benefits.

  • Magic cannot put you to sleep.
  • You are immune to disease and magical aging effects.
  • You don't need to eat, drink, or breathe.
  • You have advantage on saving throws to avoid or end the poisoned condition on yourself.
  • 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.(Points: 11)

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

Build Your Own! (Custom Origin)

Unsatisfied with the other offered options and/or want to build your own race with no ties whatsoever? Here you go!

Lore: You decide this for the most part, talk with your DM about what you want to play and what makes sense for your character.

Traits

  • Ability Score Increase. (a) Two ability scores of your choice increase by 1. Or (b) One ability score of your choice increases by 2. (Points: 8)

  • Age. Depending upon your lore, this will vary.

  • Alignment. Depending upon your lore, this will vary.

  • Size. Your size is your choice of Small or Medium. Your height/weight will depend upon your lore & size.

  • Speed. Your base walking speed is 30 feet.

  • Creature Type. Your creature type is Humanoid.

  • Feat. You gain one Feat of your choice. (Points: 20)

  • Racial Legacy. You gain proficiency with only one of the following options:

  • (a) one weapon of your choice

  • (b) one tool of your choice

  • (c) one instrument of your choice

  • (d) one language of your choice (Points: 1)

  • Variable Trait. Choose either Darkvision or Skill Proficiency as your ability.

  • (a) 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. (Points: 3)

  • (b) Skill Proficiency. You are proficient in one skill of your choice. (Points: 3)

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

(Total Points: 32)

Anything Else (Build with DM)

Even with these expansive player options, you may not match your desire with what is given to you. An example of this could be a player who wants to play an undead dragonborn, or perhaps a half-breed made from orc and triton, or something else entirely new. Regardless of your choice, it may be possible to make your request happen.

However, unlike the other choices offered, this one is more of a process then a choice. This process need not be made in this order, but it does make things easier. Anything made here is at the full discretion of the DM.

Step 0: The Request

Before you ask your DM to make whatever you are interested in playing, it is highly recommended that you create a list of ideas for traits or abilities that race could have. It might also help you to read through the current races preemptively. This way, you can see if your idea already matches up well with another race, and the DM can more easily point you in the direction you need.

Step 1: Reflavor

The easiest way to grant your request may be to reflavor an existing option. This means simply renaming mechanics of an existing race to fit your character design. (ex. you want to play a half-dragon with wings, I may first state "What if you made a winged tiefling, and changed the damage resistance to a type of your choice, and call it a Draco or something?") This allows the DM to not worry about balance issues, and everyone gets what they want.

Step 2: Trait Flipping

One of the neat parts about the point system iteration is that I can swap traits around for roughly the same power level. But a player who uses this to game the system will find it hard to do, as everything must still be approved. (ex. you want to make an undead dragonborn, I might trade out draconic will for being able to forgo eating, drinking, and breathing) It is highly recommended that trait intent not change, or only change to scale down. (ex. swap combat features for combat features, utility for utility, and ribbons for ribbons. If a player wants to swap their combat feature for ribbons and utility, fine, but don't let them trade utility and ribbons for combat features.)

  • If you have something very unique, this could become a racial variant.

Step 3: Custom Race Creation

If your race idea is truly interesting enough in concept and has a strong unique mechanical backing to it, I may consider it for race creation and add it to this list of races.


Race Template Format

Traits

  • Ability Score Increase.

  • Age.

  • Alignment.

  • Size.

  • Speed.

  • Creature Type.

  • (INSERT TRAITS HERE).

  • Languages.

(Total Points: 32)

Race Point Builder

Changelog

Version 1.01 (7/20/22)

  • Added Archon, Glitchling, Illumian, Killoren, Samsaran, Xeph
  • Fixed Typos & Languages
  • Buffed Shardmind, Kender
  • Updated Chwinga

Version 1.02 (8/4/22)

  • Added Tuskarr
  • Updated Illumian
  • Edited weapon/tool wording
  • Fixed point costs around the board
  • Fixed Typos & languages

Version 1.03 (8/9/22)

  • Updated Killoren, Volodni, Khenra, Illithid, Razormane, Shrike, Skaven, Trollkin, Synad
  • Fixed Typos

Version 1.04 (8/11/22)

  • Added Owlin & Dromite
  • fixed typos

Version 1.05 (8/13/22)

  • Added Rakshasa
  • Updated Nothic, Nerubian, Hill Dwarf

Version 1.06 (8/15/22)

  • Added Archai, Armand, Dohwar, Half-Medusa, Spellscale, Witchknife
  • Updated Rakshasa, Satyr, Lumi, Umber Spawn

Version 1.07 (8/19/22)

  • Added Aartuk, Jataya, Khazra, Mercane, Neogi, Psurlon, Reigar, Unbounded, Zanorite, Ziburn
  • Volvar is now Simic Hybrid
  • Updated Elf, Giff, Hadozee, Plasmoid, Thri-kreen, Lizardfolk, Archon, Chwinga, Locathah, Myconid
  • Updated all races with creature type and standard format

Version 1.08 (8/21/22)

  • Added Ardling
  • Updated Human, Half-Orc

Version 1.09 (8/22/22)

  • Added Hellbred, Abeil, Aleax, Brownie, Kuo-Toa, Kaorti, Qiqirn
  • Updated Tiefling, Hobgoblin, Hellbred, Ogre

Version 1.10 (8/24/22)

  • Added Tlincalli, Half-Harpy
  • Updated Loxodon, Killoren, Human, Fetchling

Version 1.11 (8/26/22)

  • Added Bullywug
  • Updated Synad, Unbounded, Mercane, Neogi, Ziburn, Zanorite

Version 1.12 (8/29/22)

  • Added Aldani
  • Updated Tuskarr, Nerubian, Aasimar, Abeil, Volodni
  • Many small tweaks across majority of races
  • Updated all races to have proper darkvision
  • Updated all language regarding spells
  • Updated language on all races regarding conditions.
  • Updated all language regarding choices across races for specified features.
  • Updated all races with psionics

Version 1.13 (9/6/22)

  • Updated Khazra, Volodni, Skaven, Kobold, Minotaur, Brownie, Ursine, Custom Origin
  • Updated language regarding choices for various races

Version 1.14 (9/13/22)

  • Updated Khazra, Illithid
  • Updated all language regarding poisoned

Version 1.15 (9/19/22)

  • Added Yautja
  • Updated Nerubian, Tuskarr, Cephalid, Hobgoblin, Gnome, Kaorti, Reigar, Loxodon, Fairie, Derro, Ziburn, Zanorite, Chwinga, Killoren
  • Updated all races to with landwalk abilitites to have it over nonmagical only

Version 1.16 (9/22/22)

  • Added Jaebrin, Sphinxite, Yakfolk
  • Updated Hexblood, Jataya, Volodni
  • Updated all language regarding skills
  • Updated many abilities regarding sight requirements

Version 1.17 (9/27/22)

  • Added Tanukai
  • Updated Mercane, Dragonborn, Tuskarr

Version 1.18 (10/4/22)

  • Updated Satyr

Version 1.19 (10/8/22)

  • Added Phoelarch, Quickling, Senmurv
  • Updated Archon, Gnoll, Lizardfolk, Mercane, Rhox, Shrike, Tiefling, Witchknife, Yautja, Ziburn
  • Updates across races for weapon/tool profs
  • Updated any issues regarding missing features/feature order
  • Updated "smite"damage across multiple races

Version 1.20 (10/15/22)

  • Added Beholderkin, Duskwalker, Sahuagin, Xvart, Yaddithian
  • Updated Orc, Spellscale

Version 1.21 (10/23/22)

  • Updated Beholderkin, Jaebrin, Khazra

Version 1.22 (10/31/22)

  • Added Fimir
  • Updated Abeil, Duskwalker, Elf, Fetchling, Half-Medusa, Lizardfolk, Loxodon, Mul, Neogi, Orc, Ogre, Senmurv, Shrike, Tlincalli, Trollkin

Version 1.23 (11/2/22)

  • Added Zern
  • Updated Archon, Derro, Elf, Fimir, Gnoll, Gnome, Simic Hybrid, Synad

Version 1.24 (11/6/22)

  • Added Fogling, Gargoyle, Mothkin
  • Updated Bullywug, Gnome, Human, Rakshasa, Sahuagin, Ursine, Zanorite, Ziburn

Version 1.25 (11/20/22)

  • Added Wemic
  • Updated Elf, Gargoyle, Kaorti, Kender, Zern

Version 1.26 (11/25/22)

  • Updated hobgoblin, kender

Version 1.27 (12/5/22)

  • Updated dragonborn, trollkin, volodni

Version 1.28 (12/9/22)

  • Added Draconian, Uldra
  • Updated Fairie, Fogling, Half-Medusa, Harpy Spawn, Moonfolk
  • Updated races for racial qualifiers regarding feats

Version 1.29 (12/22/22)

  • Added Aefling, Daelkyr Half-Blood, Demigod
  • Updated Abeil, Bullywug, Cephalid, Fogling, Glitchling, Gnome, Moonfolk, Mothkin, Orc, Shrike, Yaddithian

Version 1.30 (12/27/22)

  • Added Hegeyokai, Stonechild
  • Updated Aartuk, Abeil, Aleax, Archon, Cephalid, Dromite, Fetchling, Fimir, Fogling, Gnome, Goliath, Half-Elf, Harssaf, Hellbred, Human, Illumian, Jaebrin, Kaorti, Lizardfolk, Locathah, Orc, Sphinxite, Tanukai, Tlincalli, Trollkin, Tuskarr, Unbounded, Xeph, Ziburn
  • Spelling and grammar corrections across multiple races

Version 1.30 (1/5/23)

  • Updated Archon, Hegeyokai, Ratatosk, Razormane

Version 1.31 (3/6/23)

  • Updated Minotaur

Version 1.32 5.5e Update (5/22/23)

  • Updated Aasimar, Abeil, Aldani, Aleax, Archai, Archon, Bullywug, Draconian, Dragonborn, Dromite, Dwarf, Fogling, Gith, Glitchling, Gnome, Hegeyokai, Illithid, Kalashtar, Mercane, Psurlon, Reigar, Satyr, all telepathy races edited
  • Several traits re-balanced

Version 1.33 (5/30/23)

  • Updated Mercane, Nothic, Ogre, Orc, Ratatosk, Satyr, Stonechild, Tanukai, Unbounded, Verdan, Volodni, Wemic, Xeph, Yakfolk, Yautja, Yuan-ti Pureblood, Zern, Ziburn

Version 1.34 (6/1/23)

  • Added Dire Corby, Geonid, Sorrowgeist
  • Updated Fogling, Goliath, Shifter, Tlincalli

Version 1.35 (9/9/23)

  • Added Goliath variants
  • Hobgoblin updated

Version 1.36 (11/9/23)

  • Art fixes
  • Goblin, Grung, Kalashtar, Mul updated

Version 1.37 (11/13/23)

  • Aasimar, Abeil, Aefling updated

Version 1.38 (2/2/24)

  • Dragonborn, Fairie, Stonechild, Synad, Yakfolk, Yautja updated

Version 1.39 (2/25/24)

  • Tuskarr updated to D&D's Thanoi
  • Aefling, Archon, Dragonborn, Nerubian, Ziburn updated

Version 1.40 (4/4/24)

  • Major updates across races, some removed others added

Version 1.41 (5/29/24)

  • Space Clown added
  • Multiple races given minor touch-ups

Version 1.42 (6/15/24)

  • Added Behtu, Ramag, Roachling, Sadu-Deva
  • Multiple races given minor touch-ups

Unused Concepts/Abilities/Images

  • Militaristic Culture. Whenever you make a Intelligence (History) or a Wisdom (Perception) check, you can roll a d4 and add the number rolled to the total ability check. (Points: 6)

  • Blubbery Body. You have advantage on saving throws to avoid or end the stunned condition. (Points: 1)

  • Ghoulish Arcana. You know the Chill Touch cantrip. Once you reach 7th level, you can cast the Summon Undead spell once. You must finish a long rest to cast this spell again with this trait. You can also cast this spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race). (Points: 6)

Ideas/To Dos


check out kibbles tasty crusader for possible subclass, spells, and other ideas

more ideas https://www.monkeydm.com/homebrew/categories/subclasses


add in creature type race qualifiers for feats (always)

creature type interactions https://www.reddit.com/r/dndnext/comments/5rgw5f/spells_by_affected_creature_types/