Races of Dar'Corathdeth

by Ecky

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Races

Overview
Race Description
Aarakocra The resemblance of aarakocra to birds isn't limited to physical features. Aarakocra display many of the same mannerisms of ordinary birds. They are dastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they may have collected.
Aasimar Descendants from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.
Awakened Blight Awakened plants gifted with the powers of intelligence and mobility, blights plague lands contaminated by darkness. “Awakened” Blights are those blights which have ascended to even greater intelligence and power.
Catfolk Wandering catfolk are either driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders, or by the need to make something right, to put things in order.
Centaur Centaur come in many different forms, and live in many different places- from secluded forests and great mountains, to the wide open grasslands, their connection with the natural world, and their bodies that so perfectly blend the mortal with the animal are probably their greatest single unifying traits.
Changeling Changelings are natural shapechangers, who are sometimes the offspring of individuals that have in some way been touched by the far realms. They are creatures that struggle to fit into society because of their rarity and natural abilities, and seldom find others of their kind and tend not to have a culture of their own.
Dhampir Dhampir are born out of the union of vampire and human, but lose the immortality, unnatural strength, and weakness to sunlight of their vampiric parent. Sadly, they are oft mistaken for vampires, which brings great hatred upon them even when they have earned none.
Dragonborn Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids.
Dwarf Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.
Elapidae Elapidae are a serpentine race of unknown origin, making their home in only the largest oceans and longest shores. They are humanoid from the waist up, with scaly skin, a lizard-like head and long tails.
Elf 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 glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze.
Feytouched Many fey live for making pranks and living life to the fullest, and more often than not, these attributes can be seen in a feytouched humanoid. The other side of the fey, the manipulating and deceptive side, can almost always be found, even though they are being used unknowingly.
Firbolg As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don't try to dominate nature, but rather seek to ensure that it prospers and survives according to its own laws. Firbolgs use their magic to keep their presence in a forest secret.
Genasi Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.
Gith Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge.
Gnoll Uninterested and unwelcome, the gnolls live their lives outside civilized settlements. Some wander the world in search of purpose while others succumb to their innate savagery granted by their dark god.
Gnome Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. A gnome's energy and enthusiasm for living shines through every inch of his or her tiny body.
Goblin Goblins are conniving, self-serving, and fierce beings. They are quick to run when they cannot see a way to win, finding it better to give up and spend their energy on something else or at least try again once they have a better plan.
Created and compiled by u/SwEcky
Race Description
Goliath 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.
Grung Grungs can be found in tropical jungles, where their aggressive nature puts them at odds with the other inhabitants. These froglike humanoids utilize their poison and maneuverability to beat far larger foes.
Halfling The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife.
Half-Dwarf Walking between the ambitious world of the human and the traditional world of the dwarf, half-dwarves are constantly torn by their dual heritage. Half-dwarves are rare, both due to the unlikeliness of a human and dwarf coupling and the fact that such couplings rarely produce offspring.
Half-Elf Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves.
Half-Orc Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.
Hobgoblin Once created to be the perfect soldiers, hobgoblins are very different to their greenskin cousins. They value order and honor above all, those that abandon it are worth less than the air they breathe. The spend their lives preparing and training, ever ready to heed the call to battle.
Human Humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why thy build they mighty empires on the foundations of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.
Kenku Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.
Kobold Kobolds are meticulous creatures with sorcery in their blood, a variety of reptile with a strong work ethic. Discounted as pests or worse by many others, kobolds are a long-suffering race with many talents and clever tricks. Only the foolish overlook the threat that kobolds actually pose.
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.
Merfolk Merfolk are very hospitable and enjoy sharing their ways and partaking in others. Few land dwellers has seen this aquatic race who rule a large part of the world, since all of that is below water, they think it doesn't affect them. They are wrong, a lot of of exotic materials can only be found below water, and that is where they reign.
Minotaur Born into the world by forbidden rites that melded powerful horned beasts with the intelligence of civilized species, the race of minotaurs is proud and domineering, assured of their superiority over lesser, merely natural races.
Mousefolk The life of the Mousefolk is one spent close to the ground. With no great empires or kingdoms to call home, the Mousefolk spend their lives carving a place for themselves in the cities of the larger races or in the untamed wilds.
Orc Stuck between honor and savagery, orcs are a complicated and mostly misunderstood race that always lingers on the edge between noble barbarians and wild savages. Orc society is tribal by nature, rich with traditions, honorable, yet wild and untamed.
Plasmoid Plasmoids are amorphous beings who can alter their shape at will. While rare, they are widely accepted as they try to fit into whatever social construct they find themselves in. They are often the glue that holds a party together.
Satyr A race with fey origin, these goatmen and women try to experience life to the fullest in every waking moment. The ease with which they can manipulate others, make other creatures feel uneasy in their presence.
Created and compiled by u/SwEcky
Race Description
Shadar-kai Shadar-kai were once humans, but the weight of existence in the Shadowfell has shaped them into something else. They promised to serve as the Raven Queen's mortal agents, and in exchange, she gave them incredibly long life and freedom from frailty. Eventually, they were so different from humans that they became a distinct species.
Shardmind Shardminds are beings made of tiny crystal fragments held together by intense focus. This focus allows them to shape their bodies to look humanoid, but must be maintained at all times. Some are so skilled at controlling tiny crystal fragments that their skin appears to be almost human-like.
Shifter Shifters live on the fringes of civilization, not due to lacking any ability to contribute, but due to fear their bestial features evoke. Lycanthropy is a curse that most cultures try to stamp out as quickly as possible.
Silva Living in grand cities atop the tallest forests, the Silva, often misnamed as “Green Elves,” are an ancient race that look like tall, humanoid half-plant, half-elves. In actuality, they are far more similar to the former than the latter.
Thri-kreen Few have ever seen a thri-kreen and even fewer has spoken to one. They are an alien race of insectoid people who keep to themselves in the most inhospitable locations. Other races tend to view them as cold and uncaring and its not far from the truth, as kreens have a tendency to view the world without much empathy.
Tiefling Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling.
Tortle Tortles are nomads from a young age, wandering the world to gather experience. This experience they later share with their offspring, giving them a headstart at life.
Triton Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above.
Ursine Though many see the Ursine as intelligent bears, there are many differences between the Ursine and their savage cousins. A fully grown Ursine is much smaller than a bear and is almost as nimble on his hind legs as he is on all four.
Vegepygmy Vegepygmies, also called mold folk or moldies, are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce.
Warforged Warforged appear as massive humanoids molded from a composite of materials — obsidian, iron, stone, darkwood, silver, and organic — though they move with a surprising grace and flexibility. Flexible plates connected by fibrous bundles make up the body of a warforged, topped by a mostly featureless head.
Xotl Few have something bad to say about these small, frilled creatures. They go out of their way to help anyone who needs it even if it sometimes cause them problems.
Yuan-ti Once humans, Yuan-ti controlled much of the known world. They had many enemies but through dark magic they were able to keep pushing the edges of their empire. The snake-like creatures that started to appear on the fronts is what is now known as the Yuan-ti.

Upsizing & Downsizing

Rules for how sizes other than Medium affects you are at the end of the document.


Weight = Base Weight + (Height roll x Weight roll)

Weight in kg

1 lb = 0,5kg

Height in cm

1' (foot) = 30 cm
1" (inch) = 2,5 cm

Statistics

Race Base Age Max Age Base Height Height Mod Base Weight Weight Mod
Aarakocra 3 30 5'0" +2d6" 70 lb. x(2d4) lb.
Aasimar 18 160 4'8" +2d10" 110 lb. x(2d4) lb.
Awakened
Blight
5 60 4'11" +2d6" 150 lb. x(1d4) lb.
Catfolk,
Leonin
18 90 5'10" +2d8" 120 lb. x(2d4) lb.
Catfolk,
Tabaxi
18 90 4'10" +2d10" 90 lb. x(2d4) lb.
Centaur,
Asinine
16 110 4'7" +1d6" 400 lb. x(2d8) lb.
Centaur,
Cervine
16 100 6'7" +2d4" 800 lb. x(2d4) lb.
Centaur,
Equine
16 90 8'0" +1d10" 1,900 lb. x(2d10) lb.
Changeling 8 90 4'6" +2d10" 90 lb. x(1d4) lb.
Dhampir 10 110 4'4" +2d8" 90 lb. x(1d4) lb.
Dragonborn 15 80 5'6" +2d8" 175 lb. x(2d6) lb.
Dwarf,
Aerthblood
50 600 3'8" +2d4" 150 lb. x(2d8) lb.
Dwarf,
Azerblood
40 300 4'0" +2d4" 120 lb. x(2d6) lb.
Dwarf,
Duergar
50 350 4'0" +2d4" 130 lb. x(2d6) lb.
Dwarf,
Hill
50 350 3'8" +2d4" 115 lb. x(2d6) lb.
Dwarf,
Mountain
50 350 4'0" +2d4" 130 lb. x(2d6) lb.
Elapidae 10 150 9'7" +2d4" 250 lb. x(1d10) lb.
Elf, Aquatic 100 750 4'8" +2d10" 70 lb. x(1d4) lb.
Elf, Drow 100 750 4'5" +2d6" 75 lb. x(1d6) lb.
Elf, Eladrin 100 850 4'5" +2d8" 80 lb. x(1d4) lb.
Elf, High 100 750 4'6" +2d10" 90 lb. x(1d4) lb.
Elf, Wood 100 750 4'6" +2d10" 100 lb. x(1d4) lb.
Feytouched 13 200 4'0" +1d4" 45 lb. x(1d4) lb.
Firbolg 30 500 6'2" +2d12" 175 lb. x(2d6) lb.
Genasi 18 120 4'11" +2d10" 110 lb. x(2d4) lb.
Githyanki 18 110 5'0" +2d12 100 lb. x(2d4) lb.
Githzerai 18 110 4'11" +2d12 90 lb. x(1d4) lb.
Gnoll 8 50 6'8" +2d6" 275 lb. x(1d4) lb.
Gnome 40 500 2'11" +2d4" 35 lb. x1 lb.
Goblin 8 60 3'5" +2d4" 35 lb. x(2d4) lb.
Goliath 18 90 6'2" +2d10" 200 lb. x(2d6) lb.
Race Base Age Max Age Base Height Height Mod Base Weight Weight Mod
Grung 1 50 2'3" +2d6" 30 lb. x1 lb.
Halfling 20 150 2'7" +2d4" 35 lb. x1 lb.
Half-Dwarf 20 200 5'0" +2d6" 240 lb. x(1d6) lb.
Half-Elf 20 200 4'9" +2d8" 110 lb. x(2d6) lb.
Half-Orc 14 75 4'10" +2d10" 140 lb. x(2d6) lb.
Hobgoblin 10 70 4'8" +2d8" 130 lb. x(2d4) lb.
Human 10 90 4'8" +2d10" 110 lb. x(2d4) lb.
Kenku 12 60 4'4" +2d8" 50 lb. x (1d6) lb.
Kobold 6 120 2'1" +2d4" 25 lb. x1 lb.
Lizardfolk 14 60 4'9" +2d10" 120 lb. x(2d6) lb.
Merfolk 20 130 4'8" +2d12" 110 lb. x(2d4) lb.
Minotaur 10 140 6'6" +4d8" 620 lb. x(2d6) lb.
Mousefolk 5 40 2'0" +1d6" 25 lb. x1 lb.
Orc, Desert 12 50 5'4" +2d8" 175 lb. x(2d6) lb.
Orc, Mountains 12 50 5'4" +2d8" 175 lb. x(2d6) lb.
Orc, Plains 12 50 5'4" +2d8" 175 lb. x(2d6) lb.
Plasmoid 1 30 2'8" +2d10" 50 lb. x1 lb.
Satyr 24 400 4'6" +2d6" 100 lb. x(2d6) lb.
Shadar-kai 10 800 5'11" +1d10" 100 lb. x(2d4) lb.
Shardmind - - 4'8" +2d10" 150 lb. x(2d4) lb.
Shifter 10 70 4'9" +3d8" 110 lb. x(2d4) lb.
Silva 1 250 5'6" +2d6" 90 lb. x(1d4) lb.
Thri-kreen 5 30 3'9" +4d10" 90 lb. x(1d10) lb.
Tiefling 18 100 4'9" +2d8" 110 lb. x(2d4) lb.
Tortle 15 110 5'0" +2d6" 410 lb. x(1d8) lb.
Triton 15 200 4'6" +2d10" 90 lb. x(2d4) lb.
Ursine 16 90 5'6" +3d6" 250 lb. x(2d4) lb.
Vegepygmy 1 30 2'10" +1d4" 40 lb. x1 lb.
Warforged - - 4'9" +2d10" 200 lb. x(1d10) lb.
Warforged, Juggernaut - - 5'8" +2d10" 450 lb. x(1d10) lb.
Warforged, Scout - - 2'4" +2d10" 50 lb. x(1d10) lb.
Xotl 5 40 2'8" +2d6" 40 lb. x1 lb.
Yuan-ti, Abomination 10 90 4'8" +2d10" 410 lb. x(2d6) lb.
Yuan-ti, Malison 10 90 5'0" +2d10" 150 lb. x(2d4) lb.
Yuan-ti, Pureblood 10 90 4'8" +2d10" 110 lb. x(2d4) lb.

Aarakocra

Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren't even native to the Material Plane. They hail from a world beyond-from the boundless vistas of the Elemental Plane of Air. They are immigrants, scouts, and explorers, their outposts functioning in a world both strange and alien.

Beak and Feather

From below, aarakocra look much like large birds. Only when they decend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.

Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly coloured, with feathers of red, orange, or yellow. Females have more subdued colours, usually brown or grey. Their heads complete the avian appearance, often resembling common birds, such as eagles, hawks, or parrots.

Sky Wardens

Nowhere are the aarakocra more comfortable than the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons before turning and flying away.

Once airborn, an aarakocra leaves the sky with reluctance. On their native plane, they can fly for days or months, landing only to lay their eggs and feed their young before launching themselves back into the air. Those that make it to a world in the Material Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have only pity for earthbound people forced to live and toil on the ground.

Avian Mannerisms

The resemblance of aarakocra to birds isn't limited to physical features. Aarakocra display many of the same mannerisms of ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they may have collected.

Many aarakocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An aarakocra might become frustrated with people who fail to pick up on the nuances; an aarakocra's threat might be taken as a jest and vice versa.

The idea of ownership baffles most aarakocra. After all, who owns the sky? Even when explained to them, the initially find the notion of ownership mystifying. As a result, aarakocra who have little interaction with other people might be a nuisance as they snatch livestock or plunder harvests for fruits and grains. Shiny, glittering objects catch their eyes. They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses.


Aarakocra Backgrounds

Backgrounds that are most appropriate for the aarakocra include the outlander, the hermit, and the sage.

The small colonies of aarakocra that exist are usually insular and remote, and few aarakocra live away from their roosts; no more than a few dozen aarakocra live away from the nests of their families. Those that do are usually fighters or rangers, constantly patrolling for outside threats.

Race by Rain-junkie
Art by Concept Art House

Confinement terrifies the aarakocra. To be grounded, trapped underground, or imprisoned by the cold, enyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop homes, they appear alert, with eyes moving and bodies ready to take flight.

Homelands

Most aarakocra live on the Elemental Plane of Air. Aarakocra can be drawn into the Material Plane, sometimes to pursue enemies or thwart their foes' designs there. Accident might also send a nest of aarakocra tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish nests in high mountains or in the canopies of old forests.

Once tribes of aarakocra settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging further should game become scarce.

Great Purpose

Aarakocra enjoy peace and solitude. Most of them have little intrest in dealing with other people. For this reason, it takes an exceptional circumstances for an aarakocra to leave their tribe and undertake the adventurer's life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the aarakocra adventurer's chosen path.

Two other circmstances might call an aarakocra to adventure. First, aarakocra have historical ties to the Wind Dukes of Aqaa. Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by the Wind Dukes long ago to defeat the Queen of Chaos' monsterous champion, Miska the Wolf-Spider. When plunged into Miska's body, the chaos in his blood sundered the rod and scattered its pieces across the multiverse. Recovering the pieces means gaining honor and esteem in the eyes of the vaati who forged it and could possibly restore a powerful weapon for defence against the agents of elemental evil.

Second, aarakocra are sworn foes of elemental earth, in paticular the gargoyles that serve Ogrémoch, the Prince of Earth. The Aarakocra word for gargoyle is loosely translated as “flying rock,” and battles between aarakocra and gargoyles have raged across the Elemental Planes of Earth and Air, occasionally spilling into a world on the Material Plane. Aarakocra on that plane might leave their colonies to lend aid to other humanoids committed to fighting earth cults and thwarting their efforts.

Aarakocra Names

As with much of their speech, aarakocra names include clicksand whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names.

Aarakocra Names: Aera, Aial, Aur, Deekek, Errk,

Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk,

Salleek, Urreek, Zeed.

Aarakocra Personality

The aarakocra rarely live a life outside their village, and it shows in the way they act around others. You can select, roll, or adapt a aarakocra-specific quirk from the Aarakocra Quirks table. Use the quirk to inform how you portray your character.

Aarakocra Quirks
d6 Quirk
1 You assume that anything anyone offers you is free. If they wanted you to pay for it, why would they hand it to you?
2 You hate sleeping indoors, and would much rather be perched in a sturdy branch.
3 You can't help but attempt to keep your friends clean, and are always brushing dust off them.
4 You often take small object and trinkets that you don't think others will miss.
5 You sometimes think that dwarves are blind because they live underground.
6 You believe no other race appreciates the wide, open air as much as you do.
Race by Rain-junkie
Art by John Severin Brassell

Aarakocra Traits

As an aarakocra, you have certain traits in common with other aarakocra.

Ability Score Increase. Your Dexterity score increases
by 2.

Age. Aarakocra reach maturity by age 15. Compared to humans, aarakocra don't usually live longer than 60 years.

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

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

Speed. Your base walking speed is 25 feet.

Peak Dwellers. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to strong wind, as described in chapter 5 of the Dungeon Master's Guide.

Talons. Your talons are natural weapons, which has the finesse property and you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier.

Wings. Your wings are strong enough to fully support you in the air. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

However, your wings are only able to properly support you. You can't carry another creature or move one grappled by you while flying. Furthermore, you can't wear any kind of armor that doesn't accommodate your wings, though armour can be made to accommodate your wings with the right tools and expertise.

Finally, your body is naturally adapted to the turbulent and fast winds of the Elemental Plane of Air. While on the

Elemental Plane of Air, the flying speed granted by your Wings trait is doubled.

Languages. You are fluent in Auran and proficient in Common.

Subrace. Aarakocra are loosly divided by their upbringing in their tribe, which are the braveheart and the sagesoul. The braveheart act as defenders of the tribe, while the sagesoul act as shamans and hunters. Choose one of these subraces.

Braveheart Aarakocra

Braveheart aarakocra act as defenders of their tribe, and are able to easily fight off anything that would threaten them.

Ability Score Increase. Your Strength score increases
by 1.

Aerial Superiority. When you damage a creature with an attack or a spell and the creature doesn't have a flying or hover speed, 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.

Strong Wings. You can make use of your flying speed while wearing medium or heavy armour.

Sagesoul Aarakocra

Sagesoul aarakocra are more in tune with the Elemental Plane of Air, and can call on limited elemental magic.

Ability Score Increase. Your Wisdom score increases
by 1.

Breeze Callers. Your attunement to the air plane allows you to cast spells that reflect the elemental air. You know the gust cantrip. Once you reach 3rd level, you can cast the fog cloud spell and once you reach 5th level, you can also cast the gust of wind spell.

Spell-like Abilities

If you pick a race that can cast spells, choose if Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells. Once you cast either of these spells with this trait, unless it's a cantrip, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spells slots you have.

Race by Rain-junkie
Art by FerdinandLadera

Aasimar

Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.

Celestial Champions

Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.

From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness.

Each aasimar can count a specific celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world.

Hidden Wanderers

While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance.

When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent.

Aasimar Guides

An aasimar, except for one who has turned to evil, has a link to an angelic being. That being- usually a deva provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.

The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about.

As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide.

Angelic Guide
d6 Name
1 Tadriel
2 Myllandra
3 Seraphina
4 Galladia
5 Mykiel
6 Valandras
d6 Nature
1 Bookish and lecturing
2 Compassionate and hopeful
3 Practical and lighthearted
4 Fierce and vengeful
5 Stern and judgemental
6 Kind and parental
Art by Aleksi Briclot

Conflicted Souls

Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing.

Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them.

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

Aasimar Names

Most aasimar are born from human parents, and they use the same naming conventions as their native culture.

Aasimar Traits

Your aasimar character has the following racial traits.

Ability Score Increase. Your Charisma score increases
by 2.

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

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

Size. Aasimar have the same range of height and weight as humans.

Speed. Your base walking speed is 30 feet.

Low-light Vision. Blessed with a radiant soul, your vision can cut through darker areas. You can see in dim light within 60 feet of you as if it were bright light.

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

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.

Light Bearer. You know the light cantrip.

Languages. You are fluent in Common and proficient in Celestial.

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

Radiant Soul. Starting at 3rd level, you can use a bonus action to unleash the divine energy within yourself. The effects depend on your subrace. Your transformation lasts for 1 minute or until you end it as a bonus action.

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

Protector Aasimar

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

Art by Kingdom Under Fire 2

Ability Score Increase. Your Wisdom score increases
by 1.

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

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

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

Scourge Aasimar

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

Ability Score Increase. Your Constitution score increases
by 1.

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

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

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

Fallen Aasimar

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

Ability Score Increase. Your Strength score increases
by 1.

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

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

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

Falling from Grace or Rising to It

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

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

Art by Charlie_Bowater

Awakened Blight

Awakened plants gifted with the powers of intelligence and mobility, blights plague lands contaminated by darkness. “Awakened” blights are those blights which have ascended to even greater intelligence and power. Although most still follow their evil masters, the awakened ones are able to stray from that path if they so desire. Although they are not necessarily evil, an Awakened Blight is still feared and hunted wherever they go. Most races of the world do not consider awakened blights a race, but instead consider them monstrosities.

Roots of the Gulthias Tree

Legends tell of a vampire named Gulthias who worked terrible magic and raised up an abominable tower called Nightfang Spire. Gulthias was undone when a hero plunged a wooden stake through his heart, but as the vampire was destroyed, his blood infused the stake with a dreadful power. In time, tendrils of new growth sprouted from the wood, growing into a sapling infused with the vampire's evil essence. It is said that a mad druid discovered the sapling, transplanting it to an underground grotto where it could grow. From this Gulthias tree came the seeds from which the first blights were sown.

Dark Conquest

Wherever a tree or plant is contaminated by a fragment of an evil mind or power, a Gulthias tree can rise to infest and corrupt the surrounding forest. Its evil spreads through root and soil to other plants, which perish or transform into blights. As those blights spread, they poison and uproot healthy plants, replacing them with brambles, toxic weeds, and others of their kind. In time, an infestation of blights can turn any land or forest into a place of corruption. In forests infested with blights, trees and plants grow with supernatural speed. Vines and undergrowth rapidly spread through buildings and overrun trails and roads. After blights have killed or driven off their inhabitants, whole villages can disappear in the space of days.

Evil Heritage

Awakened blights are independent creatures, but most are still influenced by their evil past. They tend towards the evil alignments, and are most often not welcome in civilized places. It is in their nature to carry on the evil legacy of their forefathers.

Awakened Blight Names

When Blights awaken, they generally take on any name that they have heard. Their names may be based off of elves, dwarves, humans, halflings - any race that they have encountered.

Awakened Blight Traits

Your awakened blight character has the following traits.

Creature Type. You are a Plant, not a Humanoid.

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

Age. Blights become awakened a few years after they are grown, if they become awakened at all. They generally live under 60 years after they are awakened.

Alignment. Most Awakened Blights retain their evil nature, still serving their ancient evils. They are generally neutral, not tending towards either chaotic or lawful.

Size. Awakened Blights are about 5-6 feet tall. They weigh about 150-200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Blindsight. Possessing no real eyes, awakened blights have adapted to see without them. You gain Blindsight with a radius of 30 feet, and you are unaffected by the blinded condition within the area of your blindsight. However, you are blind beyond this radius.

Constricting Vines. You know the thorn whip cantrip and you can add your Strength modifier to the damage it deals. Strength is your spellcasting ability for this spell. Whenever you cast this cantrip and use it to bring a creature within 5 feet of you, you can use a bonus action to attempt to grapple the target as long as you have one hand free.

Natural Armor. Your skin is made of thick bark and vines. When you aren’t wearing armor, your AC is equal to 13 + your Dexterity modifier.

Languages. You are proficient Common.

Race by u/Jonoman3000
Art by Kekai Kotaki

Catfolk

Wandering catfolk are either driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders, or by the need to make something right, to put things in order. The curious tabaxi is what most people meet and barter with, their need to explore the world is almost impossible to ignore.

To the common man, it may seem like all catfolk have this need, but the leonin are almost the complete opposite of their finicky cousins. They spend their lives far away from the busy streets of civilization, focusing on their clan, their pride.

Wandering Outcasts

Due to their nomadic lifestyle, few catfolk have a place they call home. Tabaxi usually travel the lands, their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost. This makes them interesting companions and their ability to collect information is almost uncanny.

Leonin travel the plains and are content to dwell in small, tight clans, where they hunt for food, craft goods, and largely keep to themselves. What pushes them to leave their clan is usually something drastic, a clan member becoming deathly ill, the disgrace of failing to honor one's clan, or fulfill a promise they or their ancestor made.

Barterers of Lore

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

Tabaxi, especially value knowledge and new experiences.

Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. They might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins.

Although material wealth holds little attraction for leonin, they have an insatiable desire to make things right, and to do so they need information. Leonin can often find themselves traveling across the world to listen to a story that was relevant several centuries ago, be happy and return home. If a leonin says he will see it done, he will see it done or perish while trying to do so.

Fleeting Fancies

Tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi's desire burns bright, but once met it disappears to be replaced with a new obsession.

A tabaxi thief could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.

Leonin also commits to one thing at a time, but only to see it done and will only move on once they know it has been fully dealt with. Their pride is infamous and many see it as troublesome, but once you make a friend among them, you will have none more loyal.

Minstrels and Bodyguards

Most tabaxi satisfy their obsessions by becoming wandering tinkers and minstrels. These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who

Art by Yang Sohyeon

guides up to four young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment.

Leonin who leave their clan, often find themselves indebted, or take work as a bodyguard to earn a crucial piece of information. They thrive in these situations as their predatory skills can be fully unleashed.

Catfolk Personality

A catfolk might have motivations and quirks much different from a dwarf or an elf with a similar background. You can use the following tables to customize your character in addition to the trait, ideal, bond, and flaw from your background.

For extra fun as a tabaxi, roll a new obsession every few days that pass to reflect your ever-changing curiosity.

Catfolk Quirks
d10 Quirk
1 You miss your tropical home and complain endlessly about the freezing, weather, even in summer.
2 You never wear the same outfit twice, unless you absolutely must.
3 You have a minor phobia of water and hate getting wet.
4 Your tail always betrays your inner thoughts.
5 You purr loudly when you are happy.
6 You keep a small ball of yarn in your hand, which you constantly fidget with.
7 You are always in debt, since you spend your gold on lavish parties and gifts for friends.
8 When talking about something you're obsessed with, you speak quickly and never pause and others can't understand you.
9 You are a font of random trivia from the lore and stories you have discovered.
10 You can't help but pocket interesting objects you come across.
Catfolk Obsessions
d8 My curiosity is currently fixed on...
1 A god or planar entity
2 A monster
3 A lost civilization
4 A wizard's secrets
5 A mundane item
6 A magic item
7 A location
8 A legend or tale

Catfolk Names

Each catfolk has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names.

Clan names are usually based on a geographical feature located in or near the clan's territory.

The following list of sample catfolk names includes nicknames in parenthesis.


Catfolk Names: Cloud on the Mountaintop (Cloud),

Five Timber (Timber), Jade Shoe Qade), Left-Handed

Hummingbird (Bird), Seven Thundercloud (Thunder),

Skirt of Snakes (Snake), Smoking Mirror (Smoke)
Catfolk Clans: Bright Cliffs, Distant Rain, Mountain

Tree, Rumbling River, Snoring Mountain

Catfolk Traits

Your catfolk character has the following racial traits.

Age. Catfolk have lifespans equivalent to humans.

Low-light vision. You have a cat's keen senses, especially in darker areas. You can see in dim light within 60 feet of you as if it were bright light.

Art by Aurore Folny

The Cat Lord

The deity of the catfolk is a fickle entity. The tabaxi believe that the Cat Lord wanders the world, watching over them and intervening in their affairs as needed. Tabaxi clerics of the Cat Lord are rare and typically access the Trickery domain.

The leonin believe the Cat Lord to have left to become the sun, from where she can deem them worthy. If they are, they will join the Cat Lord after their lives have ended. Leonin clerics are not uncommon and typically access the Light domain.

Cat's Talent. You are proficient in your choice of two of the following skills: Acrobatics, Perception, Stealth, or Survival.

Languages. You are fluent in Common and have 1 language point which you use to improve your linguistics.

Subrace. Two subraces of catfolk are found in the world: leonin and tabaxi. Choose one of these subraces.

Leonin

If a leonin is found without a clan, they are known to become fiercely loyal to their new friends, as long as they don't act too dishonorably. Some do this to cover up their own weakness, but most do it because it is the right thing to do. Their friends depend on their strength and they will not be found wanting.

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

Alignment. Leonin most often have lawful good alignment due to their strong sense of moral.

Size. Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d6 + your Strength modifier.

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

Feline Predator. If you move 10 feet before successfully shoving a creature, you can use a bonus action to automatically grapple it if you are within range.

Tabaxi

Adventuring tabaxi are often found among in the shady underbelly of the world, where they aren't constrained by so many laws. They are infamous for accepting the most dangerous jobs, where they more often than not succeed as their particular set of skills allowing them to do things others deem impossible.

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

Alignment. Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions.

Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which has the finesse property and you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier.

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

Natural Camouflage. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Art by edwardckkk

Centaur

Centaur come in many different forms, and live in many different places- from secluded forests and great mountains, to the wide open grasslands, their connection with the natural world, and their bodies that so perfectly blend the mortal with the animal are probably their greatest single unifying traits. The Centaur Tribes hold respect for one's self, one's people, and for the natural world to be most the most important things in life.

Strong and Wise

A Centaur is physically defined by an almost perfect blend of beastly and humanoid traits. They have well-muscled bodies, and even the lithest among them having a certain supple strength. Mentally they are as intelligent as any other mortal race, with an intution and a sense for animals that far surpasses their more human counterparts.

A Tribal People

Regardless of type, Centaur communities take two forms-- the first is traditionally known as the herd: roving tribes of Centaur following their food sources and staying ahead of their enemies. The other is distinctly modern: mixed rural communities of Centaur and others whom work hand in hand to protect and sustain their existences. In either case, Centaur hold loyalty to the community as high in their esteem and will certainly fight to preserve the safety of their herd, whether that herd is the tribe, the village, or a company of adventurers.

Centaur are usually serious and hardworking with a typically stern disposition, but that isn't to suggest that they are always morose, the typical Centaur loves to celebrate the culmination of their labors with good food and drink, laughter amongst friends, and dancing. Festivals punctuating the Autumn and Spring are the typical causes for such

celebration.

Centaur respond to danger with courage and boldness, putting the safety of the herd before their own. Amidst the weapons used by Centaur Warriors, hafted weapons like spears and axes are particularly beloved. Other Centaur choose to protect their communities with powerful druidic magic and most Centaur communities are led or advised by some variety of druidic shaman.

Wary of Outsiders

Centaur communities, whether they be mixed race or purely Centaur, are typically deeply suspicious of outsiders. Those from outside the herd are seen as potential dangers, and are unlikely to be trusted. For this reason, most such communities will be loath to ask for outside help, even as problems present themselves as being too large to handle on their own-- adventurers may have to prove themselves many times over before they are given the trust of the herd.

Once the trust of the herd has been achieved however, there are few more loyal allies. Centaur make loyal companions, and tend to make friends for life- viewing life as a series of hardships to be overcome by strong bonds of family and friendship.

Centaur Names

Centaur favor names that favor a hard consonant in every syllable. For surnames they tend to identify themselves as a member of a regional herd, more than individual families- as a result such a name can change over the course of their life as their herd itself might change.


Male Names: Kardus, Tinskell, Sarm, Seltari, Burdock.
Female Names: Selva, Kori, Helgra, Valtora, Chamri.
Herd Names: Herd of the Great Forest,

Herd of the River Plains, Herd of the Western Pass.

Race by u/The-Magic-Sword
Art by Russel Dongjun Lu

Centaur traits

Your centaur character has the following racial traits.

Ability Score Increase. Your Constitution and Wisdom scores both increases by 1.

Age. Centaur typically live around the same length as humans, living to about 80 normally, with some living to be nearly 110 years of age.

Alignment. Centaurs are ultimately social creatures whom value group cohesion above all else, they tend toward lawful alignments, and have a propensity for neutrality- the wellbeing of their own clan being their primary motivation.

Natural Cavalry. You can't mount another creature but you may serve as a mount for a creature smaller than you. When you do so you always act independently of your rider. You also count as mounted at all times for the purposes of equipment, and any creature you carry in this way counts as half their normal weight for the purpose of determining whether or not you are encumbered.

Languages. You are fluent in Common and have 2 language points. Centaurs spend a lot of time trading with other races, and depending on what other people your herd regularly deals with, you might be versed in tongues such as Dwarvish, Elvish, or Sylvan.

Subrace. Centaurs are a race deeply in tune with the natural world, and while all Centaurs share a deep and abiding love for their Herd- different lands have given rise to different breeds: asinine centaur, cervine centaur, and equine centaur. Choose one of these subraces for you character.

Asinine Centaur as Mounts

The Natural Cavalry feature states that centaurs can function as a mount for a creature of one size smaller. The asinine centaur's Powerful Build feature is intended to qualify it to act as a mount for creatures of the same size as well.

Asinine Centaur

Asinine Centaurs are the smallest and toughest centaur breed. Asinine herds live picking their way through mountain passes and other high places and often try to help other friendly creatures find their way.

Regardless of conditions, their tough donkey-like bodies are ready to endure and adapt, and herds have been known to range the same mountains for generations, stubbornly clinging to the land regardless of whatever might threaten them.

Ability Score Increase. Your Constitution score increases by 1.

Size. Asinine centaur are the smallest centaur at 5 feet tall, and weighing around 450 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Hooves. Your hooves are natural melee weapons, with which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier.

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

Stubborn. You have advantage on saving throws against being charmed.

Sure-Footed. You ignore non-magical difficult terrain.

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

Race by u/The-Magic-Sword
Art by Jasper Sandner

Cervine Centaur

As a cervine centaur, life for your herd is intimately tied to a mystical understanding of the natural world. The most prolific magic users among the different breeds of centaur, they possess keen minds and the slender, agile bodies of deer. Each cervine herd is led by a small cabal of druids whom guide their people wisely. Their herds live in large forests, where they spend their time protecting the natural way of life.

Ability Score Increase. Your Dexterity score increases
by 1.

Size. Cervine centaur are on average 7 feet tall and weigh at most 900 pounds. Your size is Large. You gain -1 AC.

Speed. Your base walking speed is 45 feet.

Hooves. Your hooves are natural melee weapons, which has the finesse property and you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier.

Hybrid Body. You have disadvantage on Strength and Dexterity checks associated with climbing. Additionally, you can't wield Large weapons or grapple Huge creatures.

Keen Senses. You have proficiency in the Perception skill.

Low-light vision. Accustomed to twilight forests and the night sky, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Mystical Culture. You know the druidcraft cantrip. When you reach 3rd level, you can cast the protection from supernatural spell once per day. When you reach 5th level, you can also cast the misty step spell once per day. You regain the ability to cast both spells after a long rest.

Nature's Speech. You are able to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Equine Centaur

Equine centaurs are the physically strongest type of centaur and together with their incredibly speed, they can build a frightful momentum. They are widely known for their combat prowess and often find themselves as caravarn guards. Their herds often find themselves among other races that live in the wild, such as elves, halflings, and ursine.

Ability Score Increase. Your Strength score increases
by 1.

Size. Largest of the centaurs, at 8 feet tall and a weight of 2000 pounds. Your size is Large. You gain -1 AC.

Speed. Your base walking speed is 50 feet.

Centaur Weapons Training. You have proficiency with
the battleaxe, lance, and longbow. You may use a longbow even if Natural Cavalry makes you count as mounted.

Hooves. Your hooves are natural melee weapons, with which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d8 + your Strength modifier.

Hybrid Body. You have disadvantage on Strength and Dexterity checks associated with climbing. Additionally, you can't wield Large weapons or grapple Huge creatures.

Trampling Charge. If you move at least 30 feet straight toward a target smaller than you and you within 5 feet of it, you can use your bonus action to move through the creature and make one attack against the target with your hooves.

Race by u/The-Magic-Sword
Art by Jamiero

Changeling

Due to their scarcity, most people don't even consider the presence of changelings in their society. Their ties to the far realms give them the ability to take on appearances of others, which is why they are generally greeted with suspicion and distrust. Well, that is, if they are seen in their true form.

Alien Physiology

Changelings true forms share several physical characteristics regardless of their bloodline. Usually, they tend to have a slender build with height a little shorter than that of an average human. Their pale, smooth, featureless skin is usually colored in some shade of gray, rarely showing a hint of blue, red, or another color. Their eyes are more rounded and pure white without pupils, and typically surrounded by skin a slightly darker shade, while their nose and ears are small, thin, and understated. Their hair tends to be white or silver, often with a hue of another color like pink or gold.

Rarely, though it happens, a changeling inherit a characteristic from their parents, such a singular pointed ear of an elf, the stout figure of a dwarf, or the tusks of an orc. Of course, none of this applies once they turn into someone else. They have the supernatural ability to take the form of anyone they have seen or anyone they can imagine.

Quick to Change, Slow to Decide

Many would consider an ability to change their looks at any time a gift, but to changelings it can at times feel like a curse. Due to fears of prejudice, most spend little to no time in their true form. Some try to have an ordinary life, changing their form rarely. Others take full advantage of their powers, becoming infiltrators, thieves, blackmailers and spies. Yet, some changelings live in their true form, to show others that their kind could be trusted.

Due to their chaotic nature, they change their moods as often as they change their appearance. It's not unusual for changelings to be indecisive and work on more than one task at a time. Their innate ability of changing gives them an uncanny ability to deceive others. Befriending a changeling could either be a blessing, or a disaster.

Masks and Personas

The ability to alter ones physical appearance with a thought can be used to deceive others, but it can be a natural form of expression for the changeling. Some changeling shifts shapes the way others might change clothes. A casual shape — one created in the spur of the moment, with no depth or history — is called a mask. A mask can be used to express a mood or to serve a specific purpose and then never used again.

However, many changelings develop identities that have more depth. They build an identity over time, crafting a persona with a history and beliefs. This focused identity helps a changeling pinpoint a particular skill or emotion. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat. Personas can be shared by multiple changelings; there might be two healers in a community, but whoever is on duty will adopt the persona of Tek, the kindly old medic. Personas can even be passed down through a family, allowing a younger

Art by Julia Zhuravleva

changeling to take advantage of contacts established by previous users of the persona.

Changeling Names

There are two kinds of changeling names, depending on the culture they're born into. Those born to non-changeling parents, and aren't abandoned, tend to have a name of befitting their parent's culture. Changelings have a fluid relationship with gender, seeing it as one characteristic to change among many others. Because of this, if it is up to them, they tend to take a simple and monosyllabic name, to avoid confusion while taking different forms.

A changeling might use a different name for each form and adopt new names as easily as they develop new faces.


Changeling Names: Bin, Cas, Dox, Fie, Hars, Jin, Lam, Mas,

Nix, Ot, Paik, Ruz, Sim, Toox, Vil, Yug.

Quirks
d6 Quirk
1 I like to judge people by their outside, figuring out what pieces of each of them would fit together well.
2 I have worn so many faces that I have problem telling who I really am.
3 One of my biggest problems is my indecision. I think...
4 My looks reflect my mood, and my body is a means of self-expression for me.
5 I steal qualities and quirks of others to piece together my own identity.
6 When I have trouble deciding, I like to roll a dice to make up my mind.

Changeling Traits

Your changeling character has the following traits.

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

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

Alignment. Changelings tend towards neutrality, and prefer to be more subdued in beliefs as a way of keeping attention away from them and their difference from typical society. However, changelings that are less used to discrimination tend to adopt alignments as easily as any other individual, usually similar ones to the society they were raised in.

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

Speed. Your base walking speed is 30 feet.

Divergent Persona. You gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency; establish the name, race, gender, age, and other details. While you are in the form of this persona, you have expertise in the related tool.

Duplicity. You gain proficiency in the Deception skill.

Shapechanger. As an action, you can transform your appearance (including your race, gender, and the sound of your voice) to that of any humanoid you have seen, or back to your true form. None of your statistics change, you can't transform into a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't become quadrupedal, for instance. Your clothing and equipment does not change with you, and you revert to your true form upon death. Truesight reveals your true form.

Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Unsettling Visage. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses.

Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.

Languages. You are fluent in Common and have 2 language points.

Race by u/SwEcky
Art by Smolin

Dhampir

Born from the accursed union of a human and vampire, the dhampir is a strange being that dwells in the twilight of life and death. Their lives echo the overwhelming influence of their undead progenitor, a dark stain that runs through everything from their appearance to their soul.

Heir to Evil

As a child of a vampire, your very being crawls with inherited sin. The divine may not be overtly harmful, but a dhampir's eyes sting when looking upon holy symbols and hallowed ground causes a grating nausea. They are wary about entering homes uninvited and running water causes their limbs to go numb.

Beyond these lingering weaknesses, dhampir face hatred and violence from mortal and monster alike. Their flowing blood and living soul is as appetizing to vampires as any mortal's, and superstitious villagers greet dhampir with distrust at best and hostility at worst.

These factors combined make the life of a dhampir one of extremes. They may turn vengeful and greedy, seeking to take and destroy everything in sight so they may mete out their existence without fear. Others might find somewhere they belong and zealously seek to defend whatever few may accept them for who they are. Heinous villainy and true righteousness can be found among the dhampir.

Curious Appetite

The taste of blood is intoxicating to a dhampir. While they do not need to drink blood to sustain themselves, they can and do gain sustenance from the life force of other beings. They can consume the life of any animated creature, including constructs and elementals, but live humanoid flesh is the most tantalizing meal.

When a dhampir is fattened on blood, their skin is lush and they seem lively. If one instead would abstain from this feeding for long enough, they're marred with sunken features and ashen skin. Both are fully healthy, but their bodies reflect how in tune they are to their vampiric nature.

Curiously, it's not uncommon for a dhampir to have willing companions who will give of their blood to keep them happy and content. Many dhampir soldiers and adventurers have little issue with drinking the blood of their foes, but find eating innocents or bystanders deplorable. Others may be opportunistic in their feeding, or care not at all for who is hurt as they embrace their appetites.

Dhampir Names

A dhampir most often have a regular human name, as it usually takes a few of years for its vampiric aspects to show. If they are raised with their vampire parent, they sometimes have a precursor to common names used today. For example, instead of Ben, the character might be named Bennett.

Dhampir Traits

Your dhampir character has the following racial traits.

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

Age. Dhampir are incredibly long lived, reaching adulthood in their late teens and normally living over a thousand years.

Alignment. A Dhampir is free to choose its alignment, but they often favor strict laws and powerful authority.

Size. Dhampir average a few inches taller and a bit lighter than humans. Your size is Medium.

Speed. Your base movement speed is 30 feet.

Darkvision. Your heritage lets you feel at home in the dark. You can see in dim light within 60 feet of you as though it were bright light, and in darkness as though it were dim light. You can't discern color in darkness, only shades of grey.

Bite. Your fangs are a natural weapon with the finesse property, which deals piercing damage equal to 1d6 + your Strength modifier. You can only attack with it once per turn.

Sate the Hunger. When you hit an incapacitated or grappled creature with your bite, you can change the damage to necrotic and drain the target's life, regaining hit points equal to your Constitution modifier + your level and gaining enough nourishment to sustain you for a day. You can do this once and regain the ability to do so after finishing a short or long rest.

Undead Resistance. You have resistance to necrotic damage.

Night's Stride. You can cast either misty step or spider climb on yourself once with this trait, without using material components. You regain the ability to cast these spells after finishing a short or long rest.

Languages. You are fluent in Common. You also gain 1 language point.

Race by u/FizzOfficialReddit
& Art by Pencil1203

Dragonborn

Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. A dragonborn’s color imparts many traits upon them, including varying types of breath weapon, as well as scales that closely match those of their dragon ancestor — bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.

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

Proud Dragon Kin

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

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

Self-Sufficient Clans

To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.

A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.

Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a clan needs help, it turns to another dragonborn clan before seeking aid from other races—or even from the gods.

Race by u/CaelReader
Art by Alayna Lemmer-Danner
Family Feud

At the height of the war against the giants, the two sides were in a stalemate. The two twins and foremost generals of the dragons, Bahamut and Tiamat, found themselves disagreeing over how to continue. Bahamut wanted to end the fighting, there were too many dead at both sides already, and further war would just lead to the end of one or both of the races. Tiamat mentioned that a quick end would come if they attacked the safe havens, but Bahamut would haven none of it. The two agreed to hold off, but Tiamat had deceived her brother, she amassed the dragons under her command and attacked the very next day.

With the cover of the dark, they approached the safe havens, but as the sun rose, Tiamat found her brother and the rest of the draconic army outside the cities. Bahamut loudly proclaimed that no dragons should stoop so low and that all dragons following him knew to fight with honor. As the light rose on the horizon, the sun painted a majestic picture as their scales would forever be changed. With the help of the giants, Bahamut banished Tiamat into the Nine Hells, but the draconic race would forever be split into two sides:

Chromatic. Dragonborn with chromatic ancestry claim the raw elemental power of the chromatic dragons. The vibrant colors of the chromatics-black, blue, green, red, white-gleam in their scaled skin and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, of raging lightning storms; theirs also is the subtle whisper of swamp and forest, corrosive and toxic.

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

Dragonborn Names

Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.


Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh,

Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin,

Rhogar, Shamash, Shedinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar,

Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora,

Surina, Thava, Uadjit
Childhood Names: Climber, Earbender, Leaper, Pious,

Shieldbiter, Zealous
Clan Names: Clethtinthiallor, Daardendrian, Delmirev,

Drachedandion, Fenkenkabradon, Kepeshkmolik,

Race by u/CaelReader
Art by MattHodoArt

 Kerrhylon, Kimbatuul, Linxakasendalor, Myastan,

Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin,

Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit

Dragonborn Traits

Your draconic heritage manifests in a variety of traits you share with other dragonborn, as well as unique aspects based on your color.

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

Alignment. Dragonborn tend to extremes, with chromatic taking on their ancestor’s cruelty and malice, and metallic dragonborn follow ideals of benevolence and justice.

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.

Breath Weapon. You can replace an attack during your turn with an exhalation of destructive energy. Your draconic ancestry determines the size, shape, and damage type of it. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d10 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d10 at 5th level, 4d10 at 11th level, and 5d10 at 17th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier.

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

Languages. You are fluent in Common and proficient in Draconic. Draconic is the ancient language of the dragons.

Color. In the same manner as true dragons, dragonborn are divided into a number of different colors. These colors fall into two categories, chromatics and metallics, though a dragonborn's ideals are their own.

Black

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

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

Brutal and Cruel. You add your Constitution modifier to the damage of your breath weapon.

Blue

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

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

damage.

Mocking Tricksters. You gain the minor illusion cantrip and can ignore its material component.

Brass

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

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

Boldly Talkative. You have proficiency in Persuasion.

Bronze

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

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

Dragon of the Coast. You have a swim speed of 30 feet.

Copper

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

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

Good Host. You have proficiency in Performance and you have 1 language point which you can use to learn a new language or one improve one you already know.

Race by u/CaelReader
Art by Svetoslav Petrov

Gold

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

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

Reserved Companion. You have proficiency in Insight.

Green

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

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

Manipulative Schemer. You have proficiency in Deception.

Red

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

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

Arrogant Tyrant. You have advantage on saving throws to avoid being charmed or frightened.

Silver

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

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

Hoarding History. You have proficiency in History.

White

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

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

Primal and Vengeful. You have proficiency in Survival.

Dragonborn Sorcerers

The natural armor of Dragonborn overlaps with the Draconic Resilience feature of Draconic Bloodline Sorcerers. Due to this, you can increase your sorcery point maximum by two.

If you chose the same Ancestry for both Dragonborn and Sorcerer, your breath weapon damage deals an additional d10; 3d10 at 1st level, 4d10 at 5th level, 5d10 at 11th level, and 6d10 at 17th level.

Race by u/CaelReader
Art by Tomasz Chistowski

Dwarf

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs — these common threads unite all dwarves.

Short and Stout

Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.

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

Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.

Long Memory, Long Grudges

Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Bal-Bofgal can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.

Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.

Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud.

Art by kikicianjur

Clans and Kingdoms

Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.

The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.

Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.

Gods, Gold, and Clan

Dwarves who take up the adventuring life might be motivated by a desire for treasure — for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled, or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.

Dwarf Names

A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.


Male Names: Adrik, Alberich, Baern, Barendd, Brottor,

Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim,

Flint, Gardain, Harbek, Kildrak, Morgran, Orsik,

Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin,

Tordek, Traubon, Travok, Ulfgar, Veit, Vondal
Female Names: Amber, Artin, Audhild, Bardryn, Dagnal,

Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis,

Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred,

Riswynn, Sannl, Torbera, Torgga, Vistra
Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil,

Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr,

Lutgehr, Rumnaheim, Strakein, Torunn, Ungart

Slow to Trust

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

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

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

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

Art by Vadim Marchenkov

Dwarf Traits

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

Ability Score Increase. Your Constitution score increases by 2.

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

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

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

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

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


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

Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficieney. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient and having expertise in the History skill.

Languages. You are fluent in Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Subrace. Five main subraces of dwarves populate the world: azerblood dwarves, aerthblood dwarves, dark dwarves, hill dwarves, and mountain dwarves. Choose one of these subraces.

Art by Vadim Marchenkov

Aerthblood

Most dwarves have a good appreciation for stone, gold, and gems, but Aerthblood dwarves have a far deeper connection. These dwarves are born by non-duergar parents and are considered to be a blessing from Moradin himself. They can live much longer than normal dwarves and are able to shape metal and other earthly materials into the form they require. These dwarves are extremely rare and can feel the purpose of their existence surging in their veins.

Aerthblood dwarves are partially made of metal, stone, or gems. They may have hands of steel; gemstones in place of their eyes; their hair could be pure gold threads; maybe their skin is polished and cold to the touch; maybe covered in white veins and swirls like marble or their bones could be shiny as crystal. They can still feel and move their body as if it was normal flesh and have all the needs of a regular living creature.

Ability Score Increase. Your Charisma score increases
by 1.

Earthbound. You have advantage on saving throws against being pushed or knocked prone as long as you are in contact with the ground.

Touch of the Creator. When working with stone, metal, or gems you don't have to have the applicable tools to add your proficiency bonus. You can work metal in this way without heating it, but you take twice the amount of time needed.

Craggy Fists. Your fists are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier. Your fists deal double damage against objects.

Azerblood

As an azerblood dwarf, you are locked in constant struggle between worlds-that of your ancient dwarven lineage, and that of your relentless elemental cousins. Your brethren, the azers, are now truly beings of pure elemental fire, but you belong to a rare line of dwarves who escaped the bonds of slavery before their blazing corruption by their fire giant captors could be fully realized.

When you are angry, your hair becomes hot to the touch, and in sunlight, your skin shines with a brassy glow, often leading you to be ostracized by your dwarven relatives. Even still, your natural affinity for fire drives you to a life of adventure as you kindle your inner flame.

Ability Score Increase. Your Strength score increases
by 1.

Fire Resistance. You have resistance to fire damage.

Heat Weapon. As a bonus action, you can cause one metal melee weapon you are holding to ignite for 1 minute. For the duration, the weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet, and when you hit a creature with that weapon, the target takes extra fire damage equal to half your proficiency bonus (rounded down).

Extra Language. You are proficient Ignan.

Subrace by u/TheArenaGuy and u/dIoIIoIb
Art by Olivier Bernard & Matchack

Dark Dwarf (Duergar)

Dark dwarves (more commonly known as duergar) see themselves as the true manifestation of dwarven ideals, clever enough not to be taken in by the treacherous deceptions of Moradin and his false promises. Their period of enslavement and the revolt against the mindflayers led by their god, Laduguer, purged the influence of the other dwarven gods from their souls and thus made them into the superior race.

Duergar have no appreciation for beauty, that ability having been erased from their minds by the mind flayers long ago and any thought of recapturing it obliterated by Moradin's betrayal. The duergar lead bleak, grim lives devoid of happiness or satisfaction, but they see that as their defining strength — the root of duergar pride, as it were — rather than a drawback to be corrected.

Ability Score Increase. Your Strength score increases
by 1.

Superior Darkvision. Laduguer has blessed your people with the ability to see without light. Your darkvision has a radius of 120 feet.

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, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Sunlight Sensitivity. You have disadvantage on attack rolls and 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.

Extra Language. You are fluent in Undercommon.

Hill Dwarf

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Qodar and the ruling Bal-clan of Bofgak are hill dwarves.

Ability Score Increase. Your Wisdom score increases
by 1.

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

Mountain Dwarf

As a mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You're probably on the tall side (for a dwarf), and tend toward lighter coloration, The shield dwarves of Revien, as well as the Fal clan of Bofgak, are mountain dwarves.

Ability Score Increase. Your Strength score increases
by 2.

Dwarven Armor Training. You have proficiency with light and medium armor.

Out of the Darkness

A few duergar leave their underground strongholds, and even fewer head to the surface to find a new life. Some pick up their belief in Moradin in hopes that he will protect them from the unknown. Most find work as mercenaries or soldiers, or find their way into a criminal syndicate.

You can remove the Superior Darkvision of the duergar, and replace it with regular Darkvision. By doing so you also remove the Sunlight Sensitivity.

Art by Ivan Stan

Elapidae

Elapidae are a serpentine race of unknown origin, making their home in only the largest oceans and longest shores. They are humanoid from the waist up, with scaly skin, a lizard-like head and long tails. Rarely seen before the last two hundred years, elapidae are not considered a common race - the vast majority of them still stay far away beneath the surface, never making contact with any of the land-dwelling races.

Home in the Water

Elapidae have evolved for life in the depths of the ocean: they are far better swimmers than they are slitherers. Many of those who work with the land-dwelling races still gravitate towards the sea, becoming renowned sailors and fishermen. They can use their amphibious nature to their advantage, working on jobs far underwater where an air-breathing creature would be unable to go. Their structures stretch from the ocean depths to just above the surface. These underwater constructions are elaborate, built to incorporate coral reefs and natural caverns. From above the water, they look like series bright lights surrounding a dark obelisk.

Religious Fervor

Religion is at the heart of elapidian society, and the great stone obelisks are at the heart of elapidian religion. The obelisks are rare, eerily smooth stones made from a jet black rock, poking far above the ocean floor. According to their priesthood, the obelisks mark where enlightened ones ascended to some higher realm, where they now watch over the elapidae as gods.

Elapdian doctrine tells of these gods' return to the material plane, where they will create a pure and just heaven on earth. The elapidae regularly attempt to predict the time of this return, but they have yet to be successful.

Elapidae Names

Elapidae are given names by their parents at birth, in accordance to tradition. Names are often reused over and over again, with males often having the name of their father and females of their mother.


Male Names: Arcanoss, Devioss, Necross, Neoss, Damoss,

Hypnoss, Muross, Oratoss, Risloss, Traloss, Vieoss, Zaloss
Female Names: Alossa, Chalissa, Karassa, Mirissa,

Rowassa, Shaessa, Telessa, Westrassa, Zelissa

Elapidae Traits

As an elapidae you have the following traits:

Ability Score Increase. Your Constitution score increases
by 1.

Age. Elapidae mature at the same rate as humans. On average, they live about 150 years.

Alignment. The elapidae tend towards extremes. They are most often either good or evil, not neutral. They are most often lawful creatures, preferring to work in large socities.

Size. Most elapidae stand at about 6 feet tall, though their total body length including tail is often longer than 10 feet. Their weight ranges from 250 to 350 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet, and you have a swimming speed of 40 feet.

Amphibious. You can breathe air and water.

Protective Coat. You have resistance against acid damage.

Languages. You are fluent in Aquan and proficient in Common.

Subrace. Elapidae are divided into two subraces; the heavier and stronger depthseekers and the mercantile shoreseekers.

Race by u/Jonoman3000
Art by funnyberserker

Depthseeker

Depthseekers come from the darkest depths of the ocean, battling the sahuagin for survival. The origin of their religion has been traced down to sea floor, but the fighting to secure these religious sites seems never ending. All adults are trained for this holy mission, and taught to not question those of higher religious standing. Those few who do, are quickly exiled, often to the surface.

Ability Score Increase. Your Strength score increases
by 2.

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

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

Attuned to the Depths. You are adapted to even the most extreme ocean depths and you ignore any of the drawbacks caused by a deep, underwater environment. You're also naturally adapted to cold climates.

Muscular Tail. Your well-developed tail is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier. If you are underwater, you can attack with it as a bonus action.

Slippery Scales. You have advantage on ability checks and saving throws made to escape a grapple.

Shoreseeker

Shoreseekers make their home on the vast shores and beaches lining the ocean, where they spend a lot of their time above land, dealing with other races. This lifestyle has developed their scales into a first line of defense, and also made them both great tradesmen and mercenaries, often working for anyone that pays enough gold.

Ability Score Increase. Your Dexterity and Charisma scores increase by 1.

Land Dweller. Your base walking speed is 30 feet.

Low-light vision. Living below waters close to the shores have improved your vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Merchant's Insight. You have proficiency in Insight. You have advantage on ability checks made to determine the selling price or to haggle the price of an object or service.

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

Leaving the Depths

It takes something extraordinary for depthseekers to leave their homes in the ocean, but when they do so with a singular purpose.

You can remove the Superior Darkvision of the depthseeker, and replace it with regular Darkvision. By doing so you also remove the Sunlight Sensitivity.

Race by u/Jonoman3000
Art owned by Heroes of Might & Magic VI

Elf

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 glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

Slender and Graceful

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

Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.

A Timeless Perspective

Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter lived races more deeply, They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.

Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.

Hidden Woodland Elves

Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).

Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.

Exploration and Adventure

Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.

Art by Thom Tenery

Elf Names

Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.

On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.


Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella,

Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vali
Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust,

Beiro, Berrian, Carrie, Enialis, Erdan, Erevan, Galinndan,

Hadarai, Heian, Himo. Immeral, Ivellios, Laucian,

Mindartis, Paelias, Peren, Quarion, Riardon, Rolen,

Soveliss, Thamior, Tharivol, Theren, Varis
Female Adult Names: Adrie, Althaea, Anastrianna,

Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia,

Enna, Felosial, lelenia,jelenneth, Keyleth, Leshanna, Lia,

Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel,

Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania,

Valanthe, Xanaphia
Family Names (Common Translations): Amakiir

(Gemflower), Amastacia (Starflower), Galanodel

(Moonwhisper), Holimion (Diamonddew), Ilphelkiir

(Gemblossom), Liadon (Silverfrond), Meliamne

(Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook),

Xiloscient (Goldpetal)

Haughty but Gracious

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

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

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

Humans. "All that haste, their ambition and drive to accomplish something before their brief lives pass away human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement."

Art by Tomasz Chistowski

Elf Traits

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

Ability Score Increase. Your Dexterity score increases
by 2.

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

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

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

Speed. Your base walking speed is 30 feet.

Low-light vision. Accustomed to twilit forests and the night sky, you have improved vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

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

Subrace. Ancient divides among the elven people resulted in five main subraces: dark elves (who are commonly called drow), eladrin, high elves, sea elves, and wood elves. Choose one of these subraces. These subraces are divided even further, so if you wish, you can choose a narrower subrace.

Banished From the Dark

Drow rarely venture out to the surface for more than raiding, collecting slaves or killing the children of Corellon. Though it does sometime happen that drow are banished from their communities and cities, some of which head to the surface where they usually live a life among the gutters of the world.

You can remove the Superior Darkvision of the drow, and replace it with regular Darkvision. By doing so you also remove the Sunlight Sensitivity.

Art owned by Pathfinder

Dark Elf (Drow)

Descended from an earlier subrace of dark-skinned elves; the drow were banished from the surface world for following the goddess Lolth down the path to evil and corruption. Now they have built their own civilization in the depths of the Underdark, patterned after the Way of Lolth. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves. Drow adventurers are rare, and the race have made many enemies above ground.

Ability Score Increase. Your Charisma score increases
by 1.

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

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.

Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. You regain the ability to cast both spells after a long rest.

Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.

Extra Language. You are fluent in Undercommon.

Eladrin

Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. The other elves have lost much of their connection to the fey, but not the eladrin, they are creatures of magic with strong ties to nature, eladrin live in the twilight realm of the Feywild. Their cities sometimes cross over to the Material Plane, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild.

An ability that sets the eladrin apart from other elves is their ability to step through the boundary between the planes, disappearing for a moment before reappearing somewhere else.

Ability Score Increase. Your Charisma score increases
by 1.

Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains the following benefit:

After using Fey Step, choose a number of creatures equal to your proficiency bonus that you can see within 10 feet, they must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until they take damage. The DC equals 8 + your proficiency bonus + your Charisma modifier.

The Darkness of the Drow

To most, they are a race of demon-worshipping marauders dwelling in the subterranean depths of the Underdark, emerging only on the blackest nights to pillage and slaughter the surface dwellers they despise. Their society is depraved and preoccupied with the favor of Lolth, their spider-goddess, who sanctions murder and the extermination of entire families as noble houses vie for position.

Drow grow up believing that surface-dwelling races are inferior, worthless except as slaves. Drow who develop a conscience or find it necessary to cooperate with members of other races find it hard to overcome that prejudice, especially when they are so often on the receiving end of hatred.

Art by artpox

High Elf

As a high elf, you have a keen mind and a mastery of at least the basics of magic. There are two types of high elves. The sun elves of Ilnessel are haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type, moon elves, are more common and more friendly, and often encountered among humans and other races having no land of their own.

The sun elves (also called gold elves or sunrise elves) have bronze skin and hair of copper, black, or golden blood. Their eyes are golden, silver, or black. Moon elves (also called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold.

Ability Score Increase. Your Intelligence score increases
by 1.

Artisans. You gain proficiency with 2 artisan's tools of your choice.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

In Touch with the Arcane. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for this spell.

Extra Languages. You have 2 language points which you can use to learn a new language or one improve one you already know.

Sea Elf

Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water.

Ability Score Increase. Your Constitution score increases
by 1.

Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net.

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

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

Languages. You are fluent in Aquan.

Wood Elf

As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves of Aerathiat, as well as the wood elves of Eleath. Wood elves (also called green elves, or forest elves) are reclusive and distrusting of non-elves. Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.

Wild elves (often called grugach, sometimes jungle elves) are an offspring of the wood elves, are also reclusive and distrusting but their community is centered around a martial society. Wild elves' skin tends to be brownish in hue, sometimes with traces of green. Their hair are mostly black but with some streaks of brown or copper. Their eyes are green, brown, or hazel.

Ability Score Increase. Your Wisdom score increases
by 1.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

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

Friend of the Wild. You have proficiency in the Handle Animal skill.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Spell-like Abilities

If you pick a race that can cast spells, choose if Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells. Once you cast either of these spells with this trait, unless it's a cantrip, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spells slots you have.

Art by Tomasz Chistowski

Feytouched

Touched by the feywilds, feytouched have a certain aura of mystique and etherealness about them. Where the elves are direct descendants from the eldarin, and tieflings have the blood of devils running through their veins, the origin of feytouched are not that simple. They have been born of fey interaction with humans or elves but often unknowingly. They look like humans or elves, but on the shorter scale and most often showing no signs of aging after growing of age.

Cursed by the Unknown

Most species consider the offspring of a fey coupling monsters or at least cursed individuals. This makes growing up without manipulating their way forward almost impossible. Even though they are direct descendants of fey they have very limited fey powers which to people realizing they are being manipulated and then hunting them down if they are not careful.

Many feytouched never learn why they are being shunned or outcast from society and have to live their life carefully. It doesn't help that their bodies never fully mature like the people around them.

Curious but Cautious

Many fey live for making pranks and living life to the fullest, and more often than not, these attributes can be seen in a feytouched humanoid. The other side of the fey, the manipulating and deceptive side, can almost always be found, even though they are being used unknowingly.

Living in constant fear of getting hunted usually makes them very cautious of who to trust, but when they do trust someone they make sure that that trust goes both ways.

Feytouched Names

Most often feytouched gets a human or elven name at birth like a regular child, though sometimes their fey heritage can be seen at an exceptionally early stage. As fey touched are known as bad omens they are often taken out into the woods to be left for dead, if they survive this they usually take a name from a flower or other plant which meant much to their survival.

Feytouched Traits

Feytouched share certain racial traits as a result of their fey influence.

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

Age. Fey Touched reach maturity at about 13 years for those with human parents or around 70 for those of elven descent and live to around 200 years old.

Alignment. Fey Touched are their own masters and usually live by their influences, often turning towards a Chaotic alignment.

Size. Fey Touched are generally towards the smaller scale and build of humans, or even smaller than that if they were born from elven parents. Your size is Small. You have +1 AC.

Speed. Your base walking speed is 25 feet.

Low-light vision. Your fey blood have granted you improved vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Fey Magic. You know the friends cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the suggestion spell once per day. You regain the ability to cast both spells after a long rest. Charisma is your spellcasting ability for these spells.

Heart Sight. Using an action, you can touche a creature and magically know its current emotional state. If the target fails a Charisma saving throw, you also know the creature's alignment. The DC is equal to 10 + half your character level. Celestials, fiends, and undead automatically fail their save.

Inconspicuous Presence. Growing up, you have been forced to hide your being from others. You gain proficiency in the Stealth skill and creatures have disadvantage on Insight checks against you.

Trance. Due to their fey blood, feytouched have no need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You are fluent in Common and proficient in Sylvan.

Race by u/lordofalldragons
Art by Alexander Nanitchkov

Firbolg

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

Humble Guardians

Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the heart of the world and monuments to the durability of life.

In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common sense and remarkable resourcefulness. During a bountiful summer, they store away excess nuts, fruit, and berries. When winter arrives, they scatter everything they can spare to ensure the animals of the wood survive until springtime.

In a firbolg's eyes, there is no greater fault than greed. The firbolgs believe that the world remains healthiest when each creature takes only what it needs. Material goods, especially precious gems and gold, have little appeal to them. What use are such things when winter lingers and food runs short?

Natural Druids

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

Firbolgs who become druids serve as stronghold leaders. With every action the tribe takes, the druids weigh not only the group's needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine.

Hidden Shepherds

As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don't try to dominate nature, but rather seek to ensure that it prospers and survives according to its own laws. Firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of elves, humans, and orcs. Such events concern the firbolgs only when the events affect the forest.

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

If these tactics fail, the firbolgs take more direct action. Their observations of a settlement determine what happens next. If the outsiders seem peaceful, the firbolgs approach and gently ask them to leave, even offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they need, and live in harmony with the wood, firbolgs explore the possibility of friendship with them, as long as the outsiders vow to safeguard the forest. If the settlers clearly display evil intentions, however, the firbolgs martial their strength and magic for a single overwhelming attack.

Art by Hillary Wilson

Outcast Adventurers

As guardians of the wood, few firbolgs would dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been destroyed, might not have a choice in the matter. Most adventuring firbolgs fall into this latter category.

Outcast firbolgs can never return home. They committed some unforgivable deed, usually something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to call home.

Orphaned firbolgs are those whose clans or homelands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural world.

A few rare firbolgs are entrusted by their clan with an important mission that takes them beyond their homes. These firbolgs feel like pilgrims in a strange land, and usually they wish only to complete their quests and return home as quickly as possible.

Firbolg Adventurers
d8 Reason for Adventuring
1 Outcast for murder
2 Outcast for severely damaging home territory
3 Clan slain by invading humanoids
4 Clan slain by a dragon or demon
5 Separated from the tribe and lost
6 Homeland destroyed by natural disaster
7 Personal quest ordained by omens
8 Dispatched on a quest by tribe leaders

Firbolg Names

Firbolg adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the forest's children by their deeds, habits, and other actions.

By the same token, their tribe names merely refer to their homes. When dealing with other races, firbolgs refer to their lands by whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it "home."

Sometimes firbolgs adopt the nicknames or titles outsiders give them under the assumption that those who need names can call them whatever they wish.

Firbolg Traits

Your firbolg character has the following racial traits.

Ability Score Increase. Your Strength score increases
by 1.

Age. As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.

Alignment. As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral

Art by Le Vuong

good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.

Size. Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Nature's Friend. You gain proficiency in either the Handle Animal or Nature skill.

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

Languages. You are fluent in Elvish and proficient in Common and Giant.

Subrace. Two subraces of firbolg are found in the world: blackleaf firbolg and treesong firbolg. Choose one of these subraces.

Blackleaf Firbolg

Blackleaf firbolgs have changed over countless generations, surviving the harsh conditions of the Shadowfell. After all this time, they still care deeply for nature and the forests they were born in. Touched by the very essence of the Shadowfell itself, these firbolg have become a fierce and savage people. Through the ages they have lost their fey magics but in exchange they have gained something else entirely.

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

Harvesters of Sorrow. You know the gloom cantrip. When you reach 3rd level you can cast the arms of Hadar spell once with this trait. When you reach 5th level, you can also cast the shadow blade spell once with this trait. You regain the ability to cast both spells using this trait after a long rest. Strength is your spellcasting ability for these spells.

Superior Darkvision. The eternal darkness has forever changed your vision, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey.

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.

Whispering Shades. When you are in dim light or darkness, as a bonus action you can teleport yourself up to 30 feet to an unoccupied space that you can see that is also in dim light or darkness. Once you use this trait, you can't do so again until you finish a short or long rest.

Treesong Firbolg

The firbolg people hear about in the tales, or which has been sighted once or twice in a village is the treesong firbolg. Peaceful and friendly, they keep to themselves but make friends with everyone they meet. Few know they are capable of anger, but they are, and will protect nature fiercely.

Ability Score Increase. Your Wisdom score increases
by 2.

Firbolg Magic. You can cast detect magic and disguise self with this trait, using Wisdom as your spell casting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with

humans and elves.

Hidden Step. As a bonus action, you can magically 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.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Green Pilgrimage

All blackleaf firbolgs hear the stories of green forests that cover great swaths of land, but some have to see this for themselves. After seeing this, most return, but others find it impossible.

You can remove the Superior Darkvision of the blackleaf firbolg, and replace it with regular Darkvision. By doing so you also remove the Sunlight Sensitivity.

Subrace by u/dndhawaii
Art by Frost Llamzon

Genasi

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

The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don’t face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit — whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.

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

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

Heirs to Elemental Power

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

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

Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.

Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents.

Race by u/cancrix
Art by Mike Schley

Wild and Confident

Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.

Too much failure can chip away at even a genasi’s sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.

Genasi Lands

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

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

Genasi Names

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

Genasi Traits

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

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

Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

Alignment. Independent and self-reliant, genasi tend toward a neutral alignment.

Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You are fluent in Common and proficient in Primordial, which dialect depends on your subrace: Air (Auran), Earth (Terrran), Fire (Ignan), or Water (Aquan).

Subraces. Four major subraces of genasi are known: air genasi, earth genasi, fire genasi, and water genasi. Choose one of these subraces.

Race by u/cancrix
Art by Joran Gosic

Air Genasi

As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.

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

Ability Score Increase. Your Dexterity score increases
by 1.

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

Djinn's Legacy. You know the manipulate wind and shocking grasp cantrips. When you reach 3rd level, you can cast the feather fall spell once with this trait. When you reach 5th level, you can cast the warding wind spell once with this trait. You regain the ability to cast both spells using this trait after a long rest. Constitution is your spellcasting ability for these spells.

Wind's Grace. You gain proficiency in the Acrobatics skill.

Earth Genasi

As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.

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

Ability Score Increase. Your Strength score increases
by 1.

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

Dao's Legacy. You know the magic stone and mold earth cantrips. When you reach 3rd level, you can cast the Maximilian's earthen grasp spell once with this trait. When you reach 5th level, you can cast the meld into stone spell once with this trait. You regain the ability to cast both spells using this trait after a long rest. Constitution is your spellcasting ability for these spells.

Set in Stone. You gain proficiency in the Athletics skill.

Race by u/cancrix
Art by unknown artist

Fire Genasi

As a fire genasi, you have inherited the volatile mood and power of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.

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

Ability Score Increase. Your Charisma score increases by 1.

Low-light vision. Your ties to the Elemental Plane of Fire grants you the ability to make the best use possible of the light you have. You can see in dim light within 60 feet of you as if it were bright light.

Fire Resistance. You have resistance to fire damage.

Efreet's Legacy. You know the produce flame and control flames cantrips. When you reach 3rd level, you can cast the flaming sphere spell once with this trait. When you reach 5th level, you can cast the Melf's minute meteors spell once with this trait. You regain the ability to cast both spells using this trait after a long rest. Constitution is your spellcasting ability for these spells.

Water Genasi

As a water genasi, you are descended from the intelligent but haugty marid. The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.

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

Ability Score Increase. Your Intelligence score increases by 1.

Amphibious. You can breathe air and water.

Call to the Wave. You have a swimming speed of 40 feet.

Marid's Legacy. You know the frostbite and shape water cantrips. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the water walk spell once with this trait. You regain the ability to cast both spells using this trait after a long rest. Constitution is your spellcasting ability for these spells.

Race by u/cancrix
Art by Michele Frigo
& madnessdemon

Gith

The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open hostility, and the two groups distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths.

The githyanki (githyanki means "children of Gith") were motivated by revenge and convinced that they deserved to take whatever they wanted from the worlds they traveled. Ranging out from the titanic city of Tu'narath on the Astral Plane, they send raiders out to plunder the Material Plane and other worlds, bringing treasures and slaves back to their ageless realm. At the same time, they hunt down and kill mind flayers whenever possible, as recompense for what the illithids did to them.

The githzerai (githzerai means "those who spurn Gith") believed that the path to an enlightened civilization lay in seclusion, not conflict. Their dedication to the principles of order is so strong that they can manipulate the stuff of chaos and use it to their benefit; thus, they have carved out a stronghold for themselves on the plane of Limbo that is virtually impervious. Though the githzerai are pacifists by nature, they share the githyanki's racial hatred for mind flayers, and from time to time they send out squads to destroy illithid outposts.

If the two races were ever to team up against the illithids, a combined force of gith could conceivably tip the balance in their favor. But as long as the githyanki and githzerai stay at each other's throats, their goal of ultimate victory over their original common enemy will likely remain unachieved.

Githyanki

Since winning their freedom from the mind flayers, the githyanki have become corrupt raiders and destroyers under the rulership of their dread lich-queen, Vlaakith. They dwell on the Astral Plane in the city of Tu'narath, a metropolis built on and in the corpse of a deity.

Vlaakith commands the loyalty of the githyanki from her personal stronghold, Susurrus, also called the Palace of Whispers, which is located deep inside the floating city. She sits on her Throne of Bones, a mighty artifact fueled by the intellects of mind flayers and elder brains that were defeated by her minions. It is crafted from mind flayer skulls and extremities, and the cushion she sits on is made of leather produced from the cured remains of an elder brain. A grand statue of Gith, an obsidian monument over 100 feet tall, stands beside the palace.

Githzerai

The githzerai were born as a race at the end of the gith's bloody, genocidal uprising against the mind flayers. A gith named Zerthimon, who had gained a significant following during the conflict, challenged Gith's plans and her leadership. Gith was evil, the newcomer proclaimed, and she would lead the people into darkness and tyranny not unlike the one imposed by the illithids.

Thus, no sooner had the gith defeated their sworn enemies than they were plunged into a bitter civil war. In the ensuing conflict, Zerthimon was killed and his followers, naming themselves githzerai, relocated their civilization to the plane of Limbo.

Today, under the leadership of the Great Githzerai, Zaerith Menyar-Ag-Gith, the githzerai continue to stand fast against the githyanki, as well as taking their revenge on the mind flayers. Through forays into the Material Plane and other realms, they provide stiff opposition to their enemies' plans for world domination.

Art by Aleksi Briclot

Two Parts of a Whole

Githyanki are tall, gaunt humanoids averaging a little over 6 feet tall and typically weighing around 170 pounds. They have rough, yellow skin and russet hair, which they often pull back into a pair of topknots. Their noses are almost flat, their eyes have a sinister gleam, and their ears are sharply pointed. Githyanki favor ornate and complex clothing and weapons.

Githzerai closely resemble githyanki. Like their kin, they are tall, gaunt humanoids averaging a little over 6 feet tall and typically weighing around 160 pounds. They have rough, yellow skin and russet hair, although they habitually shave their heads. Their noses are almost flat, their eyes are dull yellow or gray, and their ears are pointed. Githzerai favor drab robes and avoid ostentatious dress.

Dragon Steeds

The relationship between githyanki and red dragons has remained basically unchanged since ancient times. Under the terms of the alliance with Tiamat, a small cadre of dragons serve as cohorts and mounts for knights, and other high-ranking githyanki. The dragons remain above githyanki politics. They obey the orders of their riders and fulfill their terms of service without offering opinions or advice.

Gith Names

Gith names originate from the names Gith gave to her followers. Many years has passed and the names have slowly changed with them.

They seldom use hard sounds in their names and when they do, they are spoken with a softness that surprises many.


Githyanki, Male Names: Elirdain, Gaath, Ja'adoc, Kar'i'nas,

Lykus, Quith, Ris'a'an, Tropos, Viran, Xamodas
Githyanki, Female Names: Aaryl, B'noor, Fenelzi'ir, Jen'lig,

Pah'zel, Quorstyl, Sirruth, Vaira, Yessune, Zar'ryth
Githzerai, Male Names: Dak, Duurth, Ferzth, Greth, Hurm,

Kalla, Muurg, Nurm, Shrakk, Xorm
Githzerai, Female Names: Adaka, Adeya, Ella, Ezhelya,

lmmilzin, lzera, Janara, Loraya, Uweya, Vithka

Gith Traits

Your character shares the following traits with other gith.

Age. Gith reach adulthood in their late teens and live for about a century.

Size. Gith are taller and leaner than humans, with most a slender 6 feet in height.

Speed. Your base walking speed is 30 feet.

Languages. You are fluent in Gith and proficient in Common. Gith is a language spoken both verbally and mentally, as one, making it very useful in both Limbo and the Astral Sea.

Subrace. There are two kinds of gith, githyanki and githzerai. Choose one of these subraces.

Githyanki

The brutal githyanki are trained from birth as warriors.

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

Alignment. Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos.

Decadent Mastery. You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge.

Martial Prodigy. You are proficient with light and medium armor and with shortswords, longswords, and greatswords.

Githyanki Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

Art by unknown artist

 When you reach 3rd level, you can cast the jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest.

Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Githzerai

In their fortresses within Limbo, the githzerai hone their minds to a razor's edge.

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

Alignment. Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.

Mental Discipline. You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.

Fortified Mind. You have resistance to psychic damage.

Githzerai Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

When you reach 3rd level, you can cast the shield spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.

Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Telempathic. You gain proficiency in the Insight skill.

Githzerai sayings
  • Githzerai always talk about knowing, truly knowing things and places: "The city exists, but it does not know itself. In not knowing itself, its existence is flawed."

  • Farewell: "Endure - In enduring, grow strong."

  • Somber declaration: "In Zerthimon's name."

  • There can be no compromise on this: "There cannot be two skies" (this is a reference to what Zerthimon told Gith after the rebellion).

  • If someone hits on you: "Is it your will that our two paths become one?"

  • None of your beeswax: "Our history does not need to be made known to you. We would bleed to death on time's blade before I recited a fraction of the histories of our people."

  • What the githzerai do in Limbo: "There, we mold the matter of Limbo with our minds. We forge cities with our thoughts. In its chaos we dwell, with only our knowing to preserve us. We are the githzerai."

Art by Michael Kormack

Gnoll

A race born from madness and slaughter, gnolls are trying to find their place in the civilized world. Most tribes wander the world searching for a purpose, through signs or through action, hoping to find reason for their existence.

Some tribes even choose to return to their old ways, abandoning everything they are in exchange for power and purpose. By doing so, they are life are based one single thought; how to sate their now endless hunger.

Two-legged Beasts

Gnolls are very tall creatures with a greenish-gray skin, and their furry hide a light or dark brown hue, sometimes marked with spots or stripes. Many gnolls also have a dirty yellow to reddish-gray crest-like mane that stands on end when they are angry. Distinguishing a male from a female is almost impossible, the only reliable way to tell the difference, other than through a close physical examination, is if a female is pregnant or openly nursing.

Gnolls have short lifespans compared to other humanoids, living only 50 or so years on average and maturing to adulthood at a remarkable speed. Gnolls do not, however, age particularly dramatically except at the end of their lifespans, at which point the decline quickly ends in their death. When a gnoll dies, its bones are occasionally harvested by the other gnolls and used in rituals, some demonic in nature.

Demonic Origin

The first gnolls came into existence when the demon lord Yeenoghu rampaged across the material plane. Wherever he went, packs of hyenas followed in his wake, scavenging on his kills. Any that ate from a corpse slain by Yeenoghu was transformed into a gnoll, filled with an insatiable hunger for more flesh. The first gnolls followed after Yeenoghu, continuing to scavenge off his destruction. Once Yeenoghu was banished back to the abyss, the gnolls were left to find their own sources of food - and so began their own slaughter.

As time passed and Yeenoghu's touch upon the material plane lessened, the gnolls had to find their own way. The craving of the hunt and primal bloodlust that inhabited the gnoll mind, coupled with their bloody history, made it impossible to join other humanoid settlements. This led them to live nomadic lives, moving across the plains as they kept their distance while searching for food and other salvage.

Four-legged Kin

Many gnolls have an affinity for hyenas, who many see as their brethren and whom they keep as pets or for hunting.

Race by u/SwEcky
Art by BenWootten

Belligerent Outcasts

The perception of gnolls has slowly changed over time for the better, but few would welcome one into their home since they are often viewed as feral, aggressive, and untrustworthy. Gnolls start fighting among one another at a very early age, and most are brought up around the principles that might makes right. For example, a gnoll is more likely to demand answers than it is to actually ask a question. Gnolls, however, does not see this as an act of hostility, but rather a basic demonstration of strength.

Most gnolls befriend or at least peacefully interact with the members of other races, offering their services as trappers, hunters, or mercenaries. However, they generally prefer their own kind and except when on business rarely visit villages dominated by members of another race. Likewise, these gnolls remain aggressive and quick to anger, meaning visitors should be careful not to offend.

Insatiable Hunger

All gnolls retain the natural gnoll bloodlust but most try take no joy in torture or unnecessary cruelty, embracing hunting and tracking over outright slaughter. Some tribes choose to succumb to Yeenoghu, and a gnoll under his influence are almost entirely consumed by a single drive: to eat.

A warband of such gnolls will travel across the countryside killing and eating any living thing they can get their hands on. They revel in the kill and in the feast; the more violent the slaughter and the more indulgent the feast, the better. Their hunger is almost never sated; a warband may stop for a few days after consuming the denizens and livestock of a particularly large town, but they will inevitably be on the move again. In the absence of other food sources, gnolls will even eat each other in desperation.

Scavenging Survivors

Gnolls have a propensity for scavenging, a tendency that leads many gnolls to collect trophies that remind them of past victories, items sometimes grisly though just as often simple and mundane. Gnoll trackers use this to their benefit, keeping scraps of clothing or other objects with the scent of their prey on them, which they use to point them in the direction of their quarry.

This propensity extends to arms and weaponry since few gnolls have an interest in crafting. This gives gnoll armor a unique aesthetic where each suit is typically made of scavenged pieces of armor kitbashed together.

Unlike most races, gnolls have had few, if any, qualms about eating the dead of other races. When gnoll warbands strike a village they do not only leave no survivors but no corpses, eating most of those whom they don't take as slaves. There are even indications that some gnolls have taken this practice a step further, actually raiding graveyards for fresh corpses on which to feed.

Practical Belief

Most often worshipers of the demon lord Yeenoghu, the large majority of gnolls pay only nominal reverence. Few gnolls have any interest in rituals and there are few clerics or shamans to be found among their packs. Typically, gnolls see their very brutality as a sign of their devotion to the demon

Race by u/SwEcky
Art by Mark Tarisse

lord, and howling his name as their prayer.

There are some that are fanatically devoted to their dark overlord and venerate him by celebrating their victories with demonic rituals and blood offerings. Occasionally, Yeenoghu reward such a celebrant by allowing the gnoll to be possessed by a demonic spirit, marking them as one of his chosen. Such gnolls are known as Fangs of Yeenoghu. Hyenas that feast upon the slain foe of one of the Fangs are transformed into full-grown gnolls, allowing Fangs to quickly increase the population of a warband.

Gnolls who turn away from the worship of Yeenoghu often choose to follow deities of nature, and some even find the patronage of fey spirits, embracing the primal essence of nature.

The Hunter's Chant

This simple declaration of Yeenoghu's power was devised by a small cult to the demon lord discovered deep in the forest. A group of woodcutters, facing starvation, turned to cannibalism to survive and ultimately fell under Yeenoghu's sway. Gnolls sing a similar chant in their language while they seek out prey.


  • The first gift is hunger.
  • It is His blessing.
  • It is our call to bring death.
  • The second gift is death.
  • Death proves our strength.
  • Death purges our fear.
  • The third gift is fear,
  • We fear that we will fail him.
  • We fear the onset of hunger.

Gnoll Names

Gnoll names often sound like growls to members of other races, featuring multiple "r" sounds. Gnoll tribal names, although not widely shared with other creatures, are usually compound words as in the following examples:

Gnoll Names: Arrna, Derror, Grerr, Mirrin, Remmar, Ryssa, Thrrae Thurrg

Tribal Names: Abysseye, Bloodfist, Deathmaw, Greatfang, Madhowl, Thunderdance.

Gnoll Traits

Your gnoll character has the following traits.

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

Age. Gnolls reach adulthood by the age of 8 and can live up to 50 years, though due to their violent lifestyle, they rarely see their 20’s.

Alignment. Being nomadic raiders that live outside of general society, gnolls are almost always of a chaotic alignment, and tend to do what they want in the moment when they want to do it, disregarding the consequences.

Size. Gnolls are between 6 and 7 feet tall and weigh between 280 and 320 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Bite. Your bone-crunching maw is filled with razor-sharp fangs and is a natural weapon, which deals piercing damage equal to 1d8 + your Strength modifier.

You can attack with Bite once per turn.

Carrion Eater. Your body is well adapted to eating rotten and decaying meat. You have advantage on Constitution saving throws to resist the effects of spoiled food.

Darkvision. The ability to see in total darkness is an attribute of Yeenoghu which still lingers within your blood. 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.

Dreadful Hunters. You have proficiency in the Intimidation and Survival skills.

Gnoll Weapon Training. You have proficiency with battleaxes, greataxes, longbows, and shortbows.

Rampage. When you reduce a creature to 0 hit points, you can use a bonus action to move up to half your speed towards a creature that you can see and make a bite attack against it.

Sensitive Nose. You have advantage on Wisdom (Perception) checks that rely on smell. If you have been within 5 feet of a creature, you can discern their individual smell on a successful Wisdom (Perception) check.

Languages. You are fluent in Gnoll and proficient in Common. Gnoll consists of whines, cackles, and howls, and has no written form.

Race by u/SwEcky
Art by JarrodOwen

Gnome

A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.

Vibrant Expression

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

A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.

Delighted Dedication

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

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

Though gnomes love jokes of all kinds, particularly puns and pranks, they're just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkers, and inventors. They're willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.

Bright Burrows

Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.

Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkers. Some human families retain gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor severaI generations of a single human family over the course of his or her long life.

Seeing the World

Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as a quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions.


Always Appreciative

It's rare for a gnome to be hostile or malicious unless he or she has suffered a grievous injury. Gnomes know that most races don't share their sense of humor, but they enjoy anyone's company just as they enjoy everything else they set out to do.

Art by Kim Van Deun

Gnome Names

Gnomes love names, and most have half a dozen or so. A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are "stuffy" about names, a gnome learns to use no more than three names: a personal name, a clan name, and a nickname, choosing the one in each category that's the most fun to say.


Male Names: Alston, Alvyn, Boddynock, Brocc, Burgell,

Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble,

Glim,Jebeddo, Kellen, Namfoodle, Orryn, Roondar,

Seebo, Sindri, Warryn, Wrenn, Zook
Female Names: Bimpnollin, Breena, Caramip, Carlin,

Donella, Duvamil, ElIa, ElIyjobell, ElIywick, Lilli,

Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla,

Roywyn, Shamil, Tana, Waywocket, Zanna
Clan Names: Beren, Daergel, Folkor, Garrick, Nackle,

Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen
Nicknames: Aleslosh, Ashhearth, Badger, Cloak,

Doublelock, Filchbatter, Fnipper, Ku, Nim, Oneshoe,

Pock, Sparklegem, Stumbleduck

Gnome Traits

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

Ability Score Increase. Your Intelligence score increases by 2.

Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. Surface gnomes can live 350 to almost 500 years, while svirfneblin reach maturity at 25 and live 200 to 250 years.

Alignment. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos
are minstrels, tricksters, wanderers, or fanciful jewelers.

Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. Unlike other gnomes, svirfneblin tend to be neutral.

Size. Surface gnomes are between 3 and 4 feet tall and average about 40 pounds, while svirfneblin weigh 80 to 120 pounds. Your size is Small. You have +1 AC.

Speed. Your base walking speed is 25 feet.

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

No Time for Sleep. Gnomes doesn't need the same amount of sleep that other races do, instead they only need to sleep for 4 hours.

Languages. You are fluent in Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

Subrace. Three subraces of gnomes are found in the world: deep gnomes, forest gnomes, and rock gnomes. Choose one of these subraces.

Deep Gnomes (Svirfneblin)

The deep gnomes (or svirfneblin), live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework.

Ability Score Increase. Your Strength score increases
by 1.

Superior Darkvision. Darkvision is a necessity for life in the underdark. Your darkvision has a radius of 120 feet.

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.

Denizen of the Underdark. Being unseen is one of the, if not the most, important skills for staying alive in the Underdark. You have proficiency in the Stealth skill.

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

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient and having expertise in the History skill.

Extra Language. You are fluent in Undercommon.

Stepping out of the Shadows

It is rare for Svirfneblin to leave the Underdark, but when and if they do, they find their talents appriciated but their social skills lacking.

You can remove the Superior Darkvision of the svirfneblin, and replace it with regular Darkvision. By doing so you also remove the Sunlight Sensitivity.

Art by Jerad S. Marantz

Forest Gnome

As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. Forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands.

Ability Score Increase. Your Dexterity score increases
by 1.

Low-light vision. Accustomed to a life both underground and above ground, you have improved vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.

When you reach 3rd level, you can cast the silent image spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the major image spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

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

Rock Gnome

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in civilized lands are rock gnomes.

Ability Score Increase. Your Constitution score increases by 2.

Low-light vision. Accustomed to a life both underground and above ground, you have improved vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

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

Tinker. You have proficiency with tinker’s tools. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny device (AC 5, 1 hp). A character can use this device to cast druidcraft, prestidigitation, or thaumaturgy at first level, with the Use an Object action, producing a set effect chosen from those cantrips upon creating the device (e.g. increase the volume of your voice, clean an object, or light a candle).

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.

Art by Pillars of Eternity and Lukasz Jaskolski

Goblin

Goblins are conniving, self-serving, and fierce beings. They're more aptly described as cunning and fierce than doltish and rash or intelligent and tactful. They commonly live amongst forest, bogs, and mountains in cabes, hidey-holes, or structures long deserted by races more skilled in architecture and construction.

Small and Shrewd

Goblin lairs are challenging to maneuver by design. They festoon their lairs with alarms designed to signal the arrival of intruders. These lairs are also riddled with narrow tunnel and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Goblins are taught from the day they're born to construct jury-rig traps from anything at their disposal and as such are able to engineer traps out of even the most minimal of materials. These contriances aren't always the most predictable or lasting mechanisms in existence, but they do the job well enough.

Worshippers of Maglubiyet

Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshipped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Archeron. This is a "privilege" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death. Goblins that take up adventuring will rarely worship gods other than Maglubiyet, and it's even more uncommon they would make it publicly known if they do.

Malicious Leaders

Goblins are ruled by the strongest or the smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) would rule hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by nearby rival tribes. If ever a leader shows weakness in front of his clan, another ambitious goblin is there to take his place (after slitting his throat of course). Motivated by greed and malice, goblins can't help but exploit the few times they have the upper hand. They are quick to run when they cannot see a way to win, finding it better to give up and spend their energy on something else or at least try again once they have a better plan.

Goblin Names

A goblin's name consists of a given name and a tribe name.
A tribe name is of exponentially greater importance than a given name. A goblin who loses his or her tribe name is a shame to all around him or her.

Art by MattHodoArt
Sneaky and Devious

Goblins are not trustworthy, they cannot afford to be. They are suspicious of others and tend to look for any advantage they can. They will lie, cheat, and steal from others with little regard to consequences.

Dwarves. "Dwarves are always so angry and serious. And they are always looking to kill you over absolutely nothing! Kill them first or keep clear, unless you outnumber them by at least two to one. Be ready to run if you ever see them raech for their axe."

Halflings. "They are so boring! And dumb. At least they usually aren't out to kill us like everyone else. They can more or less take a joke, but they'll fall for every trick in the book and still keep that dumb smiled plastered on their faces."

Humans. "The nicest thing about these big bumbling oafs is that they make nice places for us to live. Every one of their cities has a dozen different places for us to carve out a den right under their feet. And they throw so much away that we can make use of! Their garbage heaps are full of treasure. Some humans are as quick to kill us as dwarves, others are as patient as halflings—and the problem is you can never tell which is which! It is better to keep your distance if they are old enough to be bigger than you."


Male Names: Argo, Berk, Bilik, Boorgub, Chuffy, Churkus,

Drubbus, Erytulk, Gawg, Ghorg, Gobber, Graz, Gryxt,

Irnk, Kavak, Lunthus, Mogmurch, Mogawg, Murch,

Nurpus, Pogus, Poog, Rath, Ronk, Rotfoot, Unk, Vogun,

Zogmaggle, Zord
Female Names: Aka, Chee, Elva, Emee, Fevva, Geedra,

Goomluga, Gretcha, Hoglob, Janka, Klongy, Luckums,

Lupi, Medge, Namby, Nyk, Olba, Rempy, Reta, Ruxi,

Vruta, Yalla, Ziku
Tribe Names: Big Belly, Blacktooth, Brikklext, Chalarstaukh,

Broken Bones, Dwarfbane, One Ears, Grodd, Flatbacks,

Kreeth, Longpoles, Red Fangs, Scab Eaters, Shining,

Spearbiters, Warpaws, Winterborne, Yellow Skin

Goblin Traits

Your goblin character has some qualities in common with all other goblins.

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

Age. Goblins mature much faster than humans, reaching maturity around age 12. The average life span of a goblin is 45 years.

Alignment. Most goblins are neutral, tending to pursue whatever benefits themselves most and they can get away with. They also lean towards evil as well, believing personal gain is reason enough to justify any action.

Size. Goblins are more comparable to halflings than humans in size, being roughly 3 feet tall on average. Your size is Small. You have +1 AC.

Speed. Your base walking speed is 30 feet. You are a bit faster than other small humanoids.

Low-light Vision. Accustomed to life dwelling in caves and dark forests, you have improved vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

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.

Natural Sneak. You have proficiency in the Stealth skill.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

You can make one such hide check with advantage. Once you hide in such a way, you can't do so again until you finish a short or long rest, unless you have gained the Cunning Action feature from the rogue class, in which case you can do so any number of times.

Volatile Fascination. You gain proficiency with the artisan's tools of your choice: alchemist's tools, or tinkerer's tools, but only when you craft something which is flammable or explosive. If you are proficient in tinker’s tools from another feature, your proficiency bonus is doubled when crafting something which is flammable or explosive.

Languages. You are fluent in Goblin and proficient in Common. Goblin uses the Dwarvish script though the spoken language is more akin to Orc than Dwarvish.

Art by Even Amundsen

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 spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying.

Driven Competitors

Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to an entire tribe, while an individual's heroic effort can ensure the entire group's survival.

Goliaths thus place a premium on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills.

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

Fair Play

For goliaths, competition exists only when it is supported by a level playing field. Competition measures talent, dedication, and effort. Those factors determine survival in their home territory, not reliance on magic items, money, or other elements that can tip the balance one way or the other. Goliaths happily rely on such benefits, but they are careful to remember that such an advantage can always be lost. A goliath who relies too much on them can grow complacent, a recipe for disaster in the mountains.

This trait manifests most strongly when goliaths interact with other folk. The relationship between peasants and nobles puzzles goliaths. If a king lacks the intelligence or leadership to lead, then clearly the most talented person in the kingdom should take his place. Goliaths rarely keep such opinions to themselves, and mock folk who rely on society's structures or rules to maintain power.

Survival of the Fittest

Among goliaths, any adult who can't contribute to the tribe is expelled. A lone goliath has little chance of survival, especially an older or weaker one. Goliaths have little pity for adults who can't take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play.

A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips away in the night to seek the cold will of fate.

Race by u/Dracodruid
Art by CHROM

In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in battle, at the peak of strength and skill, than endure the slow decay of old age. Few folk have ever meet an elderly goliath, and even those goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay.

Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by longterm leaders. They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age.

Goliath Names

Every goliath has three names: a birth name assigned by the newborn's mother and father, a nickname assigned by the tribal chief, and a family or clan name. A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel.

Birth names are rarely linked to gender. Goliaths see females and males as equal in all things, and they find societies with roles divided by gender to be puzzling or worthy of mockery. To a goliath, the person who is best at a job should be the one tasked with doing it.

A goliath's nickname is a description that can change on the whim of a chieftain or tribal elder. It refers to a notable deed, either a success or failure, committed by the goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to an individual's notable deeds.

Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name. In casual conversation, they use their nickname.


Birth Names: Aukan, Eglath, Gae-Al, Gauthak, Ilikan,

Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla,

Orilo, Paavu, Pethani, Thalai, Thotham, Uthal,

Vaunea, Vimak
Nicknames: Bearkiller, Dawncaller, Fearless, Flintfinder,

Horncarver, Keeneye, Lonehunter, Longleaper,

Rootsmasher, Skywatcher, Steadyhand,

Threadtwister, Twice-Orphaned, Twistedlimb,

Wordpainter
Clan Names: Anakalathai, Elanithino, Gathakanathi,

Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu,

Thuliaga, Thunukalathi, Vaimei-Laga

Nomadic Justice

The system of punishment for goliaths is less structured than it is in many other societies. Because goliaths are nomadic, imprisonment isn’t an option, and fines rarely work in a society where many goods are owned jointly by the tribe. Goliaths who disobey the chieftain or are caught stealing, cheating, or committing other crimes are often simply beaten. Goliaths have a healthy respect for pain as a motivator. Their other primary punishment is social: To a greater or lesser degree, the rest of the tribe shuns the criminal.

Goliath Traits

Goliaths share a number of traits in common with each other.

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

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

Alignment. Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality.

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

Speed. Your base walking speed is 30 feet.

Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates.

Natural Athlete. You have proficiency in the Athletics skill and you add double your proficiency bonus to the check when climbing, instead of your normal proficiency bonus. You can make standing long jumps and high jumps as if they were running long jumps and high jumps.

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

Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to reduce the damage by an amount equal to 3d4 plus your level. After you use this trait, you can't use it again until you finish a short or long rest.

Languages. You are fluent in Common and proficient in Giant.

Race by u/Dracodruid
Art by unknown artist

Grung

Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.

Colorful Caste System

All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. From lowest to highest caste, grungs can be green, blue, purple, red, orange, or gold.

Green grungs are the tribe's warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. Red grungs are the tribe's scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung.

A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste.

Toxic Coat

All grungs secrete a substance that is harmless to them but poisonous to other creatures, which they also use on their weapons to cause further harm. They also mix this with food and feed it to their slaves, since it keeps them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self. Being amphibious, grungs keep their villages close to water, spending a large part of their time in water.

Grung Names

Grungi have simple gender neutral names consisting of basic, one-syllable sounds.


Grung Names. Akk, Beb, Bec, Dop, Erg, Gahg, Galf, Grop,

Gilp, Grib, Hat, Hen, Ja, Jig, Kek, Lib, Lurt, Mahl, Mog,

Narg, Nak, Nin, Pasht, Pat, Pip, Plek, Ploo, Ran, Rug, Sib,

Slur, Slark, Sook, Snurk, Toog, Zoog.

Grung Traits

Your grung character has the following racial traits.

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

Age. Grungs mature to adulthood in a single year, and have been known to live up to 50 years.

Alignment. Most grungs are lawful, having been raised in a strict caste system.

Size. Grungs stand between 2 ½ and 3 ½ feet tall and average about 30 pounds. Your size is Small. You gain +1 AC.

Speed. You have a walking speed of 25 feet. Your sticky finger and toe pads give you a climb speed of 25 feet.

Amphibious. You can breathe air and water.

Arboreal Awareness. You have proficiency in one of the following skills of your choice: Perception, Stealth, or Survival.

Grung Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. You are immune to poison produced by Grung.

Poisonous Skin. Your skin secretes a poisonous substance that can be used in a variety of ways to harm enemies. You can use the following traits a number of times equal to your Constitution bonus, and you regain all expended uses when you finish a long rest:

  • You can use a reaction to expend a use when a creature tries to grapple you or otherwise comes into direct contact with your skin, to attempt to poison them. The target must succeed on a Constitution saving throw or become poisoned until the end of its next turn. The DC to resist this effect equals 8 + your Constitution modifier + your proficiency bonus.
  • Once per turn, when you make a weapon attack, you can expend a use to apply poison to it. On a hit, the target takes 3d4 poison damage in addition to the normal damage. The damage increases by 1d4 at 5th (4d4), 11th (5d4), and 17th level (6d4).

Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.

Languages. You are fluent in Aquan and proficient in Common. Grungs speak a dialect of Aquan called Grung.

Race by u/footbamp
& Art by Saby Menyhei

Halfling

The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing tire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver.

Small and Practical

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

Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.

Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.

Kind and Curious

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

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

Blend into the Crowd

Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention. Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.

Art by yuan

Pastoral Pleasantries

Most halflings live in small, peaceful communities with large farms and well-kept graves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires. Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.

Exploring Opportunities

Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity.

Affable and Positive

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

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

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

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

Halfling Names

A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.


Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich,

Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn,

Perrin, Reed, Roscoe, Wellby
Female Names: Andry, Bree, Callie, Cora, Euphemia,

Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela,

Portia, Seraphina, Shaena, Trym, Vani, Verna
Family Names: Brushgather, Goodbarrel, Greenbottle,

High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage,

Tosscobble, Underbough

Halfling Traits

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

Ability Score Increase. Your Dexterity score increases
by 2.

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

Alignment. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. You have +1 AC.

Speed. Your base walking speed is 25 feet.

Halfling Luck. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave. You have advantage on saving throws against being frightened.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Art by Wayne Reynolds

Languages. You are fluent in Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition. however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Subrace. The three main kinds of halfling, ghostwise, lightfoot, and stout, are more like closely related families than true subraces. Choose one of these subraces.

Ghostwise

Ghostwise halflings are the rarest of the kin, found only in Eleath and a few other isolated forests, clustered in tight-knit clans.

Many ghostwise clans select a natural landmark as the center of their territory, and members carry a piece of that landmark with them at all times. Clan warriors known as nightgliders bond with and ride giant owls as mounts.

Because these folk are clannish and mistrustful of outsiders, ghostwise halfling adventurers are rare.

Ability Score Increase. Your Wisdom score increases
by l.

Natural Sneak. You have proficiency in the Stealth skill.

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

Lightfoot

As a lightfoot halfling (sometimes called hairfeet), you can easily hide from notice, even using other people as cover. You're inclined to be affable and get along well with others. Lightfoot halflings have spread the farthest and thus are the most common variety.

Lightfoots are more prone to wanderlust than other halflings. and often dwell alongside other races or take up a nomadic life.

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.

Quick Feet. Your base walking speed increases to 30 feet. Also, you have proficiency in the Acrobatics skill.

Stout

As a stout halfling (sometimes called stronghearts), you're hardier than average and have some resistance to poison. Some say that stouts have dwarven blood.

Ability Score Increase. Your Constitution score increases
by 1.

Stout Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Also you can use weapons with the heavy property without disadvantage.

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

Art by JosephQiuArt and jb casacop

Half-Dwarf

Walking between the ambitious world of the human and the traditional world of the dwarf, half-dwarves are constantly torn by their dual heritage. Half-dwarves are rare, both due to the unlikeliness of a human and dwarf coupling and the fact that such couplings rarely produce offspring. Despite their rarity, most cities with blended human and dwarven population will likely contain at least a handful of half-dwarves.

Squats, Half-Bred, Muls

Depending on who you talk to, a half-dwarf look like short stocky hairless human, or like a tall, thin, and beardless dwarf. In human communities, half-dwarves are often called "Squats", in reference to their stout builds and mixed heritage. Among Dwarves, they are called "Muls" or, more derogatorily, "Half-Breds". In either case, the life of a half-dwarf is often filled with ridicule, disdain, and or worst of all, pity. As a result, half-dwarves tend to be loners and are ever focused on proving themselves through quiet deed rather than word. They tend to be hard-working, and self-sacrificing.

By Hammer, Axe, or Blade

Half-dwarves often find fulfillment through work that others might consider menial, and especially delight in excelling in crafts typically favoured by their dwarven heritage. They are consummate stone-workers, smiths, and brewers. Those that embrace their human side often find work as lumberjacks, woodcarvers, and carpenters. Many dwarves feel themselves drawn to the ranks of the town guard, where they can provide quiet dignified service to their community.

Half-Dwarf Names

Half-dwarves use human or dwarven naming conventions, depending on where they were raised, though it is common for them to acquire nicknames in either dwarven or common, depending on which heritage they gravitate towards, as they grow older.

Half-Dwarf Variants

Some half-dwarves have a racial trait in place of the Dwarven Resilience trait. If your DM allows it, your half-dwarf character can forgo Dwarven Resilience and instead take the trait Dwarven Combat Training, Darkvision or a trait based on your dwarf parentage:

  • A half-dwarf of hill dwarf descent can choose the hill dwarf's Dwarven Toughness.
  • A half-dwarf of mountain dwarf descent can choose the mountain dwarf's Dwarven Armour Training.
  • A half-dwarf of duergar descent can choose the duergar's Duergar Resilience or Duergar Magic.

Half-Dwarf Traits

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

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

Age. Half-dwarves mature the same as humans. They reach adulthood around the age of 20, and often live over 200 years.

Alignment. Half-dwarves are mostly lawful, with a great respect for authority and order.

Size. A Half-Dwarf is taller than a Dwarf, and bulkier than a Human. They are completely hairless, and are incredibly muscular. As tough as any Dwarf, Half-Dwarves are more durable because of their extra size. Fully grown Half-Dwarves stand at around 5'6" tall and weigh between 240 - 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet. Your speed is not reduced by wearing heavy armour.

Low-light vision. Your dwarven blood grants you the ability to see well in low-lit areas. You can see in dim light within 60 feet of you as if it were bright light.

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

Dogged Skills. You gain proficiency with a set of artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. Also, you gain proficiency in one skill of your choice.

Tireless. You only need to sleep for 4 hours. You also have advantage on Constitution saves against exhaustion.

Languages. You are fluent in Common and proficient in Dwarvish.

Race by u/SwEcky
Art by Eric Belisle

Half-Elf

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life. They are sometimes called Othlir, or ill-born, as they are seen as neither elf or human by many.

Of Two Worlds

To humans, half-elves look like elves, and to elves, they look human. In height, they're on par with both parents, though they're neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.

Diplomats or Wanderers

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

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

Excellent Ambassadors

Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other).

Art by Crowfall

Half-Elf Names

Half-elves use either human or elven naming conventions. As if to emphasize that they don't really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names.

Half-Elf Traits

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

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

Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Alignment. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.

Size. HaIf-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Low-light vision. Thanks to your elf blood, you have improved vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Skill Versatility. You gain proficiency in two skills of your choice.

Languages. You are fluent in Common and proficient in Elvish. You have 2 language points which you can use to learn a new language or one improve one you already know.



Half-Elf Variants

Your half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on your elf parentage:

  • A half-elf of wood elf descent can choose the wood elf's Elf Weapon Training, Fleet of Foot, or Mask of the Wild.
  • A half-elf of moon elf or sun elf descent can choose the high elf's Elf Weapon Training or Cantrip.
  • A half-elf of drow descent can choose the drow's Drow Magic or Darkvision 60 ft.
  • A half-elf of aquatic heritage can choose a swimming speed of 30 feet.
Art by Charlie Bowater

Grudging Acceptance

Each half-orc finds a way to gain acceptance from those who hate orcs. Some are reserved, trying not to draw attention to themselves. A few demonstrate piety and good-heartedness as publicly as they can (whether or not such demonstrations are genuine). And some simply try to be so tough that others just avoid them.

Half-Orc

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

Scarred and Strong

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

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

The Mark of Gruumsh

The one-eyed god Gruumsh created the orcs, and even those orcs who turn away from his worship can't fully escape his influence. The same is true of half-orcs. Though their human blood moderates the impact of their orcish heritage. Some half-orcs hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh's exultation when they join in melee combat—and either exult along with him or shiver with fear and loathing. Half-orcs are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it.

Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn't just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures—feasting, drinking, wrestling, drumming, and wild dancing—fill their hearts with joy. They tend to be short-tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished half-orcs are those with enough self-control to get by in a civilized land.

Tribes and Slums

Half-orcs most often live among orcs. Of the other races, humans are most likely to accept half-orcs, and half-orcs almost always live in human lands when not living among orc tribes. Whether proving themselves among rough barbarian tribes or scrabbling to survive in the slums of larger cities, half-orcs get by on their physical might, their endurance, and the sheer determination they inherit from their human ancestry.

Art by unknown artist

Half-Orc Names

Half-ores usually have names appropriate to the culture in which they were raised. A half-orc who wants to fit in among humans might trade an orc name for a human name. Some half-orcs with human names decide to adopt a guttural orc name because they think it makes them more intimidating.


Male Orc Names: Dench, Feng, Gell, Henk, Holg, Imsh,

Kelh, Krusk, Mhurren, Ront, Shump, Thokk
Female Ore Names: Baggi, Emen, Engong, Kansif.

Myev, Neega, Ovak, Ownka, Shautha, Sutha, Vola,

Volen, Yevelda

Half-Orc Traits

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

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

Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Alignment. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Menacing. You gain proficiency in the Intimidation 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.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Languages. You are fluent in Common and proficient in Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

Half-Orc Variants

Your half-orc character can forgo Menacing and instead take the orc trait Brave, Survivor, or a trait based on your orc parentage:

  • A half-orc of plains orc descent can choose the black orc's Powerful Build.
  • A half-orc of mountain orc descent can choose the grey orc's Strong-willed.

Depending on your lineage, you can also forgo Savage attacks in exchange for the following:

  • A half-orc of desert orc descent can forgo Savage Attacks for Aggressive.
  • A half-orc of mountain orc descent can forgo Savage Attacks for Ambusher.
Art by Greg Opalinski

Hobgoblin

The hobgoblin legions once marched across the world, conquering large parts of it. Now broken and scattered, they still cling to those same ideals, so that if they are once again called upon, they stand ready. Their culture is one of strict order and hierarchy, where rank and proper conduct trump all other considerations, including practicality and compassion. To be a hobgoblin is to present an iron face to the world, for while failure can be redeemed, weakness is a disgrace beyond measure.

Brutal Civility

Hobgoblins hold themselves to high standards of military honor. The race has a long history of shared traditions, recorded and retold to keep the knowledge fresh for new generations. When hobgoblins aren't waging war, they farm, they build, and they practice both martial and arcane arts.

These trappings of civil society do little to conceal an underlying brutality that hobgoblins practice on each other and perfect upon other races. Punishment for infractions of hobgoblin law are swift and merciless.

Hobgoblins have little appreciation or patience for art. The iron grip their philosophy holds on their hearts blinds them to the accomplishments that are not martial in nature. They leave little space for joy or leisure in their lives, and thus have no reserves of faith to call upon when in dire straits.

Bloody Blue Noses

Hobgoblins are the middle children of the goblinoid races. They have the same pointed ears, wide mouths, and prominent snouts as their cousins, but stand only slightly shorter and broader than most humans. Hobgoblin skin ranges from vibrant yellows to dark reds, with a texture like soft leather. Beetling brows provide a reputation for scowls that is only partly deserved, while thick hair and prominent

canines gave rise to the nickname "the red wolves of war".

The noses of hobgoblins become more colorful when they are enraged or excited, much the way that humans' cheeks can flush with emotion. Some hobgoblins are born with bright red or blue noses. This attribute is thought to be a sign of potency and potential. Blue- and red-nosed hobgoblins receive preferential treatment, and as a result they occupy most of the leadership positions in hobgoblin society.

Honor Bound, by Glory Crowned

Each hobgoblin clan is a regiment, governed by military hierarchy. Each hobgoblin family is a unit, contributing to, guided by, and competing within the traditions of their regiment. Glory - won through art, construction, discovery, but above all, in battle – is to be their highest aspiration.

Hobgoblin worship is focused on the clan's fallen soldiers. Greater heroes receive more specific tribute, and even the few remaining goblin gods are worshipped as exceptional warriors who died with such glory that they reached the divine planes.

Dishonorable Discharge

As befits their warlike nature, hobgoblins believe that any insult demands a response. Suitably (and somewhat ironically), the outward politeness and civility that they demonstrate among each other enables them to avoid conflicts in daily life. This same form of "courtesy" is often extended to other races the hobgoblins have dealings with, much to the outsiders' surprise. When such respect isn't reciprocated, though, relations can swiftly deteriorate.

While martial training and a civilized reputation make for good adventurers, few are ever happy about it. Exiles banished for compassion or cowardice struggle through a world overrun by flippant chaos, while the bitter survivors of lost regiments grudgingly seek mercenary work or fight to earn a place in a new hierarchy.

Race by revlid
Art by Imad Awan

 Some hobgoblins must stoop to adventuring as part of their regimental duties. The experience inevitably changes them: many are left discomfited by how much they've come to respect their barbaric comrades.

Hobgoblin Names

Hobgoblin names are similar to those of dwarves, consisting of a given name and a clan name in that order. However, a hobgoblin's rank and role are far more important. 5th-Rank Spear-Leader Meraav Naph Taal would place full emphasis on her title over her name.

The absence of a rank is a silent, implicit badge of exile and shame, and such hobgoblins are left feeling naked. Those forced to work outside of a conventional hierarchy often awkwardly wrangle whatever rank they can.


Male Hobgoblin Names: Chaghain, Dagii, Drazen, Galtai,

Haruuc, Jiirix, Kamvuul, Leemen, Oaan, Rhaano
Female Hobgoblin Names: Bauchana, Baatu, Ekhaas,

Hulaguu, Maazike, Meraav, Seighee, Vorooke
Hobgoblin Clan Names: Buk Haara, Dar Kuun, Dhak Haan,

Fel Maash, Ghal Daar, Mar Guul, Naan Ven, Nor Ekh,

Tai Khaal, Vra Taash

Hobgoblin Traits

Your hobgoblin character has the following racial traits:

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

Age. Hobgoblins mature at the same rate as humans but have somewhat shorter lifespans. Only rare hobgoblins exceed the age of 70, especially since it's considered preferable to die in the field.

Alignment. Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.

Size. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Low-light Vision. Since their inception, hobgoblins have used the night as a weapon against creatures with lesser sight. You can see in dim light within 60 feet of you as if it were bright light.

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

Ready Legionnaire. The DC to resist gaining exhaustion from a forced marched is halved for you and you have advantage on any Wisdom (Perception) checks to awaken from your slumber.

Saving Face. 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 +3). You can use this trait a number of times equal to your Strength or Dexterity modifier, and you regain all expended uses when you finish a long rest.

Warrior Culture. You are proficient with light armor and two martial weapons of your choice.

Languages. You are fluent in Goblin and proficient in Common. Hobgoblins were the ones to adapt the Dwarvish script for the Goblin language as they needed it to better plan their conquests.

Race by revlid
Art by AlexTzutzy

Human

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why thy build they mighty empires on the foundations of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

A Broad Spectrum

With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades rage from nearly black to very pale, and hair colors from black to bond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.

Variety in all Things

Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

Lasting Institutions

Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf c1ans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone.

Allhough some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.

Race by u/AeronDrake
Art by Russell Dongjun Lu

Exemplars of Ambition

Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.

Humans Names

Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region's culture or to the naming traditions of their ancestors.


Desertborn, Male Names: Askari, Bakad, Caamir, Mahdi,

Rushdi, Saabiq, Taqi
Desertborn, Female Names: Atifa, Iltani, Kema, Maisah,

Nameera, Qadira, Zahra
Desertborn, Surnames: Attali, Benzadi, Khadra, Madjer,

Rahal, Safar, Tarik


Forestborn, Male Names: Agnar, Eadwin, Guthred, Oslac,

Thordar, Turold, Volund
Forestborn, Female Names: Aedwen, Anne, Cerys, Efa,

Elise, Idina, Rowena
Forestborn, Surnames: Buggir, Gaster, Hrilk, Resvonn,

Thall, Troth, Varhig


Mountainborn, Male Names: Asmund, Erik, Gundulf,

Grimald, Herbert, Jakob, Sten
Mountainborn, Female Names: Fride, Grete, Helen,

Kaja, Lena, Sonja, Vilde
Mountainborn, Surnames: Buer, Haug, Jorstad, Karlstad,

Monsen, Ohlsen, Strom


Plainsborn, Male Names: Ayden, Carel, Jerrit, Kale,

Landen, Rick, Stenvel
Plainsborn, Female Names: Arlette, Caitlin, Cherine, Ita,

June, Loriana, Marisa
Plainsborn, Surnames: Bayne, Ferner, Hulett, Kern, Meister,

Pernick, Reinsel


Seaborn, Male Names: (Male) Audey, Buckley, Derwin,

Knoll, Norwell, Orson, Radford
Seaborn, Female Names: Addison, Atha, Eleanora, Janie,

Joyce, Lindsay, Zetta
Seaborn, Surnames: Antone, Brent, Drace, Gresham, Hale,

Reid, Wadhley


Winterborn, Male Names: Arnvid, Brusi, Folkmar, Gorell,

Hrogvar, Norryn, Styrolf
Winterborn, Female Names: Agala, Astrid, Bera, Regima,

Sibbe, Svadis, Yri
Winterborn, Surnames: Askel-, Bodvar-, Kar-, Mak-, Orn-,

Torsten-, Ulfar- (-sson for males, -dottir for females)

Human Traits

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

Ability Score Increase. Increase an ability score of your choice by 1. You cannot increase the same ability score given by the subrace you choose.

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

Alignment. Humans do not tend towards any particular alignment as a group. The interplay of their ambition and empathy sees all alignments represented among them.

Size. Humans vary wildly in size and shape from under 5 feet to well over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 ft.

Human Determination. When you fail a saving throw, you can reroll the die and must use the new roll. Once you use this ability, you can’t use it again until you finish a long rest.

Languages. You are fluent in Common and you have 1 language point which you can use to learn a new language or one improve one you already know.

Subrace. Humans are divided by the environment where they live: desertborn, forestborn, mountainborn, plainsborn, seaborn and winterborn.

Desertborn

As a Desertborn, you come from a martial culture of nomadic warriors. Most of the desertborns travels for days through the desert with light equipment to be fast and agile while moving, scouting and fighting. Their skin can range from light brown to black and they are known for being well muscled.

Ability Score Increase. Your Dexterity score increases
by 2.

Agile and Strong. You have proficiency in the Acrobatics and Athletics skills.

Race by u/AeronDrake
Art by Valeriy Vegera

Dune Warrior. You have proficiency with light armor, scimitars, whips and shortbows. When you score a critical hit with any of this weapons, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Life Under the Sun. You have advantage on saving throws against extreme heat. In addition, once per long rest you may ignore the first level of exhaustion you gain.

Forestborn

As a Forestborn, you come from a wild but wise culture. Forestborns lives in small communities among the trees, hunting and gathering food that nearby forests provides. Most of them are tanned by living in the outdoor, with brown or black hair.

Ability Score Increase. Your Wisdom score increases
by 2.

Children of the Wild. You have proficiency in the Nature skill and you gain proficiency with the herbalism kit.

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

Natural Resistances. You have advantage on saving throws against poison and diseases, and you have resistance against poison damage.

Mountainborn

As a Mountainborn, you come from a culture of artisans and warriors. Most of the mountainborns lives in rugged terrain, building their towns and cities as close as possible to a mountain. Thanks to this, mountainborns have good relations with dwarves, and they are called sometimes as "tall dwarves". They are smaller than the average human, but very muscular, with a hair tone that goes from dark brown to black.

Ability Score Increase. Your Strength score increases
by 2.

Dwarf Friend. You gain proficiency with the artisan's tools of your choice: smith's tools or mason's tools. You have proficiency with the light hammer and warhammer.

Mountaineer. You ignore difficult terrain when moving through rocky terrain. Whenever you make a Strength (Athletics) check to climb rocks, you are considered proficient in the Athletics skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

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

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

Race by u/AeronDrake
Art by telthona
& kekai kotaki

Plainsborn

As a Plainsborn, you come from an old culture of talented craftsmen and inventors. Most of the plainsborns are settled and established in places to improve their agriculture, animal husbandry and architecture and share their knowledge with others. They are slender with tawny skin, with a hair tone that goes from fair to black.

Ability Score Increase. Your Intelligence score increases by 2.

Basic Training. You can choose one of the following; a cantrip from the wizard spell list (intelligence is your spellcasting modifier), proficiency with a weapon of your choice, or proficiency with one armor of your choice (though you require proficiency with the previous armor).

Far Travelers. You gain proficiency in vehicles (land).

Old Knowledge. Whenever you make an Intelligence (History) check related to ancient kingdoms and historical events, you are considered to have expertise in the History skill.

Versatile Culture. You gain proficiency in two skills and one artisan's tools of your choice.

Everyone's Second-best Friends

Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.

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

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

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

Race by u/AeronDrake
Art by Tomasz Chistowski

Seaborn

As a Seaborn, you come from a mercantile culture. Seaborns live in the coast near the seas, they are excellent sailors and they are known for their skills as shipbuilders and tradesmans. They are lightly built, with dark hair and naturally light in skin tone.

Ability Score Increase. Your Charisma score increases
by 2.

Appraiser. You can determine an item's approximate value based on its appearance, and whenever you make an Intelligence check on an item, you can also know if that item is magical.

Masters of the Seas. You gain proficiency with vehicles (water). You have a swimming speed of 30 feet.

Natural Trader. You have proficiency in the Deception and Persuasion skills. Whenever you make a Charisma check to negotiate with others, you have advantage on that roll.

Winterborn

As a Winterborn, you come from a culture based on honor and glory. Winterborns are light skinned and fair or red haired, taller and more muscular than other humans thanks to generations having endured the harsh, cold climates.

Ability Score Increase. Your Constitution score increases by 2.

Courageous. You have advantage on saving throws against being frightened.

Glory over Death. 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.

Snowfolk. You have proficiency in the Survival skill. You have proficiency with battleaxes, greataxes, longswords and greatswords.

Winter Fortitude. You have advantage on saving throws against extreme cold.


The Changing of Rule

Human lands are usually in flux, with new ideas, social changes, innovations, and new leaders constantly coming to the fore. Members of longer-lived races find human culture exciting but eventually a little wearying or even bewildering.

Since humans lead such short lives, their leaders are all young compared to the political, religious, and military leaders among the other races. Even where individual humans are conservative traditionalists, human institutions change with the generations, adapting and evolving faster than parallel institutions among the elves, dwarves, gnomes, and halflings. Individually and as a group, humans are adaptable opportunists, and they stay on top of changing political dynamics.

Race by u/AeronDrake
Art by kekai kotaki
& jb casacop

Kenku

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

An Ancient Curse

The kenku once served a mysterious, powerful entity on another plane of existence. Some believe they were minions of Grazz't, while others say that they were scouts and explorers for the Wind Dukes of Aaqa. Whatever the truth, according to legend, the kenku betrayed their master. Unable to resist the lure of a beautiful sparkling treasure, the kenku plotted to steal the item and escape to the Material Plane.

Unfortunately for the kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them. First, the kenku's beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls. Finally, to ensure that the kenku could never divulge any secrets, their master took away their voices. Once the entity was satisfied that they had been sufficiently punished, the kenku were set loose on the Material Plane.

Since then, the kenku have wandered the world. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.

Dreams of Flight

Above all else, kenku wish to regain their ability to fly. Every kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly. Rumors of magic items such as flying carpets, brooms capable of flight, and similar objects provoke a great desire for the kenku to acquire the items for themselves.

Despite their lack of wings, kenku love dwelling in towers and other tall structures. They seek out ruins that reach to

the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety structures that would collapse beneath a human or an orc.

Some thieves' guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls, allowing them to lurk in the highest levels and to keep watch on the city below.

Hopeless Plagiarists

As, a result of their lack of creativity, kenku function comfortably as minions of a powerful master. Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting longterm schemes.

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

By the same token, kenku have no ability to invent new ideas or create new things. Kenku can copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can produce large numbers of identical items. Few kenku find this work satisfying, since their quest for the freedom of flight makes them ill-suited to settle into a routine.

Kenku Adventurers

Kenku adventurers are usually the survivors of a flock that has sustained heavy losses, or a rare kenku who has grown weary of a life of crime. These kenku are more ambitious and daring than their fellows. Others strike out on their own in search of the secrets of flight, to master magic, or to uncover the secret of their curse and find a method to break it.

Kenku adventurers, despite their relative independence, still have a tendency to seek out a companion to emulate and follow. A kenku loves to mimic the voice and words of its chosen companion.

Race by u/Dracodruid
Art by Christian Bravery

Roleplaying a Kenku

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

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

Kenku Names

Given that kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names.

Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher.

Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler.

Some kenku turn their back on crime to pursue legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.

Kenku Traits

Your kenku character has the following racial traits.

Ability Scare Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

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

Alignment. Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides.

Size. Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Appraiser. You can determine an item's approximate value based on its appearance, and whenever you make an Intelligence check on an item, you can also know if that item is magical.

Death Omen. You have resistance to necrotic damage.

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

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

Low-light vision. A remnant from their lost heritage is the ability to make use of the smallest amount of light. You can see in dim light within 60 feet of you as if it were bright light.

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

Talons. Your talons are natural weapons, which has the finesse property and you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier.

Languages. You are fluent in Common and proficient in Auran, but you can speak only by using your Mimicry trait.

Art by Rob Jenx

Kobold

Kobolds are meticulous creatures with sorcery in their blood, a variety of reptile with a strong work ethic. Discounted as pests or worse by many others, kobolds are a long-suffering race with many talents and clever tricks. Only the foolish overlook the threat that kobolds actually pose.

For kobolds, awakening the potential of sorcery within themselves is a birthright. Nothing could be more natural.

Cold-blooded Reptiles

Kobolds are short, cold-blooded reptilian humanoids with bony frames, small tails, and scaly skin. They stand approximately 2 to 2-1/2 feet tall and weigh 35 to 45 pounds. Sinewy, double-jointed legs, naturally bent and poised for sudden speed, contribute to their height.

Kobolds have strong teeth, and their hands and feet have long digits tipped with very small claws. A kobold’s face is like a crocodile’s, with a jaw that can open wide enough to hold a whole melon. Constantly alert and wide, the eyes of a kobold range in color from burnt ochre to red. A ridge of small, hornlike bone juts above each brow and sweeps backward, the protrusions growing larger and more pronounced toward the rear of the skull.

Most kobolds of the same tribe tend to have similar coloration. Two tribes that merge eventually, crossbreed enough to create a new look, although occasional outliers and throwbacks are born that bear the appearance of one of the original tribes.

Use the Scale Color table to randomly determine the predominant appearance of kobolds in a tribe.

Scale Color
d100  Scale Color
01-05 Black
06-10 Blue
11-25 Brown
26-30 Gray
31-35 Green
36-40 Orange
41-55 Orange-brown
56-60 Red
61-75 Red-brown
76-85 Tan
86-90 White
91-00 Patterned (roll twice, ignoring duplicate results and results of 91 or higher)
Race by u/SwEcky
Art by WotC
Scale Pattern
d20         Scale Color        
1-4 Mottled
5-8 Reticulated
9-12 Shaded
13-16 Spotted
17-20 Striped

Strength in Numbers

Kobold society is split into workers and experts, the vast majority being workers and only a few become experts. Despite having specialized skills, kobold experts are treated the same as any other worker. They enjoy different challenges than a miner might but are expected to serve the tribe like any other member. In times of warfare, all adults are expected to fight.

Kobold society is strongest when work is abundant and their labor forces are a marvel to behold. When fast at work, kobolds function like a hive of ants. Despite the swarming masses of bodies devoted to one task, they rarely trip over each other, instinctively knowing where to apply their help most efficiently, using their tails to help avoid collisions.

Arcane Magic Users

Unlike some other humanoids, kobolds don't fear or shun arcane magic. They see magic as part of their connection to dragons, and are proud to be blessed with the ability to wield such power. Young kobold sorcerers are trained by elders, and the training has an almost religious significance. Most kobold sorcerers are of the draconic bloodline origin and specialize in either damaging magic (which can also be used in mining), augmentation (of materials or allies), or divination (to find raw materials and foresee threats to the tribe).

The main reason why kobolds depend on arcane magic rather than divine is Kurtulmak's imprisonment, which makes it difficult for him to grant spells to mortals and for those mortals to receive his favor. Furthermore, kobolds are so frail that a single hit from a human's weapon can kill one of them, so a tribe has little use for healing magic, and a sorcerer can meet most of the tribe's other magic-related needs. Kobold shamans are very rare; priests of Kurtulmak, when they reveal themselves, are easily recognized by orange garb (usually just a roughly torn sash or cloak) decorated with an image of a gnome's skull.

Deadly Art

The only experts who receive special attention for their efforts are kobold trapmakers. These inventors are highly valued because their creations protect kobold lairs and tribal lands without the need for open warfare.

Among kobolds, traps are an art form and few artisans are as obsessed with the minute details of their work as a master kobold trapmaker. These creatures revel in the intricacies of their inventions. Kobolds rarely indulge in creativity over function, but exceptions are made for a cunning trap. One-upmanship is definitely present among kobold trapmakers. They find ingenious ways to incorporate bizarre spells, technological advances, and unexpected twists into their traps. In fact, the inventive ways in which kobolds defend their lairs compares favorably to the technological and magical marvels created by their hated foes, the gnomes.


Kutulmak: God of Kobolds

The god of kobolds was a vassal of Tiamat. When the gnome god Gari Glittergold stole a treasure from Tiamat's hoard, she sent Kurtulmak to retrieve it. Garl lured his pursuer into a maze-like cavern, then collapsed the exits behind him, trapping Kurtulmak for all eternity.

Kurtulmak is a hateful deity, one who despises all life except for kobolds. He especially hates Garl Glittergold, gnomes, and fey creatures that enjoy playing pranks. He taught the first kobolds how to mine, tunnel, hide, and ambush. He is dominated by his emotions-intelligent, but not wise. Arrogant and prone to gloating, he carries grudges, has a huge chip on his shoulder, and spends a lot of time fashioning elaborate revenge scenarios against those who have disrespected him.

Race by u/SwEcky
Art by Kobold Press

Kobold Names

Kobold names are derived from the Draconic tongue and usually relate to a characteristic of the owner, such as scale color, distinctive body parts, or typical behavior. For example, "Red Foot," "White Claw," and "Scurry" are Common translations of often-used names. A kobold might change its name when it becomes an adult, or add additional word-syllables after important events such as completing its first hunt, laying its first egg, or surviving its first battle.


Names: Abu, Akra, Arix, Dalbe, Digge, Gan, Gulti, Hahzi,

Hipli, Katla, Kelo, Kott, Kovlo, Nila, Okku, Sak, Sibu,

Sidre, Sivlo, Snett, Snin, Snubla, Snupu, Soss, Tik,

Tuks, Vix, Zatre, Zihze

Kobold Traits

Your kobold character has the following racial traits.

Ability Score Increase. Your Dexterity score increases
by 2.

Age. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.

Alignment. Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.

Size. Kobolds are between 2 and 3 feet tall and weigh between 35 and 45 pounds. Your size is Small. You gain
+1 AC.

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.

Evasive Skitter. If you are forced to make a Dexterity saving throw due to an area of effect you can use your reaction to move 5 feet, provoking opportunity attacks as normal, before the spell effect is concluded. Possibly making the effect miss you. You can't use this feature if your movement speed is reduced to 0.

Languages. You are fluent in Draconic and proficient in Common.

Subrace. Once a kobold egg is hatched, the infants are divided and then raised by fosterers. Depending on their strengths and weaknesses they are raised to either become an expert or a worker. Very rarely a dragonwrought kobold is hatched, which causes celebration, due to their strong draconic blood. Choose one of the following subraces.

Dragonwrought Kobold

Some kobolds are born a dragonwrought kobold, proof of the race’s innate connection to dragons. Their scales become tinted with a color that matches its draconic heritage. These are the largest kobolds, and step outside the regular kobold society, being hailed as proof and as messengers of their dragon ancestors.

Ability Score Increase. Your Charisma score increases
by 1.

Draconic Heritage. Choose one type of dragon from the Draconic Heritage table. You gain damage resistance to the type associated with this type of dragon, and you have advantage on Charisma (Persuasion) checks made to influence them.

Draconic Heritage
Dragon Resistance
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold

Power Within. You know one cantrip of your choice from the sorcerer spell list. Charisma is your spellcasting ability for it.

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


Draconic Rite of Passage

If a dragonwrought kobold decides to tap into their blood and awaken the draconic powers within, they must undertake a draconic rite of passage, unlocking the powers of their draconic blood.

If you pick the Draconic Sorcerer subclass and choose the same damage type for Draconic Ancestry and Draconic Heritage you can increase your sorcery point maximum by two.

Race by u/SwEcky
Art by That Art Jack

Kobold Expert

Kobold experts are the specialists of kobold labor forces. Such individuals are responsible for development and research in a kobold tribe. They are most often the smallest of the tribe since they don't have the physical labor of the workers and not the build of the dragonwrought. They are most often seen picking apart their enemies at range, either with wit or with a trusty crossbow.

Ability Score Increase. Your Intelligence score increases by 1.

Ingenuity. You gain proficiency in Artisan's tools of your choice.

Additionally, you gain advantage on any ability checks to make, disarm, or disassemble mechanical traps.

Meticulous. You have proficiency in the Investigation skill.

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.


Kobold Worker

Most kobold workers are miners, the group that makes up the vast majority of any tribe. They endure whatever they need to and are always ready to protect their tribe. Alone they are weak but together they can do anything, which they proven time and time again.

Ability Score Increase. Your Constitution score increases by 1.

Kobold Weapon Training. You have proficiency with spears, and their damage die changes to d8(d10). You can also treat them as Finesse weapons, as long as you use them with one hand.

Opportunistic Teamwork. If an ally attacks a target during their turn, you may expend your reaction to make a single attack against the same target with advantage as long as the creature is within range.

You can't use this feature again until you finish a short or long rest.

Race by u/SwEcky
Art by Wizards of the Coast

Lizardfolk

Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.

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

Alien Minds

The lizardfolk's reptilian nature comes through not only in their appearance, but also in how they think and act. Lizardfolk experience a more limited emotional life than other humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure.

Lizardfolk experience most feelings as detached descriptions of creatures and situations. For example, humans confronted by an angry troll experience fear on a basic level. Their limbs shake, their thinking becomes panicked and jumbled, and they react by instinct. The emotion of fear takes hold and controls their actions. In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations. A lizardfolk doesn't think, "I'm scared." Instead, aggressive, stronger creatures register to the lizardfolk as fearsome beings to be avoided if possible. If such creatures attack, lizardfolk flee, fighting only if cornered. Lizardfolk aren't scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly.

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

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

Cold and Calculating

Most humanoids describe cold-blooded people as lacking in emotion and empathy. The same label serves as an apt depiction of lizardfolk.

Lacking any internal emotional reactions, lizardfolk behave in a distant manner. They don't mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants.

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

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

Art by AdamPaquette

Utility and Survival

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

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

Lizardfolk see little need to plan more than a season or so into the future. This approach allows them to maintain their current level of influence in the world, but it limits their growth. Lizardfolk have no interest in developing writing, making long-term plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.

Hapless Soft Ones

At their core, lizardfolk view other humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, it's a wonder they have managed to survive for so long. The typical human would barely make it through a day in the swamps.

Still, if other creatures prove useful to lizardfolk, those creatures can trigger a protective response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings, young ones incapable of protecting themselves but who might prove useful in the future if they receive care.

Lizardfolk Personality

You can use the Lizardfolk Quirks table to determine a personality quirk for a lizardfolk character or to inspire a unique mannerism.

Lizardfolk Quirks
d8 Quirk
1 You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable!
2 You sleep best while mostly submerged in water.
3 Money is meaningless to you.
4 You think there are only two species of humanoid: lizardfolk and meat.
5 You have learned to laugh. You use this talent in response to all emotional situations, to better fit in with your comrades.
6 You still don't understand how metaphors work. That doesn't stop you from using them at every opportunity.
7 You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with.
8 You enjoy eating your food while it's still wriggling.
Art by Daarken

Lizardfolk Names

Lizardfolk take their names from the Draconic language. They use simple descriptives granted by the tribe based on an individual's notable deeds or actions. For example, Garurt translates as "axe," a name given to a lizardfolk warrior who defeated an orc and claimed his foe's weapon. A lizardfolk who likes to hide in a stand of reeds before ambushing an animal might be called Achuak, which means "green" to describe how she blends into the foliage.

Lizardfolk make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis.


Lizardfolk Names: Achuak (green), Aryte (war), Baeshra

(animal), Darastrix (dragon), Garurt (axe), Irhtos (secret),

Jhank (hammer), Kepesk (storm), Kethend (gem), Korth

(danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik

(song), Othokent (smart), Sauriv (eye), Throden (many),

Thurkear (night), Usk (iron), Valignat (burn), Vargach

(battle), Verthica (mountain), Vutha (black), Vyth (steel)

Lizardfolk Traits

Your lizardfolk character has the following racial traits.

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

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

Alignment. Most lizardfolk 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.

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

Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Bite. Your fanged maw is a natural weapon, which deals piercing damage equal to 1d8 + your Strength modifier.

You can attack with Bite once per turn.

Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to
create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

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

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

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


Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Languages. You are proficient in Common and Draconic.


Lizardfolk Speech

Lizardfolk can master Common, but their mindset results in a speech pattern distinct from other humanoids.

Lizardfolk rarely use metaphors. Their speech is almost always literal. They might pick up idioms, but only with some difficulty.

Names confuse them, unless they are descriptive. They tend to apply their own naming conventions to other creatures using Common words.

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.

Art by Elder Scrolls Legends

Merfolk

Merfolk are an amphibious race, born and at home in the water but relatively comfortable on dry land. Most merfolk are benign creatures, who welcome all manner of outsiders into their cities, loving to show and share their way of life. The less benevolent merfolk take advantage of their abilities and knowledge of the waters to lay ambushes for sailors or run them aground on reefs.

Born of the Sea

Humanoid in form, merfolk stand between five and seven feet tall, with skin of green, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones.

Merfolk skin feels similar to the skin of humans, except for a slight layer of oil on their skins that helps them both to keep moist out of the water and to move quickly in the water. At the same time, they have a greater need for water than most other races, when they are away from sea they drink more than others, take long baths, or find themselves standing outside in the rain.

Underwater Kingdoms

There are many merfolk kingdoms below water, most open to all peaceful creatures who find their way there. Due to the vastness of the sea, merfolk kingdoms seldom have hostile relations, though when it happens it is very rare that it leads to open warfare. They prefer raiding and picking at supply lines, refraining from taking lives where they can. The one exception to this, is when they are threatened by the sahuagin, when such a threat is noticed they gather what available forces they have to end the threat.

Merfolk cities are often very densely constructed compared to land based races for a number of reasons. Roads can be very narrow by terrestrial standards because merfolk are able to use three dimensions for their streets. Sometimes the upper floors of buildings are conjoined across the streets which turns the streets into tunnels. Some cities have been built up over time so that tunnels have completely replaced streets in many areas.

Merfolk are able to contruct buildings much more efficiently than races on land. They attach inflatable gas bags to a large building materials and lift them by filling the bag with air. Only a few workers are needed to position the piece. For this reason, gigantic buildings and monuments are common in merfolk cities.

Seals are a common sight in merfolk cities, their meek nature and amphibian ability, make them perfect pets.

Race by u/SwEcky
Art by firedudewraith

Lord of the Sunlit Shallows

Merfolk worship Eadro with passion, their supplications are open to non-merfolk so that they might hear songs devoted to him. The songs and swimming dances they use in prayer change with every season as well as during their numerous holidays. Eadro is part of the Asathalfinare, a multi-species pantheon worshipped by good-aligned aquatic creatures, the main deities of sea elves and tritons are part of this pantheon as well, which makes merfolk feel great kinship to these two races in particular.

Merfolk are accepting of the differences in others' beliefs, though they most often remain unconvinced, they sometimes adapt parts of other's beliefs into their own. This has led to a large variety in how merfolk show their belief.

Merfolk Names

Merfolk names are melodic, but with larger and darker tones. Female names are more melodic than male names, which is mostly because their names always end in a vowel.


Female Merfolk Names: Alo Ol, Caloyu Azzul, Hoso Dattun,

Jituho Vannan, Kazono Vadic, Lazo Bettul, Mazo Nel,

Naloro Zel, Osidi Erem, Thatada Ar, Uro Girrac
Male Merfolk Names: Ama Kec, Dilun Ger, Gagg Zek,

Girsig Badac, Jagg Man, Jirond Zan, Nond Ec

Tolneng Kadac, Valrend Minac, Virdagg Gel, Zad Am

Merfolk Traits

Your merfolk character has the following racial traits.

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

Age. Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.

Alignment. Most merfolk are neutral, living in close harmony with nature.

Size. Merfolk stand anywhere between 5 and 7 feet tall and tend to have slender, flexible builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Amphibious. You can breathe both air and water.

Deep Sea Adaption. You are attuned to the to even the most extreme ocean depths and you ignore any of the drawbacks caused by a deep, underwater environment. You're also naturally adapted to cold climates.

Languages. You are fluent in Aquan and proficient in Common.

Subrace. Merfolk are actually two separate subspecies. The coastal merfolk lives close to land, not too uncommon in coastal cities, while the deep sea merfolk are at home in the deepest seas, battling against the large denizens of the deep.

Race by u/SwEcky
Art by Lie Setiawan

Coastal

Coastal merfolk generally have yellow chests and pale green faces, shading to dark blues and purples on their backs and limbs. The patterns on their skin suggest the colors of the tree frogs common in the rain forest, as do their eyes of orange, lime green, or sky blue. Their fins are relatively short and thick. They have an uncanny ability of disappearing from sight, and are born with a natural knack for primal magic.

Among the Waves. While in the water you can attempt to hide even when you are only lightly obscured by sea weed, mud clouds, stone or other natural objects and phenomena.

Cantrip. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.

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.

Lithe Form. You gain proficiency in the Acrobatics skill.

Swim Speed. You have a swimming speed of 35ft.

Just Below the Surface

Not all deep sea merfolk live at the bottom of the oceans, a few tribes has spent hundreds of years much closer to the surface.

You can remove the Superior Darkvision of the deep sea merfolk, and replace it with regular Darkvision. By doing so you also remove the Sunlight Sensitivity.

Deep Sea

Deep sea merfolk often have burgundy or magenta on their faces and chests, with lighter shades of blue and purple elsewhere. Their eyes are red, orange, or blue, and their long, thin, and elegant fins resemble scarves or veils of fine fabric. They swim easily, even upstream, and clamber over rocks and through rapids with ease. Living in the depths means dangers aplenty, and thus each merfolk are taught at a young age how to handle themselves in combat.

Deep Lure. You know the dancing lights cantrip. Wisdom is your spellcasting ability for it.

Merfolk Weapon Training. You have proficiency with the net, shortsword, spear, and trident.

Remarkable Swimmers. Whenever you make an Strength (Athletics) check related to swimming against currents, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

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

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

Swim Speed. You have a swimming speed of 40ft.

Race by u/SwEcky
Art by Lie Setiawan

Minotaur

A bloodthirsty warrior charges a shield wall, horned head lowered as he bellows a contemptuous challenge. Proud raiders gamble aboard their ships, betting rich spoils in elaborate games and dares. A great beast stands tall within the temple of a mighty cult, worship and offerings heaped onto her broad shoulders.

Head of a Demon

Born into the world by forbidden rites that melded powerful horned beasts with the intelligence of civilized species, the race of minotaurs is proud and domineering, assured of their superiority over lesser, merely natural races.

A cult that performs such rituals raises its bestial champion as a caged totem, a monstrous weapon fed on the flesh of blasphemers. Yet minotaurs are seldom content to be merely a tool. Those who escape inevitably forge their own paths, even seek out others of their kind. From such stories are born the founding myths of horned half-beast kingdoms.

Yet minotaurs regard their natural drive as something to be mastered, a hunger that will consume them if they are weak. Only those who shackle their arrogance and ambition with a strict code can truly achieve greatness.

Arrogance and Honor

Minotaurs are blessed with supreme self-confidence, and raised to be deeply competitive. They seldom accept anything but a temporary loss, and will often make excuses even then.

Minotaur etiquette focuses on postponing or redirecting disputes, and most minotaurs love games, puzzles, and other trials. The imposition of rules is particularly appealing to minotaurs, serving to restrain and channel their temper.

Some bull-nations allow this element to go unspoken, while others outright proclaim that might means right, with open contests and murderously subtle plots as a foundation of their society.

Treachery is not necessarily unknown to minotaurs: a strict personal code of honour need not comply with any wider view of morality. Still, cheating or renenging on debts is considered deeply suspicious, a display of poor self-control that speaks ill of the bull's other abilities.

Race by u/revlid
Art by MTG

Bestial Urges

Minotaurs vary widely in appearance, incorporating features from a range of horned beasts into a humanoid form. Bovine creatures are by far the most common template, but hooves or feet, the number of fingers, and the presence of a muzzle all depend purely on the bloodline in question.

One common factor is a minotaur's violent temperament. In addition to a strict adherence to honour, each minotaur culture develops communal ways to bleed off this aggression. Berserk performances, passionate festivals, and even simple pit fights. Others resort to hermitage and ritual, regarding bloodthirst as something to be ruled, not bled off.

Aloof, Not Alone

Minotaurs become adventurers for a variety of reasons, most of which boil down to having something to prove. Questants try to outdo their ancestors, young bulls are bound into unwise oaths, and behooved nobles venture forth to settle bets and dares. Those who break the mould tend to be mercenaries or missionaries, rejecting the brutish honourcode of their home for better or worse.

Firstborn minotaurs raised in the shrines of horned gods have less diverse attitudes. Some are loyal to their home, sent forth as agents of prophecy or revenge. The rest fled from holy captivity, escaping their labyrinth homes in search of something greater.

Minotaur Names

Minotaurs usually name their offspring after themselves, or a great hero in their ancestry, whose code the young minotaur must strive to honour. Clan names work similarly, inherited from whichever horned paragon first forged the bloc.

Minotaurs raised by a cult tend to take its name, or the name of its leader, in place of a family name. Those with an even bigger ego than normal (or less attachment to those who raised them) will take the name of its god, instead.


Male Names: Asterion, Beliminorgath, Cinmac, Dastrun,

Edder, Galdar, Hecariverani, Kyris, Tosher, Zurgas
Female Names: Ayasha, Calina, Fliara, Helati, Keeli, Kyri,

Mogara, Sekra, Tariki, Telia
Clan Names: Athak, Bregan, Entragath, Kaziganthi,

Lagrangli, Mascun, Orilg, Sumarr, Teskos, Zhakan


Cults of the Horned King

Minotaurs are the dark descendants of humanoids transformed by the rituals of cults that reject the oppression of authority by returning to nature. Inductees often mistake these cults for druidic circles or totemic religions whose ceremonies involve entering a labyrinth while wearing a ceremonial animal mask.

Unknown to all but their highest-ranking leaders, these mystery cults are creations of the demon lord Baphomet, the Horned King, whose layer of the Abyss is a gigantic labyrinth.

Race by u/revlid
Art by Eric Belisle

Minotaur Traits

Your minotaur character has the following racial traits.

Ability Score Increase. Your Strength score increases
by 2.

Age. Minotaurs reach adulthood at around the same age as humans, but a mature minotaur shows no sign of aging until the day it drops dead. Due to their unnatural origins, this time may come at age 40 or age 140: each minotaur simply does not know how long it might live.

Alignment. Their brutal physicality and disdain for weakness causes most minotaurs to trend toward evil, while their codes of honor or cult lore dispose them toward law.

Size. Minotaurs are far larger than humans at 7 to 9 feet and weighing around 700 pounds. Your size is Large. You gain -1 AC and use Large weapons.

Speed. Your base walking speed is 35 feet.

Mighty Horns. Your horns are natural melee weapons, with which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d8 + your Strength modifier. If you move 10 feet before using your horns to shove another creature, you have advantage on the Strength (Athletics) check.

Rushing Trample. If you take the Dash action on your turn, you can use a bonus action to attempt to shove a creature with your horns. On a success, they take damage as if you hit them with your Mighty Horns.

Languages. You are fluent in Common.

Subraces. A minotaur's origins have a great impact on their prowess. Choose one of the following subraces.

Labyrinth Minotaur

Many minotaurs are born from dark rites and animal-cults sponsored by the demon lord Baphomet, whose form they share. Transformed warriors or newborn half-bull children are raised as guards by these bloody cults. Those that escape are often agoraphobic, or deeply mistrust religion.

Ability Score Increase. Your Constitution score increases by 1.

Darkvision. Demon blessings grant you 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.

Labyrinthine Recall. Whenever you make a Wisdom or Intelligence check that requires you to recall a passage you have traveled, you can add one and half time your proficiency bonus to the check, instead of your regular proficiency bonus.

Tantrum. When you become bloodied, you can use your reaction to move up to 15 feet and make an attack with your Mighty Horns. Once you've used this feature, you can't do so again until you finish a short or long rest.

Extra Language. You are proficient in Abyssal.

Reaver Minotaur

These minotaurs formed their own society, escaping from the war pits that birthed them to establish an island haven on the principles of strength and honor. Disputes are settled in bloody combat and public contests, oaths are held inviolate above all, and betrayal is regarded as the darkest of crimes.

Ability Score Increase. Your Intelligence or Wisdom score increases by 1.

Conqueror's Virtue. You have proficiency in the Athletics skill. You ignore disadvantage on contested checks where you use Athletics.

Martial Training. You are proficient with two martial weapons of your choice.

Sea Reaver. You gain proficiency with Navigator’s tools and Vehicles (water). Additionally, you have advantage on Acrobatics checks to maintain balance.

Extra Language. You are proficient in Giant.

Sacred Minotaur

Not all minotaurs are the product of dark, secret cults. Those reared by more acceptable faiths will sometimes bear the heads of horned beasts other than bulls, with fur of their god's sacred color. Taught from birth that they are the very image of their god, such minotaurs can be overbearing company.

Ability Score Increase. Your Charisma score increases
by 1.

Divine Presence. You gain proficiency in the Intimidation skill and have advantage on Intimidation checks against fiends and undead.

Touched by the Gods. You know one cantrip of your choice from the cleric spell list. When you reach 3rd level, you can cast the bless spell once per day. When you reach 5th level, you can also cast the calm emotions spell once per day. You regain the ability to cast both spells after a long rest. Charisma is your spellcasting ability for these spells.

Extra Language. You are proficient in Celestial.

Race by u/revlid
Art by BabloFernandezArtwrk

Mousefolk

The life of the Mousefolk is one spent close to the ground. With no great empires or kingdoms to call home, the Mousefolk spend their lives carving a place for themselves in the cities of the larger races or in the untamed wilds. They form tight-knit communities where every member is expected to contribute to the success of the whole. Some Mousefolk study a trade skill to support their families, while others use their natural agility and intellect for contract services.

Furry and Nimble

Reaching a little over 2 feet tall, the Mousefolk often go unnoticed in their day to day activities. Their diminutive stature and quiet demeanor make the Mousefolk inoffensive to most, granting a certain detachment from the major conflicts and strife of the age. Their fast metabolisms and quick feet give the Mousefolk a slender build, usually weighing between 20-30 pounds.

Mousefolk fur color ranges from white to tan to brown or black, with various patterns passed through heredity. They take care to groom and clean their fur, as it represents their family and community. A Mousefolk’s eye color is either red or black. Mousefolk like to wear comfortable dark colored clothes that allow for discretion and a wide range of movement.

The concept of personal wealth or glory doesn’t pervade through Mousefolk culture, most actions taken are for the good of the community rather than the self. Any wealth or resources gained are utilized for the betterment of the group. Some Mousefolk, however, use their natural abilities for personal gain. These individuals tend to be outcasts or black sheep of the clans.

Home and Hearth

The Mousefolk are a resourceful and tenacious race. Mousefolk settlements can be found in the most unlikely and inhospitable of places. They tend to build homes in the dark shadows and forgotten corners of the world, such as city slums, deep forests, scorching deserts, arctic tundras, or port cities in exotic lands. The Mousefolk aren't typically farmers, instead preferring hunting, trade, and craft to meet their needs. Mousefolk caravans are not an easy target for bandits, guarded by skilled archers within and a bristling wall of oak and steel without.

Mousefolk families extend beyond blood ties, an individual's entire community is treated as kin. Mousefolk settlers will seek out other colonies, and new warrens will arise within close proximity to each other. These communities will eventually grow and merge, the members of each becoming kin to the other.

Artisans and Adventurers

The Mousefolk have a deep love of art, literature, song, and craft, and will often spend a lifetime perfecting their trade. True masterworks are rarely seen by the outside world, instead they are preserved and passed through the generations. To be a keeper of lore and heritage is among the highest honors and greatest responsibilities in Mousefolk culture.

The Mousefolk who do not end up learning a trade will often put their skills to use pursuing esoteric knowledge, training as defenders, spiritual leaders, rangers, covert agents, or they might even travel the world as an adventurer-for-hire.

Race by u/skybug12
Art by Ryan Lang

Mousefolk Names

When a Mousefolk is old enough to read, they are taken by an elder to the clan's archives to study the lore and histories of their people. After several years, the individual is allowed to pick their own name, either adopting the name of a past hero, or inventing a new name for themselves.


Male Names: Aengus, Ashwin, Aynselle, Boris, Byrnstan,

Celanawe, Colin, Demitri, Elric, Esegar, Finn, Gregory,

Joseph, Luke, Martin, Matthias, Mattimeo, Odric, Seyth,

Thom, Waldwin
Female Names: Baeylie, Caley, Clove, Daewn, Dalla, Eda,

Elis, Gale, Ingrid, Kearra, Mariel, Millicent, Moira, Nola,

Rona, Rosalee, Sayble, Serra, Sylvia, Veira
Historical Names: Abershaw, Bluebell, Dalgill, Faolan,

Garrow, Gamilon, Grimwold, Hannidy, Larkin, Sloan,

Taryn, Tenny, Tinble, Toller, Vidar, Walmond

Mousefolk Traits

Your mousefolk character has the following racial traits.

Ability Score Increase. Your Dexterity score increases
by 2.

Age. A Mousefolk reaches adulthood at the age of 5 and lives to be about 40 years old.

Alignment. Most mousefolk are neutral, and tend towards good. They try to keep the conflicts of the other races at arm's length, but display remarkable ferocity when their friends, families, or communities are threatened. A reverence for nature and life is close to the heart of Mousefolk, and they are loath to take a life if it can be avoided. They prefer to live quiet and unassuming lives, giving honest work for honest pay.

Size. Mousefolk grow between 2 and 2 1/2 feet tall and weigh about 25 pounds. Your size is Small. You gain +1 AC.

Speed. Your base walking speed is 25 feet.

Keen Senses. You have proficiency in the Perception skill.

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.

Nimble. You have advantage on saving throws against being grappled or restrained. Also, when a creature you can see makes an Opportunity Attack against you, you may use your reaction to impose disadvantage on that attack.

Underfoot. You can move through the space of any creature that is of a size larger than yours.

Languages. You are fluent in Common and Squeak Speak. You have 1 language point which you can use to learn a new language or one improve one you already know. Mousefolk place great value on the written accounts of their legends and histories, and encourage everyone to keep journals and records of their deeds. Almost all Mousefolk speak Common to converse with the people on whose lands they dwell or through which they are traveling.

Subrace. The two main kinds of mousefolk, softpaw and meadowgard, are more like closely related families than true subraces. Choose one of these subraces.

Softpaw

As a Softpaw Mousefolk, you avoid the dangers of the untamed wilds for the security of civilization. Your bookish nature gives you an edge in the arcane studies and a knack for trade skills and craft. The mark of the Softpaw is a seal of the utmost quality. A Softpaw's natural dexterity and keen intellect make them desirable contract thieves and infiltrators.

Ability Score Increase. Your Intelligence score increases by 1.

Artistry. You gain proficiency with one type of artisan's tools or one musical instrument

Squirm. You can move through spaces as if you were Tiny.

Meadowgard

As a Meadowgard Mousefolk, you make your living in the wilds. You have keen senses, deep intuition, and a connection with nature that few other races can boast. The Meadowgard stand staunchly at the edge of civilization, knowing that their eyes are the first alarm and their body and blade are the last bulwark of countless others. They have an unwavering sense of duty and a lifetime of experience which keeps them sharp against the dangers of the world. With an elder's blessing some Meadowgard leave the service of their clans to travel the world and record their journeys.

Ability Score Increase. Your Wisdom score increases
by 1.

Brave. You have advantage on saving throws against being frightened.

Speak With Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

Virtuous and Headstrong

Despite their generally flighty appearance, mousefolk are a very honorable people. They believe strongly in personal honor, less so in the idea that the actions of others can impugn that honor. When a mousefolk makes a mistake, especially one that causes harm to others, they will work hard and at long lengths to correct that mistake.

Race by u/skybug12
Art by StuArtStudios

Orc

Stuck between honor and savagery, orcs are a complicated and mostly misunderstood race that always lingers on the edge between noble barbarians and wild savages. Orc society is tribal by nature, rich with traditions, honorable, yet wild and untamed. They see the world for what it is: dangerous and wild, where only the strongest can survive. As such, orcs are focused on strength and survival, not to destroy, but to survive as an individual and as a race. They have seen civilizations rise and fall, but the orcs remain.

Orc ethics may still vary greatly from tribe to tribe. Some are roaming the lands, taking what they need from whoever has it, others live by a strong code of honor and only fight worthy opponents, and even others tend to isolate themselves from other races by living in the harshest of lands as a test of their will and endurance.

Omens and Superstitions

Orcs believe that any seemingly unimportant discovery or event—a bear's claw marks on a tree, a flock of crows, or a sudden gust of wind—might be a communication from the gods. If the tribe has encountered a similar omen before, the priests understand how to interpret it, but if a sign from the gods has no clear explanation, the priests might have to meditate for hours or days to get a vision of its meaning.

Every group of orcs has particular superstitions and recognizes certain omens. These tenets vary from tribe to tribe, and are often based in events that the tribe has experienced.

Colors of Conquest

Three colors have special meaning to all orcs, and they adorn their bodies, possessions, and lairs with pigments that produce those hues. Red ochre is used to represent blood, grayish-white ash to represent death, and charcoal to represent darkness.

The unwritten laws that govern the status of individual orcs within a tribe are manifested to a degree in how each orc uses these colors on itself and its personal items. For instance, the chief of one tribe might be the only one that has the right to stain its tusks with red ochre, while the warriors of another tribe rub streaks of ash into their garments to signify their safe return from a raid.

Special Enemies

When orcs attack a settlement of humans or halflings, they will kill anyone who presents a threat, but they are more interested in grabbing plunder and food rather than in wanton slaughter. The elderly, children, and any who seem weak or meek enough might escape death. If they leave the population more or less intact, the orcs leave themselves the option of returning to raid the community over and over.

When orcs fight elves, all of that changes. The enmity between the two races cuts to the core, and no orc will leave an elf alive. Orcs become so frenzied in combat against elves that they forget all about taking loot and valuables back to the tribe—the only trophies of any worth are the heads of their enemies.

Race by u/Dracodruid
Art by Bayard Wu

Orcs treat dwarves somewhat differently from other foes, because they covet the homes that dwarves fashion for themselves. If a tribe succeeds in fighting its way into a dwarfhold, the orcs will butcher any dwarf that stands against them, but it's really all about the property—they would be just as happy if all the dwarves ran away.

Orc Names

Orc names doesn't always have meaning in the Orc language, and noteworthy orcs are given epithets by their tribe mates.


Male Names: Abzug, Bajok, Grutok, Jahrukk, Lortar, Mobad,

Mugrub, Rhorog, Ruhk, Shamog, Shugog, Urzul
Female Names: Baggi, Emen, Engong, Myev, Neega,

Ovak, Ownka, Shautha, Sutha, Vola, Volen
Epithet: Bone Crusher, The Brutal, Death Spear,

Doom Hammer, Elf Butcher, Eye Gouger, The Filthy,

Flesh Ripper, Iron Tusk, Skin Flayer, Skull Cleaver,

Spine Snapper

Orc Traits

Your orc character has the following racial traits.

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

Age. Orcs reach adulthood at age 13 and live up to 70 years.

Alignment. As varied as the orc tribes are their ethics and morals. However, most orcs have in common, that they see the world as a harsh and deadly place in which only the strongest are fit to survive. Therefore, most orcs are either neutral or evil, as helping the weak and unfortunate would mean disturbing the natural order.

Size. Orcs 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.

Brave. You have advantage on saving throws against being frightened.

Survivor. You gain proficiency in the Survival skill.

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

Languages. You are fluent in Orc and proficient in Common.

Subrace. Three subraces of orcs are found in the world, each very distinct: plains orcs, desert orcs and mountain orcs. These subraces usually form separated tribes, but several mixed tribes are known to exist. Choose one of these subraces.

Plains Orc (Brown Orc)

Brown orcs are bigger and sturdier than their orc cousins. They are known for great feats of strength and endurance. Brown orcs are usually driven by a strong sense of honor, seeking worthy or dangerous opponents to test themselves.

Ability Score Increase. Your Strength score increases
by 1.

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.

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

Desert Orc (Red Orc)

Red orcs tend to be slightly smaller and scrawnier than their other orc cousins. Yet, they are known to be fierce and capable warriors and often roam the lands, raiding villages and cities along their way.

Ability Score Increase. Your Dexterity 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 attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Mountain Orc (Gray Orc)

Gray orcs are often more spiritual, reclusive, and cunning than their orc cousins. They prefer to keep to themselves, but will respond tenfold to any aggression, often through covert operations. They can be trusted advisors as well as dangerous assassins.

Ability Score Increase. Your Wisdom score increases
by 1.

Ambusher. In the first round of a combat, you have advantage on attack rolls against any creature that hasn't taken any actions yet.

Strong-willed. You have advantage on saving throws against being charmed.

Race by u/Dracodruid
Art by unknown artist

Plasmoid

Plasmoids are amorphous beings with no typical shape. Among regular folk, they often adopt a similar form, but there’s little chance of mistaking a plasmoid for anything else.

Disputed Origin

The origin of plasmoids are disputed, some believe they were created in an experiment on oozes or slimes, but the primary belief is that they all originate from one singular gigantic, intelligent ooze. This prime ooze, would grow and divide, each split creating a new plasmoid. These new creatures were basically clones of the prime, but over a few centuries, the genetic material has changed drastically.

A plasmoid slowly gets larger and after about twenty years, it is able to create a smaller plasmoid by splitting off a part of itself. After this first division, it requires another ten years before it can do so again. The newly created ooze needs to be cared for a year before it is able to survive on its own.

Impressable Blobs

Plasmoids consume food by osmosis and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to grasp and manipulate weapons and tools. Although most plasmoids are translucent blue or green, or somewhere in between, they can alter their color and translucence by absorbing dyes through their pores.

Plasmoid bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, allowing them to wear clothing and accessories. When they sleep, they lose their rigidity and spread out and are sometimes hard to differentiate from the environment in the dark. Plasmoids speak by forcing air out of tubular cavities that constrict to produce sound.

Food Culture

Plasmoids have no taste and can basically eat any biological material they can get their hands on, but their genetic makeup slowly changes depending on what they consume. This makes some fixate on what they eat to shape themselves into something grand, while others just go with it.

Plasmoids have small close-knit communities in cities and often take odd jobs other races doesn't care for.

Plasmoid Names

Plasmoids have simple names and generally only change one letter when they give the name to their offspring.


Plasmoid Names: Blip, Blob, Boop, Drab, Drop, Falp, Flapp,

Flub, Hobb, Mlob, Plip, Plop, Qwop, Sapp, Selp, Soob

Plasmoid Traits

Your plasmoid character have the following racial traits.

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

Age. Plasmoids reach maturity after only a year, but rarely

becomes much older than 30 years old.

Alignment. Plasmoids generally try to fit in wherever they go, favoring a true neutral or neutral good alignment.

Size. Plasmoids cover between a 3 and a 5-foot diameter sphere, and weigh on average 60 pounds. You are Medium.

Speed. Your base walking speed is 25 feet.

Amorphous. You have advantage on ability checks you make to escape a grapple. You can also squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing.

Darkvision. Your nerves allow you to detect things in total darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Natural Resilience. You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.

Shape Self. As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size.

As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds.

Languages. You are proficient in Common.

Race revised by SwEcky
AI Art generated by u/GMHolden (DALL-E)

Satyr

Many tales speak of fey which use their charm to befriend or trick unwary travelers. Most such stories have sprung forth from satyrs, whether they star in it or spun it together themselves. Even other fey will quiet down to listen to the voice of a goatman.

Satyrs, or fauns as they are commonly known, are fey creatures that delight in singing, dancing, feasting, and debauchery.

Carefree Beastmen

Satyrs have elven ears, a furry lower body, and cloven hooves like goats. Horns sprout from their heads, ranging in shape from a pair of small nubs to large, curling rams' horns. These fey-ancestry humanoids are light-hearted and prone to taking it easy but have an inborn restlessness. Combine this with their insatiable curiosity and with the ease in which they deal with other humanoid creatures, and it is easy to see why many fauns are seen as mischievous.

Unlike most fey, satyrs are drawn to civilization, thriving in the social aspects of life. Satyrs can come to love any work that has social aspects, but won't stay for long unless the job varies heavily from day to day. Most satyrs find themselves as troubadours, adventurers, messengers, or as traveling merchants.

Embracing Life

Most satyrs believe that the other races are woefully burdened with the plague of seriousness. Satyrs scoff at the efforts of polis-builders with their laws and right angles, and they poke fun at philosophers with their endless theories and interminable discourse. Satyrs feel that life is to be lived and experienced with all the senses. Satyrs see the world and

everything in it as a book of delights, and they want to explore every page.

Hedonistic Revelers

Satyrs crave the strongest drink, the most fragrant spices, and the most dizzying dances. A satyr feels starved when it can't indulge itself, and it goes to great lengths to sate its desires. It might kidnap a fine minstrel to hear lovely songs, sneak through a well-defended garden to gaze upon a beautiful lad or lass, or infiltrate a palace to taste the finest food in the land. Satyrs allow no festivity to pass them by. They partake in any holiday they've heard of. Civilizations of the world have enough festivals and holy days among them to justify nonstop celebration.

Inebriated on drink and pleasure, satyrs give no thought to the consequences of the hedonism they incite in others. They leave such creatures mystified at their own behavior. Such revelers might have to scrounge for excuses to explain their disordered state to parents, employers, family, or friends.

Wandering Troubadours

Every new experience fills a satyr with a sense of wonder, and most satyrs travel to sate this curiosity, sometimes staying at a place for a decade or two, before moving on. Their social capabilities make it easy for them to find a place to fit into, even with such a heavy reputation.

In the wild, they make their homes at the bases of trees or in burrows and can be found everywhere; from steep mountain ranges to deep forests to wide-open plains. They love creature comforts, so they keep well-stocked larders and stores of wine and mead. Travelers who come upon satyr homes often find them empty because the owner is out exploring or at a woodland revel.

Race by u/SwEcky
Art by Alteva

Lovers of Story and Song

A satyr would say that it loves beauty above all things. Most memorizes hundreds of stories and songs, and many invents hundreds more. Anything can be inspiration to a satyr, from the morning mist to a blossoming flower to—especially—an attractive maiden.

Playing an instrument comes naturally to a satyr, it is something that they know how to do even before they can speak or walk. The melodies that satyrs produce haunt forest glades throughout the Feywild, and their tunes are inherently magical.

The Art of the Revel

Humans think of satyrs' revels as raucous bacchanals, where anything and everything might happen. This picture isn't wrong, but it's incomplete: there's more to a revel than debauchery. For satyrs, revelry is a way of life. It's the delight in small things: the song of a bird, a warm breeze, the smell of a tasty pie, relaxing by a river in the sunshine.

Life freely offers these gifts, and for a satyr, they are more valuable than gold or glory. To revel means to forget the constraints of time, to let go of the future and past, and to be wholly in the present moment. For satyrs, encountering life with all the senses honors the gods, and-most importantly- it feels really good. Driven by instinct and intuition, most satyrs prove unpredictable, following their sense of wonder wherever it leads.

Satyr Names

A satyr's name is as playful and mischievous as they are, and each one is given when a satyr's personality shines through. Most satyrs also give each other nicknames.


Female Names: Aliki, Avra, Chara, Dafni, Eirini, Elpida,

Irini, Kaiti, Lia, Niki, Tasia, Xeni, Yanna, Zoi
Male Names: Alekos, Dimi, Filippos, Ilias, Kyriakos,

Neofytos, Omiros, Pantelis, Spyro, Takis, Zenon
Nicknames: Bounder, Bristlechin, Clip-Clop, Dappleback,

Hopper, Nobblehorn, Orangebeard, Quickfoot,

Scruffiebutt, Sunbeam, Skiphoof, Twinkle-Eyes

Satyr Traits

Your satyr character has the following traits.

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

Age. Satyrs reach adulthood at the age of 24, and live to be 400 due to their fey ancestry.

Alignment. Satyrs tend to have chaotic alignments, and most are good if not neutral. However, evil satyrs do exist, taking what they want from others to feed their insatiable appetite for pleasure.

Size. Satyrs are usually around 5 feet in height and weigh around 170 pounds. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Low-light vision. Your fey blood grants you the ability to survive the dim forests of the Feywild. You can see in dim light within 60 feet of you as if it were bright light.

Masterful Balance. You have advantage on Dexterity (Acrobatics) checks made to balance while on your feet.

Natural Performer. You gain proficiency in Charisma (Performance) as well as a musical instrument of your choice. Performing and playing an instrument comes as naturally to a satyr as breathing.

Ram Horns. Your curved horns is a natural melee weapon, which deals bludgeoning damage equal to 1d6 + your Strength modifier. If you move 10 feet towards a creature before attempting to shove it, you have advantage on the Strength (Athletics) check.

Unnatural Charm. You can cast the charm person spell as a 1st-level spell once with this trait without using any somatic and verbal components. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for it.

Languages. You are fluent in Common and Sylvan.

Race by u/SwEcky
Art by Tyler Jacobson

Shadar-kai

Shadar-kai were once humans, native to the world. They were all members of an extended tribe who called themselves Shadar-Kai. These early humans had seen the abuses Nerull, once god of death, perpetrated on the souls who passed into his power. They also feared the unknowable reaches of death into which most souls pass even now. When the Raven Queen slew Nerull and ascended to godhood, in an age now largely forgotten, the Shadar-Kai struck a deal with her. They promised to serve as her mortal agents, and in exchange, she gave them incredibly long life and freedom from frailty. The shadar-kai believe that, through their pact, they became the chosen people of death and winter.

The Shadar-Kai moved to the Shadowfell, setting up their communities on the borders of Letherna, the Raven Queen’s domain. Life in shadow changed the humans, reshaping them and altering their appearance. Eventually, they were so different from humans that they became a distinct species. As they expanded their territory in the Shadowfell and began interacting again with the mortal world, the tribal name became the name for their race.

Ashen and Scarred

Shadar-kai are humanlike, but the weight of existence in the Shadowfell has shaped them to be slightly shorter and much thinner than their human counterparts. A shadar-kai has a colorless complexion that varies from alabaster to dark gray. Shadar-kai hair is similarly drab or raven black. Pale hair might have a hint of color within the range of human norms. The eyes are lustrous and black, lacking any white or clear pupil. Shadows near a shadar-kai sometimes seem to reach out or deepen, especially when the shadar-kai is angry.

Although drab in natural appearance, shadar-kai are quite elaborate and idiosyncratic in personal adornment. They like dark and exotic clothing, jewelry, and weapons, often

decorated with swatches of bright color. Hair is similarly ornate and often dyed, and many embellish their skin with tattoos, scars, and piercings.

The tattoos, scars, and piercings a shadar-kai wears have more than one purpose. They exist as a testament to the wearer’s ability to withstand pain as well as a means of personal expression and decoration. Each decoration can also be a record of a deed done, an honor gained, or a misdeed declared.

The Raven Queen

Through their pact with the Raven Queen, each shadar-kai is an instrument of death and fate. The Raven Queen doesn’t demand worship from the shadar-kai, although she receives it in abundance. She demands only that they observe the pact by keeping her commandments regardless of other beliefs. So most shadar-kai hold no pity for the dying and try to punish those who defy fate. But shadar-kai also believe that nobody truly knows what fate holds.

The Raven Queen is a fair mother, if not a loving one. When the shadar-kai called upon her in ancient times, she answered. She still does. While she spares little love, she also never demands the love of her children. Almost all shadar-kai revere the Raven Queen, but each shadar-kai is free to choose his or her destiny and way of life, including religion.

Strong Emotions

The Shadowfell saps living creatures of creativity and the will to live. When shadar-kai moved to the Shadowfell ages ago, they were not immune to this depression. Numerous members of their early society gave in to ennui and simply slipped out of existence, driving the shadar-kai to change their lifestyle, embracing strong emotions and peak experiences. These practices, born out of necessity, became traditions over countless generations.

Race by u/Jonoman3000
Art by unknown artist

 The current culture of the shadar-kai is a study in pushing boundaries. Shadar-kai welcome difficult tasks, as well as physical and emotional extremes, as a way of life. They learn to channel the darkness of the Shadowfell rather than allowing that darkness to consume them. And they accept death as the inevitable end for those who fail to attain the right amount of power or fame.

Shadar-kai embrace living with gusto. The limits of pleasure and pain distract them from the wearying melancholy of the Shadowfell. They also strive for personal greatness, so that if they fail to gain the actual ability to live forever, stories of their great deeds will grant a sort of immortality. In this search for personal glory, most shadar-kai ignore banalities such as comfort, morality, and safety.

Call of the Shadowfell

Although shadar-kai leave the Shadowfell to seek fortune in the world and among the planes, a few needs and wants drive a shadar-kai to return home from time to time. Most shadar-kai feel a basic need to visit the enveloping dimness of the Shadowfell at least intermittently. The plane is unlike even the darkest reaches of other planes. Obtaining new adornments and equipment in the proper style often requires a return to the Shadowfell. Shadar-kai also return to their gloomy settlements to spend time among those who see extreme, weird, or even deviant as normal. And they come home to brag.

Shadar-kai Names

Shadar-kai have similar names to their human counterparts, though they did change slightly due to their isolation in the Shadowfell, with the only real influencing force being the will of the Raven Queen. Their names are often merely the inventions of their parents, though some common names do exist.


Male Names: Albrek, Baden, Codren, Emul, Horiam,

Hutahn, Ioan, Lucyan, Mahahn, Niku, Ovid, Petru,

Razvahn, Serbahn, Shathys, Teodahr, Vasylay, Zahar.
Female Names: Afyn, Anka, Bahnka, Codruta, Doru, Dyon,

Floahr, Ghita, Helayna, Ioana, Jenit, Katryn, Lucya,

Markella, Nadya, Roduka, Sahyeh, Tabita, Yalda, Zyna

Shadar-kai Traits

The weight of existence in the Shadowfell has shaped the physical qualities of the Shadar-kai, granting them traits unique to their native realm.

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

Age. The Shadar-kai reach physical maturity at the same rate as humans, but they generally live far longer. A shadar-kai may live up to 800 years.

Alignment. Shadar-kai society is often seen as cruel and apathetic. The shadar-kai generally strive to create chaos and death, bringing death for both purposes of evil as well as good.

Size. Shadar-kai are generally a tad below 6 feet in height and they weigh between 110 and 170 pounds. Your size is medium.

Speed. Your base walking speed is 30 feet.

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

Doomspeaker. You gain proficiency in the Intimidation skill.

Necrotic Resistance. You have resistance to necrotic damage.

Shadow Jaunt. On your turn, when you reduce a creature to 0 hit points, you can use your bonus action to teleport up to 15 feet.

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.

Languages. You are fluent in Common and have 1 language point which you can use to learn a new language or one improve one you already know.

Leaving the Bleakness

Very few Shadar-kai leave the Shadowfell for more than a few hours at a time, but some leave to never return. Most do this to escape the bleakness and constant hunt for strong emotions and peak experiences, making the years it take to adapt worthwhile.

You can remove the Superior Darkvision of the shadar-kai, and replace it with regular Darkvision. By doing so you also remove the Sunlight Sensitivity.

Race by u/Jonoman3000
Art by kekai kotaki

Shardmind

Beings of ancient age and mysterious origin, Shardminds are mental contructs held together by the power of their own thoughts. Although incredibly rare, they wander the world seeking new knowledge and sometimes other Shardsminds to share in their experiences.

Crystalline Constructs

Shardminds are beings made of tiny crystal fragments held together by intense focus. This focus allows them to shape their bodies to look humanoid, but must be maintained at all times. Some are so skilled at controlling tiny crystal fragments that their skin appears to be almost human-like. When a Shardmind is stunned or unconscious, some fragments float away into orbit around him until he has the chance to regain control.

Eclectic Minds

The psionic power that a Shardmind possesses comes from the fact that, in essence, he is a fragment of pure thought. Some of them can be very rational and calculating, but others are empathetic, timid, or hot-tempered. However, at the same time they all approach life like newborn babes, embracing the experiences around them and attempting to incorporate the vast stores of knowledge now open to them.

Pieces of a Whole

Although there are various tales of the origin of Shardminds, one thing that they all agree on is that they all came from the same entity, an ancient construct of great power that fell to pieces in a catastrophe that they have dubbed The Fracturing. Some say that they were once part of a great gate that was created to connect across unknown worlds. Others believe they were an entity created by the gods to deliver justice. Whatever they believe about their origin, they all know that each Shardmind is a piece of the though of that construct, and all of them have a longing to see themselves become whole again.

It is said that each time an awakened shardmind is killed, another one somewhere in the universe stirs to consciousness.

Shardmind Names

As Shardminds are constructs given life through psionic power, they aren't bound by gender the way that most races are. Therefore, all of their names are gender-neutral.


Shardmind Names: Amata, Arshaka, Arwia, Balashi,

Bashanu, Belessunu, Diphana, Erishti, Eshunu, Hunzu

Iltani, Ishame, Kuaya, Kubaba, Kuri, Manishtu, Naran,

Nuraya, Seluku, Tabni, Ubashu, Utau, Zakiti

Race by u/Braggadouchie
Art by theDURRRRIAN

Shardmind Traits

As a Shardmind, you have the following racial traits.

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

Age. No one knows the exact time of the Fracturing, when all Shardminds were born, but many speculate that it was several centuries ago. A Shardmind's body can be replenished with new crystals, and therefore does not age. However, their consciousness can grow old and decay.

Depending on how well they keep their minds, they can live anywhere between a few centuries, to several millenia.

Alignment. Most Shardminds maintain neutrality, focusing on the experiences to be had rather than on the moral consequences of their decisions.

Size. Ranging from 5 to 7 feet tall, Shardminds can weigh anywhere between 150 to 300 pounds. Your size is Medium.

Speed. Shardminds must maintain their physical form at all times. Your base walking speed is 25 feet.


Crystalline Mind. You have resistance to psychic damage.

Living Construct. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Telepathy. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. Also, you know the message cantrip. Intelligence is your spellcasting ability for this spell.

Telekinesis. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Intelligence is your spellcasting ability for this spell.

Languages. You are fluent in Common and proficient in Qualithe. You have 1 language point which you can use to learn a new language or one improve one you already know.

Race by u/Braggadouchie
Art by Ryan Yee

Shifter

Shifters are sometimes called the weretouched, as many believe that they are the descendants of humans and lycanthropes. They are humanoids with a bestial aspect; while they cannot fully change shape they can temporarily enhance their animalistic features – a state they call shifting.

A shifter walks on the knife’s edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?

Beware the Beast

Most cultures kill werecreatures on sight, if they can, as the curse quickly spreads and lay bloody waste to all it touches. Shifters are the closest thing to lycanthropes, and are often seen as ill omens, especially when born in a family without earlier record of them.

Shifters that live in a village or city tries keep a low profile, because even if they are accepted for the moment, the good will can quickly sour if something bad happens. Those that grow up in the wild live as they please and have a hard time reining in their freedom when time calls for it.

Weretouched

Shifters are similar to humans in height and build but are typically stronger and more lithe. Their facial features have a bestial cast, such as large eyes, pointed ears, or canine teeth. They grow more hair than regular humans, but are clearly distinguishable from anthromorphic races – like catfolk – since they have neither fur nor tails.

Contrary to common belief, shifters carry no signs of the blind rages or bloodlust that lycanthropy is infamous for.

Shifter Names

Shifters that grow up around humans use regular human names, but those that grow up in the wild generally find a simple name that describes them, but only if they must.

Shifter Features

Your shifter character has the following racial traits.

Ability Score Increase. Your Constitution score and one other ability score of your choice both increase by 1.

Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.

Alignment. Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom drive shifters toward chaotic alignments.

Size. Shifters range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Keen Senses. You have proficiency in the Perception skill.

Low-light vision. Your bestial ancestor have granted you superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier. You also gain benefits that depend on your shifter subrace, described below.

Once you shift, you can’t do so again until you finish a short or long rest.

Languages. You are fluent in Common and have 1 language point which you can use to learn a new language or one improve one you already know.

Subrace. The beast within shapes each shifter physically and mentally. The five major subraces of shifter include beasthide, cliffwalk, longtooth, switftstride, and wildhunt. Choose a subrace for your shifter.

Beasthide

Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but any creature known for its toughness could apply.

Race revised by SwEcky &
Art by Toivo Huhtaniska

Ability Score Increase. Your Strength and Constitution scores both increase by 1.

Shifting Feature. Whenever you shift, you gain 1d4 additional temporary hit points, and while shifted, you have a +1 bonus to your AC. You gain more temporary hit points when you reach 5th (2d4), 11th (3d4), and 17th level (4d4).

Cliffwalk

Cliffwalk shifters often have horn nubs growing on the top of their head and have an uncanny balance. These capra-like features grow stronger when they embrace the beast within.

Ability Score Increase. Your Dexterity and Constitution scores both increase by 1.

Horns. Your horn nubs is a natural melee weapon with the finesse property, which deals bludgeoning damage equal to 1d4 + your Strength modifier.

Shifting Feature. While shifted, your nubs grow into full horns, if you move 10 feet towards a creature before attempting to shove it, you have advantage on the Strength (Athletics) check. While shifted, you also gain a 30 feet climb speed and your jump distance is doubled.

Longtooth

Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, others instead draw on tigers, hyenas, or other predators.

Ability Score Increase. Your Strength and Dexterity scores both increase by 1.

Bite. Your fangs are a natural weapon with the finesse property, which deals piercing damage equal to 1d6 + your Strength modifier.

You can attack with Bite once per turn.

Shifting Feature. While shifted, your teeth elongate further, increasing the damage dealt by your Bite attack to 1d8. When you shift and as a bonus action while shifted, you can make a Bite attack.

Swiftstride

Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially.

Ability Score Increase. Your Dexterity and Charisma scores both increase by 1.

Shifting Feature. While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks.

Wildhunt

Wildhunt shifters are sharp and insightful, often drawing their power from the blood of herbivores. Some are constantly alert, ever wary for possible threats. Others focus on their intuition, searching within and tend to become the spiritual leaders of shifter communities.

Ability Score Increase. Your Dexterity and Wisdom scores both increase by 1.

Shifting Feature. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re incapacitated.

Race revised by SwEcky &
Art by dandzialf

Silva

Living in grand cities atop the tallest forests, the Silva, often misnamed as “Green Elves,” are an ancient race that look like tall, humanoid half-plant, half-elves. In actuality, they are far more similar to the former than the latter. They hail from the greatest forests and jungles — the only places that can support their Mother Trees.

Born from Nature

Silvas do not reproduce like the other races, instead they are born from the seed-pods of giant trees, called “Mother Trees.” These trees average around 400 to 500 feet in height, with the base of the trunk being about 20-25 feet in diameter. Each silva city has one or two of these trees, which are always positioned near the center of the city. These trees grow a new silva once a month, for an average of 12 a year. When a silva is released from their seed pod, which they stay in for about a year, they are already fully grown.

Bark and Leaf

The silva do not merely look like plants - they are plants. They do not need to consume food to survive, and they wither when they are without water and sunlight for a long period of time. They can consume food, but they prefer to get their nourishment from photosynthesis.

Silva biology is very different from any other race. They do not have internal organs, but instead are formed from growing plant matter, with sap for blood, and leaves and bark for skin. A jaw, for example, can be formed by leaves, vines, or even shards of bark that grow and press together to form the silhouette of a jaw, but if you look closely you can still see the fibers and holes of the structure. Instead of bones, an arm is a mass of tightly-woven stems and leaves that work together to do the work of such a limb.

As the year goes on, the Silva change with the season.

During the winter, their leaves go brown and their limbs become stiff. In the fall, they become a vibrant display of reds and yellows.

Rule of the Nine

The Nine were the first silva, initially born over 4000 years ago. Although they live to the normal age of silva, about 150-250 years, their memories are passed on when they die. Whenever one of the Nine dies, they will be reborn exactly one year later. When they are reborn, they do not initially remember their past lives. If they are discovered early, they can be “trained” to remember their past lives within a month. For those that aren’t found early, they slowly regain memories over the course of 2-5 years. The Nine, when found, are given the divine right to rule, considering their millennia of experience. They rule from the largest Mother Tree, whose branches reach heights of 700 feet or more.

Silva Names

The silva have short, concise names, merely used as identifiers more than anything. They do not have family or clan names, though some popular names are reused often.


Male Names: Abur, Banua, Chonai, Dampunts, Gutai,

Jara, Magny, Qachaa, Tachu, Targay.
Female Names: Choque, Chuaca, Coca, Cuilla,

Cura, Ollssill, Pola, Rima, Sica, Sisuyo.

Silva Traits

As a silva, you have the following racial traits:

Creature Type. You are a Plant, not a Humanoid.

Ability Score Increase. Your Wisdom score increases
by 2.

Age. Silva emerge from their pods fully grown, and live an average of 150-250 years.

Race by u/Jonoman3000
Art by Huussii
Canopy Cities

When they approach a Silva city, a ground-dweller might not even notice. Their cities exist high within the canopies of the forest, dominated by their Mother Tree. Under the shelter of their lush foliage, the Silva have made their homes in these verdant, multi-level cities composed entirely of plants.

Alignment. Silva tend to be lawful good as they want to help the world but also know that there is an order to things.

Size. Silva are about 6 feet tall. Their bodies are lightweight, weighing 100-130 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Call of the Forest. You know the druidcraft cantrip. Once you reach 3rd level, you can cast the entangle spell once. Once you reach 5th level, you can also cast the plant growth spell once. You regain the ability to cast them this way when you finish a long rest.

Photosynthesis. You do not need to sleep while in sunlight. If you spend 4 hours traveling or doing light activity in sunlight, you gain the same benefit that a human does from 8 hours of sleep, and you are considered fully nourished for the rest of the day.

If you do not get the opportunity to sunbathe, you can still sleep and eat normally. When you do so, you consume the same amount of food and sleep for the same length as a human.

Plant Bodies. You have advantage on saving throws against poison, and you have resistance against poison damage.

Treewalker. You have a climbing speed of 30 feet and as long as it is made of a plant matter, you are able to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Languages. You are fluent in Sylvan and proficient in Common.

Subrace. As the silva spread across the realms, they settled in both jungles and forests. As time has gone on, these two sects of silva have gained their own sets of unique traits derived from the hardships of their terrain.

Jungle Silva

Jungle silvaare hardier than your forest cousins, tested by the ruthless monsters that roam the large jungles that dot the world. Their time in the dark undergrowth of the jungle has also improved their vision substantially.

Ability Score Increase. Your Constitution score increases
by 1.

Low-light vision. Accustomed to the dark canopies of the jungle, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Forest Silva

As a forest silva, you have inherent quickness and stealth, and you are able to blend into the background of forested environments. Rarely are forest silva anywhere but in the largest sylvan forests, far from civilization. Their body is tall, thin, and covered in a thin bark.

Ability Score Increase. Your Dexterity score increases
by 1.

Plant Camouflage. When standing still, you have advantage on Dexterity (Stealth) checks you make while obscured by plants.

Race by u/Jonoman3000
Art by kekai kotaki

Thri-Kreen

The thri-kreen are an insectoid race who roam the deserts and wastelands. Hunters and guerillas, they are respected and feared by those who dwell near their hunting grounds.

The kreen are not given to emotional displays, and what sentiment they do show is obscured to other races by their impenetrable body language. To most, they seem as empty and merciless as the desert, leaping from the sands to wreak havoc or slay a monster before vanishing as quickly as they came, caring nothing for what is left in their wake.

In some ways, it's not far from the truth.

Friends and Family

Many races divide the world into "us and them". Few do so as sharply as the kreen, who actively shun contact with those outside of their tightly-knit hunting packs, even fellow kreen. Many mantisfolk have trouble considering outsiders to be "people" at all, much less individuals worthy of concern.

Instead, each thri-kreen pack treats the world around them as a solipsistic garden, to be cultivated or trimmed as suits their needs. If goods are desired, they will protect merchant caravans from the hazards of the desert. If outsiders encroach on their hunts, they will turn on those same traders without a word of explanation or warning.

Mantis Warriors

Kreen have exoskeletons with six limbs protruding from their thorax: two legs and four arms, each arm ending in four-fingered claw-like hands. Their insectoid heads had two black, multi-faceted compound eyes; two small antennae sprouting from the top; and a complex jaw structure with large mandibles.

The carapace of a thri-kreen is typically a sandy yellow in hue, but can vary from a sandy brown to a pale green color, as best suited the environment. This enables thri-kreen to blend in with the dry savannas and grasslands they dwell in.

A Worthy Pack

While it's rare for the isolationist clickers to integrate into a larger society, they are sometimes found as guides, traders, and mercenaries. Those who truly settle among other peoples range from packless nomadic criminals to lone survivors of an overambitious hunt, from stranded ex-slaves to young mantisfolk determined to satisfy their curiosity.

Most kreen who settle into a foreign culture do so alone, and try to form a new pack from those around them. This process is often awkward, as they are forced to deal with the bewildering tendency of non-kreen, where they care about events and people far beyond their immediate social circle.

Kreen Names

Kreen names are made of dry clicks, buzzes, and rustles, suited to their mandibles. Translating such names reveals a hidden and flowery poetry at play. Their names aren't gendered and due to their small social circle they have no need for family names.

Thri-Kreen Names: Chak-tha, Chit'al, Drik-chkit, Gulnik, Kacht-ta, Kat'chka, Kiktul, Klaktuk, Krik, Pak'cha, Pik-ik-cha, Pok, Ptekwe, Tak-tha, Tal'tich, Tilnak, Tik-tik, Ze-ra

Thri-Kreen Traits

Your thri-kreen character has the following racial traits.

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

Age. Thri-kreen grow quickly, moulting their childish carapace, and reach adulthood at 5 years. However, their average life expectancy is just 30 years.

Alignment. Thri-kreen prefer tightly-knit groups to grand societies. They tend toward Chaotic Neutral.

Size. Thri-kreen have the same slender build, though their height varies between 4 to 7 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Chameleon Carapace. While unarmored, your carapace gives you an Armor Class of 13 + your Dexterity modifier. As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings for 1 hour. Once you changed color, you can't use it again until you finish a short or long rest.

Secondary Arms. You have two slightly smaller secondary arms below your primary pair. This pair can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.

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

Torpor. Rather than sleep, you enter a torpid state. In this state, you remain aware of your surroundings and only require 4 hours of torpor (rather than 8 hours of sleep) to gain the benefit of an extended rest.

Languages. You are fluent in Thri-kreen and proficient in Common. You can’t speak the non-thri-kreen languages you know. The thri-kreen language is incomprehensible to outsiders, a mixture of mandible clicks and antennae twitches that only a dedicated linguist could mimic.

Race by SwEcky
Art by JasonEngle

Tiefling

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

Infernal Bloodline

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

Self-Reliant and Suspicious

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

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

Tiefling Names

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


Male Infernal Names: Akmenos, Amnon, Barakas,

Damakos, Ekemon, Iados, Kairon, Leucis, Melech.

Mordai, Morthos. Pelaios, Skamos, Therai
Female Infernal Names: Akta, Anakis, Bryseis, Criella,

Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia,

Orianna, Phelaia, Rieta
"Virtue" Names: Art, Carrion, Chant, Creed, Despair,

Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere,

Open, Poetry, Quest, Random, Reverence, Sorrow,

Temerily, Torment, Weary

Art by Caio Santos

Tiefling Traits

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

Ability Score Increase. Your Charisma score increases
by 2.

Age. Tieflings mature at the same rate as humans but live a few years longer.

Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Size. Tieflings are about the same size and build as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

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

Hellish Resistance. You have resistance to fire damage.

Languages. You are fluent in Common and proficient in Infernal.

Subrace. There are several tiefling subraces, choose one of the following options- whichever one corresponds to the infernal being connected to the tiefling 's family.



Mutual Mistrust

People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.

Art by Remi Le Capon

Asmodeus

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

Ability Score Increase. Your Intelligence score increases by 1.

Infernal Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Baalzebul

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

Ability Score Increase. Your Intelligence score increases by 1.

Legacy of Maladomini. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Dispater

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

Ability Score Increase. Your Dexterity score increases
by 1.

Legacy of Dis. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Fierna

A master manipulator, Fierna grants tieflings tied to her forceful personalities.

Ability Score Increase. Your Wisdom score increases
by 1.

Legacy of Phlegethos. You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Art by ChunLo and WotC

Glasya

Glasya, Hell's criminal master mind, grants her tieflings magic that is useful for committing heists.

Ability Score Increase. Your Dexterity score increases
by 1.

Legacy of Malbolge. You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Levistus

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

Ability Score Increase. Your Constitution score increases by 1.

Legacy of Stygia. You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Mammon

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

Ability Score Increase. Your Intelligence score increases by 1.

Legacy of Minauros. You know the mage hand cantrip. When you reach 3rd level , you can cast the Tenser's floating disk spell once with this trait and regain the ability to do so when you fin ish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material com ponent, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Mephistopheles

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

Ability Score Increase. Your Intelligence score increases by 1.

Legacy of Cania. You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Art by Keun Ju Kim and Jackal0fTrades

Zariel

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

Ability Score Increase. Your Strength score increases
by 1.

Legacy of Avernus. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.



Tiefling Variants

Your tiefling might not look like other tieflings. Rather than having the physical characteristics described above, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.

Art by WotC

Tortle

What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they’re able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.

Life of a Tortle

A tortle hatches from a thick-shelled egg and spends the first few weeks of its life crawling on all fours. Its parents, old and near death, spend what little time they have left telling stories to their offspring. Within a year, the young tortle becomes an orphan, though not before it learns to speak and to survive on its own.

A young tortle and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the wilderness in which to hunt, catch fish, and get by. With each passing year, a tortle hones its survival skills. It forms friendships with its neighbors while also respecting their privacy. At some point, a tortle feels an almost overwhelming urge to venture far away from home and see more of the world. It gathers up its possessions and heads into the wilderness, returning months or years later with stories of its exploits and new skills.

When a tortle nears the end of its natural lifespan, it seeks out a mate and procreates. Tortles lay their eggs (numbering

as few as one or as many as a dozen) in a fortified compound enclosed by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound, defending their offspring, and sharing a lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and set out on their own.

Beliefs

Tortles don’t have their own pantheon of gods, but they often worship the gods of other races. It’s not unusual for a tortle to hear stories or legends related to a god and choose to worship that deity. They gravitate toward Celestian, Fharlanghn, Pelor, Pholtus, and St. Cuthbert. Among the nonhuman deities, Moradin and Yondalla relate to tortles most of all.

Tortles believe that night and day watch over them and other creatures. The moon is the eye of night that watches over them in darkness, and the sun is the equally vigilant eye of day. Tortles feel most at peace when one or both of these “eyes” are looking down on them. They become more nervous and uneasy when neither orb is visible in the sky. Tortles tend to be most uncomfortable underground, where neither the sun nor the moon is visible to them.

Blessed are the days when both the sun and moon are visible in the sky at the same time. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous.

Art by Todor Hristov

Adventurers at Heart

Tortles have a saying: “We wear our homes on our backs.” The shells they carry around provide all the shelter they require. Consequently, tortles don’t feel the need to root themselves in one place for too long. A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another, share useful information, and trade with strangers in the safety of greater numbers. Tortles don’t regard these settlements as places worth defending with their lives, and they will abandon a settlement when it no longer serves their needs.

Most tortles like to see how other creatures live and discover new customs and new ways of doing things. The urge to procreate doesn’t kick in until the end of a tortle’s life, and a tortle can spend decades away from its native land without feeling homesick.

Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded human marketplace.

Tortles like to learn new skills. They craft their own tools and weapons, and they are good at building structures and fortifications. They marvel at the works of other civilized creatures, humans in particular, and can lose themselves for years in a city, studying its architectural wonders and learning skills they can put to use when building forts to contain their offspring.

Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to form meaningful friendships. They have no inbred animus toward people of other races. In fact, a tortle will often seek out friendships with non-tortles to learn new customs and new points of view.

Tortle Names

Tortles prefer simple, non-gender-specific names that are usually no more than two syllables. If a tortle doesn’t like its name for whatever reason, it changes it. A tortle might change its name a dozen times in its life.

Tortles don’t have surnames or family names.

Male and Female Names: Baka, Damu, Gar, Gura, Ini, Jappa, Kinlek, Krull, Lim, Lop, Nortle, Nulka, Olo, Ploqwat, Quee, Queg, Quott, Sunny, Tibor, Ubo, Uhok, Wabu, Xelbuk, Xopa, Yog

Tortle Traits

Your tortle character gains traits that enable it to cope with the perils of a savage world.

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

Age. Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 100 years.

Alignment. Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it’s unusual for a tortle to shuck off order in favor of chaos.

Size. Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier.

Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren’t natural swimmers, but they can remain underwater for some time before needing to come up for air.

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.

Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.

Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.

Languages. You are fluent in Common and proficient in Aquan.

Art by Pablo Agurcia

Triton

Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above.

Aquatic Crusaders

Centuries ago, tritons entered the world in response to the growing threat of evil elementals. Tritons waged many wars against their enemies on the Plane of Water, driving them into the Darkened Depths where they escaped into the crushing pressure and utter darkness. In time, the tritons noticed that their ancient elemental foes had grown quiet. Expeditions to the depths revealed that krakens, sahuagin, and far worse foes had fled the Plane of Water for the Material Plane.

The tritons, driven by a sense of duty and responsibility, would not allow their foes to escape so easily. A great conclave of tritons chose volunteers skilled in weapons and magic as part of an expeditionary force to enter the Material Plane and seek out their enemies.

Those tritons spread across the world's oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their foes when they found them and drove the rest into hiding.

With their foes banished to the deepest reaches of the sea, tritons settled in to watch for any sign of their return. Over time, the tritons extended their stewardship over the sea floor from their initial settlements and built outposts to create trade with other races. Despite this expansion, few folk know of them. Their settlements are so remote even merfolk and sea elves rarely encounter them.

Haughty Nobles

As a result of their isolation and limited understanding of the Material Plane, tritons can come across as haughty and arrogant. They see themselves as caretakers of the sea, and they expect other creatures to pay them deep respect, if not complete deference.

This attitude might grate on others, but it arises from a seed of truth. Few know of the tritons' great victories over dreadful undersea threats. The tritons make little allowance for such ignorance and are delighted to expound upon the great debt others owe them.

Tritons also have a tendency to emerge from their isolation under the assumption that other folk will welcome them as respected allies and mentors. Again, distance drives much of this attitude. The tritons' limited view of the world leaves them ignorant of the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to the tritons' role as the world's true protectors.

Staunch Champions

Despite their off-putting manners, tritons are benevolent creatures at heart, convinced that other civilized races deserve their protection. Their attitude might grate, but when pirate fleets prowl the waves or a kraken awakens from its slumber, they are among the first to take up arms to protect others.

Tritons readily sacrifice themselves for the common good. They will fight and die for humans, merfolk, and other creatures without question. Their self-absorbed nature makes them overlook the history of other creatures, but they also endure a sense of guilt over allowing the evils of the Plane of Water to enter the Material Plane and threaten its inhabitants. The tritons believe they owe a debt of honor to the world, and they will fight and die to pay it.

At times their fervor and ignorance of the world can lead

Art by Concept Art House

them astray. Tritons encountering other creatures for the first time can underestimate them, leaving the tritons vulnerable to deception. With their strong martial tradition, tritons can sometimes be too eager to leap into a fight.

Strangers to the Surface

Given their isolation, most tritons have never been to the surface world. They struggle with the idea that they can't easily move up and down out of water, and the changing of the seasons mystifies them.

Tritons also find the variety of social institutions, kingdoms, and other customs bewildering. For all their proud culture, they remain innocent of the surface world. The typical triton protectorate is tightly regimented, organized, and unified around a common cause. A triton on the surface becomes easily confused by the bewildering array of alliances, rivalries, and petty grievances that prevent the surface folk from truly unifying.

At its worst, a triton's arrogance compounds the tendency for the triton. not to understand the ways of the surface world. It's easy for a triton to blame baffling social practices on what the triton perceives as the barbarism, weakness, or cowardice of surface folk.

Triton Personality

Far from flawless, these champions of good mean well, but they are easily frustrated by others. You can select, roll, or adapt a triton-specific quirk from the Triton Quirks table. Use the quirk to inform how you portray your character.

Triton Quirks
d6 Quirk
1 You phrase requests as orders that you expect to be obeyed.
2 You are quick to boast of the greatness of your civilization.
3 You learned an antiquated version of Common and drop "thee" and "thou" into your speech.
4 You assume that people are telling you the truth about local customs and expectations.
5 The surface world is a wondrous place, and you catalog all its details in a journal.
6 You mistakenly assume that surface folk know about and are impressed by your people's history.

Triton Names

Most triton names have two or three syllables. Male names typically end with a vowel and the letter s, and female names traditionally end with an n. Tritons use their home protectorate as a surname, with the name formed by adding a vowel followed by a "th" to the end of the protectorate's name.


Female Triton Names: Aryn, Belthyn, Duthyn, Feloren,

Otanyn, Shalryn, Vlaryn, Wolyn
Male Triton Names: Corus, Delnis, Jhimas, Keros, Molos,

Nalos, Vodos, Zunis
Triton Surnames: Ahlorsath, Pumanath, Vuuvaxath

Triton Traits

Your triton character has the following racial traits.

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

Age. Tritons reach maturity around age 15 and can live up to 200 years.

Alignment. Tritons tend toward lawful good. As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence.

Size. Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet, and you have a swimming speed of 40 feet.

Amphibious. You can breathe air and water.

Darkvision. You are able to see in the darkest reaches of the ocean floor. 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.

Eternal Foes. As part of growing up, every triton learns to utilize frost magic to catch their foe. You know the ray of frost cantrip. Charisma is your spellcasting ability for this spell.

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

Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

Languages. You are fluent in Aquan and proficient in Common.

Art by Tyler Jacobson

Ursine

Nestled at the base of a large mountain, the Ursine lies at the edge of an ever-present maelstrom, the Gelid Vortex, which hovers just beyond the protective rim of mountains. Battling through the warm jungles, the Ursine are a hardy race with centuries of traiditon to call back upon.

Animalistic

Though many see the Ursine as intelligent bears, there are many differences between the Ursine and their savage cousins. A fully grown Ursine is much smaller than a bear and is almost as nimble on his hind legs as he is on all four. Outsiders may find it hard to believe, but the rough Ursine have much more restrain and self-control than the beasts they are often mistaken for, though some suspect this is a result of their lack of need to hibernate.

Strong and Though

Years of living in the rough lands of Aerathiat have made the Ursine tough. The harsh storms at the base of the mountain often lead to lack of food, requiring many of the Ursine to survive off of the tough plant life native to Aerathiat. Though many of the other races have trouble with larger temperature differences, but the Ursine have fur coat which can adapt to the temperature.

Homeland Traditions

Many Ursine choose to wander the world in their formative years, curious about the state of the rest of the world. However, most of which who go out often return to their home, either because they miss their home of their curiosity has been sated.

As a result of the journeying many Ursine do, the age-old traditionsa re an eclectic mix, with bits and pieces from the other cultures of the land.

History of War

In the past, long ago, the Ursine were a warrior race, savage, fierce, and disciplined. However, once peace arrived at Freljord, the Ursine settled down and much of their war-like temperament was lost.

This changed once Volibear, the chief shaman, had visions of a brutal conflict. Journeying to the top of the mountain, he was touched by an unnatural bolt of lightning. Journeying to Myzair to inform his allies, he roused his people and started to prepare them to return to be proud warriors their fore-fathers once were.

Ursine Names

Ursine name their young based on what they want to achieve as adults. An agressive war-like Ursine may give his son a rough, cacophonous name while another might name her son after the hero of an Ursine folk tale.

Race by BoltNine Homebrew
Art by Danny Pak

Male Ursine Names: Arrus, Anrun, Callun, Deruhs, Leneth,

Marukus, Olland, Rutushush, Veeros, Wlaren
Female Ursine Names: Arsa, Belara, Dalara, Ebdulla,

Hoina, Ollinde, Nacura, Neruna, Warra

Ursine Traits

Ursine have racial traits common with their bear cousins and some unique to the Ursine people.

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

Age. Usine mature quicker than humans, reaching adulthood around age 16. Despite this, they live as long as humans.

Alignment. Most Ursine follow a personal code. Because of this, many Ursine are lawful, though it may not seem as such if the law of the land conflicts with their personal code. Many Ursine are kind, though they value their race's well-being above that of outsiders.

Size. Ursine are larger than humans in both height and width. They range from 5½ feet to 7 feet tall and weigh between 250 and 400 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet if you walk on your hind legs and 35 feet if you are walking on all fours.

Once per turn, you can swap between walking on two and four legs. You cannot wield weapons while on all four, but you can use your natural weapons.

Thick Hide. Your hide acts as natural armor. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Bite. Your snout is filled with razor-sharp teeth and is a natural weapon, which deals piercing damage equal to 1d8 + your Strength modifier.

You can attack with Bite once per turn.

Grizzly Maw. If you have grappled a creature you may use your bonus action to make a bite attack towards them.

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier.

Menacing. You gain proficiency in the Intimidation skill.

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

Strong Nose. You gain advantage on any Perception check that benefits your powerful sense of smell. This perception bonus is not granted to any sense other than smell. Anything that would nullify this sense would disable this ability until long rest.

Languages. You are fluent in Ursine and proficient in Common. Not many people know Ursine, as it is a difficult language for outsiders to learn. Though the language sounds harsh, it is capable of expressing beautiful sentiments.

Race by BoltNine Homebrew
Art by Kal Li

Vegepygmy

Vegepygmies, also called mold folk or moldies, are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce. Spawned by a unique mold called russet mold, Vegepygmies infest forests, caverns, and ruins where this strange mold grows. Reddish brown in color, russet mold grows only in places that are dark, warm, and wet. This in turn means that Vegepygmy settlements are also in these same conditions.

No one knows for sure where russet mold came from. One historical account tells of adventurers in a forbidding mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the jungle nearby.

Primitive Plants

Vegepygmies are most commonly found underground or in dense forests where little sunlight penetrates. A vegepygmy instinctively feels kinship with other plant and fungus creatures, and thus vegepygmy tribes coexist well with creatures such as myconids, shriekers, and violet fungi.

Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, meaning that they rarely go hungry. All vegepygmies can hiss and make other noises by forcing air through their mouth, but only a select few can speak in a conventional sense. Those that can often become tribal leaders, and they may even interact and speak with the other races. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed.

Mold Begets Mold

Vegepygmies originate from the remains left behind when a humanoid or a giant is killed by russet mold. One or more vegepygmies emerge from the corpse a day later. If a beast such as a dog or a bear dies from russet mold, the result is a bestial moldie called a thorny instead of a humanoid-shaped vegepygmy. Thornies are less intelligent than vegepygmies, but have greater size and ferocity, as well as a thorn-covered body. Vegepygmies often keep them as pets, utilizing them as “guard dogs.”

Vegepygmy Names

Vegepygmies don’t generally have names, and the ones that do have names don’t follow any specific naming convention. Their names are generally just short, single-syllable sounds that are easy to remember.

Vegepygmy Traits

As a Vegepygmy, you have the following traits:

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

Age. Vegepygmies are short-lived beings that are born fully

grown. While most don’t live long enough to see old age, those that do end up dying after about 30 years.

Alignment. Vegepygmies are simple creature that don’t tend towards good nor evil; lawful nor chaotic. They are most often true neutral.

Size. Vegepygmies are on average 3 feet in height and they weigh about 40 pounds. Your size is Small. You gain +1 AC.

Speed. Your base walking speed is 25 feet.

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

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

Grounded. You have resistance to lightning damage.

Perceptive. You have proficiency in the Perception skill.

Plant Camouflage. When standing still, you have advantage on Dexterity (Stealth) checks you make while obscured by plants.

Wild Regeneration. At the start of each of your turns, you regain hit points equal to your Constitution modifier if you have taken damage since the end of your last turn. This feature has no effect when you are unconscious.

Languages. You are proficient in Common. Vegepgymies communicate with each other through smells but some learn Common to be able to communicate with other races.

A Life Above

A few colonies of Vegepygmies have adapted to a life above ground.

You can remove the Superior Darkvision of the vegepygmy, and replace it with regular Darkvision. By doing so you also remove the Sunlight Sensitivity.

Race by u/Jonoman3000
Art by Tyler Jacobson

Warforged

The technology used to create warforged began with the methods used to create mindless constructs. Although true sentience was a goal, there was little thought given to what the effects of sentience would be or how to best prepare those minds for their new existence.

Living Constructs

At the moment of a warforgeds first awakening it has no knowledge of the world, no understanding of falsehood, and no feelings about good or evil. Lies told to it then might be considered truth forever, or at least until disproved.

Warforged appear as massive humanoids molded from a composite of materials — obsidian, iron, stone, darkwood, silver, and organic — though they move with a surprising grace and flexibility. Flexible plates connected by fibrous bundles make up the body of a warforged, topped by a mostly featureless head.

Warforged have no physical distinction of gender; all of them have a basically muscular, sexless body shape. In personality, some warforged seem more masculine or feminine, but different people might judge the same warforged in different ways.

The warforged themselves seem unconcerned with matters of gender. They do not age naturally, though their bodies do decay slowly even as their minds improve through learning and experience.

Struggle for Freedom

Freedom is wonderful, but it can also be terrifying. Warforged were created to fight and trained to follow orders; lacking a

war to win or a leader to follow, many warforged are intimidated by the possibilities of freedom and seek comfort in roles where expectations are clear.

As the warforged strive to find a place in society for themselves after The War, they simultaneously struggle to find ways to relate to the races that created them. In general, the humanoid races regard the warforged as an unpleasant reminder of the brutality of The War and avoid dealing with them when possible.

To some, the warforged are still seen as the property of the military forces that paid to have them built, and most warforged in those nations serve as slave labor, often used to repair buildings and roads damaged or destroyed in the war.

Throughout certain lands they have freedom, but sometimes find themselves the victims of discrimination, hard-pressed to find work or any kind of acceptance.

Most warforged, not being particularly emotional creatures, accept their struggles and servitude with equanimity, but others seethe with resentment against all other races as well as those warforged whose only desire is to please their “masters.”

Warforged Names

Warforged do not name themselves and only recently have begun to understand the need of other races to have names for everything. Many accept whatever names others see fit to give them, and warforged traveling with humans often are referred to by nicknames.

Some warforged, however, have come to see having a name as a defining moment of their new existence, and thus search long and hard for the perfect name to attach to themselves.

Race by u/Zephilino
Art by Gabriel Veganyan


Warforged Nicknames: Baker, Bender, Beast, Bulwark,

Buddy, Blank, Cart, Clanker, Dog, Friend, Golem,

Gearhead, Horse, Metalhead, Ratchet, Prodigy, Protector,

Pal, Rust Bucket, Sentinel, Sentry, Servant, Slave, Soldier,

Tinman, War Doctor, Warrior, Watcher.

Warforged Traits

Your warforged character has the following racial traits.

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

Age. A warforged is built complete and considered fully developed after construction, at least physically. They do not age, though no one is certain how long they can live for, they are believed to be immortal.

Alignment. Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality – or lack thereof – of the beings with which they served.

Size. An average Warforged stands between 5 and 7 feet tall and a medium sized warforged weighs between 200 and 400 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Built for a Purpose. You gain 7 upgrade points, which you spend on Warforged Upgrades when you first create your warforged character. You can take Downgrades to gain more upgrade points.

Integrated Armor. You can integrate armor on to your body as long as you are proficient with it. Donning and Doffing integrated armor is done over a period of long rest, requiring Tinker's tools. Integrated armor does not count towards your carrying capacity.

Living Construct. Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish.

Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Languages. You are proficient in Common.

Warforged Upgrades

Agile

Your body was designed to traverse terrain with ease. You can select this upgrade more than once, each time you do so you must pick a different option.

Swimming. You gain a swimming speed equal to your walking speed. This option costs 2 points.

Climbing. You gain a climbing speed equal to your walking speed. This option costs 2 points.

Walking. Your base walking speed increases by 5 feet. This option costs 2 points.

Charger

You were designed to charge into the fray. 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.

This upgrade costs 3 points.

Race by u/Zephilino
Art by Han SaKwang

Fortified

Your armor was built to last. Your hit point maximum increases by an amount equal to your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.

This upgrade costs 5 points.

Hardened Fists

Your fists have been reinforced to allow you to slam your enemies. They are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier.

When you choose this upgrade, you can add the finesse property to your fists. Doing so reduces the damage die by one step (minimum 1d4).

This upgrade costs 2 points.

Internal Storage Compartments

You were created with one or more internal storage compartments of varying sizes. Objects can be stored and retrieved with a bonus action, as long as they could reasonably fit within you. You have advantage on any checks made to hide the existence of these compartments, and they can't be forced open while you are conscious. You can retrieve ammunition from your storage compartments as part of your Attack action with a ranged weapon.

This upgrade costs 1 point. You can spend 1 additional point to select the Integrated Armaments option.

Integrated Armaments. When you retrieve an object from your storage compartments, you can instead retrieve up to two objects, placing up to one in each hand. When you do so you can store any objects held in one or both hands.

You cannot be disarmed of either of these retrieved objects while conscious if they are either a weapon without the heavy property or a shield, and they cannot be dropped.

Juggernaut

Your body is an imposing war machine built for close combat and raw might. You stand between 6 and 7 feet tall and weigh between 400 to 1,500 pounds. Your Size is Large.

This upgrade is free and can only be selected when you create your Warforged.

Lantern

You are capable of emitting light like a lantern. The source of light within you could be emitted from an area such as your eyes, palm, chest, or the general cracks between the armor plating that covers your body.

You can shine a wide bright light in a 15-foot radius, and dim light for an additional 15 feet. You can switch to shining a focused bright light in a 30-foot cone, and dim light for an additional 30 feet. You can control your lights during your turn without using an action, such as dimming them, turning them off, or switching between wide and focused. This light is innate and does not require fuel.

This upgrade costs 1 point. You can spend 1 additional point to double the range of your lights.

Layered Plating

Your plates allow you extra protection at the cost of mobility. You gain +1 AC but your speed is reduced by 5 feet.

This upgrade costs 6 points.

Magical Construct

You were built with the innate ability to perform incredible feats that can only be rivaled by magic. You learn one of the following cantrips: jolt, lightning leash, magic arrow, message, puff of smoke, or shocking grasp. Constitution is your spellcasting ability for these cantrips.

This upgrade costs 2 points, and can be selected twice.

Powerful

Your body was constructed for great feats of strength. You count as one size larger for the purpose of carrying, lifting, pushing, and dragging.

This upgrade costs 2 points.

Resistant

Your body was enhanced to be resistant to a specific type of damage. Pick one damage resistance from the following options:

Rare. You gain resistance to radiant or thunder damage. This option costs 2 points.

Uncommon. You gain resistance to acid, cold, lightning, or necrotic damage. This option costs 3 points.

Race by u/Zephilino
Art by seeleds

Common. You gain resistance to fire or poison damage. This option costs 4 points. If you pick poison, you can spend 1 additional point to gain advantage on saving throws against poison.

This upgrade can be selected twice.

Scout

You were built to scout the edges of battle and outmaneuver your enemies. You stand between 2'6 and 4' feet tall and weigh between 50 and 200 pounds. Your Size is Small.

This upgrade is free and can only be selected when you create your Warforged.

Self-Stabilising

You were created to be able to return to battle as long as you aren't fully destroyed. When you make a death saving throw you add your proficiency bonus to the roll.

This upgrade costs 2 points.

Trained Mind

Your creators have trained you to be proficient in a particular area or fluent in a particular language.

Skill. You gain proficiency in one skill of your choice. This option costs 3 points the first time it is chosen. Whenever you select this option thereafter, the cost is 2 points.

Tool or Instrument. You gain proficiency in one tool or instrument of your choice. This option costs 1 point. Warforged typically learn the language of their creators.

Language. You gain 1 language point which you can use to learn a new language or improve your skill in one you already know. This option costs 1 point.

This upgrade can be selected up to four times.

Warforged Downgrades

Sluggish

You were not designed for speed and are slower than most other warforged. Your movement speed is reduced by 5 feet.

This downgrade gives you 2 points.

Weaponized Arm

Your arm ends in a fixed weapon, leaving you one functioning hand. Choose a one-handed weapon that is affixed at the end of one of your arms. A creature that is proficient with Tinker's tools can spend 1 minute to remove it, or add a weapon if there is no weapon affixed. You cannot be disarmed of an affixed weapon.

This downgrade gives you 2 points.

Created for War

Warforged know that humans were their creators, and it’s difficult for them to forget that. How a warforged handles that association depends on the individual, but most warforged at least respect humanity’s potential and drive.

Race by u/Zephilino
Art by u/captdiablo

Xotl

The small xotl rarely travel to cities as they enjoy their carefree lives in or close to lakes and rivers. At the same time, they love meeting new people and quickly make new friends.

Gaudy Amphibians

Xotls have a long, slender body with a slim tail. On their face they have external gills that look like frills. Their arms are webbed to help with underwater movement. Beauty and colors are of vast importance to xotls, and they tend to decorate themselves and their surroundings with colorful trinkets.

Xotl prefer to keep their villages in shallow waters where they can spend most of their time in the water. Their settlements are rarely on xotl, as they are open and welcoming to others. Any guest is treated as if they were born into tribe and many choose to live with them.

Jovial and Welcoming

Because of their natural fortitude xotls tend to be somewhat clumsy but well meaning and jovial. They can be quite naive and are prone to taken advantage of, even if they normally forgive those who have wronged them.

Xotls rarely brag or act cocky as they believe others equal to them, if not better than them. It is unknown if they were just made this way or meandering through life has gotten them to this amicable worldview. This is not to say they are sycophants, as xotls will usually not treat a bad person as well as one they perceive as good.

Changeable Ways

Xotls are flexible and adaptive to most situations, going with the flow like the rivers and lakes they tend to call home. If someone has to lead, xotl come together and vote for who they think are the most qualified person for the task. When the task is completed, or the person is no longer needed, they go back to their previous task.

Xotls are eager to make friends with any they meet and are accepting of others faults thanks to a live and let live attitude. Many xotls have a strong sense of found family, caring more for those they live with and spend most of their time with then those of their own blood who they don’t see all that often. They often see their closest friends as brothers and sisters, as such they tend to be extremely loyal to those they care for.

Xotl Names

Xotl have some distinct names, which are usually granted by the village elder. Sometimes they get a name that turns out doesn't really fit and they exchange it for a new one. This can happen even at later ages.


Xotl Unisex Names: Atl, Cualli, Eztli, Icnyotl, Mextli,

Nahuatl, Toltecatl, Xipil, Yoatl, Zuma
Xotl Male Names: Coyotl, Icnoyotl, Montezuma, Necalli,

Ohtli, Tenoch, Yolotli
Xotl Female Names: Citlalli, Ichtaca, Izel, Mazatl, Patli,

Quetzal, Tochtli, Xiuhcoatl, Yaretzi, Zyanya

Xotl Traits

Your xotl character has the following racial traits.

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

Age. Xotl mature faster than humans and reach adulthood at 5. They often live to be around 30-40.

Alignment. Xotl are peaceful creatures that like to help others, making them tend towards a good alignment.

Size. Xotl are smaller than humans, standing around 3 feet tall and weigh on average 40 pounds. Your size is Small. You gain +1 AC.

Speed. Your base walking speed is 25 feet, and you have a swimming speed of 30 feet.

Amphibious. You can breathe air and water.

Low-light Vision. With a little light you can discern things with ease. You can see in dim light within 60 feet of you as if it were bright light.

Sensitive Frills. The frills of Xotl are very sensitive, which allows them to sense their surroundings better. You have advantage on Perception checks underwater.

Regenerative Factor. You can heal from almost any wound in no time at all. When you regain hit points, you can add your proficiency modifier to the amount regained.

Additionally, your severed body members (fingers, legs, tails, and so on), if any, are restored after a long rest.

Languages. You are fluent in Aquan and proficient in Common.

Art by Yasen Stoilov

Yuan-ti

A race at the brink of extinction, yuan-ti either try to blend into human societies or keep themselves hidden away at the edge of the world. Most try to live pious lives, hoping to reborn into a blessed form, but some of them have left religion behind to find a cure for the mutations which are killing their race.

Forsaken Humanity

The yuan-ti were once humans who thrived in the earliest days of human civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought.

Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti utterly sacrificed their humanity to become like the serpent gods in form, as well as in thought and emotion.

The yuan-ti empire slowly withered and were finally defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races.

Divine Mutations

The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods.

While all yuan-ti has a snake-like appearance, monstrous mutations are very common among them, ranging from a snake-head to having the lower body of a giant snake. While these mutation grants them great physical power, it leaves them infertile.

Caste Society

Purebloods are the most humanlike of the Yuan-ti and form the largest and lowest caste of yuan-ti society.

The middle caste is made up of the various kinds of Malisons. They are imperfect compared to abominations but still a step above humankind in the eyes of the serpent gods.

Abominations make up the top caste. Absent the presence of an anathema, yuan-ti abominations are the leaders in most yuan-ti cities.

Yuan-ti Names

Yuan-ti names have meanings that have been passed down through the generations, although spellings and inflections have changed over time.


Yuan-ti Names: Asutali, Eztli, Hessatal, Hitotee, Issahu,

Itstli, Manuya, Meztli, Nesalli, Otleh, Shalkashlah,

Sisava, Sitlali, Soakosh, Ssimalli, Suisatal, Talassh,

Teoshi, Yaotal, Zihu

Art by Alexander Sköld

Yuan-ti Traits

Your yuan-ti character has the following racial traits.

Ability Score Increase. Your Constitution score increases by 1.

Age. Yuan-ti mature at the same rate as humans and have lifespans similar in length to theirs.

Alignment. Yuan-ti society value individuals that are devoid of emotion and are able to use others as tools to manipulate. They care little for law or chaos and are typically neutral evil.

Low-light Vision. The gods have granted your race perfect vision in gloomy areas. You can see in dim light within 60 feet of you as if it were bright light.

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

Shapechanger. As a bonus action, you can transform into a constrictor snake (abomination) or a giant poisonous snake (malisons and purebloods). When you transform, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1) but you retain your ability scores and proficiencies. You cannot use other abilities than the ones stated. This transformation lasts for 1 minute, until you lose your temporary hit points, or until you revert to your normal form as a bonus action. Once you transform, you can’t do so again until you finish a short or long rest.

Languages. You are fluent in Common and Yuan-ti. Yuan-ti is a language that was born out of Abyssal and Draconic, loaning several words from both languages.

Subrace. Yuan-ti divide their society by likeness to their gods: abomination, malison, and pure blood.

Abomination

Abominations are large, hulky creatures that are mostly ophidian, but with humanlike arms that can wield weapons and use tools. According to Yuan-ti society, abominations closely resemble the perfect form that the serpent gods envisioned and are therefore amongst the highest ranking in their society.

Ability Score Increase. Your Strength score increases
by 2.

Size. Abominations tower over the battlefield as they are a lot larger than most humanoid races. Your size is Large. You have -1 AC and use Large weapons.

Speed. Your base walking speed is 35 feet.

Bite. Your fangs are a natural weapon which deals piercing damage equal to 1d8 + your Strength modifier.

You can attack with Bite once per turn.

Constrict. You can constrict creatures smaller than you. To do so, you must have at least 5 feet of movement remaining and make a grapple check against them. On a success, you moves into the creature's space and grapple it. This grapple doesn't use your hands but you can only constrict one creature at a time. At the start of the constricted creature's turn, it takes bludgeoning damage equal 1d4 + your Strength modifier. This damage increases by 1d4 at 5th (2d4), 11th (3d4), and 17th level (4d4).

Serpentine Body. Your body ends in a snake tail. Your speed is not reduced due to being prone and you only have to spend 10 feet of movement to stand up.

Race by u/SwEcky
Art by Ricardo Ow

Constrictor Snake

Large beast


  • Armor Class 10 + Dex mod
  • Temporary Hit Points Level + Con mod
  • Speed 30 ft., swim 30 ft.

  • Senses - blindsight 10ft.

Second Form. You can use your Bite and Constrict features while in this form.

Malison

Malisons, also known as halfbloods, form the warrior caste of the yuan-ti. Their appearance vary a lot since each individual is the result of a unique mutation within their DNA. The two most common mutations are the snake-headed variant and the one with the lower body of a snake.

Malisons tend to be receptive to religion, seeking insight about how they can improve toward the serpent ideal, and many of them become leaders in the worship of one of the serpent gods.

Ability Score Increase. Your Wisdom and your Strength or Dexterity score increases by 1.

Size. Most malisons are slightly larger than humans in both size and weight. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Bite. Your venomous fangs are a natural weapon with the finesse property, which deals piercing damage equal to 1d4 + your Strength modifier and plus an extra 1d4 poison damage.

You can attack with Bite once per turn.

The poison damage increases by 1d4 at 5th (2d4), 11th (3d4), and 17th level (4d4).

Spit Venom. You have a special ranged weapon attack that you can use with the Attack action. The attack has a range of 60 feet, you are proficient with it, and you add your Dexterity modifier to its attack rolls. It deals 3d4 poison damage.

This damage increases by 1d4 at 5th (4d4), 11th (5d4), and 17th level (6d4).


Giant Poisonous Snake

Medium beast


  • Armor Class 10 + Dex mod
  • Temporary Hit Points Level + Con mod
  • Speed 30 ft., swim 30 ft.

  • Senses - blindsight 10ft.

Second Form. You can use your Bite feature while in this form.

Malison Variant

You can swap out your bite and spit venom features for the following features:

Constrict. You can constrict creatures smaller than you. To do so, you must have at least 5 feet of movement remaining and make a grapple check against them. On a success, you moves into the creature's space and grapple it. This grapple doesn't use your hands but you can only constrict one creature at a time. At the start of the constricted creature's turn, it takes bludgeoning damage equal 1d4 + your Strength modifier. This damage increases by 1d4 at 5th (2d4), 11th (3d4), and 17th level (4d4).

Darting. Your base walking speed increases to 35 feet.

Serpentine Body. Your body ends in a snake tail. Your speed is not reduced due to being prone and you only have to spend 10 feet of movement to stand up.

Race by u/SwEcky
Art by Loles Romero

Pureblood

Pureblood is not a positive term in Yuan-ti society, since it alludes to that the gods have not touched the blood of the individual. Purebloods closely resemble humans, yet can't pass for human under close scrutiny because there's always some hint of their true nature, such as scaly patches of skin, serpentine eyes, pointed teeth, or a forked tongue.

Ability Score Increase. Your Charisma score increases
by 2.

Size. Purebloods match humans in average size and weight. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Bottom Caste. You have proficiency in one of the following skills of your choice: Deception, Sleight of Hand, or Stealth.

Innate Spellcasting. You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Serpent Gods

The yuan-ti revere a number of powerful entities as gods, including the following.

Dendar, the Night Serpent. Dendar's followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent.

Merrshaulk, Master of the Pit. Merrshaulk is the long slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk's priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god's name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place.

Sseth, the Sibilant Death. Sseth appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk's voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk's devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk's slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk's followers, as his priests convert or consume Merrshaulk's more stubborn adherents.

Art owned by Neverwinter Nights

Size and how it affects you

A character can have many different sizes, temporarily or permanently. These are the differences other sizes have compared to Medium creatures:

General Differences

  • Tiny creatures use their Dexterity score to calculate their jump distance.
  • Smaller creatures can ride smaller mounts.
  • Smaller creatures have it easier to hide.
  • Smaller creatures weigh less.
  • Smaller creatures are able to fit into places where larger creatures can't.
  • Smaller creatures consume less food and water.
  • Larger creatures wield larger weapons which deals more damage.
  • Larger creatures can grapple larger creatures, but still limited to a creature no more than 1 size larger than it.
  • Larger creatures can carry and push, drag, and lift more.
  • Large or larger creatures affect a larger area with area effects centered on Self.
  • Huge or larger creatures does not cause ranged attacks to have disadvantage against them while prone.
  • Huge or larger creatures have their jump distance reduced by half.

Mechanical Differences

Speed AC Max HP* Reach Height Weight
Tiny -15 ft. +2 -1/level 0 ft. 1/4 1/8
Small -5 ft. +1 5 ft. 1/2 1/4
Medium(Base) 30 ft. 5 ft.
Large +5 ft. -1 5 ft. x2 x8
Huge +10 ft. -2 +1/level 10 ft. x4 x64
Gargantuan +10 ft. -3 +2/level 15 ft. x8 x512

*A Companion has its hit points reduced or increased depending on its owner's level.

Squeezing into a Smaller Space

A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space.

Art owned by WotC

Weapons & Armor

Weapon, armor, and other clothing increase or decrease in weight in the same way creatures do, though their price only increases by four times for each size larger than Medium and lowers by half for each size smaller than Medium.

You only gain the beneficial properties of a weapon when the weapon is made for your size or smaller, though you can wield a weapon of one size larger effectively if your Strength score is high enough:

  • Light. Can always be wielded in one hand but loses the light property unless you have 17 Strength.
  • Neither Light nor Heavy. You need two hands to wield it unless you have 19 Strength.
  • Heavy. Can be wielded with 21 Strength.

If you don't meet the Strength prerequisites, you make all attacks with disadvantage. Even if you have enough Strength, you still need to be proficient with the weapon to add your proficiency bonus to it.

Weapon Damage Conversion
Medium (Base) Tiny Small Large Huge Gargantuan
1 1d4 1d6 1d8
1d4 1 1d6 1d8 2d6
1d6 1 1d4 1d8 2d6 3d6
1d8/2d4 1d4 1d6 2d6 3d6 4d6
1d10 1d6 1d8 2d8 3d8 4d8
1d12/2d6 1d8 1d10 3d6 4d6 6d6

For example, if a Medium dagger deals 1d4 damage, a Tiny dagger deals no damage, and a Huge dagger deals 1d8 damage.

Weapons in the equipment document are all Medium sized weapons. The damage die for natural weapons and base speed are already calculated in racial traits.

Art by Magnozz

Created by u/SwEcky

Credits

All races, except for Gnoll, Half-dwarf, Kobold, Yuan-ti, are created by other amazing creators. The creators are as follows:

  • Wizards of the Coast - Aasimar, Dwarf, Elf, Firbolg, Gith, Gnome, Goblin, Halfling, Half-elf, Half-orc, Lizardfolk, Tabaxi, Triton, Tiefling*
  • u/Rain-Junkie - Aarakocra*
  • u/Jonoman3000 - Awakened Blight, Elapidae, Shadar-kai, Silva, Vegepygmy
  • u/The-Magic-Sword - Centaur
  • u/CaelReader - Dragonborn
  • u/lordofalldragons - Feytouched
  • u/Dracodruid - Goliath, Orc*
  • u/AeronDrake - Human (Environmental Human)
  • u/cancrix - Genasi (Genasi Revised)
  • u/revlid - Hobgoblin, Minotaur, Thri-Kreen
  • u/skybug12 - Mousefolk
  • u/Braggadouchie - Shardmind
  • BoltNine Homebrew - Ursine
  • u/Zephilinox - Warforged
  • u/RedMizar - Satyr
  • u/ColinHasInvaded, u/Enraric, u/frombrad2worse - Gnoll
  • u/darude11 - Changeling
  • u/FizzOfficialReddit - Dhampir
  • u/TheArenaGuy - Azerblood (Dwarf)

* race unmodified by u/SwEcky

Medusa

Children of the sea, gorgons seek adventure in the name of their mythic ancestors. Their hair, a mass of bustling tentacles and snakes, is now rather tame compared to centuries ago, a legacy of a banished past. But their vigor remained intact, and thus the acrimony towards lord Poseidon, who condemned Medusa, mother of all gorgons, to a fate greater then her own by the violence infilcted on her body.

Medusa traits

As a medusa, you gain the following racial traits

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

Creature Type. You are a Humanoid.

Age. Gorgons mature and age at about the same rate as humans, although they can live up to 130 years.

Alignment. Gorgons tend to be chaotic individuals, without any proper moral compass.

Size. Gorgons vary widely in height and build, from barely 5 feet to well over 6 feet tall, with generally slender builds. 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.

Gorgon Magic. You can cast cause fear with this trait. Starting at 3rd level, you can cast the hold person spell with this trait. Starting at 5th level, you can also cast the hunger of Hadar spell with it. Once you cast any of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

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

Voices On Your Head. Although weak, the tentacles on your head still rattle when they sense danger. When you are forced to make a Dexterity saving throw, you can give yourself advantage on the roll. You can use this trait a number of times equal to your ? per long rest.

Languages. Your character can speak, read, and write Common and a language of your choice.

Race by u/PliniusLab
Art by Loles Romero

Half-Giant

Half-Giant Names

Half-Giant Traits

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

Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Alignment. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.

Size. HaIf-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Low-light vision. Thanks to your elf blood, you have improved vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Skill Versatility. You gain proficiency in two skills of your choice.

Languages. You are fluent in Common and proficient in Elvish. You have 2 language points which you can use to learn a new language or one improve one you already know.

Benefit to wielding weapons? Two-handed in one hand if other hand is empty?

Aasimar - choral angle - wind affinity ratfolk?

Wavecrest Gnomes

good and making ships and exploring and has a swim speed and can talk to fish

You are proficienct in sea vechicles.

Speed. You have a swimming speed of 30 feet.

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

Tortle: Sea (Turtle, Swim Speed, slightly slower Land Speed), Land (Tortoise, Long Living, Strong Bite)

Alternate Lizardfolk

Tribal Warriors

Lizardfolk are a people unlike any other; feeling no emotion, yet fiercely loyal to their tribe. Their need to prove themselves in battle makes them dangerous neighbors, and they are constantly involved in tribal warfare. Their culture of war has prevented them from advancing past their primitive ways.

Unlike most humanoids, they do not form familial bonds, instead bonding with their tribe. Any lizardfolk would risk their life to protect the hatchlings of their tribe. Even the females that lay clutches of eggs view all of the hatchlings, even those they didn't hatch themselves, as their children.

Honor and Violence

Lizardfolk society is governed by a strict caste system based on personal reputation. Lizardfolk increase their standing by overcoming enemies that are their equal, or better. They have no interest in fighting the weak, and they will stop at nothing to test their skill in battle against more powerful foes.

Lizardfolk view their lives, and all of their actions, through this lens. After they hatch, they have one year to accomplish enough great deeds to earn their place as an adult member of their tribe. If they fail to meet this expectation they are exiled from the tribe or killed in honor duels by their clutchmates.

Lizardfolk Names

Lizardfolk hatchlings are named for their appearance. If they survive to adulthood they are given a new name based on how they established their reputation. Lizardfolk are always looking to overcome greater obstacles and earn new names.

Hatchling Names. Blackclaw, Dreadspine, Greenscale, Heavystep, Longtooth, Quickfinn, Rotfang, Widemaw.

Adult Names. Bonecrusher, Firewalker, Heartsplitter, Kingbreaker, Lightthief, Trollslayer, Wyrmeater.

Reptilian Adventurers

While most lizardfolk are emotionless warriors, the ones who take up a life of adventuring often do so because they feel called to something more. Other lizardfolk find adventuring an excellent way to test their martial skill against greater and greater foes.

Lizardfolk Traits

Lizardfolk can differ based on their tribe and environment, but all lizardfolk have the following traits in common:

Ability Score Increase. Your Constitution increases by 1.

Size. Lizardfolk are bulkier and taller than humans, often standing well over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Bite. Your fanged maw is a natural weapon which deals piercing damage equal to 1d8 + your Strength modifier.

You can attack with Bite once per turn.

Cunning Artisan. As part of a short or long rest, you can use a blade or dagger to harvest bone and hide from a Small or larger creature to create one of the following objects: a shield, a club, a javelin, or 1d4 darts or needles.

Natural Armor. You have tough scales. When unarmored, your Armor Class is equal to 13 + your Dexterity modifier. You can still use a shield and gain the benefits of this trait.

Languages. You can speak both Common and Draconic.

Subrace. Lizardfolk have are four subraces that vary by habitat: Desert, Grassland, Jungle, or Swamp Dwellers.

Desert Dwellers

Above all else, Desert Dwelling lizardfolk are careful, trying to avoid a fight where they can. After hundreds of years of being hunted by desert predators these frilled reptilians are few in number, living in tribes less than ten members strong. They always settle in locations with many escape routes should they be attacked while resting.

Ability Score Increase. Your Dexterity increases by 2.

Quick Feet. Your movement speed increases by 5 feet, and you have advantage on initiative rolls when not surprised.

Frilled Defense. You gain proficiency in Intimidation, and you have advantage on Charisma (Intimidation) checks you make against creatures with an Intelligence of 6 or lower.

Grassland Dwellers

Grassland Dwelling lizardfolk are brutish tribes of raiders and marauders. They live together in large hordes, and move through their territory as nomadic tribes. Despite a warlike lifestyle, their biggest threat comes from within their ranks. Their leaders are constantly challenged for control, and many of their strongest are slain during internal power struggles.

Ability Score Increase. Your Strength increases by 2.

Aggressive. As a bonus action, you can move up to your speed toward an enemy creature of your choice. You must end this movement closer to the enemy than you started.

Conquering Horde. You gain proficiency with shields and three simple or martial melee weapons of your choice.

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

Jungle Dwellers

Valuing stealth and quick, decisive strikes over open battle, Jungle Dwelling lizardfolk are experts at remaining unseen until they strike. These ruthless lizardfolk live in secluded places and guard the location of their nests with their lives. They do not discriminate, all trespassers die the same.

Ability Score Increase. Your Dexterity score and your Intelligence score both increase by 1.

Natural Predator. You gain proficiency in Survival, and you have advantage on any Wisdom (Survival) check you make while in jungle, swamp, or forested environments.

Reptilian Camouflage. As a bonus action, you can turn invisible until the start of your next turn. This effect ends early if you make an attack roll or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.

Swamp Dwellers

By far the most common, Swamp Dweller lizardfolk live in and around great bodies of water. These semi-aquatic folk form small tribes that come together during the full moon to take care of tribal affairs. Unlike most lizardfolk, only resort to violence when it is necessary for their survival.

Ability Score Increase. Your Constitution score and your Wisdom score both increase by 1.

Amphibious. You have a swimming speed equal to your movement speed and you can breathe both air and water.

Aquatic Stalker. You gain proficiency in Stealth, and you have advantage on any Dexterity (Stealth) check you make while you are at least partially submerged in water.

Race by Laserllama

Entling

Elder Gardeners

Deep in the forests of the world dwell a forgotten people, the Entlings. They are the ancient caretakers of the forest who awoke at the dawn of the world. To many, they are creatures of myth and folktale, reclusive tree-like people with skin like bark and hair that resembles tree-tops and verdant gardens. Though these gardeners are few in number, they are very much real, though they prefer to be forgotten. Most Entlings will happily spend their exceptionally love lives tending to the large swaths of wilderness under their care, learning the names of every root, flower, and tree under their protection.

Shepherds of the Forest

Entlings care deeply for the plants under their care, and often watch them grow from seedling to fully mature plants. They prefer to spend their lives in quiet harmony with nature, only occasionally interacting with other mortals. They carefully maintain the natural order of the ecosystems they dwell in, culling creatures that grow to numerous, nurturing those on the brink of extinction, and all the relationships in between.

Though rarely roused to action, Entlings who strike out into the world often do so to protect the forests under their protection. Though slow to anger, their fury knows no bounds when evil or blight threatens the groves that they have raised from seedlings. Entlings who leave the forest usually find it difficult to fit in amongst civilized settlements, and usually struggle to understand the norms and customs of normal folk. Entlings who become adventurers most often train to defend the wild as a ranger or join a local Circle of druids.

Entling Names

Due to their long lifespans and relaxed disposition, Entling names are often exceptionally detailed stories that can take days to explain. Often, the Entlings that interact with mortals will adopt the name of their favorite plant, tree, or flower.

Entling Traits

No matter their home ecosystem, environment, or forest of origin, all Entlings have the following traits in common:

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

Creature Type. You are both Humanoid and Plant.

Age. Entlings are considered to be adults around the age of 100, and can live to be over 1000 years old if they spend their lives in peace. Hasty Entlings that take up the stressful live of adventuring can shorten their lifespan by up to 500 years.

Alignment. Entlings are a naturally peaceful folk that care for all living things, and they tend towards good alignments.

Size. Entlings reflect the forests and plants they tend to, and thus come in all shapes and sizes. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common, and your choice of either Druidic, Sylvan, or Elvish.

Gardener's Lore. You gain proficiency in the Nature skill, and you can make a Wisdom (Nature) check whenever you would normally make an Intelligence (Nature) check.

Natural Magic. You know one cantrip of your choice from the Druid spell list. Wisdom is your spellcasting ability for it.

Photosynthetic. You don't need to eat or drink so long as you are exposed to sunlight for 1 hour each day. To gain the benfits of a long rest, you must spend at least 6 hours in an inactive, motionless state, though you remain aware of your surroundings. In this state, you can see and hear as normal, and you appear to be a normal tree unless closely inspected.

Shepherd of the Forest. Through sound and gestures, you may communicate simple ideas with plants of all kinds.

Race by Laserllama

Dvati

The dvati are an ancient people that are native to an area of the outer planes known as the Outlands. They are a peaceful folk who value the arts, debate, duality, and equality.

One Soul, Two Bodies

Dvati are a unique race, as they are always born as a pair of twins who are completely identical, even across genders. Dvati resemble elves in some ways, often being mistaken for drow or shadar-kai (FIX) children. They have a slender body with pointed ears, dark blue eyes that lack irises, and four-fingered hands. Their skin colors are varying shades of gray and they have black or white hair.

Each pair of dvati twins share one soul between them, as they are one being split into two bodies. Despite this, twins can have different personality traits from one another, sometimes resulting in twins that are opposites. Regardless of their personalities, dvati twins are two sides to the same coin and they never disagree for too long. A debate or rivalry between a set of twins is always in the pursuit of balance and understanding.

The special bond between dvati twins is far beyond that of siblings from other races. They share skills, knowledge, feelings, memories, and all other aspects of a soul's experience in life. When one twin is separated from the other for too long, the other twin is overcome with worry and longing for their other half. These feelings are so powerful, that if one twin dies, the other's connection to their soul begins to slip away, until it too dies. Dvati twins suffer in separation. A dvati that has a deceased twin will either long to join them in death or desperately seek any possible way to revive their other half.

Handling Two Adventurers

The dvati race puts two characters into the hands of one player. Keep in mind, dvati twins should be treated as one creature, unless a specific racial feature says otherwise. They share their Statistics, Skills, turn in Initiative, Actions, and Class Abilities. Hit Die and Hit Points are not divided between twins, they share those resource as one creature. Twins can use separate equipment like weapons and armor. They may even use separate magic items, but they share attunement slots

Whenever both twins are forced to make a saving throw from the same source (not including death saving throws), only one twin rolls, and the DM decides how any existing Advantage or Disadvantage is applied to that roll. If both twins are subject to the same source of damage (i.e. a fireball spell), they only take the damage once, as they are being treated as one creature.

Dvati Traits

Your dvati characters have the following racial traits.

Ability Score Increase. Their Wisdom score increases by 2, and their Charisma score increases by 1. 12 (10?)p

Age. Dvati age slowly compared to most other humanoids, not reaching adulthood until they are around 40 years old. A dvati younger than 40 may appear like a teenager or child. They have long lifespans, living for up to 250 years.

Alignment. Dvati view the world through a balanced lens. Most dvati are neutral, with some leaning towards lawfulness.

Size. The dvati are a short and slight people. Their size is Small.

Speed. Their base walking speed is 25 feet.

Dual Bodies. Twins can move, speak, and act independently of eachother. They choose which one of them takes an action, bonus action, or reaction. If twins gain any additional actions, they can split those actions up between themselves.

Each twin has their own movement speed. If a twin takes the Dash action, they can choose to split the extra movement speed between both of them. Whenever twins are able to make more than one attack, they can alternate those attacks between themselves. Nonmagical physical effcts are not shared between twins. If a twin becomes blinded, deafened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, or stunned the other twin is not.

Single Soul. While twins are on the same plane of existence, they have the following benefits.

  • Twins have advantage on saving throws against effects that would cause them to become charmed, frightened, or put to sleep. If a twin becomes charmed, frightened, or unconcsious, the other twin is affected as well.
  • Twins can communicate telepathically with eachother. As an action, a twin can see through the other twin's eyes and hear what they hear until the start of their next turn. During this time, the twin using this feature is nonmagically deafened and blinded with regard to their own senses.
  • Spells and magical effects affect both twins. For example; if a dispel magic, enhance ability, or telekinesis spell are cast upon one twin, or if a twin is affected by a magical trap or an area of antimagic, the other twin is also affected.
  • Whenever a twin casts a spell that requires concentration, the other twin must also concentrate on that same spell. If a twin casts a spell that requires material components, the other twin can provide those components for them.

Twin Fate. Twins make separate death saving thows. If one twin becomes stabilized, they both become stabilized. If a twin dies, the surviving twin loses their Dual Bodies and Single Soul racial traits until the deceased twin is returned to life. After each long rest thereafter, the surviving twin must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. These exhaustion levels cannot be removed by anything except for a wish spell or until the deceased twin is returned to life, at which point all exhaustion levels are immediately lost.

Languages. Twins can speak, read, and write Common. Twins can also speak Dvati, which has no written language. The verbal Dvati language is extremely complicated and almost impossible to speak without a twin. Each twin speaks in unison, with one twin providing the words, and the other providing complimenting sounds that convey meaning, emotion, and intent.

Race by u/scarlettspider & Art by Le Vuong

Dvati

A perfect pair, entwined for life, dvati are at once two beings and a single creature, a single soul living in two separate bodies.

Identical Twins

Twins being born is by no means an uncommon occurrence, but sometimes they may have more in common than just appearances. Dvati are born as identical twins throughout the planes with a single identical soul shared between them. The twins act like a single paired organism, with two bodies and two minds acting with a single purpose. Ancient folklore claims that dvati are born with souls too large for one body, and therefore must house them in two.

Dvati are skilled combatants, capable of strategizing in unison, and versatile spellcasters, able to conduct spells through one another. The benefits of having two bodies, however, is certainly balanced by its risks. Dvati twins cannot exist separately, and if one is killed or injured, it endangers the lives of both.

Birds of a Feather

Dvati always travel together and tend to seek out other pairs of twins. When enough twins congregate, dvati are known to form towns and villages of their own. These are tightly-knit communities, for close cooperation is second nature to dvati, who view their settlements as a bastion of unity in an otherwise disconnected world.

Cooperative Spirit

Working in perfect synchronicity is a dvati's usual state. As such, these twins find the relative discord of other creatures to be confusing, or at worst, distressing. They often spin parables about ants, wolves, and other cooperative creatures to illustrate how people should behave in harmony to better themselves. Such stories usually fall on deaf ears, for most creatures cannot relate to the close association that dvati share, but neither can dvati understand how it is to be alone.

Dvati Names

Dvati twins are born into normal human families, and are therefore named as other humans. However, if a diviner foretells the birth of dvati twins, it is often customary to give them similar, rhyming names, so that the twins can feel more whole. Male Dvati Twin Names: Amrod and Amras, Corin and Corvin, Giles and Files, Jovan and Joran, Landon and London, Zane and Zost. Female Dvati Twin Names: Bree and Ski, Cilia and Hilia, Dora and Kora, Kara and Mera, Mello and Yellow, Tellia and Talia.

Dvati Traits

Ability Score Increase. Two different ability score of your choice increase by 1

you gain proficiency in one skill of your choice.

Age. Like other humans, dvati twins reach adulthood in their late teens and live less than a century. Both twins usually pass away from old age on the same day.

Size. Dvati twins are always exactly the same height and build. Your twins are both Medium size.

Twins. A 'single' dvati is a pair of creatures that share a single soul. They are inextricably linked, and can no more exist separately than a human can exist without his heart. In spite of having two bodies, dvati twins perform as a single character, with the following differences:

  • Actions. Dvati twins have a single action, bonus action, and reaction between them, each of which can be taken only once by one of the twins on your turn. If you take the Dash, Disengage, Dodge, Help, Hide, Ready, or Search actions, both twins perform the action and gain its benefits.
  • Attacks. If you take the attack Action to attack with one twin, the other twin can attack as a bonus action. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

If you're able to make multiple attacks, you can divide these attacks between the twins.

  • Magical Effects. If a spell or magical ability affects one dvati twin, it affects them both, unless that spell or ability affects hit points or if the two twins are further than 100 feet apart, in which case, it affects each twin separately.
  • Conditions. A condition, such as being poisoned or grappled, affects only one twin, even if imposed by a spell.

Empathic Link. As long as both twins are on the same plane, they can empathetically sense the other's emotional state. Each twin knows when the other takes damage.

Additionally, though communication between the twins is not telepathic, it is highly nonverbal and intuitive. Dvati twins can communicate with half the words and twice the speed of other creatures, even in combat.

Transference. If one of your dvati twins is affected by a curse, disease, or is blinded, deafened, paralyzed, or poisoned, and the other is not, you can use your action to transfer that condition to the other twin.

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

middle finger of Vecna

Simian

Commonly found deep in jungles and rain forests, simians are primate-like humanoids who are as dexterous as they are playful. Natural-born climbers, simians scale tall trees in an effort to outdo one another and prove themselves in the eyes of their tribes. Simians take pleasure in playing small pranks on one another, and often assume that is the way for most races.

Awakened to Emptiness

Meditation and physical training

Simian elders tell stories of a legendary figure known as "the Monkey King" who struck out on a perilous journey to seek out the power of the gods themselves. In the process, the Monkey King is said to have achieved a state of enlightenment which unlocked a number of newfound magical abilities, further enhancing his already formidable combative prowess. Ever since, the teaching of this ancestral magic from one generation to the next has become a rite of passage for young simians who seek to achieve the same enlightenment as the Monkey King himself.

Vibrant Expression

Simians display a wide variety of hair colors, including brown, black, red, white, and gray. They also have a range of eye colors, such as brown, gray, green, and yellow. Many simians' skin are earthy shades of brown, though some have skin that is dark, tan, pale, or even occasionally blue. Simians average at 5 feet tall and are typically very lean and athletic. Most simians take great pride in their hair, often styling it as a means of expressing personal identity. Likewise, some simians adorn themselves in flashy clothing in order to catch the attention of would-be friends and rivals alike. Simians typically tailor their clothes to make room for their prehensile tails, and many choose to forgo shoes in order to enable easier climbing.

Journey On

Although simians typically stick together in small, close-knit tribes, many go on extended journeys during adolescence or early adulthood in order to seek out adventure and enlightenment. Should simians come across traveling companions during their journeys, they are known to form lasting friendships, proving themselves to be valuable and trustworthy allies. Even so, simians believe that life without a little fun is a dull life indeed, and will sometimes interject their own form of "fun" into a situation by means of a lighthearted joke or prank.

Simian Names

Simians’ given names are often passed down through family lines. However, some simians choose new names for themselves as part of their transition into adulthood, especially before or after going on their first journey of enlightenment.

Simians are known to collect many titles for themselves during their lifetimes. Some titles are bestowed upon them by allies or enemies, while others are titles bestowed upon themselves as a mark of pride and ability.

Female Names: Bree, Chenna, Cora, Eida, Kithri, Nora, Saral, Shaena, Vani, Willow

Male Names: Ander, Cade, Finnan, Garth, Harol, Lindal, Milo, Oswalt, Reed, Sun

Titles: the Ascetic, the Deft, the Beautiful, the Handsome, the Intelligent, the Sage, the Spear, the Wind

Simian Traits

Your simian character has the following traits.

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

Age. Simians mature at the same rate as humans and have lifespans similar in length to theirs.

Alignment. Simians are often playful and mischievous, tending toward chaotic alignments. Most simians are good-hearted, and even the tricksters among them are usually more playful than vicious.

Size. Simians average about 5 feet tall and typically have lean, athletic builds. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d6 Height = 4 feet + 5 inches + your size modifier in inches Weight in pounds = 75 + (1d6 × your size modifier)

Speed. Your base walking speed is 35 feet.

Firm Grip. You have a climbing speed equal to your walking speed.

Prehensile Tail. You can grasp things with your tail. It has a reach of 5 feet, and it can lift up to 10 pounds. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; stow or retrieve an item; open or close a door or a container; or hang from a sturdy branch or beam. Your DM might allow other simple tasks to be added to that list of options. It can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

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

/u/jldixon1

"MONKEY KING Sun Wukong" by Tiago da Silva

"Rainforest Cave" by Darío C. Estrada

Fairy

The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. Infused with the magic of the Feywild, fairies share a few commonalities with one another but can differ widely in appearance, behavior, and attitude. Many fairies have a special physical characteristic that sets them apart from other creatures of their kind. For your fairy, roll on the Fey Characteristic table or choose an option from it. The Feywild is a wild place, so come up with your own characteristic if none of these fit your character.

Fey Characteristics d8 Characteristic 1 You have small wings like those of an insect. 2 You have shimmering, multicolored skin. 3 You have exceptionally large ears. 4 A constant, glittering mist surrounds you. 5 You have a small spectral horn on your forehead, like a little unicorn horn. 6 Your hands never look dirty. 7 You smell like fresh brownies. 8 A noticeable, harmless chill surrounds you.

Fairy Traits You have the following racial traits.

Creature Type. You are a Fey.

Size. You are Small.

Speed. Your walking speed is 25 feet.

Fairy Flight. You have a flying speed equal to your walking speed and can hover. This flight is magical and does not require the use of your wings (if you have them).

Fairy Magic. You know the druidcraft and faerie fire spells. You can cast faerie fire without expending a spell slot, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma.

Fey Passage. You can squeeze through a space as narrow as 1 inch wide.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Tiny Rules
  • Carrying Capacity = 7.5 x Strength score
  • Have a reach of 5ft(?).
  • Can only grapple Small or smaller.
  • Doesn't cover a space.
  • Can move through hostile Medium or larger creatures
  • Weapon die = 1 smaller
  • Can't use weapons with the Heavy or Two-handed property. Needs to use two hands for weapons without the light property.
  • 15 feet walking speed
  • no benefit from reach weapons
  • Disadv on pushing/pulling, lifting, or breaking items that are larger than Tiny.

Alternate Fairy EVERY FAIRY I'VE EVER MET HAS BEEN IRRITATING beyond belief, and I cannot fathom why the Prince of Winter hasn't expelled the little buggers from his court completely. Sure, their small stature and tiny wings allow them to access places that I certainly couldn't, and their skill with illusion magic does come in handy more often than I'd like to admit. Actually, now that I think about it, they do seem to have their uses. Maybe I need to give these tricksters another chance.

-Sir Tumnus Longfinger Champion of the Winter Court

Fleeting Fancies Fairies may be the most spontaneous creatures in existence, constantly moving from one interest to the next as something new or exciting catches their attention. They are curious to a fault, and love to experience new things whenever they have the chance. When a fairy puts their mind to something, they put everything they have into their pursuits. Though it may not last, the determination of a fairy knows no bounds.

Servants of the Fey Court All Fairies begin their lives in the service of one of the Courts of the Feywild, and the Archfey they serve is the closest thing many of them will have to a parent. The longer a fairy spends in the presence of an Archfey, the more they start to resemble them. Those who have spent lifetimes in the service of a Fey Court often come to resemble miniature versions of Archfey, in appearance and manner. While in the Feywild, Fairies stop maturing, both physically and emotionally, when they reach adulthood, allowing them a strange perpetual immortality.

The fairies who reject a life of unchanging servitude most often do so to become adventurers on the material plane, where they can age and develop normally. Fairy adventurers often pursue their knack for illusion magic as bards, wizards, or sorcerers, though some strike pacts and become warlocks.

Fairy Names Due to their whimsical nature and ever-changing interests, Fairies will change their name spontaneously when a mood takes them. Fairies usually adopt the name of a particularly beautiful natural phenomena or powerful emotion; Aurora, Dewdrop, Sunrise, Rainbow, Joy, Serenity, or Glee.

Fairy Traits Though Fairies vary greatly depending on the Archfey they serve, all Fairies have the following traits in common:

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

Creature Type. You are both Humanoid and Fey.

Age. Fairies reach adulthood a year and a day after their birth, and do not age further in the Feywild. While in mortal realms they age normally and can live to be 100 years old.

Alignment. Fairies hail from the courts of many different Archfey, but they are almost universally Chaotic in alignment.

Size. Fairies only stand a few inches in height, the largest of which stand almost a foot tall. Your size is Tiny.

As a Tiny creature, you can only wield weapons that have the Light property, and you cannot wear armor or clothing unless it is specifically sized to fit a creature of your stature.

Speed. Your base walking speed is 20 feet.

Dainty Wings. So long as you are not wearing medium or heavy armor, you have a flying speed of 30 feet and can hover, but you cannot fly, or hover, more than 10 feet off the ground. At 5th level, this 10 foot height restriction is lifted.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Fey Magic. You know the minor illusion and faerie fire spells. You can cast faerie fire without expending a spell slot, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have. Charisma is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common and your choice of either Sylvan or Elvish

Laserllama

Fairy Traits You have the following racial traits.

Creature Type. You are a Fey.

Size. You are Small.

Speed. Your walking speed is 25 feet.

Fairy Flight. You have a flying speed equal to your walking speed and can hover. This flight is magical and does not require the use of your wings (if you have them).

Fairy Magic. You know the druidcraft and faerie fire spells. You can cast faerie fire without expending a spell slot, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma.

Fey Passage. You can squeeze through a space as narrow as 1 inch wide.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Fairy Traits Though Fairies vary greatly depending on the Archfey they serve, all Fairies have the following traits in common:

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

Creature Type. You are both Humanoid and Fey.

Age. Fairies reach adulthood a year and a day after their birth, and do not age further in the Feywild. While in mortal realms they age normally and can live to be 100 years old.

Alignment. Fairies hail from the courts of many different Archfey, but they are almost universally Chaotic in alignment.

Size. Fairies only stand a few inches in height, the largest of which stand almost a foot tall. Your size is Tiny.

As a Tiny creature, you can only wield weapons that have the Light property, and you cannot wear armor or clothing unless it is specifically sized to fit a creature of your stature.

Speed. Your base walking speed is 20 feet.

Dainty Wings. So long as you are not wearing medium or heavy armor, you have a flying speed of 30 feet and can hover, but you cannot fly, or hover, more than 10 feet off the ground. At 5th level, this 10 foot height restriction is lifted.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Fey Magic. You know the minor illusion and faerie fire spells. You can cast faerie fire without expending a spell slot, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have. Charisma is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common and your choice of either Sylvan or Elvish

Fairy Traits

Though Fairies vary greatly depending on the Archfey they serve, all Fairies have the following traits in common:

Creature Type. You are a Fey, rather than humanoid.

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

Age. Fairies reach adulthood a year and a day after their birth, and do not age further in the Feywild. While in mortal realms they age normally and can live to be 100 years old.

Alignment. Fairies hail from the courts of many different Archfey, but they are almost universally Chaotic in alignment.

Size. Fairies only stand a few inches in height, the largest of which stand almost a foot tall. Your size is Tiny. You gain +2 AC but your maximum hit points are reduced by 1 each level.

Speed. Your base walking speed is 15 feet.

Dainty Wings. So long as you are not wearing medium or heavy armor, you have a flying speed of 30 feet and can hover, but you cannot fly, or hover, more than 10 feet off the ground. At 5th level, this 10 foot height restriction is lifted.

However, your wings are only able to properly support you. You can't carry another creature or move one grappled by you while flying. Furthermore, you can't wear any kind of armor that doesn't accommodate your wings, though armor can be made to accommodate your wings with the right tools and expertise.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Fey Magic. You know the minor illusion and faerie fire spells. You can cast faerie fire without expending a spell slot, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have.

Languages. You are fluent in Sylvan and proficient in Common and Elven.

u/SwEcky

Race by u/Laserllama

Nymph/Dryad?

Fey spirits that live deep in the wilderness, nymphs spend most of their time cultivating plants and befriending animals. Nymphs have little interest in humanoid society, preferring their own quiet company above the company of others. This makes the pheromones nymphs continually emit—pleasant and enticing to all living creatures—a double-edged sword when humanoids wander into the woods in search of nymphs, drawn by that which they barely understand.

Arboreal Sprites

Nymphs are on the shorter end of size and stature, rarely exceeding 5 feet in height. This leads many nymphs to rely on their pheromones and animal companions to provide any protection needed. Nymph skin tones range from light yellow to dark greens and browns. Some nymphs have small gossamer or butterfly-esque wings sprouting from their backs, though these wings are vestigial and don't provide enough force to fly.

Soft-Spoken Stoics

To outsiders, nymphs appear near emotionless. This is because nymphs often nonverbally communicate to each other through the use of their pheromones, rather than using facial expressions or body language like most humanoid cultures. Nymphs who are more used to interacting with humanoids learn basic facial expressions or body language, but sometimes miss subtle nuances to emoting that feels awkward at best and painful at worst to the humanoids they're interacting with.

Nymphs have a near-universal love of plants and animals. Their ability to communicate through pheromones gives them an understanding of and affection for simpler-minded creatures. This affinity is the reason why many nymph adventurers leave their homes—the call of creatures, plants, and fungi unseen is a thought too alluring for some to pass up.

Elusive Gardeners

Most stories and knowledge of nymphs come from cautionary tales against their pheromones in the woods. This has given nymphs an unfair reputation of being siren-like tempters. The truth is nymphs see the fascination of humanoids as an uncomfortable annoyance. When unwanted visitors arrive, they're treated neutrally and turned away as soon as possible. Jungles and deep forests are dangerous places, though, and the bellies of jaguars easily turn into nymph cooking pots in stories and fables.

Nymphs live in small communities of around fifty nymphs, often with twice as many pets or friendly beasts that are just as much a part of the community as the nymphs themselves. Some groups are nomadic, while others make more permanent homes in treetop houses, sinkhole caves, or brush lean-tos. The only constant is the nymph love of tending to plants and caring for creatures.

Race by u/livingstone_library
Art by ?

Nymph Traits

Your nymph character has the following traits.

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

Age. Nymphs live slightly longer than humans, but rarely eclipse 120 years.

Alignment. Nymphs are concerned first and foremost with nature. They understand community assists survival, but otherwise hold no opinion on organized society, leading many nymphs to be neutrally aligned.

Size. Nymphs are short and lithe compared to many peoples, averaging around 5 feet in height and 100 pounds in weight. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Fey. Your creature type is fey, rather than humanoid.

Practiced Pheromones. You have proficiency in one of the following skills of your choice: Animal Handling, Deception, Intimidation, or Persuasion.

Fey Lineage. You have advantage on saving throws made to avoid or end the charmed condition on yourself.

Panicked Pheromones. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to release a cloud of pheromones to confuse and ensorcell your foe, rather than making an opportunity attack. The creature that triggered this reaction must succeed on a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier or become charmed by you until the end of

your next turn. The creature's speed is also reduced to 0 while it's charmed by you in this way. This trait has no effect on constructs, oozes, undead, or creatures that cannot smell.

Arboreal Communication. You have the ability to communicate in a limited manner with plants using your pheromones. They can understand the meaning of your pheromones, and you have a limited ability to understand their pheromones in return, allowing you to communicate and understand basic emotions and concepts. You have advantage on Charisma checks made to influence plants.

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

Art Credits
Race by u/livingstone_library
Art by ?

Dungeonborn

It's not uncommon to find humans that have managed to not only survive, but to actually set up homes deep within the Underdark. Small colonies of reclusive humans, descendants of escaped slaves, can be found eeking out an existence in the sparsest, most concealed corners of the Underdark, avoiding the other inhabitants at all costs, yet prepared for the worst it has to offer. It is rare for a dungeonborn to venture far from their colony, and rarer still to leave the Underdark itself.

Survival of the Fittest Life expectancy is shorter for humans in the Underdark, the constant danger they face in their everyday lives means that the weak and the slow often perish before they have a chance to reproduce. As such, dungeonborn humans are trained in the use of weapons, armour and tactics from an early age, yet rarely display these abilities; arrogance often being just as fatal as inability.

Self-Preservation The dungeonborn are survivors, their fathers and their forefathers were survivors and to continue as a society they have evolved a respect of a fundamental right to reduce danger to themselves. To outsiders, their culture can often appear uncaring or selfish.

Drow Hatred The majority of dungeonborn were descended from drow slaves, and although a few escaped from other slaver races such as beholders, duergar or illithids, the sheer quantity of escapees from the drow means that all dungeonborn humans have a deeply ingrained, primal hate of the drow.

Dungeonborn Names The dungeonborn given name is often derived from traditional human names, however, due to slaves being taken from many societies this rarely matches with their genetic heritage. Dungeonborn family names originate from the drow houses that owned the original slaves, sometimes houses that may no longer exist in drow society long removed from drow history itself. The dungeonborn keep their drow name, despite their hatred the name gives them a link to the house that imprisoned their ancestor, a blood grudge that every dungeonborn carries with them their entire life.

Names: (Male) Aseir, Dorn, Glar, Lander, Mumed, MaMadislak, On, Salazar, Sudelman, Urth (Female) Balama, Chao, Fyevarra, Hama, Jhessail, Mara, Nephis, Shandri, Qiao, Yasheira (Surnames) Agrach Dyrr, Baenre, DeVir, Do'Urden, Fey-Branche, Hun'ett, Mizzrym, Oblodra, Sel'rue, Vandree

Dungeonborn Traits Your Dungeonborn character possesses a number of traits that reflect their lives surviving in the Underdark.

Ability Score Increase. Your Constitution increases by 2.

Size. Dungeonborn vary wildly in height and build, from 5 feet tall to well over 6 feet tall. They tend to be slightly shorter and slimmer than the average human.

Darkvision. Your darkvision has a radius of 60 feet.

Dungeonborn Armour Training. You can ignore disadvantage on Stealth checks imposed by armour.

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

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

Shadow Cursed. You have advantage on death saving throws.

ASI 8p, = Total 19p

Subrace by u/1d6Adventurers
Art by Matchack

Fleeting Courage. When you succeed on a saving throw, your next attack roll or saving throw you make before the end of your next turn has advantage.

Chromatic

Dragonborn with chromatic ancestry claim the raw elemental power of the chromatic dragons. The vibrant colors of the chromatics—black, blue, green, red, and white—gleam in their scaled skin and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, of raging lightning storms; theirs also is the subtle whisper of swamp and forest, corrosive and toxic.

Black

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

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

Brutal and Cruel. You add your Constitution modifier to the damage of your breath weapon.

Blue

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

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

Desert Predator. As an action, you can burrow yourself into sand or other loose soil. Creatures that attempt to detect you take a −5 penalty to their Wisdom (Perception) checks as long as you remain there without moving or taking actions.

Green

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

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

Manipulative Schemer. You have proficiency in Deception.

Red

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

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

Arrogant Tyrant. You have advantage on saving throws to avoid being charmed or frightened.

White

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

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

Primal and Vengeful. You have proficiency in Survival.

Metallic

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

Brass

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

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

Boldly Talkative. You have proficiency in Persuasion.

Bronze

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

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

Dragon of the Coast. You have a swim speed of 30 feet.

Copper

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

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

Good Host. You have proficiency in Performance, and can speak, read, and write one extra language of your choice.

Gold

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

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

Reserved Companion. You have proficiency in Insight.

Silver

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

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

Hoarding History. You have proficiency in History.

Gem Dragonborn

Dragonborn with gem ancestry partake of the heritage of all gem dragons, who claim to be heirs of the ruby dragon, Sardior—the firstborn of all creation, made by Bahamut and Tiamat in the first days of the First World. The colors and mysterious powers of the gem dragons— amethyst, crystal, emerald, sapphire, and topaz—gleam in their scaled skin and course through their veins. Theirs are the wonders of the mind, the force of will, the brilliant light of insight, the resounding echo of discovery, and the desiccation of despair.

Amethyst

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

Crystal/Quartz?

Radiant

Emerald

Psychic

Sapphire

Thunder

Topaz

Necrotic

Psionic Mind. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language. Your communication doesn’t give the creature the ability to respond to you telepathically.

Gem Flight. Starting at 3rd level, you can use your bonus action to temporarily summon an array of spectral gems that match your Gem Ancestry in the shape of wings that last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can’t do so again until you finish a long rest.

Gemstone

Sitting somewhere between the chromatics and metallics are the gemstone — dragons of neutral disposition that wield strange psionic powers. Amethyst, Emerald, Ruby, Sapphire, and Topaz dragonborn are more alike than they are different, each gifted with similar psionic power.

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

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

Minor Psionic. You know the mage hand cantrip. The hand is invisible when you cast the cantrip with this trait, and it doesn't require components.

Platinum

Blessed by Bahamut himself, platinum dragonborn are incredibly rare. Chosen to wield holy power in the battle against Tiamat, they have great responsibility thrust upon them.

Ability Score Increase. Your Strength and Charisma scores each increase by 1 and your Constitution score increases by 1.

Draconic Ancestry. Your breath weapon deals radiant damage in a line 30 foot long and 5 wide, and imposes a Constitution saving throw. You have resistance to radiant damage.

Blessed of Bahamut. You have proficiency in Religion, and can use a holy symbol as a spellcasting focus for any of your spells.

Purple

Purple dragons, or deep dragons, hail from the Underdark. Banished by TiamatHailing from the Underdark, purple dragonborn are keenly adapted to lightless tunnels and treacherous caverns.

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

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

Superior Darkvision. You have darkvision with a radius of 120 feet.

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

Steel

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

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

Curious Observer. You can cast the disguise self spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for this spell.

 

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