Asura

Short and Subterranean

Asura are a very short race that typically have slender builds with the head, hands and feet being larger than expected.The head in particular is a wide, flat ellipsoid whose width is extended further by large, highly articulate ears which usually drop from the sides of the head. Asura eyes are large and come in a variety of colors; their size is the evolutionary result of being a subterranean race, as small frames can easier traverse their traditional homes in the depths. Their mouths are wide and filled with pointed, shark-like teeth. Asura typically have grayish skin and dark hair. Male and female asura are very similar in appearance; they are mostly differentiated by voice and ear structure.

Diminutive Artisans

The asura are an underground race of magic wielding inventors until the Great Destroyer forced them to the surface in 1075 AE. The asura value intelligence and intellectual superiority over all other attributes. Individual asura will dedicate an entire lifespan to building a portfolio of successful projects or becoming the foremost expert of some tiny aspect of the arcane. They constantly seek to prove their own intellectual superiority, and by extension the superiority of the asura race. This typically results in asura being arrogant to the point of rudeness towards others, especially towards non-asura races. The asura have quickly established their intellectual and magical superiority over the other races and view them as useful primarily for heavy lifting, taking risks, and asking stupid questions.

Golems and Gates

Asura magical technology is second to none. Their experiments with magic are evident through the impressive floating structures found around and within their cities. Many asura study the difficult art of golemancy, and golems are often used for defense and general work. The golems' complete absence of intelligence and huge size complements the asura perfectly. The most important contribution of the asura to Tyrian society is the asura gate network which links many of the major cities of Tyria. To maintain this, they have retained a neutral attitude to all races.

Asuran Colleges

The asura education holds three forms. First, children learn in small groups in labs within Metrica Province. When they're old enough, if they qualify, they join one of the three asuran colleges: The College of Statics, College of Dynamics, and College of Synergetics. Thirdly, asura will often study under mentors as an assistant; it's unclear when this takes place in the asuran education span, however. After graduation from college, asura typically join a krewe and a lab until they can become their own krewe leaders.

Inventions and Offsprings

Asura have a strong sense of family and extended family, they affectionately refer to their children as “progeny” or “offspring". They also venerate their parents, and grandparents.[2] Asura traditionally cremate their dead. Asura tend to practice serial monogamy, in that they have a serious romantic relationship with only one other asura at a time. Most of these relationships are equal partnerships which often (but not always) have a firm, pre-determined end date. Most often, such relationships come out of two asura who fall in love with the same beautiful concept. These marriages of the mind produce rapid development of ideas, increased conceptual paradigms, and/or children. Relationships that break up tend to feature more fights about who gets the inventions than who gets the kids.

The Eternal Alchemy

Asura believe in the Eternal Alchemy - the idea that all beings and magic in the world are a part or function of a greater purpose or "machine". Asuran life is built around the research of the Eternal Alchemy - the asura join one of three massive colleges dedicated to this research, each covering different fields. It is believed once complete mastery is gained over the Eternal Alchemy, mastery will be gained over all of Tyria. There are various asura who proclaim that Eternal Alchemy is not a religion, but rather a science.

Asura Names

An asura's name often consists of a short, sharp first name with one or two syllables. Feminine asura names typically end in -i or -a vowel sounds, but are not required to do so. Masculine names often end in a consonant sound. Both male and female Asuras often have two of the same letter in a row somewhere in their name, this being a cultural norm, but it is certainly not required. Asura do not have a last name, instead opting to use job titles, a krewe name, or honorifics to differentiate themselves.

Asura Traits

Ability Score Increase. Your Intelligence
score increases by 2 and your Dexterity score
increases by 1.
Alignment. Asura take it upon themselves to remain
neutral with the other races, but due to their curious and ambitious nature they often bend their own rules and thus vary from Lawful to Chaotic.
Size. Asura are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Speed. Asura are quick despite their small legs. Your base walking speed is 30 feet.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim lightl. Vou can't discern color in darkness, only shades of gray.
Alchemical Inventors. All Asura are trained in magic, alchemy and engineering from a young age, they value intellect above all. You are proficient with Alchemist Supplies and in the Arcana skill.
Asura Magic. You know the mending cantrip. Once you reach 3rd level, you can cast the Tenser’s floating disk spell once per day. Once you reach 5th level, you can also cast the arcane lock spell once per day. Intelligence is your spellcasting ability for these spells.
Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Arcane Tinker. You have proficiency with tinker's tools. Using those tools, over 30 minutes of work, or during a short or long rest you can use 10 gp worth of materials to construct tiny clockwork device (AC 5, 1 hp). The device produces one of the effects of druidcraft, prestidigitation or thaumaturgy that is chosen upon the creation of the device (Increase the volume of your voice, clean an object, light a candle etc). You can maintain up to three such devices at a time, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

Asura Feats

Asura High Magic

You learn more of the spells typical for your people. You learn detect magic and can cast it at will, without expending a spell slot. You also learn Nystul’s magic aura and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.


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Dedicated Student

Your studies have made you known in Rata Sum. You gain the following benefits:

  • Increase your Intelligence score by 1.
  • Your maximum Intelligence score becomes 22.
  • You can read and write 5 times as fast as normal.

Golemancy

Through years of hard work you’ve finally completed your own personal Golem. You can use half your movement on each of your turns to either enter or exit the golem. While inside it you have full cover but can not attack or cast a spell that targets a creature outside the golem.

You can manually control it from within by using a bonus action on each of your turns or you can give it a command while outside it to choose it's stance. The golem uses your proficiency bonus and is proficient in the same saving throws you are. You can find the statistics for the Golem after the feats in this chapter.


Asuran Golem

Large Construct


  • Armor Class 18 (Armor Plating)
  • Hit Points 24 + 2 x Your Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 18 (+4) 5 (-3) 5 (-3) 5 (-3)

  • Saving Throws: See feat.
  • Condition Immunities poisoned, blindness, deafness.
  • Languages Understands Common and Asuran.
  • Challenge X

Traits

Magic Resistance. The golem has advantage on saving throws against spells and magical effects.

Actions

Slam. Melee Weapon Attack: +X to hit, reach 5ft., one target. Hit 13 (2d8 + 3) bludgeoning damage.

Arm Spin (Recharge 5-6). The golem makes a slam attack against each creature within 5 feet.

Stances

Battle Stance. The golem stays within 30 feet of you and attacks any enemy creature within that range. Focus Stance. The golem gets a target from you, moves up to it's speed towards it and attacks. Protective Stance. The golem stays within 5 feet. of you and counts as half cover against any ranged attack that passes through it's space.

Charr

Feline Warriors

The charr are carnivorous feline-like humanoids. They stand on their hind legs and are taller than a human by half of an average human's height, but do not have the massive bulk of the norn. They prefer a hunched pose when standing, but will on occasion stand tall and straight. When they are moving, and their paws are unoccupied, the charr favor running on all four limbs with a loping gait. While the males are described as being generally stronger and the females more lithe and quick, this lore difference between sexes is not evident in the game.

They have a short fur from head to toe in a variety of colors and patterns, many of which are similar to those of lions, cheetahs and tigers. Their fur patterns are also like that of leopards, snow leopards, and even some fur types of common housecats. Many charr have a longer mane of fur between the shoulders and on the back of the head and neck. A male charr has less fur on the tail with longer fur only on the tip, while the female's tail has longer fur from top to bottom.

Always at War

The charr are a military culture and their society, technology and relationships are very much focused on supporting war. Society is built around military units which charr become a part of from childhood. Non-military tasks, such as farming and trade, can be left to the young, retired, and injured. But no matter a charr's vocation they are always viewed as a soldier and view life like a soldier. Weakness and foolishness from individuals is viewed with particular contempt, some of such acts can result in a charr becoming a gladium, or in a worse case, the charr's name being stricken from the race's history.

Fahrars and Warbands

Charr on occasion mate for life, but most relationships are more casual than that. Families are recognized but adult charr have very little contact with their parents or offspring, but sometimes keep tabs on each other for events which could reflect back on the family’s reputation. As soon as a cub is weaned, around being a year old, they enter a fahrar of one of their parents' legion. The fahrar is the cubs' first warband and they are trained as a military unit under supervision of an adult and are considered an adult when the warband no longer needs supervision.

The cubs are taught to unify and define their own social structure and the warband shares a root name which they incorporate into their surname. While ancestry is known and acknowledged, the parents have little to do with the raising of the cub, and as such warbands are viewed as a charr's family and the bonds of loyalty and kinship formed between them are stronger than those of other races' families. Though some charr leave, change, or lose their warbands, these strong bonds usually leave a deep impact on the charr; charr changing warband must change their name and fit in quickly if they are to survive. However, charr have been known to choose the fate of becoming a gladium rather than risk losing those bonds again.

When the oppression of the female charr by the Flame Legion ended, male and female charr were once again viewed as equals. Male and female charr do not differentiate themselves through wearing differently tailored or styled clothing

We Killed our Gods

Due to their history many charr shun religion. They do not accept any god's authority and quickly anger on topics of charr worship or manipulation by god-like beings. Charr acknowledge other races' gods as beings of power but do not see them as something worthy of worship. In the case of the Human Gods, the charr view the deities as beings to fight and strive to kill. At best, their reverence and respect is limited only to great heroes and their deeds in their history, such as Pyre Fierceshot and Kalla Scorchrazor.

Charr Traits

Ability Score Increase. Your Constitution
score increases by 1.
Legion’s Training. From a young age, you’ve trained
within the stealthy Ash Legion, the ferocious Blood
Legion or the inventive Iron Legion. Your choice of your Dexterity, Strength, or Intelligence score increases by 2.
Age. Charr mature at about the same rate as humans and live about as long, but their young are fully independant only a several months old.
Alignment. Charr follow a strict code of rank, and the greatest punishment for a charr is dishonor and thus tend to be Lawful. They value strength and anything that can aid them in war, giving little regard to "lesser" races and thus tend to be more Neutral rather than Good or Evil although both exist.
Size. Charr typically stand between 7 and 8 feet tall and weigh an average of 220 to 270 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. With your feline eyes, 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. Vou can't discern color in darkness, only shades of gray.
Menacing. You are proficient in the Intimidation skill.
Claws. You are never unarmed. You are proficient with your claws, which are a melee weapon that deals 1d4 slashing damage.
Charr Weapon Training. You are proficient with one martial weapon and one firearm of your choice.
Battle Roar. You may use your bonus action to unleash an inspiring battle cry. The next ally within 30 feet that hits with a weapon attack automatically rolls the highest possible number on his weapon die. Once you’ve used this trait you can’t use it again until you finish a short or long rest.
Languages. You can speak, read, and write Tyrian and Charr.

Playing as Flame Legion

The Flame Legion is defined by zealotry and superstition, and until two centuries ago, had unified the charr more than any other force since the days of the Khan-Ur. Unfortunately for the charr, the basis for the Flame Legion's dominance was deceit, and so when their treachery was discovered, it was outcast from the other Legions in a spectacular fashion. Since then, the Flame Legion has waged a war against the other three High Legions, hoping to restore the shaman caste to power.

If your DM allows it you may be able to play a charr of the flame legion. Make the following adjustements:

  • Flame Legion Training. Your Charisma Score increases by 2. (This trait replaces Legion's Training)
  • Born of Fire. You may choose one cantrip from Green-Flame Blade, Firebolt and Produce Flame. Charisma is your spellcasting ability for this cantrip. (This trait replaces Battle Roar)

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Charr Feats

Industrial

You've made your legion proud with your dedication to the war. You gain the following benefits depending on your choice in Legion's Training.

Ash Legion.

  • Your Dexterity score increases by 1, to a maximum of 20.
  • You are proficient with Poisoner's tools, and you may add twice your proficiency bonus when making checks with them.

Blood Legion.

  • Your Strength score increases by 1, to a maximum of 20.
  • You are proficient with Smith's tools, and you may add twice your proficiency bonus when making checks with them.

Iron Legion.

  • Your Intelligence score increases by 1, to a maximum of 20.
  • You are proficient with Tinker's tools, and you may add twice your proficiency bonus when making checks with them.

Explosive Expert

You've learned to use the destructive technology of the Charr.

  • Your Dexterity score increases by 1, to a maximum of 20.
  • You are proficient with explosives.
  • Over 10 minutes you can craft explosives if you have acces to the materials at half their cost. You succeed with a DC 15 Tinker's tools (Dexterity) check. A failed checks still costs half the value. You can use this feature an amount of times equal to your Intelligence modifier (Minimum 1) per day.)

Human

Once the dominant species of Tyria, the humans have not fared well in the last few years. Their kingdoms, once spanning the entire continent, lie in ruins, leaving only Kryta. As the previous threats waned, an even deadlier one, that of the Elder Dragons, has threatened the very existence of the human race.

See the PHB for the human statistics.

Future plans to create 3 subraces of human, Krytan, Canthan and Elonian to balance out the free feat at 1st level.

Norn

Giant Northmen

The norn normally have the appearance of large humans, but they are able to shift into a were-creature of one of the Spirits of the Wild. In their humanoid form they are not only tall, at around eight feet, but their proportions are much broader and more heavily muscled than a typical human.

Norn have a broad range of skin colors, and light-skinned norn living in Lion's Arch have their skin tanned by the sun. According to Kranxx, norn generate a considerable amount of body heat at the slightest exertion.

In their transformed shape they take on an upright half-norn half-animal form, taking after one of the animals of the Spirits of the Wild. The were-form is furred, fanged and clawed and grants the norn attributes depending on the animal they transform into.

Skalds and Moots

Norn culture is highly individualistic with a focus on personal success and glory—particularly when gained from the hunt or in a battle. The norn do not fear death as they believe the bold and strong can achieve immortality, but they do fear they will be weak and end up forgotten. As a result each norn seeks to prove themselves, to build their legend through feats of individual valor and great victories.

Every norn hopes their legend will be told by the skaald and celebrated at a moot with story and song. Norn usually have a great sense of personal honor, for a norn without respect from others is already forgotten. For many norn, the focus on prestige means they're willing to accept any challenge which will prove their worth. They will never give up on their battle, quarry or friends, even if it means years spent tackling a strong enemy or difficult task. Yet for other norn the pursuit of prestige translates to bragging, bullying, unwise snap decisions and an unwillingness to listen to reason.


Spirits of the Wild

The norn have a shamanistic religion where they revere totem animals of the Spirits of the Wild, the spirits of the strongest, bravest, wisest, or most cunning animals of the Shiverpeaks. The Great Spirit is Bear, who is seen as the strongest of all the spirits and is said to have granted the norn with the ability to 'become the bear'. The worship of the spirits Snow Leopard, Raven and Wolf is also prevalent because of the assistance they gave the norn in the past on their exodus south. There are many other totem spirits among the norn, such as Ox, Eagle, and Wurm, but they are not as widely revered.

Norn Names

Most norn follow a Northern European or Viking-style first name system, though some like the famous explorer Captain Romke and his crew have Dutch and Frisian names.

Their surnames can vary in a multitude of styles. Norn without any achievements or legends have surnames after one of their parents (father/mother's first name followed by -sson or -sdottir or a variant thereof); this is most commonly seen in children, and they're named after the more famous of their parents even if they do not like said parent (e.g., Braham Eirsson). Surnames do not get adopted from generation to generation and they can be changed by the individual to fit their own personal legend (e.g., a famous Wolfborn member took the surname Wolfsdottir); married couples may not always share surnames either (though some may, e.g., Knut and Gaerta Whitebear). Some norn may also take titles instead of a surname if it fits them and their legend more (e.g., Borje the Sun Chaser).

Norn

Ability Score Increase. Your Strength score
increases by 2.
Age. A norn might live to 120 and maintain their good
health and vitality for a long time, though very few die of old age.
Alignment. A Norn seeks glory above all else and thus tends to be more Chaotic and reckless. Norn are quick to anger but quicker to forgive and most tend to be Good hearted.
Size. Norn are between 8 and 9 feet tall and weigh between 300 and 350 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Natural Athlete. You have proficiency in the Athletics skill.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.
Languages. You can speak, read, and write Tyrian and Norn.
Favored Spirit. Although all norn revere all Spirits of the Wild, most norn live their life focusing on the teachings on one. Choose one from Bear, Raven, Snow Leopard or Wolf and gain additional traits below:

Bear

Bear represents fortitude and self-reliance and is said to be the mightiest of all the Spirits of the Wild in the norn culture.
Ability Score Increase. Your Constitution score increases by 1.
Monster Wrestler. You count as one size category larger when grappling creature larger than yourself, in addition you can use a bonus action to attempt to escape a grapple.
Thick Hide. You have resistance to Cold damage.

Raven

Raven represents, cunning, trickery, and knowledge and is the animal spirit of the norn that is associated with the Underworld and the spirits of the dead.
Ability Score Increase. Your Charisma and Wisdom scores both increase by 1.
Honor of the Ancestors. You are proficient in the Religion skill.
Raven Messenger. At 3rd level you call upon Raven to send a message for you. As an action you summon a spiritual raven and cast animal messenger on it. The raven lasts for the duration of the spell. Once you’ve used this trait you can’t use it again until you finish a long rest.

Snow Leopard

Snow Leopard represents independence, strategy, and laughter in the face of danger and is considered to be stealthy and solitary.
Ability Score Increase. Your Dexterity score increases by 1.
Hidden Stalker. As a bonus action, you can magically tum invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.


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Wolf

Wolf represents the
virtues of loyalty,
ferocity, and strength
in numbers and is often
invoked for help in tracking the norn’s prey.
Ability Score Increase. Your Wisdom
score increases by 1.
Born Tracker. You have advantage on Wisdom (Survival) checks made to track beasts and monstrosities.
Call Pack. Starting at 5th level you can use an action you summon 3 wolves in an empty space within 30 feet. You roll initiative for the wolves as a group and they obey any command from you (no action required). The wolves last for 1 hour or until reduced to 0 hit points. Once you’ve used this trait you can’t use it again until you finish a long rest.

Norn Feats

Become the Beast

You've lived your life by the teachings of the Spirits of the Wild and now you can channel them into your form. As an action you can turn into a humanoid-hybrid of the beast you chose in your Favored Spirit trait, you gain temporary hit points equal to your level and the form lasts 1 minute or until you end it as a bonus action. Once you've used this trait you can't use it again until you finish a short or long rest.
Bear. Your equipment melds into your form and you gain no benefits from it. Your size changes to large and your AC becomes 10 + your constitution modifier.. Your claws are natural weapons that deal 1d8 + 1d4 (large) + your Strength modifier. In addition when you hit with a melee attack the target must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Raven. You gain a flight speed of 50, but must land at the end of your movement on each turn. In addition when you are hit by a melee attack by a large or smaller creature you may use your reaction to push the attacker 10 feet away from you.
Snow Leopard. You have advantage on Dexterity checks. Your claws are natural weapons with the finesse property that deal 1d6 + your Strength or Dexterity modifier. When a target is hit by your claws it makes it's next attack with disadvantage.
Wolf. Allies that start their turn within 30 feet of you have their movement speed increased by 10 feet. In addition, you can use a bonus action to grant an ally within 10 feet. advantage on their next attack.

Sylvari

Humanoid Plants

The sylvari are omnivorous humanoid plants. Some sylvari closely resemble humans but with a fey cast to their features such as tilted eyes and pointed ear tips; most display plantlike features such as hard wood for bone structure, have foliage and petals for hair, and bark acting as flesh. They glow during the night. Golden sap moves through their veins instead of blood and pollen falls off of them as they move. They are much more slender than the average human and about a head shorter. While sylvari can seemingly absorb sunlight and become rejuvenated, they still must eat and drink to survive.

Born of the Pale Tree

Prior to emergence they share a bond through the Pale Tree which they call the Dream of Dreams. In this dream, a growing sylvari is exposed to the consciousness of the Pale Tree and the vast pool of knowledge accumulated by all previous sylvari. When a new one emerges, a portion of this knowledge remains with them, including basic wisdom and understanding from the Pale Tree and a small fraction of what other sylvari have seen and experienced, though this rarely includes specific memories. After emergence, the bond with the Pale Tree is weaker but it links all sylvari and, to an extent, other plants. On rare occasion, twins can emerge from the same pod and they exhibit a greater empathy toward one another.

Newborn Race

Sylvari are usually honest, direct and focused, taking most things at face value. With the dream ensuring there is so much in common with the other sylvari, experience is cherished for creating uniqueness between them. They are eager to learn, experience and understand.

Sylvari morality and ethics are based on those of the Pale Tree. These were formed by following the lives of Ronan and Ventari, during the early growth of the Pale Tree and later written on Ventari's Tablet situated at the base of the tree. After emergence a sylvari is guided by older sylvari to understand what they have dreamed and ensure they have a clear understanding of the tablet, their history and the world.

Despite the kick start of knowledge from the dream they still seem naive as there are some matters which seem beyond their comprehension. Emotions and tact, in particular, are difficult for them to grasp, so often a sylvari will state out loud something which would normally be politely avoided by other races. Death too is not fully understood but viewed as something to be embraced and, as with many things in a sylvari's life, is viewed with a great degree of curiosity. These views serve to form an acceptance of and fascination with death that other races may find disturbing.

Sylvari Names

Sylvari names, as well as place names in Caledon Forest, are generally inspired by Celtic (Irish, Scots Gaelic and Welsh) names. Sylvari do not have surnames, as they're all part of the same "family," though to each other they are more like distant relatives except in special cases.

Sylvari do not "choose" their names nor are they outright given by the Pale Tree or other sylvari. Instead, the sylvari simply 'know' their names upon awakening, though why is never explored and the sylvari do not question why this is.

Sylvari Traits

Ability Score Increase. Your Dexterity score increases by 2.
Age. Sylvari started awakening from their pods fully grown only decades ago. It is unknown how long a Sylvari can live. Alignment. Sylvari are curious by nature, and though they often respect it they disregard law and order, favoring the chaotic growth of nature. Most are empathetic creatures and follow a good allignment. Size. Sylvari are around 5 feet in height and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilight 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.
Feyborn Plants. Your creature type is Plant, in addition you have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Sylvari don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you are connected to the dream, and unborn sylvari see and learn from your experiences. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Languages. You can speak, read, and write Tyrian.
Subrace. The cycle in which a sylvari is born determines multiple trait about the newborn sylvari.

Dawnborn

Sylvari awakened at dawn are natural talkers, diplomats, and forward-thinkers. We are intimately connected with our surroundings and markedly empathic toward all, even other races.
Ability Score Increase. Your Charisma score increases by 1.
Natural Diplomat. You can speak, read, and write two extra languages of your choice.
Empathy. You understood other creatures even before you awoke from the dream. You can focus your mind on a creature you can see for 1 minute given that you have line of sight the entire time and you learn the dominant emotion in the creature at the time, such as anger, fear, happiness, nervousness, serenity etc.

Noonborn

Sylvari awakened mid-day solve problems by attacking them head-on. We are the warriors, hunters, and travelers who experience life first-hand and enjoy the rush of taking risks in order to feel truly alive.
Ability Score Increase. Your Wisdom score increases by 1.
Weapon Training. You are proficient with the shortsword, longsword, shortbow and the longbow.
Forest Runner. Your base walking speed is 35 feet. In addition you are proficient in either acrobatics or athletics.


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Duskborn

Sylvari awakened at dusk are naturally curious and thoughtful. We love to learn and spend time reading and studying. We are intelligent and drawn toward the luscious complexities of magic.
Ability Score Increase. Your Intelligence score increases by 1.
Nature’s Attunement. You may choose a cantrip from the druid list. Intelligence is your spellcasting ability for this cantrip.
Magic Sense. You may cast the detect magic spell with this trait. Once you’ve cast the spell you can’t cast it again until you finish a long rest.

Nightborn

Sylvari awakened at night are secretive and cautious with information. We make our own decisions, and we come and go as we please, nimble of mind and body.
Ability Score Increase. Your Charisma score increases by 1.
False Appearance. You may cast Disguise Self, Charisma is your spellcasting ability for this spell. Once you’ve used this trait you can’t use it again until you finish a short or long rest.
Keeper of Secrets. You are proficient with the deception skill.

Sylvari Feats

Sylvari Magic

You learn more of the spells typical for your people. You learn speak with animals and can cast it at will, without expending a spell slot. You also learn entangle, goodberry and protection from poison, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Your spellcasting ability for these spells is determined by the cycle of your birth (Charisma for Dawnborn, Wisdom for Noonborn etc).

Centaur

Centaurs are a four-legged race of warlike creatures whose features combine equine and human elements. Most of their race are ruled by the dominant Modniir tribe. They have recently engaged in a full-scale war with the human nation of Kryta, ostensibly to reclaim territory stolen by humans in 300 AE when Kryta was first settled.
Ability Score Increase. Your Wisdom score increases by 1.
Age. Centaurs mature slower than humans, reaching adulthood at around 50 and can live over 500 years in rare occations, although almost none die of old age.
Alignment. Centaurs inherit a tendency toward chaos from their society and are not strongly inclined toward good.
Size. Being half horse, your size is Large. You weigh between 1400 to 2100 pounds.
Speed. Your base walking speed is 40 feet.
Equininity. You can be ridden by medium or smaller bipedal creatures as an intelligent mount, and you can't ride mounts yourself.
Half Man. Unlike most large sized creatures, your arms and upper body are medium sized, meaning you don't use large sized weapons and you lack proficiency in them. All other rules of large size still apply to you.
Hooves. Your hooves are a natural weapon, which deal 1d10 bludgeoning + your Strength modifier in damage.
Centaur Weapon Training. You are proficient with the lance, spear, shortbow and with shields.

Tyrian

Tyrian centaurs are often noted for their ferociousness in battle and speed. Different centaur tribes are considered more fitting for certain roles, for example the Harathi centaurs are known as capable engineers, responsible for maintaining the siege weaponry of the Modniir-controlled alliance.
Ability Score Increase. Your Strength score increases by 1.
War study. When you make an Intelligence (History) check or Intelligence (Investigation) check to gain knowledge of a battle or battlefield you may add twice your proficiency bonus to the check, instead of your usual bonus for those checks.
Languages. You can speak, read, and write Tyrian.

Elonian

Elonian centaurs not only have equine features, but also resemble the swift gazelles that run across plains and savannas. These creatures are also more leonine than their distant Tyrian cousins, displaying some of the social behaviors of big cats—a group of Elonian centaurs is called a "pride." Their extended families normally prowl and hunt around a pride's breeding grounds, fighting to defend their territory.
Ability Score Increase. Your Dexterity score increases by 1.
Desert Wanderer. You're naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.
Languages. You can speak, read, and write Elonian.


Centaur Feats

Superior Trample

Your charge has become exceptionally deadly on the battlefield.

  • Your Strength or Constitution increases by 1.
  • Your speed increases by 5 feet.
  • If you move in a straight line at least 10 feet. and hit with an attack, the attack deals an additional 1d6 damage.

Dredge

In the past the mole-like race called the dredge were a pitiable race, enslaved by the Stone Summit dwarves and ready to fight alongside any who would help free them from their masters' whips. After the Transformation of the Dwarves, the dredge gained their freedom once and for all, and established themselves as the heirs to the dwarven kingdom in the Shiverpeak Mountains, where they battle the displaced norn for control of dwarven territory. They have made their capital in Sorrow's Embrace, formerly the main mine of the Stone Summit dwarves.
Ability Score Increase. Your Intelligence score increases by 2 and your Constitution score increases by 1.
Age. Dredge mature at a faster rate than humans, and live for 50 years.
Alignment. Those following the military dictatorship tend to be lawful evil, while those rebelling against it tend towards chaotic good.
Size. Dredge stand between 4 and 5 feet tall and average about 130 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a burrow speed of 20 feet through loose earth.
Blind. You depend entirely of smell and sound, you have blindsight within 30 feet and are blind outside this range. In addition, you gain the blind condition if you are deafened but are otherwise immune to the blind condition.
Firearm Proficiency. You are proficient with two firearms of your choice.
Languages. You can speak, read, and write Tyrian and Dredgen.

Grawl

The grawl are a simian-like primitive humanoid species that once lived in Ascalon, the Blood Legion Homelands, and the Southern Shiverpeaks. During the Guild Wars they showed relatively little intelligence but managed to maintain a tribal culture. Over the 250 years, they have advanced little though now have a widespread use of the common Tyrian language.
Ability Score Increase. Your Constitution score increases by 1, and your Strength or Wisdom score increases by 1.
Age. Grawl reach adulthood around the age of 12 and live to the age of 40.
Alignment. N
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Living your life in caves, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Vou can't discern color in darkness, only shades of gray.
Bonecrafter. Over the course of a short rest, you can use the bones, skin and other organs of fallen enemies to craft a club, greatclub, spear, dagger or shield.
Primitive Survivalist. You have proficiency in the Survival skill.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright. you can drop to 1 hit point instead. You can't use this feature again until You finish a long rest.
Rockslider. You ignore difficult terrain caused by rocky terrain, and you have a climbing speed of 20 feet.
Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.
Languages. You can speak, read, and write Tyrian and Grawl.

Hylek

Ability Score Increase. Your Constitution score
increases by 1.
Age. The average life span of a hylek is relatively short, a hylek dying of old age might die in their forties, but few make it to that age as hylek life often ends prematurely through violence or starvation.
Alignment. Most hylek are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.
Speed. You have a swimming speed of 30 feet.
Amphibious. You can breathe both air and water.
Frog Leap. Your jumping distance is doubled.
Languages. You can speak, read and write Common and Hylek.
Subrace. Hylek come in many sizes, shapes and colors, choose one of the subraces options below:

Itzel

The Itzel are a friendly tree frog-like hylek tribe found in the Heart of Maguuma that worship a nature goddess named Ameyalli. They recently have had issues with Zintl zealots from the east that have been attempting to convert them to the worship of their sun god, by force as well as by deceit.
Ability Score Increase. Your Dexterity score increases by 2.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Bite. Your strong jaws are a natural weapon that deals 1d4 bludgeoning damage.
Toxic Environment. You have resistance to poison damage, in addition you have advantage on saving throws to resist poison.
Talented Alchemist. You are proficient with Alchemist Supplies.

Nuchoch

The bull frog-like Nuchoch are a relatively recent addition to the jungle, but have made allies with the local Itzel tribe and learned how to craft alchemical concoctions to combat the local chak.

The Nuhoch worship a nature goddess named Ameyalli, but recently the imperialistic Zintl tribe have been attempting to convert them to the worship of the sun god of the same name with limited success.
Ability Score Increase. Your Strength score increases by 1.
Size. Your size is Large.
Speed. Your base walking speed is 20 feet.
Bite. Your strong jaws are a natural weapon that deals 1d8 bludgeoning damage.

Hylek Feats


.

Matured Glands

Prerequesite: Hylek, Itzel

Your poison glands have matured and you gain the following benefits:

  • Your Constitution score increases by 1, to a maximum of 20.
  • You can use a bonus action to coat a weapon in your own poison, the next attack you hit with a coated weapon forces the creature to make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take 2d6 poison damage and be poisoned for 1 minute on a failed save.
  • You can coat weapons with your poison an amount of times equal to your constitution modifier before you must finish a short or long rest to do so again.
  • Your bite attack is always considered coated in poison.

Bullfrog Mounds

Prerequesite: Hylek, Nuchoch

Nuchoch are excellent burrowers, and you are no exception.

  • Your Strength score increases by 1, to a maximum of 20.
  • You gain a burrow speed of 20 feet as long as it's not through solid stone.
  • Your burrowed path leaves a tunnel large enough for a creature your size or smaller.
  • On your turn as a action, you may erupt from your underground position in a vacant spot. Each creature within 5 feet of where you erupt must make a Dexterity saving throw (DC 8 + your proficiency + your Strength modifier) or take 2d6 bludgeoning damage and be knocked prone on a failed save.

Kodan

The kodan are a race of intelligent polar bear-like beings from the distant northern lands and seas. They are a highly spiritual race that for centuries has lived in cities built upon, and carved into, icebergs in the arctic seas known as Sanctuaries. Their society is divided into tribes, each one having their own iceberg and leaders.

After the Elder Ice Dragon Jormag awoke, the kodan Sanctuaries were scattered in all directions, if not capsized by the dragon.
Ability Score Increase. Your Constitution score increases by 1 and your Wisdom score increases by 1.
Age. Kodan young are kept in the sanctuary until the age of 40, when they are deemed mature enough for the outside world. They can live over 200 years.
Alignment. Kodan are lawful spiritual beings that follow the teachings of Koda. Most are either good or neutral.
Size. Adult Kodan are 10 feet tall bipedal bears. Your size is large.
Speed. Your base walking speed is 30 feet.
From the far North. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.
Thick Hide. You have resistance against Cold damage.
Hold Breath. You can hold your breath for up to 15 minutes at a time.
Ice Mason. You are proficient with Mason’s tools.
Claws. Your claws are natural weapons that deal 1d4 slashing damage + your Strength modifier.
Languages. You can speak, read, and write Tyrian and Kodan.

Largos

The largos are an enigmatic aquatic race from the depths of the Unending Ocean and the arctic oceans to the far north. They are silent, determined, and calculating killers. Few have ever seen them and lived to report it.
Ability Score Increase. Your Dexterity score increases by 2. Age. Unknown.
Alignment. Largos' nature is neutral, as they purposfully do not interact with surface dwellers unless at great necessities.
Size. Your size is medium.
Speed. Your base walking speed is 30 feet and your swimming speed is 30 feet.
Darkvision. Living your life in the deepest oceans, 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. Vou can't discern color in darkness, only shades of gray.
Amphibious. You can breathe both air and water.
Naturally Stealthy. You are proficient with the Stealth skill.
Vanish. At 3rd level you can cast the spell Invisibility. Once you’ve cast this spell you can’t cast it again until you finish a long rest.
Toxic Advance. You are proficient with the Poisoner’s kit.
Assassins of the Depths. Adapted to even the most extreme ocean depths, your weapon attacks are not at disadvantage underwater, and you ignore any of the drawbacks caused by a deep, underwater environment.
Languages. You can speak, read, and write Tyrian and Largos.

Ogre

Ogre society is constructed about their pets. The ogres view their pets as life partners, and the more impressive a pet is, the more respect its tamer will get from the rest of the tribe. The approach taming is typically to dominate the pet, to ensure that it knows who is in charge. Although proper taming can take months, or even years, in a pinch it is possible to simply overpower the beast.
Ability Score Increase. Your Strength score increases by 1 and your Wisdom score increases by 1.
Age. Ogres are long lived. They mature at the same rate as humans but some can live over 300 years.
Alignment. Ogres do not care about outside races and are neutral.
Size. Your size is Large.
Speed. Your base walking speed is 30 feet.
Beast tamers. You are proficient in the Animal Handling skill.
Assert Dominance. After dealing damage to a beast, you may assume the position of alpha to the beast. The Beast makes a Wisdom saving throw equal to the damage dealt or be charmed by you until the end of it’s next turn or until it takes damage from a source friendly to you. While charmed it considers you it’s greatest ally and will act to protect you. Once you’ve used this trait you can’t use it again until you finish a short or long rest.
Languages. You can speak, read, and write Tyrian and Largos.

Quaggan

Quaggans are a peaceful, amphibious race, generally regarded as kind and gentle creatures—until they're pushed. A quaggan who has been angered or is in pain will become a destructive, instinctive creature and transform to expose teeth and claws normally hidden by their rounded, benign exterior. They have had some trouble with aggressors—in particular the krait, and most have moved from the open oceans to the rivers, lakes, and shoreline around the Maguuma Jungle, Steamspur Mountains, and Kryta.
Ability Score Increase. Your Charisma score increases by 2 and your Wisdom score increases by 1.
Age. After Quaggans hatch, they mature at the same rate as humans and live about as long.
Alignment. Quaggans are very peaceful by nature and their society actively avoids fighting. They are almost always good in nature.
Size. Your size is Small.
Speed. Your base walking speed is 25 feet and your swimming speed is 30 feet.
Darkvision. Living your life in the deepest oceans, 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. Vou can't discern color in darkness, only shades of gray.
Amphibious. You can breathe both air and water.
Dry Skin. If you go a full day without being in contact with water you gain one level of exhaustion.
Hidden in the Depths. Adapted to even the most extreme ocean depths, you ignore any of the drawbacks caused by a deep, underwater environment.
Raged Transformation. When you take damage, you can use your reaction to take half damage. When you use this trait you grow to Medium size and gain temporary hit points equal to your level and you gain a +2 to your AC. You grow claws and teeth that both deal 1d8 + your Strength modifier slashing or piercing damage, respectively. You must move to the nearest enemy and make an attack every round, if there are no enemies within sight you move to the nearest creature and make an attack. This transformation lasts 1 minute or you can end it as a bonus action if you have taken no damage since your last turn. In addition, once per turn your attack deals additional damage equal to your level. Once you’ve used this trait you can’t use it again until you finish a long rest.
Languages. You can speak, read, and write Tyrian and Quaggan.

Skritt

The skritt are small, rat-like creatures who come from deep beneath the surface of Tyria. Their group intelligence and incredibly fast reproductive rate makes them a target of the asura, who view them as a threat to all intelligent races.
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age. A skritt is fully matured within 1 year of birth but rarely live past 20.
Alignment. Skritt are born, live and reproduce in a chaotic throng of their own people, most lean towards Chaotic but are neutral to outsider unless they are competing for the same scrap.
Size. Skritt are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Search for Shinies. You are proficient in the Investigation skill, in addition when you make an Investigation check to determine the value of an item you make the check with advantage.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Languages. You can speak, read and write Common and Skritt.

Tengu

The tengu are a race of avian humanoids that make their home in the Dominion of Winds, along the Tarnished Coast. They are extremely wary of the races of Tyria, and do not allow outsiders into their city.
Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence or Wisdom score increases by 1.
Age. Tengu reach maturity by age 3. Compared to humans, tengu don’t usually live longer than 30 years.
Alignment. The Tengu are currently neutral in all conflicts, although the individual tengu may have his own ideals.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have a bird’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.
Avian Rush. 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 O feet on one of your turns.
Talons. Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier.
Eagle Eye. You have proficiency in the Perception skill.
Wind Gliding. If you are not wearing heavy armor and you are falling, you descent slows to 60 feet per round and you land safely on your feet.
Tengu Training. You are proficient with one martial weapon of your choice and shields.
Languages. You can speak, read, and write Common and Tengu.

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Large Playable Characters

These bullets are provided to place all the changes in their entirety in a single place of reference. Only a few of these will come up often, and those are fairly simple and memorable.

The changes are as follows:

  • The races have advantage on Strength ability checks and Strength saving throws. For this reason, these races are assumed to be strong, and do not need to gain a Strength score bonus—they will usually roll high anyway, except on attacks and damage.
  • The Large weapons deal an extra 1d4 damage.
  • Your normal unarmed strike damage is 2 + your Strength modifier.
  • The creature takes up a 10 by 10 foot area.
  • To fit into a Medium area, the creature must squeeze into the space costing double its movement, disadvantage on attack rolls and Dexterity saving throws, and attack rolls against it to have advantage.
  • The creature's push, drag, lift, and carrying capacity are all calculated for Large size. Push, drag, and lift are 60 times your Strength score while carrying capacity multiplies your Strength score by 30 unless otherwise noted.
  • The races are able to grapple and shove Huge creatures.
  • If you attempt to handle something very small, such as a vial of acid, the DM may call for a Dexterity check where a smaller sized creature would automatically succeed.
  • You require mounts at least one size larger than you as normal.
  • You require four times as much food as normal and your armor requires four times the materials to be made. It is about that much more expensive, and that's assuming you can find it. Based on how common these races are in your world, they might be found in populous cities. You also require larger shields, which are more common, but give no bonus to AC outside the norm.
  • All of these races still count as humanoids unless otherwise noted.
Ranged Martial Weapons
Name Cost Damage Weight Properties
Pistol 80 gp 1d8 piercing 4 lbs. Ammunition (Range 80/320), Reload 1, Light
Revolver 220 gp 2d4 piercing 5 lbs. Ammunition (Range 80/320), Reload 6
Blunderbuss 220 gp 2d6 piercing 8 lbs. Ammunition (Range 20/50), Scatter 1, Two-handed, Loading
Carbine 300 gp 2d8 piercing 8 lbs. Ammunition (Range 100/400), Reload 2, Two-handed
Rifle 320 gp 2d10 piercing 10 lbs. Ammunition (Range 180/650), Reload 1, Two-handed, Heavy
Bomb 10 gp 2d6 fire 1 lbs. Explosive, Ranged, Scatter 2, Thrown (20/60)

Explosive. Explosives are expended after you make an attack roll with it and can only be used as a throws weapon.

Reload. Each firearm holds a different amount of ammunition, and has to be reloaded by using one attack during the attack action during combat. The number of the Reload score equals the amount of shots you can fire before you must reload.

Scatter. With the scatter property, more than one creature or object can be affected by the weapon. Make additional attack rolls against creatures within 5 feet of the target equal to the Scatter score.

Credits

Arenanet for creating Tyria - All of these races are their property.
Guild Wars 2 Wiki for most of the flavor text and artwork.
Swordmeow for his Jotungard supplement for large races.
WotC for D&D 5E.
u/revlid for an improved tinker trait.

Detect Balance

Detect Balance score by race.

Asura: 25.

Centaur: 26.

Charr: 27, Flame legion: 28.

Dredge: 24.

Grawl: 26.

Hylek: Itzel: 24, Nuchoch: 26.

Largos: 25.

Kodan: 27.

Norn: 22 (Wolf: 23).

Ogre: 27.

Quaggan: 26.

Skritt: 25.

Sylvari: Dawn/Night: 26, Noon/Dusk: 27.

Tengu: 27.