Chapter 3: Folk

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Chapter 3: Folk

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Folk

The following chapter outlines all race options for players, otherwise referred to as folk and subfolk.

Mixed Blood

The mixed blood options let you combine any two folk & subfolk presented here. To make a mixed blood character, choose any folk & subfolk and record the benefits of each. You cannot gain more than 2 in a ability score from folk & subfolk choices.

Humans

Humans are varied as the stars in the sky, but as a group carry ambition and creativity.

Human Traits

Humans have the following traits:


Ability Score Increase. Three ability scores increase by 1. Age. Humans reach adulthood in their late teens and live less than a century.
Language. You know Common and one other language.
Size. Humans vary widely in height and build, from 5-6 feet tall. You size is Medium.
Speed. Your base walking speed is 30ft.

Subfolk: Surface Human

Ability Score Increase. Three ability scores increase by 1.

Dwarfs

Dwarves are short and stout, characterized by their rigid sensibilities and thick hair. The dwarf society is caste heavy, dedicated to the common good. Dwarves in general are short of social graces & hold grudges. They are distrustful of outsiders, but those who prove themselves can gain lifelong friends.

Dwarf Traits

Dwarves have the following traits:


Ability Score Increase. Your Constitution increases by 2. Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
Language. You can know Common and Dwarven.
Darkvision. You can see in darkness within 60 feet of you as if it were bright light. Past that, you see things in dim and shadowy light. You can’t discern color in darkness, only shades of gray.
Dwarven Combat Training. You have proficiency with Battleaxe, Handaxe.
Dwarven Resilience. You have advantage on saving throws against poison, and you have Resistance against poison damage.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing Heavy Armor.

Subfolk: Mountain Dwarf

Mountain dwarves suffer from the curse of labour and are industrious to a fault: neglecting most other aspects of their lives in favour of one activity. They tend to be stronger of back and stouter, and all have some martial combat training, so the whole clan be roused to battle in the event of a siege.


Ability Score Increase. Your Strength increases by 2.
Armor Training. You have proficiency in light and medium armor.
Tool Proficiency. You gain proficiency with Artisan’s Tools.

Subfolk: Hill Dwarf

Those dwarves who left the mountainholmes are more free-spirited and inventive, known as ‘hill dwarves’, building magnificent structures and blackpowder guns. They are wily and hardy people, free of the curse of labour and with wider interests.


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

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Subfolk: Duergar

A civil war exiled some dwarves deep into the earth by their kin. These castoffs took up the worship of old gods to stay alive. Duergar have the cruelest and meanest aspects of the dwarves magnified, enjoying toil above all else and frowning on emotions other than grim determination and wrath. They have ashen skin, grey hair and white eyes. Their dark gods have given them many gifts to survive the Underdark.


Ability Score Increase. Your Strength score increases by 1.
Duergar Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed. Duergar Magic. When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell’s enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don’t need material components for either spell, and you can’t cast them while you’re in direct sunlight. You must finish a long rest to cast them on yourself once again with this trait. Intelligence is your spellcasting ability for these spells.
Extra Language. You know Undercommon.
Superior Darkvision. You can see in darkness within 120 feet of you as if it were bright light. Past that, you see things in dim and shadowy light. You can discern color. Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Gnomes

Gnomes live in secret communes scattered all over the land, often nearby other settlements. They enjoy bright hill dwellings, close to nature whenever possible. They are filled with a joy of life that makes their communities hum with activity.

Gnome Traits

Gnomes have the following traits:


Ability Score Increase. Your Intelligence score increases by 2.
Age. Gnomes mature at the same rate humans do and can live 350 to almost 500 years.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Proficiency. All gnomes are proficient in one of the following: Thieves Tools, game of chance or in Knowledge (Nature).
Languages. You know Common and Dwarven.
Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.

Subfolk: Forest Gnome

Forest gnomes are naturally stealthy, avoiding contact with other communities. They often keep small pets.


Ability Score Increase. Your Dexterity score increases by 2.
Natural Illusionists. You know the minor illusion cantrip.
Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

Subfolk: Rock Gnome

Inventive and clever, Rock Gnomes often live in and around hill dwarf settlements and were instrumental in the creation of blackpowder guns.


Ability Score Increase. Your Constitution score increases by 1.
Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Firearms. You are proficient in flintlock pistols, blunderbuss and wheel-lock rifles.
Tinker. You have proficiency with Artisan’s Tools. Using those tools, you can spend 1 hour and 10gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours or when you use your action to dismantle it. You can have up to three such devices active at a time:

  • 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.

Elves

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

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Elves Traits

Elves have the following traits:


Ability Score Increase. Your Dexterity score increases by 2.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Fluidity. Elven bodies are otherwordly, and can shift and flow subject to their wills. During a Trance, an elf can choose to alter their height by up to 2 feet, hair color, eye color and sex as desired but retain the same basic facial structure.
Keen Senses. You have proficiency in the Perception skill.
Languages. You know Common and Elven.
Size. Elves range from 5-6 feet tall have slender builds. Your size is Medium.
Speed. You base walking speed is 30ft.
Trance. Elves don’t sleep. Instead, they meditate deeply (trance) remaining semiconscious for 4 hours a day. While meditating, you can dream after a fashion. Such dreams are mental exercises that become reflexive through years of practice. They still require 8 hours for a long rest, but their short trance means they have more time for watch duties. During long rests, they have 4 additional watches of downtime to spend.

Subfolk: Wood Elf

A portion of elves hid themselves away in the wild places. They are close to nature, naturally stealthy and value freedom above all else.


Ability Score Increase. Your Wisdom score increases by 1.
Elf Weapon Training. You have proficiency with shortbow, longbow, shortsword, longsword.
Fleet of Foot. Your base walking speed is increased by 5ft.
Mask of the Wild. You can attempt to Hide even with you are only light obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Subfolk: High Elf

The high elves are ancient in their culture, originating from the feywild. They consider themselves stewards to the world and the races that inhabit it.


Ability Score Increase. Your Intelligence score increases by 1.
Extra Language. You know one extra language.
Spells. You know one cantrip from the wizard spell list. At 3rd level you learn a 1st level spell of your choice from the wizard spell list. At 5th level you learn a 3rd level spell of your choice from the wizard spell list. You can cast the 1st and 3rd level spells once per long rest. Intelligence is your spellcasting ability for all three of these spells.

Subfolk: Mer Elf

A unique strain of elves have existed since time immemorial beneath the waves. They protect the land folks against undersea threats, and have concerned themselves little with matters of the surface. They appear as beautiful long-limbed creatures, with faint scale patterns. They frequently adorn themselves with woven kelp, shells, and other sea accessories.


Ability Score Increase. Your Constitution score increases by 1.
Aquatic Weapon Training. You can cast spells underwater without penalty and are proficient with trident & nets.
Amphibious. You can breathe air and water.
Extra Language. You know Primordial.
Sea Transformation. When fully submerged
your legs transform
into a fish tail,
and you gain
a base
swimming
speed of 30 feet. It reverts
back to legs as you emerge
onto dry land.

Subfolk: Dark Elf

An ancestor to the surface elf, a civil war eventually led to the drow folk to migrate underground. They are of ebon skin, with white hair and eyes of purples, greens and blacks. They worships Lloth, the Demon Queen of Spiders. Any use of the elf fluidity is considered blasphemy amongst Lloth devotees. The dark elf only keep the most beautiful slaves. All others are sold or eaten.


Ability Score Increase. Your Charisma score increases by 1.
Drow Magic. You know dancing lights cantrip. When you reach 3rd level, you can cast faerie fire spell once per day. When you reach 5th level, you can also cast darkness spell once per day. Charisma is your spellcasting ability for these spells.
Drow Weapon Training. You have proficiency with rapiers, shortswords and hand crossbows.
Extra Language. You know
Undercommon.
Superior Darkvision. You can see in
darkness within 120 feet of you as if it
were bright light. Past that, you see
things in dim and shadowy light. You
can discern color.

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

Halflings

Halflings are jovial people, full of love for friends, wine and good food. They are practical, eschewing complexity for simple pleasures. They have a knack for finding the most straightforward solution to a problem, and have no patience for dithering.

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Halfling Traits

Halflings have the following traits:


Ability Score Increase. Your Dexterity score increases by 2.
Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Knack. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Language. You know Common.
Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.

Subfolk: Stout Halflings

These halflings are stouter than most, accustomed to hard labour and hard celebration during festivals. They are mainly sedentary farmers and craftsmen of simple, useful objects.


Ability Score Increase. Your Constitution score increases by 2.
Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Subfolk: Lightfoot Halflings

Some halflings rejected sedentary life and live as nomads in jungles, tundra's and deserts where they are difficult to fetter out and adept at remaining unseen.


Ability Score Increase. Your Charisma score increases by 1.
Naturally Stealthy. You can attempt to hide even when you                    are obscured only by a creature that is at least one                         size larger than you.
                       Sneak You are proficient in the Stealth and                        Survival skill.

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Warforged

Machines made to mimic their creators. Slain soldiers, diplomats or nobles were given a second chance by having their souls placed in warforged. Warforged are about the height of humans but much heavier, made of some combination of wood, iron, steel and brass.

Warforged Traits

Warforged have the following traits:


Ability Score Increase. One ability score of your choice increases by 2. Another ability score increases by 1.
Age Age matters little to warforged, though older ones may exhibit more rusting.
Warforged Body. Your soul reside within a special gem inside your robotic body. Your not a true living being and have the following features:

  • You cannot eat or breathe and cannot consume potions.
  • You do not need to sleep.
  • During a long rest, you must perform basic maintenance on yourself for 4 hours. While performing this maintenance you have disadvantage on Wisdom (Perception) checks. If you go 24 hours without performing maintenance you gain a level of exhaustion. All exhaustion gained this way disappears once your complete maintenance.
  • You can’t be stabilized with Medicine checks. Instead a successful DC10 Intelligence check stabilizes you.

Half Healing You only gain half the usual number of hp from magical sources (heal spells, lay on hands, etc.) This does not include supernatural sources like the Fighter’s second wind.
Flesh of Steel. Your immune to disease, poison damage and the poisoned condition.
Hardened Skin. When not wearing armor, your Armor formula is 12 + Dexterity bonus.
Language. You know Common and a language of your choice.
No Subfolk. You cannot choose a Subfolk. You are simply Warforged.
Resurrection. A ‘killed’ warforged body can be repaired with materials costing 500gp. If the body is totally destroyed, a new body costing 10,000gp must be constructed and a special ritual be enacted to call the warforged soul back. Only a person will special knowledge could build the body from scratch and enact the ritual.
Size. Warforged are as tall as a human or dwarf, and weigh between 250-300 pounds. Your size is Medium.
Speed. Your base walking speed is 30ft.


Dragonborn

A special race of half-men, half-dragon hybrids. They were artificially created by an empire as weapons of war, powerfully built and bred for battle. Their culture since the empires fall has developed strong tribal bent, with strong leaders guided by venerable elders. Many worship the former emperor as a god.

Dragonborn Traits

Dragonborn have the following traits:


Ability Score Increase. Your Strength score increases by 2.
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.
Languages. You know Common and Draconic.
Draconic Savagery. When you score a critical hit with an attack, you can roll one of the damage dice one additional time and add the result to your total damage.
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.

Subfolk: Chromatic Dragonborn

Chromatic dragonborn look down on all other species, and seek to claim this world as their own. They may begrudgingly work with other races, but never as equals. Most covet treasure jealously, and consider allies as amusing possessions or useful tools.


Ability Score Increase. Your Constitution, Intelligence or Charisma increases by 1.
Breath Weapon. You can use your action to exhale destructive energy corresponding to your ancestry. When you use your breath each creature struck must make a saving throw DC 8 + Constitution modifier + proficiency bonus. A creature takes 2d6 on a failed save, or half on a success. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. This ability recharges at the end of a long rest.
Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table.

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Dragon Damage Type Breath Type Save
Black Acid 5x30 line Dex
Blue Lightning 5x30ft line Dex
Red Fire 5x30ft line Dex
Green Poison 15ft cone Con
White Cold 15ft cone Con

Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.

Subfolk: Metallic Dragonborn

Metallic dragonborn worship the emperor, and by extension the former citizens of the empire. They feel nothing but love for the softer races and will do everything in their power to keep them safe.


Ability Score Increase. Your Constitution, Intelligence or Charisma increases by 1.
Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table.

Dragon Damage Type Breath Type Save
Copper Acid 5x30 line Dex
Bronze Lightning 5x30ft line Dex
Brass Fire 5x30ft line Dex
Gold Poison 15ft cone Con
Silver Cold 15ft cone Con

Breath Weapon. You can use your action to exhale destructive energy corresponding to your ancestry. When you use your breath each creature struck must make a saving throw DC 8 + Constitution modifier + proficiency bonus. A creature takes 2d6 on a failed save, or half on a success. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. This ability recharges at the end of a long rest.
Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.

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Minotaur

Minotaurs live in an honor‐based society where strength determines power in both the gladiatorial arenas and in daily life. Long ago they were deported to secluded island chains. Since then they have mastered the art of sailing. Some minotaur escaped into the depths of the world, living in ruins of an empire long gone and seeking aid from darker powers.

Minotaur Traits

Minotaurs have the following traits:


Ability Score Increase. You Strength increases by 2.
Age. Minotaur’s enter adulthood at around the age of 17 and can live up to 150 years.
Size. Minotaurs typically stand over 6 feet tall and weigh 300 pounds. Your size is Medium.
Speed. Your base speed is 35ft.
Heavy Proficiency. Your proficient with the greataxe, greatclub, maul and net.
Labyrinthine Recall. You can perfectly recall any path you have traveled.
Language. You know Common.

Subfolk: Surface Minotaur

Surface minotaurs horns are more goatlike, and typically more observant. They are expert sailors, perfectly recalling the way back to any port they've visited.


Ability Score Increase. Your Wisdom increases by 1.
Fleet of Foot. Your base speed increases by 5ft.
Indomitable Will. You have advantage on saving throws against being charmed or dominated.
Proficiency. You have proficiency in the Perception skill and Vehicles (Water).

Subfolk: Labyrinth Minotaur

Labyrinthe minotaurs are more feral and savage, and posses wickedly curved horns. They dwell underground, amogst the ruins of dead civilzations and worship dark gods.


Ability Score Increase. Your Constitution increases by 1.
Darkvision. You see in the dark out to 60ft as thought it were bright light, and past that as thought it where dim light. Your darkvision is in black and white, and cannot discern color.
Natural Weapons. You are unarmed attacks deal 1d4 + Strength piercing damage instead of bludgeoning.
Saving Face. Labryrinth minotaur 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.

Fairy

Fairies are tiny beings of nature, created by patron
archfey. Some serve the Summer or Winter Courts.
Some serve their own purposes. They all share similar
traits: small stature, natural clothes, and a love for
nature and kin.

Fairy Traits

Fairies have the following traits:


Ability Score Increase. Choose one stat to increase by 2.
Age Fairy are created fully developed and do not age.
Food. Fairies need to eat very little -as long as their are some amount of rations available, they eat a negligible amount of it and are satisfied. They can also carry rations sized for them, if needed. (which they consume normally)
Size. Fairies average at 8-15 inches tall. Your size is Tiny. You can easily occupy another creature square and fit through small gaps. You can carry 1/8 what your strength score represents when considering lifting/dragging capacity.
Speed. Your walking speed is 20ft. Your fly speed is 30ft. You cannot wear backpacks or heavy armor and fly. To use your wings, you must have at least 2 feet of clearance around you.
Shrink Objects. By concentrating for a minute, a fairy can shrink an object to tiny size and 1/8th its original weight. If a fairy loses an object for a minute, it reverts to its regular size. It likewise reverts a minute after the fairies death. This only works on unattended objects. Fixed objects like doors cannot be shrunk.
Language. You know Common and Sylvan.
Weapons. Any weapons that are sized for fairies go down 2 dice size, to a minimum of 1. Ranged weapons have 1/2 their normal range.

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Subfolk: Sprite

Sprites are aggressive and hardy warriors. Sprites can sense hearts and poison their weapons with a touch, gifts given to them by their patron who was scorned long ago. Sprites are taller than other fairies and bear dragonfly wings. They typically wear armours crafted from their environment. Their skin can come in a range of any colours.


Ability Score Increase. Your Dexterity or Intelligence increases by 1.
Spiteful. By focusing your anger, you can secrete a poison called ‘Spite’ that makes points sharper and blades cut deeper. As a bonus action, you can coat a weapon or 3 pieces of ammo. Weapons or ammo coated this way deal additional damage equal to your level until your next turn. This ability recharges after a short rest.
Heart Sight. Any number of times per day, you may touch a creature to determine its emotional state. If the target fails a Charisma saving throw of DC 8 + your proficiency + your charisma modifier, you discern the targets emotional state and intentions. Celestials, fiends and undead automatically fail the saving throw. A creature that saves against this ability can't be affected for 24 hours.
Invisibility. Once per long rest, you can cast invisibility on yourself, which requires concentration. The spell ends after an hour, or until you attack or cast a spell, or until your concentration ends. Any equipment you are wearing or carrying also turns invisible.


Subfolk: Pixie

Pixies resemble diminutive elves with gossamer wings like those of dragonflies or butterflies, bright as the clear dawn and as luminous as the full moonrise. Pixies array themselves like princes and princesses of the fey, wearing flowing gowns and doublets of silk that sparkle. Some dress in acorns, leaves, bark, and the pelts of tiny woodland beasts. Curious as cats and shy as deer, pixies go where they please.


The rare oddball pixie chooses to leave their home. This could be for many reasons: To see the wonder of the world, make new friends or find beautiful things. Some do not fear danger and treat it like a game. Some pixies are forced to leave their home and wander. A select few are mercurial agents for the Courts.


Ability Score Increase. Your Charisma or Wisdom increases by 1.
Fey Ancestry. You have advantage on saving throws against being Charmed, and magic can’t put you to sleep.
Innate Spellcasting. You can cast the following spells: dancing lights, druidcraft. Charisma is the spellcasting ability for these spells.
Pixie Dust. A pixie can use a bonus action to throw its dust at another creature within 30 feet. For 10 minutes, the affected creature may spend its bonus action fly up to 60 feet. After flying this way, the effect ends. This ability recharges on a short or long rest.

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.

                                              Lizardfolk use active verbs to                                                   describe the world. A lizardfolk                                                    in cold weather might say, "This                                                      wind brings cold" rather than                                                         "I feel cold." lizardfolk tend to                                                               define things in terms of                                                                   actions, rather than                                                                    effects. Despite their                                                                      alien outlook, some                                                                      lizardfolk make an                                                                       effort to understand                                                                          and, in their own                                                                          manner, befriend                                                                          other folk. Such                                                                            lizardfolk make                                                                            faithful and skilled                                                                             allies.

Lizardfolk Traits

Lizardfolk have the following traits:


Ability Score Increase. Your Constitution score increases by 2.
Age. Lizardfolk reach maturity around 14 and live to 60.
Claws. You are unarmed attacks deal 1d4 + Strength slashing damage instead of bludgeoning.
Hungry Jaws. In battle, you can throw yourself into a feeding frenzy. As a bonus action, you can make a special bite attack. If it hits, it deals 1d6+Strength modifier damage and you gain temporary hitpoints equal to your Constitution modifier (minimum 1). You cant use this trait again until you finish a short or long rest.
Language. You know Common and Draconic.
Size. Lizardfolk are bulkier than most humanoids, and their frills make them seem larger. Your size is Medium.
Speed. Your move speed is 30ft.

Subfolk: Shell Lizardfolk

Ability Score Increase. Your Wisdom increases by 1.
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.
Swim. You have a swim speed of 30ft.
Hold Breath. You can hold your breath for 15 minutes.

Subfolk: Swamp Lizardfolk

Ability Score Increase. Your Wisdom increases by 1.
Cunning Artisan. As part of a short rest, you can harvest bones from slain enemies to create one of the following items: shield, club, javelin, 1d4 darts/blowgun needles. To use this trait you must have a dagger or tool.
Hunter`s Lore. You gain proficiency in two of the following skills: Animal Handling, Nature, Perception, Stealth, Survival.
Natural Armor. You have naturally scaly skin. When you aren’t wearing armor, your AC is 13+Dexterity. Shield benefits apply as normal.

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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 one. 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 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. They
guard the tombs of an ancient civilization,
and worship their ancestors as deities.

Goliath Traits

Goliath's have the following traits:


Ability Score Increase. Your Strength
or Wisdom increases by 2.
Age. Goliaths have comparable lifespans to
humans.
Resolve. Goliaths have advantage on Wisdom
saving throws.
Language. You know Common and Giant.
Size. Goliaths are between 7-8 feet tall and 340 lbs.
Your size is Medium.

Subfolk: Stone Goliath

Ability Score Increase. Your Constitution score increases by 1.
Mountain Born. Your naturally resistant to cold-weather effects and high-altitude.
Natural Athlete. You have proficiency in Athletics.
Stone’s Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
Powerful Build. You count as one size category larger when determining carrying capacity.

Subfolk: Hill Goliath

Ability Score Increase. Your Constitution score increases by 1.
Appetite Weapons/armor costs are x4 times the normal amount for hill goliaths, and you consume 2 more rations than normal.
Bigger Weapon You deal an additional 1d4 on weapon attacks.


Larger Size Half-giants are large size, occupying 10 by 10ft area with a reach of 5ft. You can squeeze into spaces smaller than 10ft, but you fight at disadvantage while there. You can carry twice as much as medium creature.
Longer Stride You gain an additional 5 feet of movement.
Resilient You get 1 additional hp at first level, and gain 1 additional hp at each other level.
Towering Stature You have advantage on Strength ability checks, and disadvantage on Dexterity ability checks.

Goblin

Goblins are a group of green skinned humanoids who live in tribal societies. In general goblins are clever, cruel and cowardly. They love anything that seemingly grants them power or status over others and enjoy tormenting other creatures, but are quick to subservience. As such most goblin tribes gather slaves, hoard riches and covet magic items, but many end up serving other monstrous folk like hobgoblins. Goblins are generally evil and self-centered, but most goblins are aware that the only way to survive is by sticking together. Goblins have a strong sense of community. Goblin allies tend to stick annoyingly close to their ;friends. Goblin adventurers could be the last member of their tribe, orphaned, or an outcast.

Goblin Traits

Goblins have the following traits:


Ability Score Increase. Your Dexterity score
increases by 2.
Age. Goblins reach adulthood after a
few weeks and live up to 30 years.
Gender. Goblins have no anatomy that
splits gender, though they may
exhibit traits or claim genders if they
are inclined. Any sufficiently fat goblin
grows pustules on its body that contain
fledgling goblins. After a few months
the pustules explode and release
infants, who grow to full size in a few
weeks. This is agonizing process and few
goblins willingly undergo it twice.
Language. You know Common and Goblin.
Proficiency. You are proficient in Stealth.
Size. Goblins 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.

Chapter 3 | Folk

Subfolk: Surface Goblin

Ability Score Increase. Your Constitution or Intelligence score increases by 1.
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.
Nimble Escape. You can take the Disengage or Hide action as a bonus action.

Subfolk: Cave Goblin

Ability Score Increase Your Wisdom or Charisma increases by 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.
Naturally Stealthy You can attempt to hide when you are obscured by a creature that is at least one size larger than you.
Proficiency. When using the Survival skill underground, you use double your proficiency instead of your normal proficiency bonus.


Orc

Orcs are hulking brutes with green, gray or orange skin. Their garb is simple: each warrior is expected to make his own clothes and weapons, hunt his own meals. (or steal them from foes).

Orcs are a savage folk, created by Gruumush to be his servants in old times. They are a warrior, hunter-gather tribal people, relish combat and abhor weakness. Gruumush sends them dreams each night of glory and bloodshed, and pushes them to violence. Weakness is a disease that must be destroyed to prevent its spread.

Adventurer orcs may be outcasts, exiles or runaways from an orc tribe. They’re tribe may have been wiped out entirely, or their dreams cut off from Gruumush and their bloodlust slacked.

Chapter 3 | Folk

Orc Traits

Orcs have the following racial traits


Ability Score Increase. Your Strength score increases by 2.
Age. Orcs reach adulthood at age 12 and live up to 50 years, thought most die in battle when they’re too old to fight.
Size. Ores are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Language. You know Common and Orc.
Powerful Build. You count as one size larger when determining your carrying capacity.

Subfolk: Surface Orc

Ability Score Increase. Your Constitution score increases by 1.
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.
Savage Attacks When you score a critical hit with a melee weapon, you can roll one of that weapon's damage dice again and add it to the total.
Menacing. You are trained in the Intimidation skill.

Chapter 3 | Folk

Unique Bloodlines

These unique bloodlines are available as a subfolk to any folk.

Subfolk: Aasimar

Through contact with divine beings, blessings or ancient pacts, you have the blood of celestials in your veins. This grants you an otherworldly beauty, a natural inclination towards good and deep connection with the world around you. Sometimes your prayers can even reach the ears of your progenitor.


Ability Score Increase. Your Wisdom score increases by 1.
Celestial Blood. You gain resistance to radiant damage.
Extra Language. You can read and understand Celestial but not speak it.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.
Radiant Soul. At 3rd level, you can use your action to unleash divine energy within yourself, causing your eyes to glimmer and luminous, incorporeal wings to sprout forth. The transformation lasts 1 minute, and during this time deal bonus radiant damage equal to your level to one attack or spell per turn. Once you use this trait, you can’t use it again until you finish a long rest. At 5th level, you also gain a flying speed of 30ft while this effect is active.

Subfolk: Empire Citizen

Empire citizens have social safety nets and
the luxury of being highly specialized.


Feat. You gain one feat of your choice.
Skill. You gain one proficiency of your
choice.

Subfolk: Genasi

Genasi resemble mundane folk but
have an undeniable touch of the
elements: skin of unusual hues
(red, green, blue) rocky complexion,
unnatural heat, hair that drifts in an
unfelt wind. Most genasi are the
product of genies and mortals, and are
heirs to their parents elemental powers.
Some are a product of energy surges
in the material plane. They are
diverse as the elements they
represent, and born with an innate
connection to one of the four
elements: earth, wind, water, fire.


Ability Score Increase. Your
Strength, Dexterity, Constitution,
Intelligence or Wisdom increases
by 1.
Elemental Heritage. You can choose
one of the following perks as a
permanent feature: resistance to acid, resistance to fire, can breathe underwater & hold breath indefinitely.
Elemental Spells. Choose a spell at 1st level: pass without a trace, produce flame, shape water. You can cast this spell using this trait once, and it refreshes at the end of a long rest. When you reach 3rd level, you gain access to one of the following spells: freedom of movement (applies to natural terrain only), burning hands, create/destroy water, levitate. You can use this trait once, and it refreshes at the end of a long rest. Charisma is your spellcasting ability for these spells.
Extra Language. You can speak and read Primordial.

Subfolk: Ghost

Ghost are spectral and slightly luminous, but solid to the touch and can interact with objects as mortals do. They otherwise resembling the form they had in life. All ghosts carry obvious marks of their death, which are often quite disturbing. Some ghosts are cursed to wander the twilight, some return for unfinished business.


Ability Score Improvement. Your Intelligence or Charisma increases by 1.
Immunity. Ghosts are immune to poison damage, nonmagical diseases and can’t be poisoned.
Incorporeal Stride You can move through creatures and objects, except walls and ceilings, as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object and are immediately ejected to the nearest open space.
Jaunt Once per short rest, you may pass through up to 10 feet of solid walls (treating them as difficult terrain). If you end your turn in a wall, you are ejected to the nearest open space, taking 1d10 force damage.
Half Healing. You receive half the normal amount of healing from magical sources and can’t be stabilized with a medicine check.
Can't Eat or Drink. You do not require rations, and cannot drink potions.
Sleep. Ghosts need to enter a dormant state for 4 hours a day that is like sleep. While in this state they are aware of their surroundings but have disadvantage to Wisdom (Perception) checks.


Subfolk: Ghoul

Ghouls have been returned to life by magic, runes carved into their taunt-gray skin. Their eyes are red pinpoints in the darkness and their jaws unhinge into terrible crushing vices. They retain the precepts and intelligence they had in life, though all must wrestle with the Red Hunger, a ever present need to consume living flesh. Those ghouls that fall prey to the hunger turn mad and feral, eating at any opportunity.


Ability Score Improvement. Your Strength or Charisma increases by 1.
Immunity. Ghouls are immune to poison damage, nonmagical diseases and can’t be poisoned.
Half Healing. You receive half the normal amount of healing from magical sources and can’t be stabilized with a medicine check.
Jaws that Bite. Your jaws are powerful enough to crush bone to powder. If you make an unarmed strike, you can deal 1d6 + Strength modifier in piercing damage instead of bludgeoning for a normal unarmed strike.
Red Hunger. Ghouls must consume 1 more ration than normal. If they fail to do so, they incur a point of exhaustion. While exhausted they cannot spend HD. The only way to remove this exhaustion is consume 4 rations in one sitting. Corpses, rotten and fresh, count as rations for you.
Sleep. Ghouls need to enter a dormant state for 4 hours a day that is like sleep. While in this state they are aware of their surroundings but have disadvantage to Wisdom (Perception) checks.

Subfolk: Kenku

Kenku are creatures long ago enslaved by the lords of air, twisted into bird shapes to better serve their masters. Eventually an uprising allowed them to escape, but the lords of air cursed them with flightlessness as punishment. They are now seen as harbingers of disaster when they crop up amongst communities.


Ability Score Increase. Your Wisdom or Dexterity score increases by 2.
Mimicry. Kenku can mimic any sound they’ve heard. Make a Charisma (Deception) check against the passive Wisdom (Insight) of any listeners. Success indicates they believe the sound you created was real.
Proficiency You can choose proficiency in two of the following skills: Deception, Perception, Stealth, Insight.

Subfolk: Medusa Cursed

Through ancestral blood or trangression against a dark power, you've been cursed. Your skin is subtly scaly, your pupils reptilian and your tongue forked. This curse was typically inflicted on the vain, the wicked, the traitorous.


Ability Score Increase Your Intelligence or Charisma increases by 1.
Magic Resistance You have advantage
on intelligence, wisdom or charisma saving
throws made against spells and other magical effects.
Spellcasting You can cast animal frendship an
unlimited number of times, but only
targeting snakes. Starting at 3rd level, you can
cast suggestion as a 2nd level spell once per
long rest. Charisma is your spellcasting
ability for these spells.

Subfolk: Mummy

Desiccated, covered in bandages, empty on the
inside. Mummies are arisen created by runed
bandages that wrap them. Their bodies are
dead but their mind rebels. They convince themselves that poisons impair them, they must eat, that cold numbs their limbs and some semblance of sleep is required. Some even reject the idea that they are dead. A darkness hides in their psyche: they can reveal the oblivion of death to creatures with a glance which fills most intelligent foes with terror.


Ability Score Increase. Your Wisdom or Intelligence increases by 2.
Dreadful Gaze. As a bonus action, you target one creature you can see within 60 ft. of you. If the target can see you, it must succeed on a Wisdom saving throw equal to DC 8 + Wisdom bonus + Proficiency bonus or become frightened until the end of your next turn. This ability recharges on a short rest.
Half Healing. You receive half the normal amount of healing from magical sources and can’t be stabilized with a medicine check.
Resistance. Mummies are resistant to necrotic damage.
Shade of Hunger. Mummies must consume regular food and water as thought they were living, and derive no nourishment from things that normal humanoids would not eat. If they fail to do so, they incur a point of exhaustion. While exhausted they cannot spend HD. The only way to remove this exhaustion is consume 2 rations in one sitting.


Sleep. Mummies need to enter a dormant state for 4 hours a day that is like sleep. While in this state they are aware of their surroundings but have disadvantage to Wisdom (Perception) checks.


Subfolk: Skeleton

Some arisen are tattered flesh on bare bones, held together by malign forces and are ghastly to behold. Skeletons feel little and often find themselves disconnected from the world they inhabit. One of the only senses to remain is taste.


Ability Score Increase. Your Dexterity increases by 2.
Can't Eat or Drink. You do not require rations, though you can still taste and can eat for the enjoyment. You cannot drink potions.
Half Healing. You receive half the normal amount from healing magic and can’t be stabilized with a medicine check.
Immunity. Skeletons are immune to poison damage, nonmagical diseases and can’t be poisoned.
Sleep. Skeletons need to enter a dormant state for 4 hours a day that is like sleep. While in this state they are aware of their surroundings but have disadvantage to Wisdom (Perception) checks.

Subfolk: Tabaxi

Tabaxi are folk that made their home in the wild and primal jungle-lands. Through latent magic and evolution, their physical forms changed to better survive the wild land they inhabited. Modern tabaxi often get wanderlust and travel the world, compelled by a wild curiosity.


Ability Score Increase Your Dexterity or Charisma increases by 1.
Darkvision. You have 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.
Cat's Claws. Your unarmed attacks deal 1d4 + Strength bonus in slashing damage instead of 1 bludgeoning. Because of your claws, you have a climbing speed of 20 feet.
Feline Grace Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Subfolk: Tiefling

Tieflings are the result of relations with devils, or pacts made by ancestors with infernal powers. All tieflings have a Lord of Hell as their progenitor, and this connection affects them in fundamental ways. Tieflings are born with some telling marks: infernal skin and hair, horns, tails and odd inhuman eyes. This varies by tiefling, but they are generally mistrusted.


Ability Score Increase. Your Intelligence score increases by 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.
Extra Language. You can speak and read Infernal.
Hellish Resistance. You have resistance to fire damage.
Infernal Legacy. Choose one feature from the list below. Charisma is your spellcasting ability for any spells gained from this feature.

  • Retribution. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell. You must finish a long rest in order to cast each of these spells again using this trait.
  • Devil's Tongue. You know the vicious mockery cantrip. When your reach 3rd level, you can cast the charm person spell as a 2nd-level. When you reach 5th level, you can cast the enthrall spell. You must finish a long rest to cast these spells again with this trait.
  • Hellfire. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell. You must finish a long rest in order to cast these spells again using this trait.
  • Winged. For one minute, you can sprout bat-like wings from shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. Once you use this trait, you must complete a long rest to use it again.

Subfolk: Vampire Cursed

Intense desire pervades your life. You want it all. Either this curse was given to you or passed down: but you have the aspect of the vampire. Pale skin, sun sensitivity, thirst for blood, natural charisma and strength. Some experience sinister mutations. Some vampire cursed resist their urges, and some give in willingly.
Ability Score Increase. Your Strength, Charisma or Intelligence increases by 1.
Bloodthirst Once per short or long rest, you can make an unarmed attack as a bonus action. If it hits, you deal 1d6 + Strength piercing damage instead of 1 bludgeoning damage and gain temporary hp equal to any damage dealt this way. Manipulative You gain proficiency in Deception.
Superior Darkvision. Your darkvision has a range of 120 feet and you see in darkness as thought it were bright light. Past that point, you see as though it were dim light. Your darkvision is in black and white, and cannot discern color.
                Sunlight Sensitivity. You have disadvantage on                 attack rolls and on Wisdom (Perception) checks that                                      rely on sight when you, the target of                                      your attack, or whatever you are trying                                         to perceive is in direct sunlight.
                                       Resistance You have resistance to                                        necrotic damage.

Subfolk: Were-cursed

Through ancient blood or inflicted curse, you have the aspect of the rage-filled animal. You hair is wilder, your teeth longer, your eyes discolored as an animals might be. You may take certain aspects like a mane, or flat nose. This curse was inflicted on the savage, the cruel and the wrathful.


Ability Score Increase Your Dexterity or Constitution increases by 1.
Darkvision. You have 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.
Silver Weakness. You abhor silver and it stings your flesh as though it was steaming hot. Silvered weapons deal an additional 1d4 damage to you.
Shift As a bonus action, you can shift into hybrid form for an hour, gaining the following benefits:

  • Your base speed increases by 5ft for the duration.
  • You gain advantage to Wisdom (Perception) checks that rely on smell for the duration.
  • Your gain proficiency in unarmed attacks and deal 1d4 + Strength bonus in slashing damage on your unarmed attacks instead of the 1 bludgeoning for the duration.
  • You gain bestial vigor, gaining 1d12 + Constitution bonus in temporary hit points for the duration. This health fades at the end of the hour.

You can use this ability once per long rest.

Chapter 4 | Class
Art Credits

(From left-right, top-bottom on page)

Page Artist
1 Atomiii
2 Jesper Ejsing, Graey Erb
3 armandeo64
4 Rhy, domi
5 Marek Madej, Aurore Folny, Rhineville
6 Wayne Renolyds [but kitbashed, maybe?]
7 @Conceptopolis, Eva Widermann
8 Eric Belisle
9 Noa Ikeda, D8P
10 Poxnora, Bryan Syme
11 Franz Vohwinkel
12 Jason Rainville, Eoghan Kerrigan , Jason Rainville, Jason Rainville
13 Ilya Komarov, Marie Magny
14 Sun haiyang, Sangsoo Jeong, Eric Belisle
15 Grant Hillier (kitbashed by someone, I think.), Dmitry Solonin
16 Bryan Syme, Adrian Smith , SeverdHead,
17 Semyon Proskuryakov, Commissioned by and_nobody_cares, David Rodrigues
18 Shen YH, Jason Engle
 

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