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Tome Of The Magical Creatures
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# Races
\pagebreakNum ### Races Nekotara.....................................................................5 Inuyasha....................................................................13 Hāpī............................................................................23 Suraimu.....................................................................30 Dragonkin..................................................................41 Kumohito...................................................................51 Kimara.......................................................................60 Ramia.........................................................................64 Lusan..........................................................................72 Dullahan....................................................................78 Shinigami..................................................................80 Vampire......................................................................82 Ix-xitan........................................................................84 Succubus/Incubuss.................................................89 Vixsume.....................................................................91 Aingeal.......................................................................97 Bunbun.....................................................................103 \pagebreakNum
## Nekotara Nekotara A feline tale For the longest time, the Tabaxi were the only catlike humanoid race. This however changed when the god (name) was particularly bored one day, and decided to make a new race to entertain themselves. They planted a seed of transformation in a few Tabaxi to start an evolution progress into a new race, a Tabaxi race to be more humanoid. They would later be called the Nekotara. The Nekotara kept their feline-like instincts and reflexes, and a few feline-like physical traits, but overall acted and looked a bit more humanoid. For the first few years of their existence, the Nekotara lived in relative peace with each other, but it didn't take long for Humans to enslave most of them for over a century. The Nekotara who were still free of human enslavement made allies over this time, most of which were Tabaxi, and awaited their time to eventually start a rebellion to force the Humans to free the Nekotara they had enslaved for all this time. The rebellion lasted for a bit over 4 months, and after much fighting, eventually the Nekotara and their allies won. The Nekotara were set free, and the Humans that enslaved the Nekotara fled and went into hiding, not having been discovered to this day. The recently freed Nekotara were so thankful to the Tabaxi that helped them, that they built statues in their name, and to this day the Nekotara hold the Tabaxi in highest regard. Now free the Nekotara used their newfound freedom to expand and explore outwards, and started tribes all over the world, each subspecies finding a homeland suited to their tastes. \columnbreak
### Felines Society The various species of Nekotara have rather different societies, though most live in tribes, and prefer a mix of forested areas and open plains when possible. The Nekotara are fairly open and welcoming to most races (especially other subspecies of Nekotara), but despise humans due to a convoluted history of being enslaved by humans. Nekotara society is mainly focussed around supporting the tribe. ### A very perrfect cat Nekotaras are generally kind at heart, and the relations between different tribes of Nekotara are very good. Most of their personality will however greatly depend on their subspecies. ### Relationships **Tabaxi.** he relationship between the Nekotara and Tabaxi is quite good: not only are the Tabaxi The Nekotaras ancestors, but the Tabaxi also helped in the Nekotara Rebellion. The Nekotara treat the Tabaxi as brothers and sisters, and are the foremost race to be accepted into tribes. **Human.** The Nekotara hate Humans, due to their poor history together; though some tribes dislike humans more than others. If they were to find any humans that still enslave Nekotara, they would hunt them down without mercy. **Inuyasha.** The Nekotara and the Inuyasha are going as well as fire and water. They pretty much hate each other to the bone. You know, cat hates dog type of thing. \pagebreakNum ### Nekotara Names The name of a Nekotara are given by the elder of their tribe. The child is given meaning by birth like Megumi,it means blessing, grace. If Someone ever fowl the name of the tribe they will be stripped of their name and giving a fitting name for the crime he/she commited. after that he/she will be banished from their tribe. **Male Names:** Aito, Akira, Daichi, Daisuke, Hibiki, Hiroaki, Hiroshi, Ichiro, Isao, Izumi, Kazuma, Kenzou, Kuro, Koji, Kousuke, Natsuo, Raiden, Ryouichi, Riku Reiji, Seiichi, Sora, Taichi, Takuma, Yuuma, Yuuto. Tomo, Toshiro, Yamato, Yo, Yosuke. **Female Names:** Aiko, Aiya, Akari, Aya, Chiaki, Chiyo, Emiko, Eri, Fumiko, Fuyuko, Hanako, Haru, Haruka, Kagami, Kaiya, Kame, Keiko, Mariko, Megumi, Naruko, Okimi, Reiko, Sakura, Seina, Toru, Yuki, Yuri. \columnbreak ### Nekotara Racial Traits Nekotara has an assortment of inborn abilities, part and parcel of nekotara nature. **Ability Score Increase.** Your Dexterity score increase by 2. **Age.** Nekotara usually grow to be around 400 years old, though there have been reports of some growing to be up to 500 years old. Nekotara grow up very slowly, reaching maturity at about 120 years old. They will stay youthful for a long time after that, however, and will only start to show significant signs of aging once they’re over 380 years old, at which point, they will age very rapidly. **Darkvision.** Because of the high number of rods in their retina the nekotara have superior vision in dark and dim conditions. You can see in dim light within 60 feet o f 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. **Size.** The male Nekotara stands between 5.5 and 6 and the female stands between 4.9. 5.4 feet tall. And the male weight is around 112 to 136 lbs and the females weight is around 99 to 121 lbs Your size is Medium. **Speed.** Your base walking speed is 30 feet. **Cats Tongue.** You can speak to any feral catlike species like Cats, Lions Tigers Esc. **Nine Lives.** 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. **Feline Accent.** The Accent named Nekotaren it's just like the human tongue but also different sometimes you will hear some purr when they are happy or hiss when they’re angry. And they will use cat puns for different words like purrception for perception. **Languages.** You can speak, read and write Common and speak to cats.
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## Domestic Nekotara Domestic Nekotaras don’t have their own society, nor do they live in tribes. Instead, they partake in human society, even though they still dislike humans due to the troubled past between the races. The domestic Nekotara still walk among them, however, mostly driven there by their curiosity. Domestic Nekotara are curious to a fault, and will engage with anything they haven’t seen before, often getting them into trouble. This, however, has bestowed most with a silver tongue that they’ll happily use to get out of bad situations they regularly get themselves into. Domestic Nekotara are also very resourceful and inventive, and are often skilled with a variety of different tools. The Domestic Nekotara is one of the few subspecies to have partially forgiven Humans for the Nekotara enslavement: they walk and live alongside them, but they will usually still be wary of their actions. Domestic Nekotaras mostly spend their time studying all of the other races and write it down in journals because of their curious nature. They mostly own a bookstores or general stores because of their connections with the cheetah Nekotaras and some females do own a Fashion shop but they also work at different kind of other shops. \columnbreak
**Ability Score Increase.** Your Charisma score increase by 1. **Purrsuasion.** You have proficiency in Persuasion. **Catstination.** You will be proficient in a tool and language of your choice. **Feral form.** Starting at level 2, You will be able to turn into a normal house cat for up to 15 minutes. Taking any damage will revert you back to your original shape. Can be used twice per short rest. They are not able to cast spells or use weapons. Their equipment will merge into their new form.You can revert to your normal form earlier by using a Bonus Action on Your Turn. **Alignment.** Many Nekotara are Neutral but most of them are Chaotic Neutral due to their curious nature to learn new things about the other races.
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## Cheetah Nekotara Cheetah Nekotara live together in small nomadic tribes that consist mostly of traders. They will never stay long in one location, and their culture reflects this: they live in small, portable tents made out of fur from their prey, which are easily foldable in case they decide to leave on a whim. Due to their abundant travelling, most Cheetah Nekotara have picked up trading as their craft. Due to the copious amount of trading they do, they don’t make tools or weapons themselves, as they will just trade for these. They mainly obtain goods from hunting, and looting long-abandoned dungeons or tombs. Cheetah Nekotara are wanderers by nature, and will never stick around one place for long. Their nomadic lifestyle makes them very minimalistic, selling off anything they don’t have a use for, while their mercantile lifestyle has lead most of them to crave wealth. If not for traders, Cheetah Nekotara will usually be adventurers, going places to seek out treasure. Cheetah Nekotara prefer to wear less clothing to attract the public to buy there wares from them and they find it easy to move in. Cheetah nekotara tend to race each other through dangerous tombs and dungeons, to see who can collect the most valuables in the shortest amount of time. Their hunting is fairly similar, rushing down their prey as quickly as possible. When they’re not hunting or looting, they’re trading: selling their accumulated goods, and buying new weaponry and armour that they use on their constant hunting and looting trips. \columnbreak
**Ability Score Increase.** Your Constitution score increase by 1. **Feline burst.** Your movement speed is doubled for this turn. The next turn you need to recover and you can't take a movement action. **Furmidable Speed.** Your speed is 35 Feet. **Feral form.** Starting at level 2, You will be able to turn into a cheetah cub with the stats and abilities of a normal cat for up to 15 minutes. Taking any damage will revert you back to your original shape. Can be used twice per short rest. They are not able to cast spells or use weapons. Their equipment will merge into their new form.You can revert to your normal form earlier by using a Bonus Action on Your Turn. **Alignment.** The cheetah nekotara are most of the time chaotic neutral due to there way of trading. They pretty much would get the best deal through lying about the products and it helps that they don't wear a lot of clothing to attract the audience. Later that day get out of that city or town leaving no traces behind. \pagebreakNum
## Lion Nekotara Lion Nekotara tribes are very specific in the location they settle, as they prefer rocky cliffs with natural caves, while still looking over vast stretches of flat plains. They also will dig caves themselves if they need too, if the tribe grows too big for the natural caves to hold, and as such, they are extremely adept at digging and stone work. Due to the lack of an abundance of wood on the hot plains, wood is precious, and so Lion Nekotara hack and chisel weaponry out of the stone they quarry when building new housing. Some tribes will create huts out of dried mud in close proximity to their caves, though this is extremely rare. There are fewer males than females, because they exile any males that are too old and fragile to defend themselves. Lion Nekotara will always hunt and travel in packs: if you see one, expect there to be several more. Lion Nekotara are brutal and ferocious hunters, and enjoy taking on the largest of prey. Lion Nekotara are stubborn in their ways, and prefer to stick to what they know. Their societies are slow to change, and are reluctant to connect with the outside world. They are, however, fiercely loyal to their tribe and hunting pack, and if you manage to befriend a Lion Nekotara, despite their conservative stubbornness, you will be guaranteed to have a friend for life.The lion Nekotara wear mostly leather clothes what they gather from their preys or what they can find around the place where they live. They females mostly make jackets, tops and skirts from them as most of the males prefer combat ready clothing.The female lion Nekotara love to hunt, and can't get enough of it. At the end of a month, they will hold a tournament to see which group can bring in the largest prey. These tournament groups usually consist of one male and four females. The males are mostly the protectors of the Tribes, and are also responsible for mining out new homes, and crafting hunting weapons for the females. \columnbreak
**Ability Score Increase.** Your Strength score increase by 1. **Pride Tactics.** You have has advantage on attack rolls against a creature if there is at least one ally is in a 5ft range of their target. **Feral form.** Starting at level 2, You will be able to turn into a tiger cub with the stats and abilities of a normal cat for up to 15 minutes. Taking any damage will revert you back to your original shape. Can be used twice per short rest. They are not able to cast spells or use weapons. Their equipment will merge into their new form.You can revert to your normal form earlier by using a Bonus Action on Your Turn. **Alignment.** The lion nekotara are rarely not lawful neutral. They prefer to stick to their own kind. They not very often open up to other races
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## Lynx Nekotara Their housing is made of compacted snow, and they prefer using the forest around them as cover for hunting, and materials for weaponry, rather than for construction lumber. The harsh climate they live in forces tribes of Lynx Nekotara to work together, and they have a fairly ordered social structure with designated leaders.Unlike other Nekotaras, the Lynx Nekotara do regularly hunt alone, but do still team up; when hunting alone, they prefer small prey, while they will eagerly take on medium sized foes in a group, easily overwhelming them with their numbers.Lynx Nekotara are like the land they inhabit, cold and distant, especially to those they don't know, preferring to stick to their own kind, and especially their own tribe. They don't hold a grudge against humans: they moved into the cold, harsh lands before the Nekotara enslavement even happened, and decided to stay out of the Nekotara rebellion as well. They will however, just like any other race, treat Humans with a cold shoulder.The lynx Nekotara don’t need to wear many layers of clothes, nor do they have a sense of fashion sense, so they just wear what they can find. The Lynx Nekotara will spend their days gathering herbs and berries, and minor hunting. They also enjoy catching fish when they are able to. The Cubs Love to play hide and seek in the thick snow. \columnbreak
**Ability Score Increase.** Your Wisdom score increase by 1. **Natural Instincts.** You have proficiency in Survival. **M-ice Terrain Expert.** While traveling for an hour or more in cold terrain, You gain the following benefits: - Your group can’t become lost except by magical means. - When you forage, you find twice as much food as you normally would. **Purryfult Terrain.** You have advantage on nonmagical difficult terrain that has to do with climbing. **Ice-proof fur sure.** You are resistant to cold damage. **Feral form.** Starting at level 2, A lynx Nekotara will be able to turn into a lynx cub with the stats of a normal cat for up to 15 minutes. Taking any damage will revert you back to your original shape. Can be used twice per short rest. You can revert to your normal form earlier by using a Bonus Action on Your Turn. **Alignment.** Alignment: The nekotara Lynxes are pretty chill they are mostly neutral/lawful, neutral they really don’t care about the other races. \pagebreakNum
## Panther Nekotara Their housing is made of compacted snow, and they prefer using the forest around them as cover for hunting, and materials for weaponry, rather than for construction lumber. The harsh climate they live in forces tribes of Lynx Nekotara to work together, and they have a fairly ordered social structure with designated leaders.Panther Nekotara are solo hunters, and will nearly always use a stealthy approach to take down small or medium targets. Panther Nekotara wear black clothing to Camouflage themselves to avoid other races or to hunt.Panther Nekotara, despite living in tribes, are rather solitary, and tend to keep to themselves. They tend to avoid verbal communication when possible, generally out of habit from their hunting style, and prefer to communicate in other ways, mostly subtle gestures and facial expressions, but especially music. Panther Nekotara are slow to warm up to strangers, and will sometimes seemingly disappear without a trace before you even get to know them well.Panther Nekotara enjoy making music, playing on self-made instruments when not sneaking around. They are also extremely skilled fletchers, and make the most of their tools and weapons out of the hardwood growing in the jungle around them. \columnbreak
**Ability Score Increase.** Your Intelligence score increase by 1. **Meowsician.** You are proficient with 1 musical instrument. **Prowl.** You have proficiency in stealth. Nightstalker. Panther Nekotara have the ability to assimilate with the dark environment around them, granting them the possibility to hide in dim light. **Feral form.** Starting at level 2, You will be able to turn into a panther cub with the stats and abilities of a normal cat for up to 15 minutes. Taking any damage will revert you back to your original shape. Can be used twice per short rest. They are not able to cast spells or use weapons. Their equipment will merge into their new form. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You can revert to your normal form earlier by using a Bonus Action on Your Turn. **Alignment.** Most of the panther nekotara are chaotic neutral. They won’t allow any other race then their own on their territories. They will sneak up to them and just scare them away.
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## Tiger Nekotara Martial arts (Tiger-Fu) training and meditation are central in the society of Tiger Nekotara, and they will spend most of their time meditating or honing their skills over anything else there cubs will be ready for training at the age of 3: and their weapons are simple, as they prefer training with them, rather than making the weapon itself strong, they live in abandoned temples, so they don’t need to spend time building structures themselves, and even hunting gets pushed to the background of their tribes in favour of training. Tiger Nekotara hunt mostly out of necessity for food, and prefer direct, strategic engagement on their prey, be it when hunting alone, or as a group. Tiger Nekotara are strong-willed and disciplined, and will keep up their martial arts training and especially their meditation every day, even when away from their tribes. They are calm, and prefer to tactically plan out most of their actions, be it combat, or something as simple as going to the market. Tiger Nekotara are very calm, and difficult to anger, but if you do manage to eventually get on their bad side, they will usually respond with physical force, and show no mercy.Tiger nekotara wear monkish clothes. The males prefer to wear a jacket with no shirt.Tiger Nekotara focus on training their martial arts of Tiger-Fu every day. They meditate 2 hours in the morning, and 2 hours in the evening. Besides this, they will spend time on daily activities like hunting and chopping wood, but such things are usually kept to a bare minimum in favor of \columnbreak
**Ability Score Increase.** Your Strength score increase by 1. **Cathletic.** You have proficiency in Athletics. **Tigers Palm.** When You scores a critical hit with a melee weapon Attack, they can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. **Feral form.** Starting at level 2, A tiger Nekotara will be able to turn into a Tiger cub with the stats and abilities of a normal cat for up to 15 minutes. Taking any damage will revert you back to your original shape. Can be used twice per short rest. They are not able to cast spells or use weapons. Their equipment will merge into their new form. **Alignment.** the tiger nekotara are barely anything else then Lawful Neutral they are welcoming to every race besides humans. They even will give you a cub of thee.
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## Sphinx Nekokotara Deep in the deepest parts of the deserts nearby towns and cities The Sphinx Nekotaras protecting pyramids, tombs or other artifacts from robbers and thieves. For their hard work, the people would give them nice clothing, expensive Jewerly, and other riches and the finest meals that they could ever Imagene existed. As for ''normal jobs'' they feel like they are too important to do such things. In their free time, they would keep to them selves. However, overall they are a kind and helpful race but due to their high standards, people have some trouble to speak to them. To determine the leader they will determine who is the most beautiful out of the pack and that individual would be chosen as the leader. Not only do the Sphinx Nekotara hates the Inuyasha, But they also have a dislike for the Medusa Ramia. They would defend people due to the kidnapping. They have a talent for detecting magic. Their top Pioritie is their Looks and Image if someone ever dared to stain it; they would do horrible things not to the point of killing the individual. \columnbreak
**Magical catstincts.** you can cast the spell Detect magic at will. **Cataract** You have proficiency in Insight. **Feral form.** starting at level 2, You will be able to turn into a Sphinx cub with the stats of a normal cat for up to 15 minutes. Taking any damage will revert you back to your original shape. Can be used twice per short rest. You can revert to your normal form earlier by using a Bonus Action on Your Turn. **Alignment.** Most of the time's Sphinx Nekotara's are kind and very helpfull but don't get on their bad side. Good/Neutral
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### Nekotara Feats #### Soft Fall Prerequisite (Nekotara) You feel the inner cat flexibility you can bend your body very agile and you land always on your feet. - You have resistance against falling damage and always land on your feet. - Your Dexterity increases by 1 - You gain proficiency in the Acrobatics #### Cats eyes Prerequisite (Nekotara) You trained your eyes to see better in the darkness and thanks to your cat like eyes this is the result. - Your Darkvision will improve to 120 - Your Wisdom increases by 1 - You gain proficiency in the Acrobatics or Insight (your choice) #### Cats can learn Prerequisite (Domestic Nekotara) Eager to learn more and study hard. While spying on someone and when you get caught, you try to blame someone else for it. - You can choose 2 more Languages (your choice) - Your Charisma increases by 1 - You gain proficiency with Deception or History (your choice) #### Hunters' Rush Prerequisite (Cheetah Nekotara) While running from various dangers you became way faster and all the traps you dismantled greatly helped too. - Increase your walking speed by 10 feet - Your Constitution increases by 1 - 2 charges (reset at dawn) of additional 15 feat for 6 seconds - Your proficiency with Sleight of hand \columnbreak
#### Must survive Prerequisite ( Lion Nekotara) Not wanting to hunt but still needing to survive, you learn about nature and survival - Your initiate will increase by 2 - Your Dexterity increases by 1 - You gain proficiency with Survival or Nature #### Stealthy and looking Prerequisite (Lynx Nekotara) Being in the cold very long you become immune to it while being very quiet looking for next prey. - You can absorb all cold damage 5 times each long rest. - You gain proficiency with stealth #### Musical danger Prerequisite (Panther Nekotara) You are at your best being alone, playing music on a tree but while you are threatened you are willing to fight. - Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. - Your Dexterity increases by 1 #### Patience and you will gain Prerequisite (Tiger Nekotara) Training every day made you stronger and you are very skilled with simple or martial weapon. - When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest. - Your Strength increases by 1 \pagebreakNum
## Inuyasha ### Birth of man’s best friend As (god 1 name ) was in the progress of making the cat-like humanoids: the Nekotara, another god named (second god name) was irritated... So (gender) began working on a race of (his/her) own and to prove that (asshole/bitch) that (he/she) was better than (god 1 name). So he/she began to think of a race that would beat those stupid kitty cat furballs, but who were also loyal to him/her. Then it hit (him/her) a dog race, the perfect animal race, dogs were loyal and faithful so it perfectly worked. The god/goddess named them the Inuyasha. But there were no dog-beast races in the mortal realm so (he/she) sowed the seeds of transformation in normal canine's to make them Humanoid, like the Nekotara would become. It would take a little longer for them to evolve but even so the Inuyasha where born. The Inuyasha would keep their canine-like instincts and reflexes, and a few canine-like physical traits but overall acted and appeared a bit more humanoid. One group of the pack chose to follow other races but the rest of the Inuyasha and the other races chose to stay distant from each other and the rest of the Inuyasha looked and found a place that suited their tastes. But some of them still have a great relationship with the other races. ### Canine Society The various species of Inuyasha have rather different societies, though most live in packs, and prefer a mix of closed forests, plains, mountains. The Inuyasha species are all different through other races some are loyal and friendly others are more hostile. \columnbreak
### Relationships **Nekotara.** The Nekotara and the Inuyasha are going as well as fire and water. They pretty much hate each other to the bone. **Other races.** Most of the Inuyasha species have good connections with the other races. ### Inuyasha Names At the birth of a Inuyasha baby, their name is given by the chief, a figure of authority or respect. Most of the time these names come from old, sometimes they are from new stories about heroes or strong fighters. Having an Inuyasha child being named after you would be the highest honor. **Male Names:** Aito, Akira, Daichi, Daisuke, Hibiki, Hiroaki, Hiroshi, Ichiro, Isao, Izumi, Kazuma, Kenzou, Kuro, Koji, Kousuke, Natsuo, Raiden, Ryouichi, Riku Reiji, Seiichi, Sora, Taichi, Takuma, Yuuma, Yuuto. Tomo, Toshiro, Yamato, Yo, Yosuke. **Female Names:** Aiko, Aiya, Akari, Aya, Chiaki, Chiyo, Emiko, Eri, Fumiko, Fuyuko, Hanako, Haru, Haruka, Kagami, Kaiya, Kame, Keiko, Mariko, Megumi, Naruko, Okimi, Reiko, Sakura, Seina, Toru, Yuki, Yuri \pagebreakNum
### Inuyasha Racial Traits Your Inuyasha character has an assortment of inborn abilities, part, and parcel of Inuyasha nature. **Ability Score Increase.** Your Wisdom score increases by 2. **Age.** Inuyasha usually grow to be around 400 years old, though there have been reports of some growing to be up to 500 years old. Inuyasha grows up very slowly, reaching maturity at about 120 years old. They will stay youthful for a long time after that, however, and will only start to show significant signs of aging once they’re over 490 years old, at which point, they will age very rapidly. **Darkvision.** Because of the high number of rods in their retina the Inuyasha have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were a bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Size. The male Inuyasha stands between 5.5 and 6 and the female stands between 4.9. 5.4 feet tall. And the male weight is around 112 to 136 lbs and the female's weight is around 99 to 121 lbs Your size is Medium. **Speed.** Your base walking speed is 30 feet. **Dogs Tongue.** You can speak to any feral canine-like species. **Howl.** .forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save the target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. You can use this feature once per short rest. **Canine Senses.** Inuyasha senses of hearing and smell are better than most humanoids. You are proficient in the Perception skill. **Languages.** Inuyasha can speak, read and write Common. \pagebreakNum
### Domestic Inuyasha Domestic Inuyasha don’t have their own society, nor do they live in packs. Instead, they partake in human society, most love to walk alongside other races. exposedly humans due to their ancestors and how they treat. Domestic Inuyasha don’t hunt very often, but if they do, they usually target small creatures. Domestic Inuyasha are very loyal through the other races and they want to engage with every race, but if you betray them they won't easily forgive. They try to get along with everyone. and to serve other races except humans. Domestic Inuyasha wear mostly easy to wear clothing but when they are working, they love to wear butler and maid outfits to show their loyalty. The Domestic Inuyasha mostly spend their time working at different types of stores or working at inns, working under humans that treat them well. And in their free time, they love to roam around the place they live or a forest nearby. They also like to perform for people. Domestic Inuyasha are normally found in human towns and cities. \columnbreak
**Ability Score Increase.** Your Charisma score increases by 1. **enthusiastic entertainment.** You have proficiency in Performance. **Caninestination.** You will be proficient in a tool and language of your choice. **Alignment.** Many Domestic Inuyasha are Neutral but most of them are Lawful Neutral due to their jobs.
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### Wolf Inuyasha The Wolf Inuyasha are wolf like humanoids driven by their warrior spirit. They gather in packs far away from civilizations where they test themselves to survive and train their skills. Most wolf Inuyasha stays in their packs, content with their training but some want to challenge themselves to new and exciting things. And so they are known to seek out arenas, jobs as guards or other places where they can fight. Besides victories, they also treasure material things. Being the leader and owning the whole pack is a dream of most. Gold is also very useful to them or having relics, magical or rate objects. It's important to gather wealth and to show that you are succeeding. Growing up in a warrior race they quickly learn that the strong survive. At a young age, children are taken along to learn how to track and hunt creatures. In their spare time battle strategies or being discussed and weapons polished. An adult wolf Inuyasha receives a Fang over fang on their coming of age birthday. This is a unique weapon that is only practiced in their tribes. A double-sided sword that can make 2 quick cuts before the enemy can strike. Like the unique Fang over fang weapon the wolf Inuyasha practice rituals that stem from ancient times. Being that the tribes rarely see guests or outside traders they mostly stay the same as time passes. That's why the weapons Smits still know how to make a Fang over Fang. This ancient practices and weapon training fuel their lust for battle. But if a wolf Inuyasha ever stain the reputation of the pack he or she will be banned and ripped off his her name and given a name that would fit her or him. But if a wolf Inuyasha ever stain the reputation of the pack he or she will be banned and ripped off his her name and given a name that would fit her or him. What the wolf Inuyasha lacks in size, \columnbreak
power it makes up for with collaboration and intelligence. Smaller and less powerful for example, wolves work together to take down prey much larger than an individual Inuyasha wolf; prey that may otherwise elude them. While individual Inuyasha wolves have been able to subdue large prey animals, their advantage is in collaborating with their pack. Were some wolf Inuyasha may be willing to make trade For a bigger profit. Inuyasha Wolves consider their pack as family. Other races don't matter that much and they are known to act aggressively if you are unlucky enough to stumble upon a hunting party. Not knowing that this is a greeting of honor, bonding, and unawareness. Being often misunderstood, besides their pack, Wolf Inuyasha is where they are most friendly too. Other Inuyasha races may also be okay but the rest is met with distrust. But if someone befriends a Wolf Inuyasha the other will slowly open up if they don't do anything stupid. Inuyasha wolves would make their own clothes from the prey they hunt in the wilderness. Bigger the prey the more they would like it. The Wolf Inuyasha At night they like to gather in the moonlight and sing, dance to it. This is also believed the best time for their rituals, challenging the Alpha and worship to the Inu god. During the day they like to craft things from their prey in spare time. Taking care of the cubs ones is also important to see a good future and at all times it's the right time to go hunting. Inuyasha Wolves mostly found in swamps, coastal prairies,and forests. \pagebreakNum ##### Martial Melee Weapon |Weapon |Price|DamageType|weight |properties| |:--------------:|:--------------:|:---------:|:----------:|:----:|:--------:|:-----:|:----:|:--:| | Fang over Fang|100 gp| 2d4 slashing |8lbs |two-handed, finesse 1d8 (Look at the picture for the idea what it looks like)
**Ability Score Increase.** Your Strength score increases by 1. **Sturdy built.** You have proficiency in Athletics. **Metal specialist.** The Inuyasha wolves craft their own weapons from the hunts and materials they gather they have proficiency with smithing tools. **Fang over Fang.** You have proficiency with this weapon. **Alignment.** They mostly are Chaotic/Neutral because of their trust issues and keeping to themselves.
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### Fox Inuyasha Fox Inuyasha usually live in forested areas, though they are also found in mountains, grasslands, and deserts. They make their homes by digging burrows in the ground and building roofs on top of them. These burrows also called dens, provide a cool area to sleep, a good location to store food, a safe place to have their pups and good cover to hide from other creatures. If possible they like to live in a place that is rich in magic and to construct a temple there surrounded by dens and homes. Rarely seen but those that have can tell stories about their tails. An older Fox Inuyasha can have up to 9 tails which they take well care of. Their features are that planes, usually, close by but hidden from civilization they like to spy and prank other humanoids. People that go into the forest, travel on the road or even in cities of capitals are all fair play for them and their trickery. This is done safely from a distance though with the help of their magic or harmless traps. Their favorite prank is casting a hovering flame far away from travelers in a forest at night and slowly increasing the amount. It takes a long time for a Fox Inuyasha to mature, if ever. They have a childish imagination but seem to be having a lot of fun. Inuyasha Foxes do a lot of hunting at dawn and dusk but can hunt anytime. They hunt by stalking their live prey. They have excellent hearing and use a pouncing technique that allows them to kill their prey quickly. Most of the Inuyasha Foxes act really childlike but, if they want to they can act really mature. Inuyasha Foxes love to wear kimonos they can easily walk in it they say. But when pranking some rather want to wear normal clothing. The activities of the Fox Inuyasha is pranking people be it on the road or in towns or villages. But if they feel really in the mood they will go to Cities of capitals. The pranking would mostly be done with Magic or harmless traps. When not pranking they love to groom their tails. Inuyasha Foxes live longer than
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the other Inuyasha packs they can live up to 800 years. for every 100 years, they grow another tail up to 9tails. Most Inuyasha Foxes reach 4-6 tails. Inuyasha Foxes usually live in forested areas, though they are also found in mountains, grasslands, and desert. They will find a place of their taste and then build a temple there.
**Ability Score Increase.** Your Intelligence score increases by 1. **Magic Paw.** You have proficiency in Arcana. **Tail of flames.** On level 3 you can cast the cantrip Tail Flames. (bellow) **Alignment.** Inuyasha foxes are almost all Chaotic neutral because of all the jokes the play on the other races.
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### Coyote Inuyasha Coyote Inuyashas are some hard-working creatures. Cooking is their passion if they can get a smile on people's faces, then that would make their day. They are also very welcoming to other races but when someone refuses to pay than they will become less nice. Then they will become rather aggressive through the person. However, overall they are a nice race that wants to make people happy with their cooking. Coyotes Inuyasha adjusts their hunting style to what foods are available. When they hunt small prey alone, they usually stalk it and then pounce. If the prey is larger like a deer, they will often hunt in small packs and work together to kill the prey. The Coyote Inuyashas are the most hardworking pack species out of them all. They have a talent for cooking and they love every moment of it. If they learn a new recipe they will study it for years and keep working on it till it's perfect. Coyote Inuyashas are the most fashionable out of all the pack species. The females love clothes, but the males are not that extreme. The Coyote Inuyashas have their own restaurant alongside roads where many travelers or merchants travel. They also enjoy some gardening most of the time they have a garden behind their own restaurant growing many types of fruits and veggies. Alongside Cooking and growing things in their garden, they also hunt and seeking ingredients around the area they live in but sometimes they will travel a little farther. Coyote Inuyasha once lived primarily in open prairies and deserts, but now roam the continent's forests and mountains.
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**Ability Score Increase.** Your Dexterity score increases by 1. **Silent Stalker.** You have proficiency in Stealth, and your base walking speed increases by 5 feet. **Coyolicious.** You are talented in cooking and most of the Inuyasha Coyote packs have their own restaurant. You have proficiency in Cooking Utilities. **Alignment.** Hard working and they want nothing more than serving the best meals as they can. The Inuyasha Coyotes are mostly neutral.
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### Dingo Inuyasha Born from canines, the Dingo Inuyasha walk the world with not much care and others see them as a race that poses no threat. Shaped by (god name) they get the best attributes of the Dingo canine and humanoids. Most are just neutral travelers that go all over the world, playing music on the street to just make enough to get by comfortably. Clothes are a low concern for the Dingo Inuyasha. They might even like it better if there is a ventilation hole or if the pants got a little wider. Being medium height they are just a bit shorter than your standard human. Their ears, however, are much bigger and when they are happy they have a tail sweeping in the back. The usual colors for the tail are in between black, white and orange but there is never one the same. As they travel the roads, they play instruments to passing adventurers. Just enough to get 3 nice meals during the day and taking care of their essential things. When they do have some coin in reserve, they just like to doze off in a field and relax for the day. One of their few hobbies are crafting accessories from flowers. Being this mellow and kind makes them a happy sight for other races. The Dingo Inuyasha has also become dependent on others from dangers and for useful stuff. They don't have an ally race or preference at who to call for help but most are happy to do what they can. Inuyasha Dingo hunting is opportunistic. Animals hunt alone or in cooperative packs. They pursue small game such as rabbits, rodents, birds, and lizards. These dogs will eat fruits and plants as well. The Dingo Inuyasha is really a free being but also very lazy. They don't like violence. They are kind to everyone, but if you betray their trust, they would not easily forget and mostly keep a grudge their whole life. Dingos Inuyasha’s do not care much for fashion, they will instead wear anything that interests them even if it has things such as stains, holes, etc without a single care in
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the world. The Dingo Inuyasha likes sleeping, but when awake they like to travel around and happily play music in cities and towns, etc. They also enjoy making things from flowers. Dingo Inuyasha's do not have a place they call home. They can't stand to stay in the same area for too long.
**Ability Score Increase.** Your Constitution score increases by 1. **Spry Huntsman.** You have proficiency in Survival. **Flower Power.** The Dingo Inuyasha will spread its arms and lots of flowers appear from nowhere in 10 feet radius will restore your ally's 1d4 and when you reach level 5 you can add your spell modifier. This feature can be used once in a short rest. **Da da Dingo.** You can choose two instruments. **Endless Sleep.** Magic can't put you to sleep. **Alignment.** While they are normally quite happy traveling and playing music, they still would rather not take sides especially when it seems that a fight is going to break out. Most people would consider them to be neutral good as they are normally quite nice, but they would rather avoid than interfere with others.
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### Hyena Inuyasha Hyena Inuyashas generally are looked down upon due to their greedy and opportunistic nature. They are often seen looting traveling merchants or stealing livestock from local farmers. However, there is a separate branch of Hyena Inuyashas who prefer to gather in packs, similar to the Wolf Inuyasha. Those who stay in packs are less prone to rapacious instincts of their bandit brethren, and normally discourage such actions. Most Hyna Inuyashas are found in the savannas, although there is a striped branch that lives in the jungle. When the Inuyasha Hyenas hunt an animal that is bigger than themselves, they act in a dog or wolf-like behavior; they hunt in packs and together take down the prey by dragging it to the ground. Inuyasha Hyenas do not kill their prey directly. The Inuyasha Hyenas are greedy both sides deal with it differently the bandits embrace it and want more and more. As for the Inuyasha hyenas who live in packs trying to Ignore their impulses and are ashamed that their brethren doing these kinds of things. but when both sides try to accomplish a task, they don't give up quickly and have a sharp focus. Hyena Inuyasha's mostly wear bandit clothing. While in towns, cities, etc they wear cloaks. As the Bandit side of the Inuyasha Hyenas ambush merchants or travelers. As for the pack try to live their lives in peace. They also love to make jokes even though they don't have a sense of humor. Despite the Inuyasha hyenas, are found in Savannahs. The only exception to this is that the striped hyena Inuyasha's
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is often seen roaming in the jungles. But most of the Inuyasha just roam around in packs what they call their gangs wherever they want.
**Ability Score Increase.** Ability Score Increase. You can pick two other Ability Scores of your choice increase by 1. **Savage laughter.** On level 3 you can cast the cantrip Vicious Mockery. Thick Skulled. Because of their no sense of humor, the Hyena Inuyasha has advantage on saving throws against being frightened And being charmed. **Alignment.** because the Inuyasha hyenas are separated into two groups the bandits are most likely chaotic/neutral as the pack side are mostly neutral/good.
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## Hāpī The winds howled in the very peaks of the shadow-rock mountains, like roaring dragons descending down into the caves bored through the mountains. Though the mighty reptiles were not known to live in these mountains, something was, and it had be attacking the nearby villages with the ferocity of a orc army. The town pleaded to the guild of heroes to send a group of adventures into the mountains to find what was attacking them at night, with such speed that they could not see what it was. But because of the high altitudes that the mountains rose to, very few races could survive in such heights. Except dwarfs, Goliaths and the bird like people known as the Hapi. And there just happen to be a group of adventuring Hapi who were willing to help. These bird-like men and women, flew up into the mountains like comets falling from the sky and found the speedy attackers up almost eighteen thousand feet in the air. Hiding in a cave, what they discovered was that the attackers were children Hapi, who had been left to die and had to fend for themselves. The adventures took them in and found them a place where they could call home in a community of other Hapi. It seemed like the lingering cruelty the Hapi endured after finding freedom still found it's way into there lives, most Hapi live at peace, but some are not so lucky. ### For Science Thousands of years ago, a few scientists were working on a cure for Sight Rot. They were experimenting with different species of animals and insects, one being birds, due to their exceptional eye sight. The creation of this race was an unintended side product of their hasty desperate experiments, as they were also affected by the illness. a scientist had mistakenly used the \columnbreak
wrong antitoxin during one of the tests and the animals began to change and mutate. They grew upper human bodies, and some transformed into full humans with animal parts of their species, as for the birds, it was a human body, but their arms remained as wing's just enlarged and the kept their bird legs, and some gained added feathers on other parts of their bodies. All the humanoid animals began to go on a rampage, breaking out of their enclosures and killing all the scientists out of revenge for all the torture and pain they endured for all those years. and for all of their brothers and sisters who had died. Now that they were free all did go their own way the birds named themselves the Hāpī, now they wanted to find a place they belonged. Some even moved to other villages, towns, cities or capitals, and they made peace with other races, especially the Aaracokra, as they understood their general inability to approach human society for their outlandish appearance and ways. ### A very peckish attitude The Hāpīs are lead by their emotions more than anything, and can be quick to anger or get upset. They wear their hearts on their sleeves and if one has made a friend in a Hapi, they have a friend for life and one who would be willing to die for them. But like all birds especially the crow sub-race of Hapi, can be bribed with shinny objects for favors or friendship though it's not as easily obtained this way. The best way to make a friend of a Hapi is by showing them you can be trusted and would value them as a friend.
\pagebreakNum ### Hāpī Names When a Hāpī is born, the chick will be given the name of the most recently deceased the elder as a way to honor his/her memory and those before that also shared it. Otherwise, must chose another, as no living Harpy in the group can have the same name. However, they try infuse their remaining young with the names of legendary heros and valiant warriors from books and folk tales. **Male Names:** Fechine, Kioko , kiyoshi, Masaru, Tamotsu, Akira **Female Names:** Katsumi, Koko, Michiko, Faigel, Hotaru, Ren ### Hāpī Racial Traits. Your Harpy character has a variety of animalistic abilities, that you managed to keep from before your ancestors' transformation. **Ability Score Increase.** Your Dexterity score increases by 1. **Age.** Hāpī's reaches adulthood at their 14th birthday, Their lifespan is around 65 years old. They can become a little older, but they most of the time die around 60 years. **Size.** The Hāpīs Males are around 5 feet tall the females most of the time reach 4.5 feet. They have thin, lightweight bodies the male's weight between 80 and 100 pounds and the females between 65 and 72 pounds. Your size is medium. **Speed.** Your base walking speed is 25 feet. **Flight.** You have a flying speed of 40 feet. To use this speed, you can’t be wearing medium or heavy armor. **Mountain Born.** You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. **Language.** You can speak, read, and write Common and Auran.
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## Land Animal Hāpī The Land Animal Hāpīs would rather keep to themselves then to socialize with others. They don't trust the other races, not even the other Hāpī even if there all related. However, they don't dislike them by any means. If someone enters their homes without their permission they would be viciously hunted down like a wolf pack after it's prey. They're quite arrogant and bold but there not completely stupid as they do have some intellect. Some Land Animal Hāpī's will practice they way of druidism, while others are more of the hand to hand warrior type. They made special weapons that they can wield and the witch doctors are almost always studying trying to find cures to different types of diseases. They have semi-large hunting parties daily to go get food and materials for their weapons and clothing. Aernasis the sky-mother is the goddess of the sky and clouds, the humans have come to think she is a giant bird dragon. The Aaracokra thinks she is a beautiful Aaracokra goddess. Most races have their own vision of her, however, it is told that the Hāpī descended directly from her, getting her graciousness as (mostly) flying creatures. The Land Animal Hāpīs says she resembles a larger-scale Hāpī and worships her for her divine protection and guidance. \columnbreak
**Ability Score Increase.** Your Strenght and Constitution scores increases by 1. **Lay of the Land.** You can choose one skill to be proficient in. **Flightless bird.** TThe Land Animal Hāpīs can't use the Mountain Born and the flight racial features because they do not have wings. **Chase.** Because the Land Animal Hāpīs can't fly and have been running so much, there legs have built up the strength to run at great speeds. You may dash as a bonus action. **Speed.** Your walking speed is 35 feet. **Unencumbered.** . When encumbered, your speed is 25. **Cookers Resilience.** You have resistance to fire damage. **Alignment.** While they may be grounded Land Hāpī are still try to be as neutral as they can as they are normally quite reserved and would rather keep to them selves rather than take action for any side whether it is good or evil.
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## Poultry Hāpī The Poultry Hāpīs Are unable to fly due to their small wings. However, they have the speed to make up for it. They are small, cute creatures there also hard workers, helping farmers at their jobs as there excellent farmhands. The Poultry Hāpīs are hard-working creatures. Even so, they can be a bit shy to creatures they have never met. However, to them they are the most trusting to their own. The relationship with the other Hāpī races is pretty good, some better than others. Other races are a little trickier because they are easily frightened and tend to run away. But when they open up to people, they are pretty friendly and a nice creature to have a conversation with. When danger is near, they flee to the safest area they can think off. Most of the Poultry Hāpī would work at farms as assistants. They really love to help with doing chores around the farms like helping with the animals. They also love to do the groceries. They do it because it would boost their self-esteem. When something is damaged they would fix it without any problems or complaints and they are quite good at it, from carts to metalwork to clockwork, you name it, they can probably fix it. Poultry Hapi racial traits. \columnbreak
**Ability Score Increase.** Your Dexterity and Wisdom scores increases by 1. **Farm-Wing.** You have proficiency in Animal Handling. **Short-Winged.** Due to your small wings your unable to fly like other Hapi races. Your walking speed increases to 35 instead. **At level 2.** You can choose one of these two abilities. Get the pompoms and cheer: Poultry Hāpī's can use its small wings as Pompom's and cheer her team mates on. Every party member in 10 feet radius will get advantage on their next attack or saving throw. Can use twice before needing to take a long rest. **Aureal hatching.** Poultry Hāpī's will often lay magical eggs, a person can crack the egg open and they will give that person a temporary boost for one day. You can use this as an action this action can be used once a long rest. (the effects bellow) Get 5 temporary Hit points. Get 1 to your damage. +5 to your speed. +1 to Constitution saving throw. **Alignment.** The Poultry Hāpīs are a lawful bunch of creatures trying to help their employer how they can. They would help others a little hesitant but they will do it with a good intent.
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## Eagle Hāpī The eagle Hāpīs are the most selfish out of all the Hāpī races. They are known as the lone hunters of the sky. They think they could do anything and everything by themselves. The only way a eagle hapi would team up with someone is if there is a massive threat they could not face alone. And if they are victorious, they would take the fame for themselves. The eagle Hāpī's do not give a damn about who you are or what status you hold. They are so selfish that they think they are the most important person in the world and are at the top of the food chain. Furthermore, they are extremely prideful and picky as they only mate with who they deem is strong. Though they would help a stranger...for a higher price of course. Eagle Hāpī are known to take jobs as mercenaries. So they can earn extra gold that way they can buy the things they deserve. When it's time to reproduce they find a mate and then give birth to an offspring and leave it with that person. And they maybe see there kid once in the three months.
**Ability Score Increase.** Your Strength and Charisma scores increases by 1. **Death glare.** You have proficiency in Intimidation. **Alignment.** While Eagle Hāpī are rarely even seen when they are they are normally quite prideful and try to do everything by themselves. They have also been described as being very selfish in some respects ;however, they are normally quite neutral in nature and don't like having to pick sides as they normally hold themselves as the most important and do not generally care about the affairs of others unless it affects them in a negative way."
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## Crow Hāpī The Crow Hāpīs are a race that many people say cause disasters wherever they go. However, that is not the case, Crow Hāpī can sense when disasters are going to strike, and they will try to warn as many people as they can before it happens. They are Hated by many to the point that they would be attacked for no reason. Crow Hāpīs tend to go into hiding because when they are trying to warn people, they are chased away very violently. The Crow Hāpī are nice creatures, but they tend to talk in a shady manner. They're intelligent, but for the hate they get from other races and there way of speaking it comes off that they are better than others. But it is't like that and there just very timid and just want to make a good impression but others don't see it that way. Only other Hapi and Aarakocra understand that they are insecure about looking bad in front of people and try and make themselves look good in front of others. The Crow Hāpī created their own network to find out what disasters will happen when and were and try to warn people. However, most of the time they would leave notes at their door steps because of the percussion they get from the other races. The clothes they wear are just what suit their taste.
**Ability Score Increase.** Your intelligence score increases by 2. **Hidden in the shadow.** You have proficiency in Stealth. **Alignment.** Being as mysterious as they are Crow Hāpī want to assist others in a lawful manner when disaster strikes. However they do this from the shadow's as people do not like them, but even with the hatred they receive. They still want to help others from the shadows.
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### Garuda Hāpī The Garuda Hāpīs are a proud tribe of fast fliers and courageous fighters. When they are not perched atop a silk-cotton tree, enjoying the sun, you will find them racing and daring each other to perform, often impossible, feats. It can take a long while for a Garuda Hāpī to fail, as they are quite skilled and cultivate special forms of aerial maneuvers, codified as a martial art. While they are not openly seeking the companionship of others (being proud almost to a fault), Garudas eagerly help everyone who strays into their valley. They enjoy the stories of heroes fighting injustice, especially if they involve a strong sense of duty. Indeed, in rare cases, they can be persuaded to leave their homeland and serve as loyal guards, fast shock troops or daring raiders. Garuda's build cities and have kings, who are reported to have access to magical powers. These plucky Hāpī enjoy snake-meat as delicacy, often washing it down with copious amounts of Nectar which they collect and mix from different plants. Garudas know which flowers provide intoxicatingly sweet nectars that quench thirst and satiate their high-sugar metabolisms, but they also cultivate healing nectars, which gave rise to the rumor that they are masters of mending magic. Garudas prefer orange and red colors and are known among other Hāpīs as fashionistas, because as an old Garuda saying goes: “You win if you win, but if you lose, you better look good! \columnbreak
**Ability Score Increase.** Your Charisma and Constitution scores increases by 1. **Audacious Advancement.** When you are rolling initiative, you can add +2 to your role. **Alignment.** Fiercely devoted to fighting injustice, Garudas tend to go the lawful way of the heroes of old. Even when their pride blinds them, they don't stoop to underhand tactics, preferring to go under as guardians of law and goodness
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### Owl Hāpī Society The Owl Hāpīs are almost all pacifists you have some that crave for adventure, but they rarely appear. They will spend their time with working at a post office as couriers bringing packages to their destination. However, some of the females would stay at their homes and care for the Egg(s) or the owlet(s). In their free time, they would take nice flights in the night sky, there are some who are up in the day. Owl Hāpī's generally have a hunting territory away from their Houses which they call roosts. All Owls are equipped with special adaptations that make them efficient predators. Keen eyesight allows them locate quarry even on dim nights. Sensitive, directional hearing helps locate concealed prey. Some species can even hunt in complete darkness using sound alone to guide them to a successful kill. An Owl’s flight is silenced by special wing feathers, that muffle the sound of the air rushing over the surface of the wing. This allows an Owl to hunt by stealth, taking their victims by surprise. It also allows the Owl to listen for prey movements while still flying. Owl Hāpī's are Birds of Prey, which means that they must kill other animals to survive. Their diet includes invertebrates (such as insects, spiders, earthworms, snails and crabs), fish, reptiles, amphibians, birds and small mammals. The main food largely depends on the species of Owl Hāpī's. For example, Scops and Screech Owls feed on insects mostly, while Barn Owls eat mainly mice, \columnbreak
shrews and voles. Larger Owl Hāpīs such as the Eagle Owl will prey upon hares, young foxes and birds up to the size of ducks and gamebirds. Some species have specialised in fishing, such as the Asian Fish Owls (Ketupa) and African Fishing Owls (Scotopelia). Although certain species have these preferences for food type, most owls are opportunistic, and will take whatever prey is available in the area.
**Special sight.** You have darkvision and Keen sight. **Owls Claws.** your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. **Alignment.** As pacifists, they dislike violence, so they rather stay away from loud noises or battles Good/Neutral)
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## Suraimu Fwoosh,fwoosh, fwoosh, went a horde of arrows as they soared through the sky at breakneck speed. The volly aimed at a young looking but rather sotic young girl, though this girl didn’t seem quite normal. Even with all the races of the world this one seemed even stranger than the others. Her skin was black and oil like but had a translucent like appearance or more of a jelly, but what really made her strange was the fact that she looked like a Half-orc. As the arrows raged at her at an extreme velocity, she ran right at her attackers, without any armor and two swords in her hands, tightly gripped. The arrows began to strike her, but instead of causing her to bleed or rip right through her body, they simply just stuck onto her like glue. She charged without fear nor the thought of death, as she quickly advanced the bandits soon realized she was a Surimau and normal weapons were going to be a tad difficult to use, and she was a Surimau of wrath, knowing these two very important factors all six bandits decided they if they fought they may lose pretty badly and would most certainly bedeath’s hand grasped them, they’d rather die in battle then die on the noose. The first charged with his daggers in hand ready to make the first attack, but what happened to the arrows happened to his daggers, they got stuck in her body. From there he was taken out fairly easily as he tried to pull his weap taken back to jail. But they decided that they were going to fight even if
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ons out from the oily black goo. And the others, well met a similar fate, one must remember if they are to live through a Surimau encounter whether good or evil, know their type and their capabilities or you will surely regret it. ### A mysterious beginning In the beginning there was nothing then suddenly small slime's appeared. Some people thought they were cute, some thought they were a harm to the other races and wanted to exterminate them, but overall many people wanted to know where they came from because their birth is unknown. As the years passed the slime's evolved into humanoids beings their looks identical to other races but, They were still differences enough to tell them apart from other people or other creatures. They referred themselves as Suraimu meaning slime, but some of them began to act very strangely some became greedy as the other became envious through their own and other races. There were seven types of slime's Wrath, Greed, Gluttony, Envy, Lust, Pride, and Sloth. But, besides most of the slimes Living happily in our Society. Slimes wear the clothing what is close to their personality. The various species of Suraimu have different societies some rather live far away from the other civilizations from other races. But if they do they reasonably get, along with fine with them. The relationship between the Suraimuis kind of complicated because of various personalities. The personality differs for each variety of slime some act greedy while some are prideful while other slimes are envious. You rarely see male slimes their rather rare. Each kind of slime maintains its unique personality that occurs to its specific color. Suraimu doesn't need to hunt they suck neutrinos out of the ground like bugs and water. ### Slime names. When the slimes are born, the parents choose a name from the first sound they make. Saraimu use neutral names. **Neutral Names:** Buu, Suu, Bubbles, Blobby, Nomi, Negi, \pagebreakNum ### Suraimu Racial Traits **Ability Score Increase .** Your Charisma score increase by 1. **Size.** It depends what race they turned into that are little, small and medium size. **Speed.** Your base walking speed is 30 feet. **Age.** The age of the Suraimus is unknown people say they can become 500 years old but others say they can live to be 6000 years old. It's really a mystery, the Suraimus don't want to tell others one thing about themselves because they want to keep it a mystery. **Slime Invasion.** As a Suraimu, you can go through small holes and cracks in walls, doors, etc. And for some mysterious reason, your clothes go with you. **Simple slime.** You as a Suraimu are able to make simple things from slime that you can use to do things like create a key that can open locks or create a glass to pour water in. The slime is infused with magic that makes the slime hard and it has a one time use and then will break. This feature can only be used once a long rest, but it's up to your DM what items he/she allows you to create.
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## Black Suraimu (Wrath) The Black Suraimu are also known as the Slimes of Wrath but are actually really nice creatures. They just attract bad luck wherever they go. They want to get along with everyone but wherever they go, horrible things sometimes happen around them, and they hate it. However, some do embrace the curse that have and terrorize others with it. They can learn to control it, but it requires a lot of meditation. The Black Suraimus are the kindest slimes; they are but due to their Sins, they are disliked and seen as monsters by almost all the other races. They don't blame them at all for it; they see their personality as a curse, and they would rather stay away from other races and live in solitude. However, you have the brave slimes that would venture into the world and show them that they are not the monsters whom they see them as. The activities are very simple of the Black Suraimu they love to do things together like gardening, singing even family game nights. Nevertheless, not everything is sun shines and rainbows because of their ''curse''. There are many natural disasters like earthquakes and Flowers that suddenly die. However, there are enough accidental accidents also happening like Animals breaking their legs or birds flying into trees. They help the animals recover and try to keep them save. The Black Suraimu can be found in beautiful flower fields or parks. \columnbreak
**Ability Score Increase.** Your Strength score increases by 2. **Chaotic Understanding.** You have proficiency in Nature, and you possess Chaotic Balance, your attacks and spellcasting causes your chaotic nature to fluctuate. Whenever you roll to attack/cast a spell or impose a save on another creature, on a nat 1 the DM can have you roll a d10. If you roll a 1,2,3, roll on the Chaotic Balance table to create a random effect using a D100. **Alignment.** Just like their chaotic nature, Black Suraimu's alignments are the extremes of both ends, with no in between. Each one is either chaotic or lawful in their alignment.
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## Purple Suraimu (Greed) The Purple Suraimu is also known as the Purple slime of Greed, they are chaotic beings. At night, they will break into people's houses and take what they can find it does not matter if it's valuable or not. They want everything for themselves, and they would not even leave a trace it's like they were never there. However, they are not that bad they are very kind during the day, and they get along with almost everyone only at night their greed will come up. They can learn to control it, but it requires a lot of meditation. During the day, the slimes are happy and joy full they will help almost everyone who needs their help. However, when the night begins their personality changes for the worst they will become very greedy, and they mostly steal from the people they just aided. When the night is over, they will realize that they stole something again, and they will return it to their rightful owners no matter the consequences. During the day the little slimes like to help old people walk their dogs or keep them company or play with as many kids as possible. The older slimes are more mature and are willing to do people's taxes for free because they don't feel like they need anything. But During the night it's different kids and adults will go and grab everything they will get their hands on even the pets. they are most attractive to shiny objects. The Purple Suraimu live in sewers because they enjoy it there. \columnbreak
**Ability Score Increase.** Your Dexterity score increases by 2. **Slyness.** You have proficiency in Sleight of Hand. **Sticky Handed.** You have proficiency with the Thieving Tools. **Transparency.** You have proficiency with the Thieving Tools.Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest. **Alignment.** The Purple Suraimu are more keen to be (chaotic/good) they don't have any ill will towards the other races. However, because of their greedy personality they will cause trouble for themselves and others.
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## Orange Suraimu (Gluttony) The Orange Suraimu are known as the Orange Slimes of Gluttony they’re different types of Orange Suraimus. The ones that are the ones that seek knowledge or the ones that really like to eat etc. But in the morning and afternoon, they become really free giving, They can learn to control it, but it requires a lot of meditation. The personality differs between the Orange Suraimu. Some seek knowledge or some do lust for more food, however, this only occurs in the Afternoon and night times. During the mornings, they are really free giving wanting to Share their food and their knowledge with as many people as they can. During the day and the afternoon the Orange Suraimu Enjoying their time being Teachers, Cooks, etc. As teachers, they do their job with love and determination working hard that the children of tomorrow would stay on the right path. As cooks, they love to make food and share it with as many races as they can be striving to one day make the best cuisine of all time. However, when the Afternoon and Night arrives along with their personality change. The ones that like to teach become self-centered and will spend most of their time in the Libraries. As for the ones that are cooks in the day will just eat as much as they can and would never think of sharing with others. They make their homes at the Restaurants and Libraries they work at because they know no one will bother them. \columnbreak
**Ability Score Increase.** Your Intelligence score increases by 2. **Meal Connoisseur.** You have proficiency in Investigation. **Inquisitive Hunger.** You have an advantage with any skill check that has to do with food. **Indigestion.** As an action, you can place a magic item into your body for 1 hour, the item must be small enough to fit inside the body for the full. **Induration.** While doing so you are considered concentrating like you would for a spell you learn the items properties much like cast identify. Once you use this feature you must complete a long rest before using it again. **Alignment.** Orange Suraimu are mostly well behaved people (good) But some of them will go to extreme ways to get knowledge or their favorite food. (chaotic/good) They can't help themselves due to their nature change.
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## Red Suraimu (Pride) The Red Suraimu are also known as the Slime of Pride, They have a split personality disorder. They are nervous the most times but out of the blue, they can become pride full. Due to their personality, they will think they are perfect and everyone loves them. The Red Suraimu hate their own personalities because due to their pride fullness, most people see them as annoying creatures. They would think they are a gift from the gods because they are perfect in every way possible. And they don’t give a damn about what people say. When they switch from their personalities, they become really anxious afraid that others would hate them. Their nervous state they would keep away from other race's expressly large crowds because they would be frightened that they would switch from personalities and make others mad. Red Suraimu spends most time in politics they feel like they can let themselves go. They feel like their pride personality can be used for good, but they also take jobs as judges and guards, however, they try to get their personality get the best off them. The red slimes live in their own houses because they feel like they deserve it. \columnbreak
**Ability Score Increase.** You can pick two other Ability Scores of your choice increase by 1. **Tell me I'm perfect!.** You have proficiency in Insight. **Savin' Face.** Red Suraimu are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest. **Alignment.** The red Red Suraimu are normally really nice creatures a shy but nice (good). However, sometimes when their personality disorder comes up then they will think people like them no matter what they do (chaotic/neutral).
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## Pink Suraimu (Lust) The Pink Suraimu are also known as the Slimes of Lust, they have a high sexual desire, a strong appetite, for work and so on. However, they see it as a curse because normally, they are very loving creatures. They can learn to control it, but it requires a lot of meditation. The Pink Suraimu's personality it's quite sexual or loving. Their adoring side they are very nice and want to be helpful to anyone. However, their sexual side is more seducing they ruin relationships, on the work floor on the streets, etc. But when they realize what they have done they do everything they can to make it right. The Pink Suraimu's spend most of their time in Taverns, Inns, (distilleries) and Brothels. They mostly take jobs as wenches/barkeeps to interact and flirt with customers and obviously as prostitutes. However, some dare to take normal jobs in a flower shop or something similar to that. They mostly can be found in inns or brothels. \columnbreak
**Ability Score Increase.** Your Charisma scores increases by 1 and Wisdom scores increases by 1. **Alluring Pink.** You have proficiency in Persuasion. **Seducing charm.** As an action, you can magically beguile the mind of a creature that can see and hear you within 10ft(more if you want). The target makes a WIS save vs your DC (8+Prof+CHA), on a success nothing happen. For 1 hour, you have advantage on Charisma checks made against the target as they see you as a close friend or lover. If you or any of your allies attack or damage the target, or tries to convince the target directly harm itself, this effect ends. you can use it equal to your CHA modifier minimum 1 time. **Alignment.** Pink Suraimu are very nice people (good) but when their sexual desires come up, they will become very focused on the person they are attracted to (chaotic/Lawful).
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## Green Suraimu (Sloth) The Green Suraimu are also known as the Slimes of Sloth, they are extremely lazy and don't do much. Other races find them kind of annoying because they are blocking paths in front of stores and houses. However, they don't hate them by all means because at night they become very active and Sportive doing all sorts of chores. During the day, there is not much going on with the Green Suraimu they are mostly are sleeping or moving to another place to rest. However, During the night, They become active. They love to run very fast and do chores what no one asked for, but they would appreciate. During the day, there is not much going on with the Green Suraimu they are mostly are sleeping or moving to another place to rest. However, During the night, They become active. They love to run very fast and do chores what no one asked for, but they would appreciate. They live anywhere and nowhere mostly in front of shops and people's houses at their doors. \columnbreak
**Ability Score Increase.** Your Constitution score increases by 2. **Healthy nutrition.** You have proficiency in Medicine. **Simply Lazy.** You are able to cast the cantrip Mage hand.Rest Reservoir. Due to their excess sleeping, Green Slimes build a well of energy within them . Once per long rest, you may spend a bonus action to heal 1d6 + con, and move up to half your speed. **Alignment.** In the daytime, Green Suraimu don't really care what the other races would think about them (neutral). However, at night, some become very energetic and do chores for people who forget or are too lazy to do them, for the better or the worst (Chaotic/good).
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## Blue Suraimu (Envy) The Blue Suraimu are also known as the Slimes of Envy, they are rather the jealous type. They mimic other people to feel smarter. They hate people who are luckier or more attractive as they are, etc., However, they try to suppress their envious nature and try to act nice to others. The Blue Suraimu are normally a very natured kind, they have a great personality and are pretty funny. However, when they see someone better as them they will become quiet and inattentive. They would declare that they would become their target, and they will follow them and try to make their Existence a living hell. Being envious and liking to suppress their jealous natures, they would take a career in show business. They want to make people happy and but secretly they just want to be better than the person they are mimicking. Outside of that, their lives go normally. They will try to be as kind to other races as they can, they live in Theaters, mostly in storage rooms or other areas of the sort. \columnbreak
**Ability Score Increase.** Your Charisma score increase by 1 and Dexterity score increase by 1. **Slimetastic.** You have proficiency in Performance. **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. **Glamour.** You can change your own clothes in whatever you want, but you need to have seen the clothes first. You will not gain any effects or AC if the clothes have any you, and must use a bonus action to do so. **Alignments.** Blue Suraimu are all around jealous creatures (chaotic/neutral). However, they do try to be nice to the other races (chaotic/good).
\pagebreakNum ### Chaotic Balance Table **1-2.** Everyone hears an annoying peep 15 feet of radius they need to make a con saving throw otherwise they are deafened for 5 minutes. **3-4.** Birds fly above everyone in a circle of 30 feet radius will get covered with bird poop. **5-6.** For 10 minutes, all metal objects are magnetically attracted to the Suraimu in 20 feet of radius. **7-8.** The Suraimu will let off unbearable heat, and everyone in a 15 feet radius needs to make a constitution saving throw or else lose 10 feet of movement for 10 minutes and gain a level of exhaustion. **9-10.** You start secreting extra slime. This extra slime can be consumed, healing for 2d6 + 2 health.( 11-12 You turn into a slime puddle, unable to move, for 5 minutes. **13-14.** Every person between 15 feet radius of the Suraimu will ne struck by lightning. They will take 1d6 lightning damage. **15-16.** The Suraimu will produce a nice flowery smell every party member will gain +1 attack and +1 damage for one turn. **17-18.** an earthquake is suddenly happening. Everyone between Suraimu 30 feet radius needs to make a dexterity saving throw otherwise. They will take 1d6 Bludgeoning damage. **19-20.** You roll to get a random feat from one of the other slime colors for 1 hour. Roll a 1d8 a nat 1 is nothing. Your DM desides what you will get. **21-22.** Your slime body starts lashing out with quick slime tentacles. Anyone within 5 feet must make a dexterity save or take 1d6 bludgeoning damage. On hit, make a Strength check as well. On a fail, you are now grappled and to get out you need to continue to make Strength checks. **23-24.** Your slime will expand itself and explodes and reforms itself. However, any party members within 15 feet of radius and will be equipped with slime armor and will take halve damage on a damage roll for one round. **25-26.** Your slime will expand itself and explodes and reforms itself every enemy within 15 feet of radius will regain 1d6 of health. **27-28.** Your slime becomes stretchy for 30 minutes. Your melee attack range is extended by 5 feet. **30-31.** Your slime will create a mini slime eithin 25, feet of radius that will run over to an enemy of your choosing. The enemy must make a dexterity saving throw on fail it will explode, and the enemy will take 2d10 force damage. **31-32.** Suddenly out of the body of the slime spikes will appear every creature within 5 feet will take 1d4 piercing damage. **33-34.** Your slime will expand and explode with corrosive vitriol. Any creature within 10 must make a dexterity saving throw. On failure, -1 to AC. **35-36.** A little puddle of slime will fall of the Suraimu, and it will attach to the closest party member. He/she gets a personality boost and will have an advantage with a Charisma skill of his her choice. **37-38.** A little puddle of slime will fall of the Suraimu, and it will attach to the closest party member. He/she gets a strength boost and will have an advantage with Athletics skill. \columnbreak **39-40.** A little puddle of slime will fall of the Suraimu, and it will attach to the closest party member. He/she gets an agility boost and will have an advantage with a Dexterity skill of his her choice. **41-42.** A little puddle of slime will fall of the Suraimu, and it will attach to the closest party member. He/she gets a Knowledge boost and will have an advantage with an Intelligence skill of his her choice. **43-44.** A little puddle of slime will fall of the Suraimu, and it will attach to the closest party member. He/she gets an awareness and experience's boost and will have a advantage with an Intelligence skill of his her choice. **45-46.** A little puddle of slime will fall of the Suraimu, and it will attach to the closest party member. He/she gets a Constitution boost. Your temporary hit points will rise with 10. **47-48.** The slime will drop a lump of slime that will transform into a Gray Ooze. On its turn, it will attack the closest creature. **49-50.** Your slime would give off a Terrible odor in a 20 feet radius, and your allies have disadvantage on their next attack roll. **51-52.** Your slime will move out of itself and instead attack the enemy he/she will attack the closest Allie. **53-54.** Your slime randomly chooses one of his/her party members, and he/she Will lose his/her ability to hold his/her breath for 1 day. **55-56.** Your slime randomly chooses one of his/her party members, and it will reduce it's swimming speed by 10 feet. **57-58.** The slime hardens for +1 AC but can't move and attack next turn. **59-60.** The body of the slimaru turns to vapor but holds its original shape. Your supplies fall on the ground but while in this form, you can still manage to hold one item in your hand. You now have a flying speed equal to your movement speed for 10 minutes. **61-62.** When the slime moves it now leaves behind a sticky substance making the terrain difficult to move on a roll a Dexterity saving throw on a fail you will fall over and take 1d4 falling damage, and you lose the rest of your movement. **63-64.** You lose the function to hold your body together somewhat and keep wobbling back and 1 round. Attacks on you have disadvantage. **65-66.** Your fist harden and cant hold any items anymore but you can make unarmed strikes doing 1d6 damage. **67-68.** You will choose a random party member, and he/she would be able to hold its breath for 3 minutes + Constitution modifier for 1 day. **69-70.** Your body becomes colder and can make black ice cubes fall out of your hands. **71-72.** Your slime's body begins to bubble from a certain heat, and you can cast fire breath. **73-74.** Your body becomes very cold creatures within 15 radius must make a Constitution DC 14 saving throw or take 1d4 cold damage. **75-76.** Your slime's body begins to bubble from a certain heat a piece of slime will jump on to 1 random Allie, and he/she will gain 1d4 to their next attack. **77-78.** The slime would not be able to use any attack or use magic for their next turn. \pagebreakNum **79-80.** The slime would choose a random Allie, and he/she would be stunned for one turn. **81-82.** The slime will puke out some of her own slime on the nearest creature, and he/she will take 1d4 acid damage and has disadvantage on Charisma rolls for one day. **83-84.** The slime would give a random creature for one turn a wizard cantrip to use as their action. **85-86.** The slime would choose a random party member she will lose 1d4 on their next attack roll. **87-88.** he slime would choose a random party member. He/she will lose 1d4 on their next damage roll. **89-90.** The slime will let lose freezing liquid, and every creature in 15 feet radius must make a Constitution saving throw on a fail you take 1d4 cold damage, and their feet are frozen solid. You need to continue to make Athletics checks to break free. **91-92.** The slime must make a Strength saving throw, or it will do self-harm for 1d6 bludgeoning damage. **93-94.** Your slime's body moves out of it self and takes weird shapes. **95-96.** For 10 minutes, your slime body starts to display an array of colors, changing every second. **97-98.** During your next long rest, you start to produce extra slime. This extra slime grows until it is a complete doppelganger of you. It has all your stats and abilities, and is as intelligent as you. It's alignment is chaotic evil. **99-00.** You start to produce an intoxicating slimy smell. Any creature within 10ft of you is stifled by your stench, inflicting disadvantage on all saving throws. Lasts 5 minutes. #### A Slimy intervention The Suraimus have trained their original forms so that they can shape them in whatever race they choose. They even found a way to change their color to look like the skin color of the chosen race. - For 30 minutes, you can change your appearance to take the form of another race that you have seen before. Your voice would stay the same if you lose more than 5 hp you will return to your original form.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.
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## Dragonkin A roar echoed in the forest like a bellowing beast and the sight of golden red flames could be seen from far and wide. They golden flames erupted from the tree tops like a volcano and the violent clashing of metal could be heard. If one would investigate the source of the destructive and terrifying noise. If one would investigate into what could be the source of the noise, they would find a party of mighty orcs clashing with what appeared to be a human, but was not fully one. Large reptillain like wings sprouted from it’s back, and a long tail ran down from the bottom of it’s spine to the ground. And large horns protruded from its head, what one had stumbled upon was a battle between a Dragonkin and a party of orcs, with the orcs on the losing side. Once more the female knight roared and reared her head back, before letting loose a blast of golden red fire from her mouth, incinerating another batch of orcs in a brutal way. An orc charged her with his large sword and she simply and effortlessly parry’d with her broadsword. Before she cut him down with one blow, removing his head from where it was attached and his body fell to the ground with a thud. Though orcs are stubborn creatures and the rest of the party attacked, though it took little to no effort for the Dragonkin to dispose of them. She then stumbled upon a \columnbreak
young woman with two half-orc children, it appeared she was a hostage and breeder for the orcs. But she asked the knight to allow her to leave with her children, even if she was forced into having them. She still loved them with her heart and begged for their salvation, the Dragonkin smiled and helped her escape, while some Dragonkin would cut the half-orcs down, this one has a very kind heart, like one of a mother, even if she was once a mighty Dragon who once fought and caused so much chaos, now she took this chance to use her remaining strength to help others. ### A fiery creation. The Dragonkin were normal dragons, but some of them were fighting because it was a battle versus the chromatic and metallic clans that raged on for years. However, a very powerful wizard who lived near a forest that was near the dragons warzone. The wizard went slowly mad about all the noise and destruction around him. One day when he was out gathering ingredients, the dragons accidentally burned down part of the forest where his house stood, when the wizard returned, he saw the forest gone. His house all his belongings, his spellbooks it was all gone. He had enough, so he began to cast a spell and mutter some words in an unknown tongue a ball of light formed in his hands. And he threw it at the dragons with rage, as the spell hit the dragons they lost all their powers and they were transformed into humans. However, they still retained their wings and tail, some even had their horns. Now they were forced to live in regular society with the lesser races. A long time has passed since they day they were cursed and still the Dragonkin move forward. They changed their race name to the Dragonkin meaning dragon people. They Accepted the Situation they are in and began to look for a place they could call their own or some moved to another town, Village, City, Capital. ### A very prideful being The various species of Dragonkin have different societies. Some prefer mountains some do prefer caves, and some prefer to live together with other races. Most of the Dragonkin are reasonably open and welcoming to most of the other race's primarily other subspecies of Dragonkin. To some Dragonkin, pride is very important to others helping others in need. The relationships between different kinds of Dragonkin are commonly pretty good. Most of their personalities though is mainly on what their subspecies is. As most Dragonkin have a distinct trait to their subspecies due to their heritage. \pagebreakNum ### Dragonkin names The Dragonkin have adopted the same tradition as the Dragonborn 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, Flavilar, 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, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit ### Relationships Dragonborn The Dragonborn are distant relatives, they helped the Dragonkin when they needed it the most they can' t be more grateful through them. ### Dragonkin Racial Traits **Ability Score Increase.** Your Strength score increase by 2. **Size.** It depends what race they turned into that are medium size. **Age.** The Dragonkin lives around 400 years old due to their transformation their lifespan have been halved. **Speed.** Your base walking speed is 25 feet. **Flight.** You have a flying speed of 30 feet. **Lesser Breath Weapon.** You can use your action to exhale destructive energy. It deals damage in an area according to your dragon ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d4 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d4 at 6th level, 4d4 at 11th, and 5d4 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest. **Languages.** You can read, speak, and write Common and Draconic ##### dragon ancestry | Dragon | Weapon type | Range | |:---:|:-----------:|:-----------:| | Red | Fire |15' cone (Dex save) | Blue| Lightning | 5' by 30' line (Dex save) | Green| Poison | 15' cone (Con save) | Copper| Acid |5' by 30' line (Dex save) | Silver| Cold |15' cone (Con save | Gold | Fie |15' cone (Dex save)
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## Blue Dragonkin The Blue Dragons that transformed into what we now call the blue dragonkin did not know how to cope with their emotions and new forms. A part of them wanted to go into a rage, another part of them wanted to cry and another wanted to try a human life style. They didn't know what to do then... Then they returned to their lairs at the sea coats. After a while, only surviving with what they had, they had a change of heart and thought to give the human life style a try. They would help others in need but still prank them once in a while. At first, the Blue Dragonkin hated other races for mistreatment towards them since they were once Dragons. But after a few years, their personalities became rather neutral. They don't mind if the other races are near their lairs as long as they don’t cause them problems. But even so their personalities are neutral. They still love to play harmless pranks on the other races and cause some mischief. Blue Dragons are masters of pranking they are dedicated their lives to prank as many people as they can. The pranks are safe like making food explode due to a little magic they will pour into it. Besides pranking they also enjoy swimming and hoping they find some shiny objects on the ocean floor. \columnbreak
## Red Dragonkin When the Red Dragons transformed into their new humanoid forms plus their wings and tails and some with their horns at the beginning, they were confused about what happened. After realizing they could not turn back into their original forms, they started to blame the other dragons out of anger. They swore to find a way to reverse this curse and go back to their original forms. They went back to their hoard but they were quickly banished because they were now one of the inferior races themselves. They demanded them to leave or they would be killed. Some did refuse to leave and the Dragons did not show any mercy and killed them right on the spot. The Transformed Red Dragons also changed their names to the Red Dragonkin and one day they will return to get their revenge on the Red Dragons. Like the Red Dragons, the Red Dragonkin are the most selfish out of all the Dragonkin species. They see everyone below them and treat them as they were their playthings or just as literal trash without feeling any remorse. And they don't give a crap about each other the only thing they’re helping each other with is getting their original forms back. The Red Dragonkin will spend their day's raiding villages or towns. The females kidnap strong, attractive men and the males gorgeous women and they take them back to their lair. Then they kill off the least beautiful women, and the least strongest men and eat their bodies for food, it doesn't matter what kind of race they consume because they think if they eat enough they will transform back to their original forms. And those who remain the strongest or most beautiful would be put into backbreaking labor until they are no longer of any use to the Red Dragonkin, then they \columnbreak
would be eaten too. Furthermore, the Red Dragonkin allow their whelps to play with their prey’s remains For fun, they love to torment the kidnapped races they kidnap and ridicule them to state their dominance.
**Brave.** You have advantage on saving throws against being frightened. **Alignment.** The Red dragonkin are almost all Chaotic/evil they don't give a damn who you are.
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## Green Dragonkin As the Green Dragons went through their transformation. They thought they were still the powerful dragons they once were. At first, they continued successfully, they keep taking special pleasure to subvert and twist the souls of the kind-hearted races with fear. However, the people found out that they lost their powers and were planning their revenge. For example, the Orcs challenged them to combat and when they won they humiliated the one who lost to them in front of the other dragonkin. And for the Tieflings, they stole their items when they were not looking. Every race had its own type of revenge. This lasted for a few years and the Green Dragonkin were powerless to do something against it. They have tried many things like hiding their items in better places and using stronger weapons when they were challenged to combat, but nothing helped. They had enough and pleaded the other races to stop. They only would stop if they changed their ways. They agreed and slowly they changed, going from subvert and twisting souls of others to stealing from the rich and giving to the poor. It took a long long time, failing and screwing up a lot. In the end, many were grateful as some hated them. But they finally found their place in this world and were happy doing it. Some of them came up with a theory that they were punished by (God name) and now they must repay their sins. After a long time, the Green Dragonkin personalities changed from evil to somewhat good. Sometimes they have evil thoughts, but they easily shove it off. They try to do their best to help the poor however they can. Their activities are very simple, stealing from the rich and giving to the poor, pretty much dragon robin hoods. It matters \columnbreak
not how they do it, from waiting in bushes alongside a road or going in the rich person houses. They rather avoid killing people, but they do it if they have to. Besides stealing they enjoy gardening and cooking. And after a while, they became rather good cooks. But, there were a few who did not accept this way of life, and after learning and gaining new powers, some set out to slaughter the other races for the humiliation they endured, even if it was their fault.
**Ability Score Increase.** Your Dexterity score increases by 1. **Well crafted.** You have proficiency with making traps. **Alignment.** The Green Dragonkin are Neutral/Good they’re trying to help people. But there are still those chaotic/evil ones who still plot revenge.
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## Copper Dragonkin Copper dragonkin like their ancestors they are incorrigible pranksters, jokers, and riddlers. Despite, their gregarious and even-tempered nature, they possess covetous, miserly streak, and can become dangerous when their nests are threatened. However, they will assist people around their area with compassion. A Copper Dragonkin appreciates wit, a good joke, humorous stories, or a good riddle. A copper dragonkin will become annoyed with any creature that doesn't laugh at its jokes or accepts its tricks with good humor. However, besides that, they are very nice people. The Copper Dragonkin will go to nearby towns, Village's even cities. By entertaining some of the races by telling them their best jokes, humorous stories, or tricky riddles. When not telling jokes and such they are mostly looking for treasure's earth, metals, and precious stones. \columnbreak
**Ability Score Increase.** Your Charisma score increases by 1. **Funny Trickster.** You will be able to gain more 33% gp when you use Performance in an Inn or on the side of the road. **Alignment.** The Copper dragonkin are more Chaotic/ Good then anything else.
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## Silver Dragonkin As the Silver Dragons were changed into their human forms, and found out they could not change back into their dragon forms. They were a little shocked at first but overall they were fine with it. They set out and traveled through towns, cities, and villages to see what they found hoping to find a fitting place to live in. Some stayed behind here and there. The other races happily welcomed them with open arms and they all began living in peace with each other. The friendliest and most social of the metallic dragonkin, Silver dragonkin cheerfully assist good creatures in need. They love to help them with all sorts of things, walking someones dogs to protecting people from harm. Silver Dragonkin love to help people they mostly work in stores as assistants to make sure the people can do their work to their fullest potential. You’ll almost never see a Silver Dragonkin maintaining their personal store. But if you do it’s either a bookstore or library and they put their heart into everything they do. \columnbreak
**Ability Score Increase.** Your Wisdom score increases by 1. **Book smart.** You can speak, read, and write one extra language of your choice. **Hard worker.** you are proficient in a tool of your choosing. **Alignment.** Because of their kind nature they are, very Loyal and kind to the people around them. But are not afraid to protect the ones they love.
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## Golden Dragonkin As the Golden Dragons transformed into their Humanoid forms, they soon found out that turning back into their dragon forms was impossible. At first, they were worried but accepted their faith, traveling for a long time around the world to find their place. Along the way, some came across a town, and the townspeople helped them to food and shelter. In return, they helped the townspeople with hunting, gardening, etc. They had a good time supporting them and decided to stay and become guardians to protect these people. In the next few years, the Golden Dragonkin traveled to other cities, towns or villages, which would accept their help. Almost all of the Golden Dragonkin are kind hearted to other races to a certain point betray them, and they will never forgive that person. The kinships between the other metallic dragon varieties are fine, Golden Dragonkin almost spends their day with patrolling the place they have chosen as their home to protect. They are sometimes stopping to make small talk with others. In their free time, they like to read books or carve. \columnbreak
**Ability Score Increase.** Your Constitution score increases by 1. **Wing Attack.** You fly up into the air and produce strong gusts of wind to attack your foes. The enemy take 1d10 + your Strength modifier on a hit. Using this skill uses half your flying speed for the round. And you must complete a short rest before using this trait again. **Alignment.** The Golden Dragonkin are mostly Lawful/Good.
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## Black Dragonkin While the curse of the wizard affected the other dragons as well the Black Dragons seemed to take it worse than the others. Mad with rage they started entering every swamp they could and claimed as much of it as possible, even killing other black dragons sharing their faith. After several months of rampage the rage seemed to fade and only hatred was left. So much hatred towards everything, even themselves that they gave up the name dragon and started calling themselves Dragonkin. They rarely bond with others that aren´t their race. Normally you find them in settlements in the swamps but beware of their wraith, once you enter a swamp that was claimed by them you are an intruder and most intruders are seen as enemies. They don´t care if you are in the swamp without knowing they claimed it beforehand most tend to attack anyways. A sign that Black Dragonkin are residing in a swamp is the heat created by often multiple piles of creatures that once resided in the area and turned out to be in the way of the settlement or just were at the wrong place at the wrong time. The piles are always lit on fire and if someone should find one that is not on fire it means the Black Dragonkin in the area are long gone, searching for another swamp. \columnbreak
**Ability Score Increase.** **Delvers of the Swamp.** You can´t get lost in the swamp except by magical means. Difficult terrain in a swamp is treated as normal terrain and you can move stealthily at a normal pace while in the swamp. **Alignment.** The Black Dragonkin are almost exclusively Chaotic/Evil. \pagebreakNum
## Dragonkin Feats #### Moving Faster You Trained your body to move faster flying and walking. - Your walking speed increases with 5 - Your flying speed increases with 20 - Your Dexterity increases by 1 #### Dragon Breath Through lots of training, you gained some of ancestors power - **Breath Weapon.** You can use your action to exhale destructive energy. It deals damage in an area according to your dragon ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest. - Your Constitution increases by 1 \columnbreak
#### Dragons Resistance Every night you meditate to gain some of your ancestor's power and it paid off. - You have resistance to the damage type associated with your ancestry. - Your Strenght increases by 1. - You gain proficiency with Athletics. #### Dragons Wisdom You love to study different Languages and you keep your eyes on the different things other races do. - You can choose 2 more Languages (your choice). - Your Wisdom increases by 1. - You gain proficiency with Perception or Insight (your choice). #### Dragons eyes You trained your eyes to see the darkness. - Darkvision. You can see in dim light within 60 feet of you. as if it were dim light. You can't discern color in darkness, only shades of gray. - You gain proficiency with Perception - Your Intelligence increases by 1 \pagebreakNum
## Kumohito A silent scutter of legs ran across the glass of the jewelry store, as the top skylight window held a large figure above. Then the glass began to melt and distagrate, as the large figure slowly and quietly descended down, and touched the ground ever so softly. As large as this creature was, it’s noise was almost nothing, as it made its way to the glass cases that held the richest of jewels that one could imagine. One by one, just as the skylight glass melted, so did the glass cases as they thief took every single jewel in sight without hesitation. And just as she appeared so quietly, she left just the same. Leaving almost no trace of dna for her to be tracked, and all that was left was a calling card, with the image of a black widow spider. As this figured climb it’s way up it smiled ever so gleefully, and the figure was shown over by light, it was a female figure, with long silky black hair and eight blue eyes. Her lower body though was a spider’s, eight legs protruded across her lage body with a large black widow mark on abdomen (spider’s butt). “What an easy snatch” she said as she looked over all the goods she just stole. Then she began to dash over the rooftops at a reasonable speed, not even making a single thud as she jumped over rooftop after rooftop. What had just happened was that a giant Kumohito just robbed a jewelry store with little to no effort, Kumohito are the spider people of this world and they come in all shapes and sizes, and with their own leathilty. So be wary adventurer, who knows what could happen if you stumble upon on... \columnbreak
### The legion of legs Thousands of years ago, a few scientists were working on a cure for Sight Rot. They were experimenting with different kinds of animals and insects and some of them were spiders but, one day it went all wrong for one of the scientists. He accidentally used the wrong antitoxin and the animals began to grow human body parts. They grew upper human bodies, while some gained more eyes, some kept their two. All the other humanoid animals began to go on a rampage, breaking out of their enclosures and killing all the scientists out of revenge for all the torture they had endured and for their brothers and sisters who had died because of the cruel experiments. Now that they were free they all went their own separate ways and the humanoid spiders named themselves the Kumohito, some of the Kumohito could not forgive the other races for what they had endured and suffered. While some did and just wanted to live a peaceful existence now and wanted nothing to do with revenge. So they decided to split into two factions, the spiders bite and the spiders silk. The two groups separated from each other the spiders bite wanted revenge and began killing travelers who stepped into their territory. As for the spiders silk, they began to live their lives, some moved to nearby forests and some made peace with their enemies, so they could stay in their towns, villages, cities, or capitals. At first, most of the other races were not willing to give them the privilege to walk among them. But there were some people who gave them that privilege as they saw it as their fault for the pain the Kumohito had endured. But the Kumohito of the spider's silk faction wanted to live in peace with other races. So they began to prove themselves and show they meant no harm and wanted to live in peace and after some time. The other races began to open up to the Kumohito, seeing the kindness they showed and returned that kindness back, now the spiders silk faction live in peace with their new Friends. \pagebreakNum ### Arachnids Society Kumohitos have different motivations and personalities as they have individuals, but they tend to stick true to their groups. The majority of species of Kimohito produce silk with marvelous properties. As such they are usually seen valuable members of society, living among other humanoid and mixed races in somewhat open minded villages and towns. They are on occasion seen mingling with potential mates, even outside their kin, if they really fancy. Other species are a little more reclusive, although still may cohabitate with yet other kumohito species. Such examples include the Pink, Orange Huntsman and Pholcidae species that often have shared dwellings. Some Kimohito may present a more aggressive disposition, which may relate with their capacity of producing venom out of their fangs. One might say it's the distillation of hostility and suffering. These tend to be loners individuals, leaving their homes mainly for food or capturing a mate. Neither options usually have favourable outcomes for the acquisition. The only time these creatures stand together, United is against a common and terrifying for, that might destroy their ways of living. ### Kumohito Names The Kumohito mother will give their child their name as the father has no says into the matter. If he tires to voice his opinion she may kill him as the female are the alphas and the males the beta. **Male Names:** Arack, Lucifer,Lucas, Midnight, Blitz, Cinder, Shade **Female Names:** Morticia, Charlotte, Clarice, Venom, Aggie, Dawn \columnbreak ### Kumohito Racial Traits. **Ability Score Increase.** Your intelligence score increases by 1. **Age.** Kumohitos have the same lifespan as humans. **Speed.** Your base walking speed is 30 feet and you have 40 feet spider walk. **Size.** Kumohitos can reach a height between 7 to 8 feet and weigh between 240 to 300 pounds. Your size is medium. **Big Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **A Sticky Situation.** As an action, Kumohito can shoot a silky web from its behind. A target upto 5ft must succeed a DC 12 Dexterity Saving throw to avoid being hit by the projectile. If failed the target becomes restrained and may use an action to make a Strength check to break free ( DC Kimohito's Constitution score). If succeeded or there was no target, the web gets attached to the terrain across a 40ft cone, making it difficult terrain. This ability can be used 3 times and you can roll 1d4-1 to see how many charges you can get back after a short rest. The 3 recharges will return if you finish a long rest. **Spider walk.** you can move 40 feet when walking on spider webs. **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. **Language.** Kumohitos Can speak and write Common and talk to spiders.
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## Pink Kumohito The Pink Kumohitos are a pretty mean race where people like to avoid them. They separate themselves from society. To the point that they became a little messed up in the heads. They travel in groups. They dislike the cold and prefer to stick to warm places. While traveling around they will search for their special someone. When that special someone is found they will not easily give up until they have them. They may even force the targeted person to become theirs. Despite their xenophobia, the Pink Kumohito will open up to any race as long as that person is their dream lover. After discovering their mate, they will become sweet and caring. It is possible for them to open up to others, but it takes time. When they do, Pink Kumohito offers a warm friendship, becoming someone who will listen to you in your time of need. If you were to flirt with someone whom the Pink Kumohito has declared their lover, you can consider your days numbered. To add to that, if you are mistakenly marked as their lover, they will dispose of you swiftly. While trying to find their true love the Pink Kumohito would also make them self up to try to look attractive. When they would have found their true love, they would stalk them day and night. When they are getting nowhere they would just abduct the person and force them to be their mate. Besides that they would talk with friends and live their own lives. The Pink Kumohito would make traps with their spider silk to trap small mammals in. They will coat them in spider silk and slowly suck out their live essence. However, their favorite food would be essence from the humans who would try to flirt with their soon to be mate. The Pink Kumohitos Travels around and they would prefer warm places Like Forests, Rain forests that surround cities and small towns. \columnbreak
**Ability Score Increase.** Your Charisma score increases by and Dexterity score increases by 1. **Arachnid Awareness.** You have proficiency in Perception.Charged Webbing. The Pink Kumohitos can make electrically conductive webs. If the web is dealt lightning damage, every creature attached to the web take wither the same amount of lightning damage. **Pack Tactics.** The kumohito has advantage on an attack roll against a creature if at least one kumohito of the same race is within 5 ft. of the kumohito and is a ally who isn't Incapacitated. (This effect can not stack) **Alignment.** While they do have some questionable tendencies Pink Kumohito are normally Neutral Good or Chaotic good as they only take such action on a specific target and otherwise are quite good.
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## Tarantula Kumohito The tarantula Kumohitos can be found most of the time in towns. They prefer towns over cities because cities are a little busy for them. They are known for their ability to create fine and sought-after silks and beautiful clothing is almost guaranteed when using the silk they make. They likely seek companionship and are prone to go on an adventure if a party that accepted them was to present itself. They might also take up the job as a postal carrier. But besides that they are a fun bunch to have around. Most of the Tarantula Kumohitos who lives in towns are good indeed creatures. However, you do have some who live in the wild who are nasty creatures. They would not kill people, but they will poison them and take them back to their lair. They tend to live alone from another Tarantula Kumohitos just waiting until they can feed on their next prey. And they would horde the personal belongings of the victims. They also will attack anything that is a threat regardless of size difference. However, the good ones are well-behaved and work hard to make money and live in nice houses. The Tarantula Kumohitos are known for doing various jobs. Some are postal carriers as others are clothing designers. Their strong multiple limbs making them versatile and good at most jobs they try. As some even are married and stay as a homestay parent. As for the wild Tarantula Kumohito's they will just hunt for their next meal. The Tarantula Kumohito's at the towns would just buy food and other things at the store. As the wild ones will hunt everything, they can get their hands on. The Tarantula Kumohito's will just live in towns throughout the realm. As for the wild Tarantula Kumohito's they would prefer small caves damp dark places. \columnbreak
**Ability Score Increase.** Your Dexterity score increases by 2. **Venomous Strike.** When the kumohito makes an unarmed attack, it can add 1d6 poison damage which lasts up to 1d4 turns. The kumohito can not perform this attack until it completes it's long rest. **Primal Instinct.** When the kumohito is bloodied by a creature one size larger than them, they gain advantage on all melee attacks on that creature for 1d4 turns. The kumohito can not perform the action until it completes a long rest. **Spider Climb.** The kumohito gains a climb speed of 25 feet. **Alignment.** While the Tarantula kumohito are normally well mannered creatures (Neutral/good). There are others who don't have these thoughts and will hunt everyone and everything they can see (Chaotic/evil)
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## Yellow garden Kumohito The beautiful yellow garden Kumohitos are an evil race that would secretly lure in travelers into their lair with their beauty, and they will feast on their bodies. The yellow garden Kumohitos would live in groups with a male as their leader. There would be around five females and the leader in the group. There are very fewer males than females. The females are harmless and have no venom, which is why they rely on their male to kill the prey. He is slow so can't catch prey. She is fast but can't kill what she catches, but he is much stronger. Yellow garden Kumohitos are very manipulative creatures that use their natural beauty to attract their prey. As they do they will also tease them a little and tell them there really handsome. Most of the times would go after males because they are much easier to attract. While the males do whatever they want to command the females in any way he can. Yellow garden Kumohito's activities are unknown as no one has come back alive to tell there tale. While Yellow garden Kumohitos love to eat travelers. They also eat bugs and other small animals, Yellow garden Kumohitos would make their lair in underground cavern's deep inside forests. \columnbreak
**Ability Score Increase.** Your Charisma score increases 2. **Sweet Talk.** You have proficiency in Persuasion. **Hypnotizing pattern.** The Kumohito can start to do a small dance targeting one creature, this dance lasts for 18 seconds (3 rounds). Creature must make a CHA of 10 (+- CHA mod of kumohito) or they are enthralled and can't not move away from them. Creature is incapable of attacking the kumohito as long as it is enthralled. (Ability auto fails if creature is blind) **Alignment.** While we can not tell what their activities are we can assume them to be Chaotic evil as everyone we have sent to gain knowledge about their activities have never come back whether it be a researcher or a group of adventurers.
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## Gigantic Kumohito Many gigantic Kumohitos would work as mercenaries doing jobs as spying at night. Or making sure high-profile people would disappear. While others are more shady and would stick in the ally ways in big cities. Most of the times they will sell drugs and other illegal stuff. Or there are those who are just thieves who would go into the night and rob houses. As they can easily climb walls and use their thread to lower themselves down. They can poison to melt away any glass and take what they want with little to no trouble. The gigantic Kumohito all have common personality traits with each other even if with their own personality, they're cunning, cruel, deceitful and lust for money. And do will do all sorts of dark and cruel jobs to gain riches. Some will do it the rightful way but those you see very rarely. While they aren't doing their mercenary work, some of them would also go into local taverns to gamble or play cards. They are prone to using underhanded tactics to win games, most of the time not being caught. While they hold you over the table with cards, they can also drink you under the table, alcohol being their preferred way to pass time. The Gigantic Kumohito would hunt for bigger animals of fill their appetites. Dire wolves and Dire bears are two of the examples. You will find Gigantic Kumohito's in Taverns and pubs in big cities while they are waiting for their new customer. While others prefer dark unknown places to keep the treasures that they stole safe. \columnbreak
**Ability Score Increase.** Your Dexterity score increases by and Strength score increases by 1. **Love of the dark.** You have proficiency and advantage in Stealth. If in the dark they gain a +1 to all rolls. **Acidic poison.** Can spit a small amount of poison that can melt materials like glass or deal 1d10 damage for 1d4-1 turns. **Alignment.** While they may be doing some shady jobs or cheating people out of their money what makes you somewhat Chaotic... They can also choose a way of earning money the right way as a mercenary, for example, what makes you quite neutral.
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## Orange Huntsman Kumohito Orange Huntsman Kumohitos Kumihitos may appear really tough. However, they are quite shy. They act strong and arrogant around others, but feel really embarrassed when left alone. They are extremely professional and proud hunters, competing with each other over who can catch the largest prey. When threatened, they ignite their webbings by using fire magic to further the distance between the enemy and themselves. When on their own, they frequently remember what they have said in earlier conversations and feel embarrassed over it. They only show their true colors when they're with people they can fully trust. However, once they trust someone they would sacrifice almost anything for them. When not hunting, Orange Huntsman Kumohito’s read books on how to improve their behavior, or at least, they try. They also create puppets with their webbing to be not alone, and have someone to talk to. Writing poetry, songs and dancing are some of their favorite activities. When they find someone they like, they will follow that person around and hide in obvious places with a threatening look on their faces. While hunting Orange Huntsman Kumohito would go after bigger animals the larger the better. When they successfully hunted one, they would brag to others about it. \columnbreak
**Ability Score Increase.** Your Dexterity score increases by and Strength score increases by 1. **Flaming web.** The Kumohito can shoot out webbing that can ignited and will stay on the field. Creatures that are targeted have to make a DEX save of 15 or higher to dodge, if they fail then they are stuck in the webs and can try to roll a STR save of higher than 15 to escape each round. For each turn the creature(s) are in the web while it is ignited they take 1d4 fire damage until they can escape. Creatures walking on ignited webs take 1d4-1 fire damage. The Kumohito can walk on it without taking damage even if ignited. **Fire bite.** Due to their proficiency with fire magic they have incorporated it into their bite being able to potentially setting the target ablaze. (1d6 damage and 1d4 fire damage for 1d4-1 turns unless the target makes a CON saving throw of 14 or higher.) They can do this 3 times per rest. **Fire Resistant.** Due to their origins they are very resistant to fire. **Alignment.** While they hunt large creatures with sometimes dangerous methods and like to boast about it they are normally quite shy and do no harm to others making them quite lawfully neutral. \pagebreakNum
## The Pholcidae Kumohito The Pholcidae Kumohitos are what you call a gang of misfits. They love to terrorize people destroying their properties and covering people's houses with their webbing and much more. They are usually found in groups of three or four and have a distinct leader, who all report to a head leader back in their home base. The size of each gang varies from town to town and city to city. However, the size of each gang is roughly around 120-150 members. However, some can be up to 500+ depending on the location. Even so, while there are groups of evil and mean Pholcidae Kumohito's, there are some good groups out there. They fight against their more evil brethren as they don't agree with the idea of causing chaos and mayhem to others. Pholcidae Kumohito's are an interesting bunch to say the least. They tend to be very chaotic and goofy, and love to cause all sorts of mischief. They especially love to prank people, either by laying spider net traps or other things they could find funny. However, there are also some Pholcidae that have a more caring and laid-back personality. And they may as well have a very strong sense of protection to others, especially when their own kind is causing problems. When not causing absolute chaos or mayhem in the towns they live in Pholcidae Kumohito tend to do research. No not the scientific stuff, they do research into new pranks and jokes they can achieve either with their spider silk, or with other tools they own. Or some may go out Pholcidae have an interest in certain vegetables and herbs, like green beans, \columnbreak
cucumbers and basil.All Pholcidae belong to a single group or gang, usually led and hunt for their specific group, usefully splitting up the work too make sure no one is slacking off. Pholcidae Kumohito while weak in strength make up in their smarts with their silk. They will lay traps and wait for their prey to fall into a well placed net or pitfall trap. Their prey is usually medium to small as they are not the strongest of Kumohito, the biggest prey they will hunt is a deer, the smallest would be a rabbit. In their groups most Pholcidae will have an order of who hunts when, as to make sure no one slacks off and doesn't help their group. while the others may do cleaning or prepping for when the hunted prey is brought back home. But they are not limited to meat, by an alpha Pholcidae. One who is bigger, larger and much stronger than the rest of their kind. These gangs are then split up into multiple groups, consisting of at least three to four members with one being the leader, either being larger than the other two or three, or by who the Alpha names leader. These Pholcidae are giving special clothing to show their rank. But regardless of how many groups are in a gang, they all live together in one singular area. It's usually a large portion of land that has been built a small town, several houses that are made of wood are position around the area. With one being much, much larger than the rest, which can be found in the center of the Pholcidae camp/town. That is where the alpha lives, a very high and luxurious life, but that doesn't mean they don't do anything they keep the group together and deals with any issue within the gang. \pagebreakNum **Ability Score Increase.** Your Dexterity score increases by 2 and Charisma score increases by 1. and your Strength score decreases by 1. **Confident jest.** You have proficiency in intimidation and you will gain +1 to your rolls if an ally is within 5 ft of them. (can stack up to +3) **Natural trapper.** Gain proficiency in traps and +1 to rolls related to them. Poisonous intentions. The Kumohito makes a stab at target doing 1d6 damage. Target has to make a CON save of higher than 14, if save is failed then the target takes 1d6 poison for 1d4 turns unless it is cured. **Alignment.** Pholcidae are opportunistic little buggers (neutral-evil) that won't let small fry get in the way of their plans. Although organized at some level, its the minimum possible as to function as large groups as individually they thrive on making scams and ambush passerbys. Their chaotic nature however sometimes takes the better of them as internal disagreements erupt , killing their element of surprise during an ambush.
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## Kimara Deep inside the forests to the northwest they who are races with different types of animal parts the Kimara. Roam around trying to survive. People call them monsters because of their appearances. The legends tell that there was a town that found a bell which was cursed, but of course they did not know. They placed the cursed bell Item in the middle of their town. They began to use the bell everyday, but people began to act weird they began to show unusual moods or behaviors like they normally had. After a few weeks, their physical forms began to change slightly some grew fur as others grew small horns. The people of the town figured out the bell was causing these problems. Gathering the strongest, they tried to move the bell but upon touching it the men writhed in pain, mutating on the spot, their animal parts completely taking over, breaking their human mind during the process. Once transformed they raced off into the wilderness. Upon seeing this a few decided to leave the town. After just a week away they began to hear the bell tolling in their dreams, then in every waking hour. Each time it would torment them, leaving them no peace and causing the animalistic parts of them to act up. Those that returned had their mind returned but fully changed. Those that stayed away went mad, their minds eventually breaking. As the times went on their minds began warp completely, and they began to admire the bell and see it as a god's gift. They began to kidnap other races at night from Towns, Cities or wherever and lock them up until they were fully turned. \columnbreak
### Mind Over Beast Their behavior depends on the animal head that they obtained, which makes a particular trait dominant over the others. While some of those with weak will have given into their new animalistic instincts, others who had stronger will have managed learned to control those instincts... Some have even gone mad because it became too much for them to bear. However, for the ones who can control it, they normally live in towns and cities, or even other places and do whatever they desire. As for the ones that have given into their animalistic nature normally go to live in the wild and do act as is their new primal instinct. ### A creepy mutation Since their transformation they have gained diffrent animal parts their head is the thinking part it can differ from apes, dogs, cats, even dragons and more. as for their other body parts they can differ to from diffrent parts like they could have a Tiger arm as the other might be a tentical arm. The samw would go for the legs and the main body. They can grow diffrent ears and sometimes even tails or wings. ### Kimara Names The Kimara's has the same method with names as the humans do.
\pagebreakNum ### Kimara Racial Traits **Age.** Kimara reach adulthood in their late teens and live less than a century. **Size.** Kimara vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. **body.** You're body is of a nomral human. **speed**. Your walking speed is 30. **Alligment** The Kimara's are mysterious creatures they can have every Alligment they want. **Primal form.** At **level** 2 Your body will turn into the animal with the head you obtained, and you gain the abilities of that animal if your (If you have gotten the human head you will gain +2 AC) for 3 turns . You can use it again after a short rest. **Langauge.** You speak common and you can talk to the specific animal your head is based on. **Parts.** For the racial traits, you can either pick and choose or roll 3d8 to see what animal parts you will get. You may roll again for the left/right arm and leg, but you will not gain the racial features of the second roll. \columnbreak ##### Head Part | roll| Heads |Ability |:----:|:---:|:-----|-------| | 1 | **Feline** | Your **Dexterity** score increases by **2,** and you gain the racial feature **Darkvision.** | 2 | **Canine**| Your **Wisdom** score increases by **2** and you may use your fangs to do a bite attack **(+1 + strength modifier).** On a hit, it deals **1d4** + **strength** modifier piercing damage and a 10% chance to knock the target **prone** (19 or 20 on a d20). | 3 | **Insect**| Your **Wisdom** score increases by **2.** You have proficiency in **Charisma (Deception)** and **Wisdom (Nature)** checks. | 4 | **Ursidae**| Your **Constitution** score increases by **2.** You have advantage in **Charisma (Intimidation)** checks. | 5 | **Bird** | Your **Dexterity** score increases by **2** and you have advantage in **Wisdom (Perception)** and **Intelligence (Survival)** checks. | 6| **Fish**| Your **Constitution** and **Charisma** scores increase by **1.** You can **breath underwater,** for **1** hour. | 7 | **Reptiles**| Your **Charisma** score increases by **2.** You have proficiency in **Charisma (Deception)** and **Dexterity (Stealth)** checks. | 8 | **Amphibian**| Your **Constitution** score increases by **2.** You have **poison** resistance. | 9 | **Human**| Your **Intelligence** score increases by **2.** You have proficiency in **wisdom, charisma** and **intelligence** saving throws. |10| **Dragon** |Your Charisma score increases by **2.** You can use your action to exhale destructive energy. Your draconic color determines the size, shape, and damage type of the exhalation. 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 coloc. The **DC** for this saving throw equals **8** + your **Constitution modifier** + your proficiency bonus. A creature takes **2d6** damage on a failed save, and half as much damage on a successful one. The damage increases to** 3d6** at **6th** level, **4d6** at **11th** level, and **5d6** at **16th** level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
\pagebreakNum ##### Arms roll | roll| Arm |Ability |:----:|:---:|:-----|-------| | 1 | **Feline** | You gain the racial trait **Cat's Claws.** The claws grant you a climbing speed of **20** feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit an attack with them, you deal slashing damage equal to **1d4** + your **Strength** modifier. | 2 | **Canine**| You gain the racial trait **Dog's Claws.** Your unarmed strikes deal slashing damage equal to **1d6+** your **Strength** modifier. | 3 | **Insect**| Your melee attacks have reach | 4 | **Ursidae**| You have **Natural Armor,** your base **AC** is **12.** | 5 | **Bird** | You gain a **flying** speed of **50** feet. | 6| **Fish**| You can cast the Cantrip **Water Bolt** at will. | 7 | **Reptiles**| You gain the abilities given by the **Invisibility** spell as cast on yourself. Other creatures must succeed a **DC 12 Wisdom (Perception)** check to be able to notice you. You may use this ability once per day, for a duration up to **30** minutes. | 8 | **Amphibian**| You can cast the cantrip **Poison Spray** at will. | 9 | **Human**| You get proficiency with **1** tool and **2** simple weapons.. | 10 | **Dragon**| You get advantage on grapple attacks and your unarmed strikes can also deal slashing damage and roll a **1d4** + your **strength** modifier for unarmed strikes
\pagebreakNum ##### Legs roll | roll| Legs |Ability |:----:|:---:|:-----|-------| | 1 | **Feline** |**Graciousness.** Your **Charisma** score increases by **1.** When falling, you start taking damage after **20** feet instead of the usual **10** feet. You also gain the ability to Pounce:If you move at least **20** feet in a straight line towards the target and make a melee attack, the target must make a **DC** **strength** save or be knocked prone | 2 | **Canine**| Your **Strength** score increases by **1.** Your base walking speed is **35** feet. | 3 | **Insect**| Your **Dexterity** score increases by **1.** You gain the ability of the **Spider Climb** spell up to a total of **1** hour a day and you fall when you are hit by an attack. | 4 | **Ursidae**| Your **Strength** Score increases by **1.** You have advantage against roles that involve being or becoming **prone** or **restrained.** | 5 | **Bird** |Your **intelligence** score increases by **1.** You are able to pick up anything with you feet as if they were your hands. | 6| **Fish**|Your **Charisma** score increases by **1.** You have a swimming speed of **40** feet. | 7 | **Reptiles**|Your **Intelligence** score increases by **1.** When under half hit points, you regain a total of hit points equal to your character level at the end of each of your turns. | 8 | **Amphibian**|Your **Dexterity** score increases by **1.** You have advantage on **Strength (Acrobatic)** checks that are jumps. | 9 | **Human**|Your **Wisdom** score increases by **1.** You are proficient with one skill of your choosing between **Acrobatics, Sleight of Hand,** or **Stealth.** | 10 | **Dragon**| Your **Strength** score increases by **1.** Your thighs are larger than humans normally have and your knee bends are also stronger. Your **3** toes are half the length of your foot ending with protruding small claws. Where once was skin now are deep (color of your choice) scales that shimmer in sunlight and protect you from **(damage type).** \columnbreak | d8 | Loot | Breath Weaoon | |:---:|:-----------:|:-----------:| | Black | Acid |Whenever you take **acid** damage, you take 10 damge less.) | Red | Fire |Whenever you take **fire** damage, you take 10 damage less.) | Brass | Fire |Whenever you take **fire**damage, you take 10 damage less.) | Blue | Lightning |Whenever you take lightning damage, you take 10 damage less.) | Green | Poison |Whenever you take **poison** damage, you take 10 damage less.) | Copper | Acid |Whenever you take **acid** damage, you take 10 damage less.) | Silver | Cold |Whenever you take **cold** damage, you take 10 damage less.) | White | Cold |Whenever you take **cold** damage, you take 10 damage less.) | Gold | Fire |Whenever you take **fire** damage, you take 10 damage less.)
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## Ramia Eyes glared at each other with the ferocity of a wild beast. As six ramia of the six different sub races sat around a large wooden table. An argument ensued not long after they sat down, as multiple Ramia argued about how they should proceed with their freedom. Some said that they should live peacefully with the humans, some just wanted to live free without a problem. And others wanted to dominate the lower races and rule over them with brute force, it seemed like the bickering would never end. Until finally after five hours of constant arguing and fighting, they came to an agreement. They decided since they all wanted different things and wished to live how they saw fit, they split. All six subraces going their separate ways, leaving their brothers and sisters and going down their own path. While they did separate and chose to live within their own groups, they did make a pact, even though they didn't see eye to eye, they’d help one another when needed. That is how the Ramia subraces went their ways, this is how they split after their cruel captivity was finally ended. \columnbreak
### Lizard Society Slippery and proud, the Ramia scattered throughout the world, favoring residence on murky swamps and distant dusty deserts. Though, not very keen on cooperation, as most of them take by force or seduction what they want, the Ramias manage to intrude themselves on positions of power. They are also manipulative creatures. Never content with their present form and abilities, some will use their skills to increase their power. Others will only use it as a form of self-defence as some Ramia are harmless and just rather focus on their days, shedding the not so distant past. Most, however, tend to themselves and their unbounded hedonism. Only a scarce portion of the race has pure evil intentions, but what they lack in numbers, compensate in wickedness, in a quest for some kind of twisted retribution. ### Ramia Names Ramias lay egg's it would take a little more than two months to hatch. As they hatch the parents will name their child with an S at the start of the name. Roll a 1d10+3 to see how many eggs the Ramia will lay and she will eat the 50% weakest. **Male Names:** Sylirei, Symare, Saphalaeno, Sabris, Seredel, synlor, seleo **Female Names:** Sherinda, Siremora, Sereva, Sherinda, Sheira, Sidahrodia, Selumeni \pagebreakNum
\columnbreak ### Ramia Racial Traits. **Ability Score Increase.** Your Charisma score increases by 1. **Age.** Ramias can become 300 years old, but that is a very rare sight. Most of the times would reach 150 years old. **Speed.** Walking speed of 30 feet and it has Double swimming speed **Size.** The height of the Ramia really depends on the gender. The males can become up to 6 feet their weight 140 up to 183. Pounds as for the females can become 5 feet with their weight 100 up to 127 pounds. They will have an additional 5 feet of space directly behind you at all times, unless you take the time to curl yourself up, in which case, you take up a medium-sized space as normal. Your size is large. **.** You have proficiency in the Perception skill. **Speed Strike.** Due to their incredible speeds, Ramias are able to strike with extremely fast precision. As a bonus action, you can choose to take the Bite attack on an enemy within range dealing 1d4+ your strength modifier piercing damage. **Language.** You can speak, read, and write Common, Abyssal, and Draconic \pagebreakNum
## Melusine Ramia Melusines Ramias are freshwater creatures, they are drawn to bodies of water such as rivers, ponds, streams and creeks. Their nature is so bound to fresh water that they can summon water wings that they can use for competitive displays and protection. Although, they generally have good hearts, their society can be somewhat chaotic as they get upset easily and frequently have individual opinions that other Melusines' don't share. As a consequence they either hunt alone or in packs of 3 to avoid dual or large stalemates. Despite this vivid exterior behavior, they are quite private and shy, often not even allowing their partner to see them bathe. Releasing a furious rage if that demand is not kept. Melusine Ramias are demanding creatures when they would not get their way they would rage out at the nearest person that they can find. When they are having a bath if their partner or someone else would see them, they often go into a furious rage. Probably throwing with a nearest object they can find, or they will use their tail as a weapon. They also need an odd number to stop bickering about who is right about something. More than that they just start screaming at each other as a political debate, and nobody does anything productive, When the Melusine Ramia's have found a place that they would see it as a perfect home, they would build a big fountain, and they will protect it with their lives. They will see it as some kind of watery shrine a holy shrine where their ancestral goddess Slaloc resides there. Outside of the Melusine \columnbreak
other races heard tales that state that the Melusine society keeps a secret shrine within their reach, that holds many marvels and ancient knowledge. Most of the time they will find a stream or a river near cities. They tend to work on pure water related services as running a bathhouse or well maintenance. Some even would work as fishermen because they have a high knowledge when it comes to river creatures.
**Ability Score Increase.** Your Constitution ability score increases by 2. **Dilution.** You gain resistance to Poison. **Aqua shaper.** You gain the ability to cast the Shape Water cantrip. You may use this to produce Winged Shield. **Winged Shield.** As an action, you can generate wings out of water that you can use to protect yourself. You gain +2 to your AC. The protective effects last for 3 rounds, the decorative effects last until the Shape Water subsides. **Alignment.** \pagebreakNum
## Medusa Ramia Medusa Ramias feel very comfortable in the desert. They can be found in caves and ancient ruins or other abandoned areas. They're a very dominant species and find pleasure in other's suffering. They'll attack every intelligent creature that wanders into their home because they think they will absorb their prey's knowledge if they do. They can control the sand around them, for example, they can create sandstorms to blind their victims or they can use magic to disguise themselves as attractive people from other races to lure people into their nests. But as a last resort, they can turn creatures into stone if the creature looks directly into the Medusa Ramias eyes, but they can control it and choose whether they turn someone into stone or not if they meet their gaze. Other races tend to keep their distance from them as they also see the amusement in torturing the people they capture and turn them into slaves. If they get bored with a specific person, they will just turn them to stone to use them as decoration or furniture or just eat them. They let their slaves build their homes, not caring about their mental health or physical health as they are easily replaceable. \columnbreak
**Ability Score Increase.** Your Charisma and Wisdom ability score increase by 1. **Stone's Glance.** Must make eye contact with target within 30ft. Target must make a DC 14 Con save or be turned to stone for 1d6 hours. Usable once per long rest. **Burrowing speed.** Burrowing speed of 15ft. **Alignment.** \pagebreakNum
## Jormungand Ramia Fear, power and destruction, these traits all embody the Jormungand Ramia these behemoths of the ramia race were born from some of the largest snakes that the scientists found. After their rampage and freedom these monstrous creatures looked for a home that could fit their size and hunger for power and destruction. What they chose, was to conquer and take over villages and turn them into their own personal empires, enslaving those they find weak, and taking the strong for their armies. Some may even take a strong male or female to be their partner and have them bear or produce their children. Most kingdoms, especially smaller ones are do doubt ruled by a Jormungand, how did they get their name? Simple, their racial name is named after legendary serpent that even the gods feared, they worship this serpent as their god. The Jormungand ramia do not take nor follow orders from anyone, they fear no one and they will slaughter anyone or anything that dares get in their way. They’ll crush anyone with their giant tales and shatter bones with their bare hands. Very few people will ever find a “good” Jormungand Ramia, most tend to either be chaotic evil or chaotic neutral, as they do as they please. Just be warned adventurer if you ever dare cross paths with this Ramia, pray to your gods to live and do not say or do anything to piss it off. \columnbreak
**Ability Score Increase.** Your Strength ability score increases by 2. **Coil.** Wrap a Large or smaller creature in a tight coil around their body. The creature must make a Strength (Athletics) check vs your Strength (Athletics) check each turn. If the target fails two turns in a row the target begins to suffocate and can no longer attempt to free itself. After two turns while suffocating the target is knocked unconscious, and two turn after that the target is killed. On a successful check the target is free from the coil of the user. The user can still attack as usual, gaining advantage on the coiled target with melee attacks. Every attack made on the user while coil is active forces the user to make a DC 15 Str save or release the target. This ability can be used up to 1+ your Str modifier. All expended uses are refreshed on a Long Rest. **Powerful Build.** When carrying, lifting, pushing or pulling and object or creature, you are considered one size larger. **Alignment.** \pagebreakNum
## Sea Serpent Ramia Most of the Sea Serpent Ramias went into piracy using their gorgeous voices to hypnotize sailors, merchants and the odd adventurer who dare to cross their ocean. They may be either inclined to devour or spare them, sometimes feeling generous enough as to leave them on a deserted island, despite usually becoming deprived of their possessions and vessels. Some Ramia sink roaming ships for parts to build their houses or to use as bases. When it comes to a mate, they don't give a damn about looks. Most of all, the Sea serpent value the swift and powerful swimming ability of a potential mate, so that their young can easily deal with strong currents, and outswimming and outlasting a great white shark. As for the relationship with the other Ramias they would rather keep themselves at a distance, as they are devoted to their way of living and won't stand to be criticized, which likely would end in blood spilled. \columnbreak
**Ability Score Increase.** Your Dexterity ability score increases by 2. **Speed.** Your walking speed is 25ft. **Swimming Speed.** Your swimming speed is 30ft. **Water Breathing.** You gain the ability to breathe underwater but cannot communicate verbally while doing so. **Beckoning Finger.** Choose a target within 30ft. The target must make a DC 12 Wis Save or be charmed for 10 minutes by the user. You have 3 charges, that are reset after a long rest. You recover 1 charge per short rest. **Alignment.** \pagebreakNum
## Echidna Ramia While some of their kin have taken a liking to gaining power and influence. The Echidna Ramia's have decided to do one of the things that they love, the creation of things such as swords and other gear. They each try their hardest to make the absolute best equipment that they can make even sometimes competing with each other trying to make such equipment. They prefer Capitals over towns and cities because more potential customers. While normally quite bold they can be quick to get irritated often even angered when it others are criticizing their forging skill or their work. However, most of the time they will be praised for the equipment they create, which gives them the drive to keep making their respective crafts. Sometimes they will go out into the wild or into mines to gather their own ores and materials of many different kinds. Nevertheless, when a customer wants something, it is their custom to have the customer retrieve the materials themselves or be charged extra. While hunting they in general use weapons of their own craft as they are usually proficient with them. While hunting they normally pick things like boar or even bears. However, when they are attacked from behind they can grow sharp spikes to try to combat the threat. The relationship with the other Ramias is quite good of some better than others. While other races, they see them as potential customers. Their relationship with their fellow Ramia is normally quite good. However, there are some exceptions. While they are more neutral with other races mainly seeing them as customers. \columnbreak
**Ability Score Increase.** Your Intelligence ability score increases by 2. **Crafter.** You gain proficiency in Smith's Tools. **Weapon Master.** You have proficiency with the longsword, shortsword, Spear, Battle axe. **Cultural Camouflage.** Choose one culture that your Ramia has become intimately knowledgeable about their traditions and ways. That culture will be more accepting to the Ramia and willing to provide goods or shelter. This however will not overcome any sort or stigma or prejudice someone in the chosen culture may have towards Ramia. **Alignment.** \pagebreakNum
## (Color) Dragon Ramia While living high up in the mountains The Dragon Ramias live in peace and harmony with each other. They created their own society and are willing to let outsiders in if they behave and follow their traditions. However, they seem very high and mighty while that is not their intention. As they normally try to be nice to others, sweet even, but they have trouble wording it out. While they do often go to towns, cities, and even capitals trying to make friends among the locals their lack of the ability to say what they mean most of the time they are driven out due to misunderstandings. When this happened most of the time they will gather their courage, and they will return with a peace offering such as gems. Due to their naturally keen vision, they are able to slowly refine gems into near impossible shapes making them extremely sought after due to their rarity. In exchange for such rarities, most towns, cities, and even capitals are willing to accept such gifts in exchange for them to be allowed into the city. (As a race, not individually). The Dragon Ramias are not very fond of hunting, so they would purchase food in the places that they were allowed. The only times they would hunt are for special occasions. If they do decide to hunt they would hunt for smaller or medium-sized animals that are easy to catch like rabbits or deers. Something bigger may be of higher intelligence meaning it may be cruel in their eyes. While other Ramia are understanding if their unique plight, other races do not understand meaning that they will normally not allow them into their towns and cities. \columnbreak
**Ability Score Increase.** Your Charisma and Intelligence ability score increase by 1. **Flying Speed.** Your flying speed is 20ft. **Fine Jewelist.** After spending 4 hours with a gem or stone, you can finely cut it into a finer gem of higher price or multiple smaller gems of high grade. You gain proficiency in Jeweler's Tools. **Ramia Influence.** One per long rest you can cast the spell Calm Emotions. **Alignment.** \pagebreakNum
## Lusan Deep in the forests, where the Birds chirp and small creatures run around. They're seeing of plant people named the Lusan. They just appeared out of nowhere some say they are servants of Silvanus, god of wild nature. As others say they from a different realm of existence. However, I know half the truth; I know they are an old race that is from the Fey wild. I don't know the reason for them to come here. I don't know all the truth yet they are a kind-hearted race, but they don't want to talk about it. However, I will keep on studying their culture and find out their secrets. Written by the author Grezor Grusk.
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### Aromatic experience The archfey Queen of Air and Darkness who was sitting on her thrown, was feeling a little bored. She would create a mirror that would allow her to see through thin air. After some searching, she found the archfey Relkath who was using his powers to plant Trees that once fully grown would bear fruit and grand new life. Fey animals that eat these fruits would spread the seeds everywhere, even in the most unusual of places. She would then create a magical parasite that would curse the seeds. After a few days, the seeds begin to bloom in different places. These seeds, depending on the type of plant, grow into leaves, vines or even mushrooms, inside a sort of pod. Within the pod, an infant humanoid sprout is eventually formed. Around the age of 10 a hard cocoon would start forming around its body. In here, they undergo an unknown metamorphosis, after which they emerge in their teenage state around the age of 16-18. The first ones that came out of their metamorphosis called themselves the Lusan, named after the tree that gave them life. After a while, they formed their own society where they lived in a symbiotic relationship with the wildlife, and the plants based on their own bodies. They use tree trumps or giant mushrooms as homes. Lusan repel harmful pests and attract beneficial insects with their natural scent. They get their nutrients by rooting into the ground or eating fruit and tree droppings at the end of the lifespan they would go into a never ending metamorphosis and the cocoon will slowly turn in the plant they are based on. After a few years, the places that the Lusan used to live would be nothing more than a barren wasteland with no water, devoid of wildlife and plants. Relkath and Oberon, the Green Lord, had tried many times to reverse the problem, but they eventually had enough, \pagebreakNum so with pain in their hearts they banished the Lusan to the mortal world and burned the Tree from which they came. While the tree was burning however, it granted the Lusan the ability to reproduce. ### Budding anew After entering the mortal world the Lusan would show different kinds of emotions: some wouldn't really mind, some would be sad, and others would even be angry to the point they would fight between each other. They lost almost all of their fey abilities, which was a shock at first. Some of the Lusan took up necessary leadership and made sure they found a new home, as some of them wanted to know what else was in this strange plane of existence, so they left and ventured onwards, either on their own or in groups. After weeks of traveling, they found a place they could call their own. The first thing they did was select a leader. They chose the wisest, oldest person in their group who would be named elder and appointed a council to help her/him. The leader gained the ability to grow large tree stumps and giant mushrooms like they did in the fey wilds. They started rebuilding their society, with every subrace maintaining their own role in life. ### Lusan Names The reproduction of a Lusan is very special: each society has a huge garden with many plants. After an infant is born they are brought to the elder, who in turn would communicate with Nature to determine what name it shall be given. Normal Lusan can communicate with nature to a lesser extent, and only in consecration. **Male Names:** Pine, Moss, Alder, Basil, Mazus, Rosavelt, Jarred. Sage, Aster, Ash, Fox. **Female Names:** Cosmo, Lily, Zinna, Azalea, Panzalea, Chloe, Chesie, Elowen, Rue, Briar, Hyacinth, Kale. ### Lusan Traits **Ability Score Increase.** Your Wisdom score increases by 2. **Age.** In the past the Lusans aged very slowly, they were able to reach the age of 10.00 years old. However, after their banishment, their lifespan decreased a lot. Now only being to reach the same age as the elves, who are able to reach the age of 650 to 750 years old. **Speed.** Your base walking speed is 30 feet. **Size.** The Lusans are the same size as the regular human. But sometimes, they can be a foot taller or shorter. **Connection with Nature.** The Lusans have a particular kind of connection with nature, they can feel or communicate to plants, trees etc to an extent. However, they need to concetrate - if they take any type of damage they will lose focus. **Natural scent.** A Lusan can use its natural scent, to attract beneficial insects to Themselves, and ask them for help with simple tasks. Or they can use it to repel pests. The target needs to roll a DC 13 Con saving throw or move back 10 feet. **Language.** You can speak, read, and write Common, Sylvan.
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## Hananingen Lusan The Hanangen Lusan were created with the image of a rose on mind, the curse from that affected the pods mutated them tainting the beautiful white and red colors to darker colors, the curse also had a side effect making these beautiful Lusan lethal with poison now in their thorns which they are able to, retract and withdraw the thorns back into their vines. They will also use their Natural scent, which is stronger than the other kinds of Lusan races to attract bees or humming bird so the newborn Lusan flowers can be pollinated, they have sensitive vines that pick up vibrations which they drop over the surrounding area to act as sensor's launching there thorns at enemies or predators. Some, will even take on a side job as a nanny, if the parents of a Lusan sprout are away. The ones who have left the Forest to live somewhere else most of the times, take jobs as Gardeners or open up a daycare or an orphanage because they are really good with children. \columnbreak
**Ability Score Increase.** Your Intelligence score increases by 1 **Poisonous Slam** You can slam your vines into your enemy, that will deal 1d6 damage. You’re your Poisonous thorns, are retract the enemy must roll a DC 13 con saving throw or deal 1d4 poison damage. **Aromatic Healing** You can choose one of these two skills to be proficient with Nature or Medicine. **Infestation** You can summon a small group small animal creatures, that will do 1d4 damage. All together they will have 15 hp, and will get their own turn. If not killed they will last till the end of the battle. This feature can be used once a short rest. **Alignment.** Because of their willing to take care of the new Lusan flowers, in the garden. And maybe take on a side job as caretaker/nanny and protect them with their lives. We can clearly say they are lawful/good.
\pagebreakNum
## Matango Lusan Often referred to as mushroom people the Matango Lusan enjoy cool and damp places but thrive in almost any clement except extreme heat, in extreme heat they tend to look crisp and shriveled up. The Matango are very pacifist in their way actively avoiding conflict as such most have near flawless skin as they often lack battle scars or magic marks. Matango mushrooms are often overlooked as most look like native mushrooms, they are petite looking which can be very deceiving. They look smaller because often they root themselves into the ground making themselves smaller looking. The Matango have mushroom caps varying on where they were born to help blend into the local environment, they are pacifists many have leg warmer like legs that match coloration of their mushroom caps, their limbs are slightly elongated for better reach, despite this they seem to be well balanced. A Matango may shed their mushroom like head for one more adapt to where they live once in their lifetime when maturing into an adult, it is very painful to do so most return to the place they were born to go through the maturing process. The Matango have a shimmery skin because of the natural dust that they produce on their skin, most Matango have pale human skin on the humanoid part of them. As dancers and chefs they have slightly muscular legs and arms slightly more than your average person, ones that are more active than others typically have a beautiful shine at night in the moonlight from the dust they produce and might even attract fireflies for a beautiful scene. \columnbreak
****Ability Score Increase.**** Your Charisma score increases by 1. **A Mushy Performance.** You have proficiency in Performance. *A Schroomy Dinner *** You have proficiency with cooking utilities and when you prepare something, you can roll 1d4 to let it have a specific ability, and this only will last to the end of the next combat. This feature can be used once a long rest. - Gain 1d4 additional hp. - You will do +2 more damage. - You will gain +1 AC. - Your speed increases by 5.
**Alignment.** Being a lively bunch, who would do nothing then cook, dance and sing all day. They hate fighting and think it's not necessary because being friends with each other is more meaning full. Lawful/good
\pagebreakNum
## Mandragora Lusan The Mandragora are a species themselves taking the roles of scouts. Whom are adapt in stealth, they naturally blend into the forests often you can walk past them and never notice, they adapt their looks to whichever forest they are residing in. They are often sage like moving very little adding to the confusion if they are living being or a tree like the surrounding area. The Mandragora are a medium sized being but regardless blend into the forests around them, many animals hitch rides with them some even make nests in their hair, they make quick friends with local wild life which help them collect saplings and tree dropping like fruit which they stash away hidden from the outside view with a backpack made out of bark or leaves. They typically have a shy composition as such many find them cute or adorable when they do notice them. The ones that would leave the group, would rather live as hermits because, their social skills are not really that good. The ones that are willing to live under other races would keep their roles as scouts. \columnbreak
**Ability Score Increase.** Your Dexterity score increases by 1. **Silent Nature.** You have proficiency in Stealth. **Camouflage.** You will have advantage with stealth in forest areas. **Barken Bag.** You can create a single-use barken backpack. When this backpack is destroyed you can make a new one. **Alignment.** Being a shy beings who keep hidden from other races. But when their own kind or friends is in danger they will try their best to keep them safe Lawful/Neutral
\pagebreakNum
## Alraune Lusan Alraune Lusan hold their head up high, striding elegantly as they go, they have a confident aura seemingly around them, many young Lucan in particular admire the way they seemingly take command of your attention and their graceful movements. Alraune generally have natural armour growing over the important parts of their body that are resistant to damage yet flexable that can extend to cover their entire body, the leaves also have barbs that can activate by will making for a painful experience. Alraune hair is typically grown out long as the longer it gets is seen as wisdom and excellent fighters however longer hair also means more flowers can grow in it, the rarer the flower the more respected that fighter is seen as. Many take pride in their looks and spend hours keeping their leaves healthy and clean, many have a beautiful soft shine to them because of this. Being capable of wrapping their enemies with their vines that they have hidden away in their bodies. Using their poison ivy leaves to protect themselves from being harmed by the bare hand. Besides being warriors or guards they also enjoy teaching the Lusan sprouts many things. From learning to handle a weapon to basic math. If they left the group, they certainly will join the army or becoming a teacher. Alternatively, even start their own school if there is none in the town, village or even a part in a city. \columnbreak
**Ability Score Increase.** Your Strength score increases by 1 **Wrapping Vines** You can use your vines to wrap them around the enemy. Deal 1d6 damage, the enemy must roll a 13 DC strength saving throw. On a fail, the enemy is grappled with it needs to roll a DC 10 Strength saving escape. **Poison Ivy** When using a Unarmed Strike on the Alraune Lusan. They need to roll a DC 10 Con saving throw otherwise you will get disadvantage on your next attack. **Alignment.** Being a smart proud but kind-heartened creatures you won’t let anybody hurt your family or friends Lawful/Neutral.
\pagebreakNum
## Dullahan It was a dark and stormy night, the wind howling ominously through the night air. Lightning illuminating the skies highlighting a striking figure, that of a headless suit of moving armour holding what seems to be a head with haunting red eye between its arm and chest. Having been placed down on a large tree stump, the head let's out a strong battle cry as the suit of armour draws its greatsword from the sheath on its back. The battle cry emanates throughout the area, frightening and aggravating the pack of goblins nearby and gaining their attention. Running at the goblins, the figure launches itself at them, arcing its sword overhead, crashing into the middle of the herd of goblins and instantly slicing one down the middle.. As the figure lands the remaining goblins attack the figure as they recover from the landing, with the attacks barely making a scratch on the armoured figure. Having recovered from the jump, the figure pulls its sword from the ground with a fluid motion, sweeping its blade from left to right, attacking the nearest goblin with a wide grin on their face. The sword cuts off the goblins head in one sweep. Seeing the blood flying around enthralls the figure, as the goblins become angry and start stabbing the creature more viciously. However, the daggers and arrows bounce off the armour of the figure harmlessly. Pouncing on the next closest goblin and breaking its neck like a twig, the large headless man looks around briefl. Having chosen its next target, the figure lets out a chilling laugh as the remaining goblins let out a cry and try to attack the figure once more, yet it starts to dodge, making most of the attacks pass by harmlessly. The figure grabs two of the closest goblins by the heads, smashes them into each other and discards them to the side. The goblins, realizing they are \columnbreak
severely underpowered, sound the call for retreat. However, as they start running the large creature grabs a nearby log and, as the gods of luck seem to favor this enraged figure, it seemingly rips the large log out from the ground and hurls it on its side towards the leftover goblins, instantly crushing the one it first impacted with and trapping the other remaining goblins, effectively cutting off their only remaining escape route. The few goblins left are shaking in paralyzing fear from this feat, as the figure turns to them and walks over slowly. The goblins, having abandoned all hope of escaping, charge at the figure in a last act of defiance, yet the figure catches them as they attack and smashes them face down into the ground, knocking them out one by one. He picks up his sword again, and quickly but ruthlessly finishes them off. After cleaning the blood off his sword on one of the bodies, the figure turns around, grabs his head from the stump, and walks away as if nothing ever happened. ### Heading Ahead What happens when a necromancer fudges up critically, a deity is bored and the subject of the resurrection is ancient and has strong beliefs in another deity? Apparently, an entirely new being. Ancient warriors of the past, strong in their belief in the deities of war, marching forwards on many civilizations with their steeds. Laid to rest with their mounts immaculately preserved, a novice Necromancer seeking to build an army attempted to resurrect them. However, their will being still powerful, and the Necromancer’s skill being dramatically underdeveloped, the resurrection created something far worse: waiting to bestow chaos into the world K'os, the god of Death, Evil and Chaos and hoping to fix things Axaris, the goddess of Life and Light who had been keeping an eye on them, intervened at the same time. Their clashing energies blessed and cursed the ancient warriors, who lost some of their personality no longer worshipping the deities as devoutly as they did and focused on proving themselves in battle, they have no hard moral compass and will work as bandits just for the thrill of the fight now. As in life before, many have an obsession with their mounts. If deprived of one, they will actively seek out a mount or animal companion as they lack one upon resurrection and many had bonded with their mounts before dying. \pagebreakNum ### Lust for battle Dullahan are unempathic beings needing little to no interaction with other beings. Preferring a nomadic lifestyle away from the constraints of society they search for foes to fight against, preferring battle over mortal day-to-day business. Dullahan frequent colosseums as they are almost magnetically drawn to them. In the past these warriors preferred to kill, yet now many just seek the thrill of battle and decide killing only if it comes down to it. ### Dullahan Names After being resurrected, the Dullahan decided to keep their old names. Some even change it to forget their past lives and start anew. **Male Names:** Burro'khar, Rhy'ryon, Pugan, Khatrax, Devlax, Barbamus, Nemerolath. **Female Names:** Sehk'lith, Mabise, Ekilix, Pergeress, Ophuroush, Ski'lith, Dyliz. ### Dullahan Racial Traits **Ability Score Increase.** Your Constitution score increases by 2, and either your Strength or Wisdom score increases by 1. **Age.** Since Duhallan aren’t actually ‘alive’ in the traditional sense, they don’t age. The only way they can die is by disease, an accident or being killed in battle. **Alignment.** Duhallan are inclined towards a lawful worldview, as most of their more frivolous aspects have been cleansed in the resurrection. They lean towards neutrality, but their thirst for battle often forces them to walk a more evil path. **Speed.** Your base walking speed is 30 feet. **Size.** Your size counts as Medium, yet your specific sizes differ from what race you were in your previous life. **Resurrected state** You have two creature types: humanoid and undead. You can be affected by a game effect if it works on either of your creature types. **Axaris’ Blessing.** The positive energies present in your resurrection have made you different than typical creatures having come back from the Great Beyond. You have advantage on saving throws against all spells or abilities specifically targeting undead creatures, and do not trigger Undead or fiendish detection of undead creatures, such as the Detect Evil and Good spell or Divine Sense ability. **Headless Haunt.** You can choose two of these three skills to be proficient with: Animal Handling, Intimidation, Athletics. **Ever Lasting Steed.** You can summon an ethereal Riding Horse for a duration of 8 hours to help you travel long distances. This feature is only usable outside of combat. If during this time you engage in combat, the horse will vanish into thin air. **War Cry.** You yell out a loud and violent battle cry in your mother tongue. All enemies in a 20-feet radius need to roll a DC 11 Constitution saving throw. On a fail, they are frightened of you for 1 round. This feature can be used once a short rest. **Language.** You can speak, read, and write Common, and the language(s) of the race you were before you died.
\pagebreakNum
## Shinigami In a dimly lit room by the street lights outside a slightly chilling mist with the feeling of death warms over rolls in as a black-cloaked figure with glowing green eyes ominously appears from the window; the residents sound asleep and crows cawing outside as time seems to stop in front of the house. The figure silently raises their scythe using the back of it, tapping the forehead of an older adult as they do the person light breathing stops, a small green light illuminates around the scythe. The lantern is hidden from view until now, ignites an ominous green fire. ### Soul Harvesting Shinigamis are also known as Grimm reapers are a competitive race collecting souls for their god/s to empower their god in exchange the souls they successfully manage to give the eternal youth, if a soul is not delivered within a few months they start rapidly aging to meet the age they are. Shinigamis have a section in the underworld where fallen ones slowly regenerate many acquire amnesia of the adventures they have had in the past. A shinigami may reacquire their memories should they bring in lots of souls for their god but never of their death. Many Shinigami prefer isolation from other Shinigami but are okay with any other being in the company so that they may collect the souls of their companions quickly. They tend to lead an adventurous lifestyle on the mortal planes collecting souls from all sorts of locations but can travel between all realms. When they die, their bodies will burn up in flames. Their souls would return the underworld. It will take a few years for their bodies to reform themselves, or maybe they regain a whole new body. \columnbreak
### Reaper Society The first few Shinigamis were born due to the Death domain deities needed to have a more natural way to ferry the souls to the underworld. The Shinigami live in the underworld in an isolated society and have a few temples where they converge a couple of times a day to pay respect to the gods they worship. When a Shinigami comes to age, they will are sent to the Spectral Academy, where they will learn the skills necessary to become a fine Shinigami. When a Shinigami dies, they will burst into flames, and their souls go back to the underworld, where they regenerate an infant's body starting anew. This process takes a year as they regenerate. They lose all memories of their past lives, leaving only a foreboding feeling of something missing; they don't always get reborn it depending on the god/goddess that individual worships. New Shinigamis are born from a soul collected from the dead that its parent's harvest. Shinigami aims for strong souls to use for creating a new Shinigami, the stronger the soul used, the stronger the offspring will be; however, this can only be done if a pact with their god is made allowing them to. If the deity does allow the male to consume the chosen soul and during intercourse, it mutates, creating a new soul using the essence of the parents as a base. When done, the mail then transfers it to their soul container where the new soul slowly forms a baby; sometimes, the deities may intervene and create twins surprising the parents if they have served them well. ### Shinigami Names After a month or two, the soul is put in their container. The name of the soul will appear under the container. A pink soul is a girl and a red soul; it is a boy. **Male Names:** Hikitoya, Komamatsu, Iwamano, Koyoshi, Misato, Nariyashi, Kuruka, Ararada, Saiomiya, Tsuraishi, Kadayu, Kidani Osagi, Ikkamadani, Kotsuse, Benko. **Female Names:** Aishita, Masazato, Ogashi, Harukaga, Sasasato, Shikiri, Kirame, Hitsuchi, Hinasaki, Karino, Okibune, Saiojishi, Wakatsami, Moriba, Hikaga, Tazumi. \pagebreakNum ### Shinigami Racial Traits **Ability Score Increase.** Your Dexterity score increases by 2, and either your Charisma or Intelligence score increases by 1. **Age.** Shinigamis are immortal unless they don't bring in enough souls to make their god happy. **Alignment.** Because they worship various gods of death, the Shinigami can lean towards any alignment, depending on the god they worship, they might lean towards their god's alignment. **Speed.** Your base walking speed is 30 feet. **Size.** You are the same size as the Humans. Your size counts as Medium. **Reaper skill** You can choose two of these three skills to be proficient with Stealth, Arcana, Athletics. Deception. **Spiritual insight.** You can see the souls of people on their death beds or people who are dying soon. **Reaping Chaos.** You have proficiency in Scythes. **Reapers Weapon.** You will receive a Scythe at the beginning of the campaign, and this weapon can't be destroyed. And the item is locked to them no other can use it, and it summons itself back to them if lost or stolen. And when hit with this weapon the enemy must roll a DC 13 Con Saving Throw on a fail; they take 1d6 necrotic damage. **Reapers Flight.** Black miasma/smoke starts spreading from the base of their spine in an elongated triangle slowly transforming into long black feathered wings. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor. **Languages.** You can speak, read, and write Common, Abyssal.
\pagebreakNum
## Vampire The blood moon high into the sky, the lands deadly silent as bats swarm in the jungles hungrily eyeing the grounds, looking for something. Spotting a small group of adventures, the bats conform into a tight group morphing into a human-like figure, which drops out of the sky into the middle of the group. The group immediately drawing their weapons and jumping back, the character charging at the closest adventurer, dodging past their sword flipping them over and pinning them to the ground lowering themselves to their neck with a smirk, the figure sinks their elongated fangs into the adventurers' neck who elects a short moan into the night sky as a tiny bit blood drips from where the figure bit into. The other adventures snapped out of their freight and attack the now identified figure as a vampire with their weapons aiming for its heart. Content from the amount of blood received from the adventurer; the shadowy figure jumps off the adventurer and waves good-bye before disappearing into the night sky. \columnbreak
### Crimson Court With humans being too abundant, vampires were introduced; over time, they learned to adapt to humans hiding among them to prevent being hunted. Vampires started breeding with humans eventually, which created new forms of vampires, realizing this; they created a hierarchy, the originals being pureblood at the top with very few remaining, followed by nobles, which have been extremely little diluted blood, next to the commons which have mutated to be mostly human then the human turned vampires. The crimson councils consist of the eldest of each rank, and then the strongest of each group and a chosen one of each group, the leader is determined by a series of trials to test strength and intelligence every decade. ### Crimson Law They are sensitive to the sun and are active during the night; sunlight only hurts their eyes and does not cause them any physical damage though it reduces their power. When killed, vampires will turn into ash. However, Purebloods are an exception, as when they die, they instead shatter into shards of stain glass. The most effective way to kill any vampire is to cut off their head or injuring their heart using a Silver weapon or soaked in holy water. Blood tables and blood juice boxes are usually enough to quench their thirst, but feeding off a living being gives an absolute thrill. Pureblood & noble vampires feeding on victim sends a pleasurable signal to them, lower-ranking ones can be painful while feeding, the lower the ranking, the harder time controlling their blood-lust Vampires change leaders every decade, or upon the death of the current one, Most Vampires live hidden among the human civilizations using blood bags/tablets to survive. They generally spread out withing the different cultures, keeping low numbers in the races. Vampires enjoy the night and take jobs typically at night; some use this time to hunt \pagebreakNum through most hunt wild animals to avoid a vampire hunt. The Crimson council sends the vampires on missions varying on the strength and class of the vampires, Purebloods usually get the hardest, and Ex-humans the scraps or are assigned as minions. Each Pureblood and Noble vampires are generally set a lifelong mission to achieve in addition to this. ### Vampire Names. When born, the parents will generally give the offspring their names. As for races that will be turned by a pureblood, they will provide them with their name. **Male Names:** Athan, Alaric, Blade, Cassius, Damien, Drake, Kieran, Lazarus, Luther, Orpheus, Raul, Rodolfo, Serafino, Silas, Vladamir. **Female Names:** Amber, Ambrosia, Amadis, Celeste, Dawn, Drusilla, Elisabeta, Katherine, Lenora, Lilith, Lucinda, Jezebel Thana, Victoria.
### Vampire Racial Traits **Ability Score Increase.** Your Strength score increases by 2, and either your Dexterity or Charisma score increases by 1. **Age.** Vampires are immortal, but they can be killed. **Alignment.** They have an evil nature, they follow their laws out of necessity but don't give anything about any other rules, or everyone they are only lawful is to their kind. **Speed.** Your base walking speed is 30 feet. **Size.** It all depends on what race you have been born at or turned. Your size can differ between race. Your size is meduim. **Superior Darkvision.** Your darkvision has a range of 120 feet. **Sunlight Sensitivity.** While in sunlight, the Vampire has a disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. **Vampirism abilities.** You can choose two of these three skills to be proficient with Acrobatics, Persuasion, Athletics. Deception. **Blood Drain.** You can suck blood from a grappled opponent. The enemy must make a DC 13 Strength saving throw. On a fail, the enemy is pinned down, and you drains blood, dealing 1d4 points of damage. You will gain five hit points or gains five temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full standard hit points.) This feature will be only be used once a short rest. **Shapechanger.** You can take the forms of rats, bats, and wolves equal to your level once a long rest. **Thermal Vision.** Grants the ability to see living beings (anything that breathes) under any condition. **Languages.** You can speak, read, and write Common and the language(s) of the race you were turned.
\pagebreakNum
## Ix-xitan What a terrible day thought a young-looking woman with bright blue horns and a tail.
Flashback
It was evening, and the young women stumbled into a middle-aged woman with medium bright green-horns in an abandoned cathedral. "Oh, what trash doing around this part of town? Didn't you sense there was a better Ix-xitan here then a pathetic thing like you?" The young girl curls her lip a bit holding back a sneer as the older women learn towards her "Get out of here you worthless trash." the young girl clenches her fists and flees
Flashback end
"Stupid hag." the young girl murmurers to herself as she spots some goblins she grins. Seeing a couple of buckets, she grabs them and fills them with water sneaking up on the trolls she dunks the water-filled buckets over their heads high tailing it out of there \columnbreak
out of sight of them before laughing as she watches the goblins faces. Seeing their anger, then confusion amused her before deciding to continue to her next victims to left her mood ### A Fiendish Origin Commonly referred to as Demons, Ix-xitan is the embodiment of the negative emotions festering from the mortal realm fused with the elements. Born from the flames of their elements and the negativity Ix-xitan enjoy creating new chaos too, in turn, generate more Ix-xitan. Ix-xitan slowly developed over hundreds of years of festering negative energies infusing themselves with the flames. The first few were fire-based Ix-xitan, but soon, other elements began emerging born from magic flames infused with the elements. Ix-xitan horns and tails show their rank, the higher position they are, the darker their horns are, the elements they were born under also influence the color of them. The Higher ranked Ix-xitan can hide their horns and tail with magic. ### Chaos Time Ix-xitan take jobs that generally add to the chaos, generally, thieves, mercenaries, illusionists or sales reps, Ix-xitan enjoy throwing parties and being tricksters, some join random jobs just to ruin them from the inside. Many times the parties they throw become wild and uncontrollable even if it's a tea party despite usually being insanely fun to attend. \pagebreakNum ### Ix-xitan Names When a Demon is born with his element. He will already have a name. It's chosen before he or she was born. **Male Names:** Gilth, Ges,Zos, Kaltil, Frobol, Tezor, Odtul, Zalovu, Ayazust, Koyevas, **Female Names:** Raiva, Fewu, Taiwash, Denu, Dine, Larunzi, Ranusnet, Fiwutzo, Dimurly, Suguvres, ### Ix-xitan Racial Traits **Ability Score Increase.** Your Intelligence score increases by 2, and either your Dexterity or Strenght score increases by 1. **Age.** Your live span is the same as the elves; You live up to 100-750 years old. **Alignment.** The Ix-xitan are Chaotic in nature spreading chaos wherever they go for their personal amusement, purposely breaking as many laws of the mortal realms as they can **Speed.** Your base walking speed is 30 feet. **Size.** You are the same size as the Humans. Your size counts as Medium. **A Seducing Illusion.** You can choose one of these three skills to be proficient with Deception, Arcana, Persuasion. **Ranking** You only have one subclass, you will rank up three times. Gaining abilities for each rank. **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.
\pagebreakNum
## Lesser Ix-xitan Lesser Ix-xitan is usually bold and openly causes chaos living nomadically in order not to get caught; some live in small groups no more than 5 other lesser Ix-xitan in the group though as many other races as there want to be. Lesser Ix-xitan camp out in the abandoned building or hard to reach places when alone or in tiny groups. They are viewed as expendable and are often treated terribly by everyone, notably including higher-ranked Ix-xitan. Lesser Ix-xitan attempts to avoid higher ranking Ix-xitan preferred grounds if they do enter one of their territories, they stick to small things and try to go relatively unnoticed. Lesser Ix-xitan enjoys egging and TPing houses, along with painting houses with vibrant multi-colors of paint, their also the type to douse you in water or trip you while carrying food or beverages, things that are usually harmless. \columnbreak
**Havoc Elements.** Related to the type of demon you are, you can choose a cantrip from the element you are: | Element | Second Element | |:---:|:-----------:| | **Fire** | **Lightning** | | **Water** | **Ice** | | **Earth** | **Plant** | | **Wind** | **Sound** | | **Necrotic** | **Foce** |
Ix-xitan is incapable of using opposing elements. **Elemental Resistance.** If a creature or an object has resistance to an elemental type you have chosen, damage of that type is halved against it. If an animal or an object has vulnerability to the element, you are weak against the damage is doubled. **Hovering.** Because of your small wings, you can hover for 1 round. \pagebreakNum
## Greater Ix-xitan Greater Ix-xitan is usually bold and openly causes chaos living nomadically to spread the mess around; the higher demons somewhat respect them, however, still mostly treat them terribly, they form packs more than three beings usually total to make it easier to run away after causing chaos. They don't care if they injure themselves or others so long as it causes confusion around them. They can be incredibly petty in their actions, pissing one-off may have you having bad luck for months on end. Anything from paint being dropped on you to classic anvils trying to be lost on you or you walking under ladders or breaking mirrors or always feeling cold. \columnbreak
**Greater rank.** At level 5, you will be upgraded to a Greater Ix-xitan. Some abilities are also developed. **Greater Elemental Resistance.** If a creature or an object has resistance to an elemental type you have chosen, the enemies roll disadvantage the damage of that type is halved against it. If a creature or an object has vulnerability to the element you are weak against, the enemies must roll disadvantage still on fail, the damage is doubled. **Smooth Talker** You gain an extra ability point into Charisma. **Flutter.** Your wings are more developed allowing you to stay airborne longer; you may hover slightly higher and for an extended turn. \pagebreakNum
## Elder Ix-xitan Elder Ix-xitan Elder Ix-xitan is subtle, blending in and causing chaos, they have preferred grounds, they are also very territorial, and if they find anther demon in their lands won't hesitate to slaughter them. Elder Ix-xitan has been known to induce plagues to create chaos, they have little to no morality, often relishing in the pain and suffering of others. Elder Ix-xitan treats everyone they can get away with like dirt beneath their shoes unless they are trying to get something. Elder Ix-xitan gets bored quickly, so if your town has a lot of deaths or odd things happening, that's a good indicator that an Elder Ix-xitan is around. \columnbreak
**Elder Rank** At level 10, you will be upgraded to an Elder Ix-xitan. Some abilities are also developed. **Elemental Immunity.** You are immune to damage of your chosen element, so you don't take damage from that type of injury. **Flight.** Your wings have fully grown. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor. **Chaos Elements.** You become one with your element, depending on what you are it varies: | Tyoe | Added Bonus | |:---:|:-----------:| | **Fire** | The blistering heat evaporates the water around you scalding, and every enemy within 5ft needs to make a DC con saving throw and take 1d6 damage on a fail the enemy will receive half of the damage. | | **Water** | You can fuse your self with lakes and rivers. Your swimming speed increases by 5. And you don't have to breathe underwater | | **Earth** |You many react to an enemy attack by becoming one with the earth surrounding you enabling you to control the roots around you grappling with them for 1d4 They need to make a DC 12 dex saving throw str or higher to avoid this. | | **Wind** | One with the wind, your flying speed increases with 5. And you can make mini tornados that will deal 1d4 damage range 60ft. | | **Necrotic** | You can merge with the shadows. You gain proficensy with Stealth. You can throw Shadow darts the enemy must make a DC 12 dex saving throw and take 1d6 damage on a fail the enemy will take half of the damage.| \pagebreakNum
## Succubus/Incubus \pagebreakNum \pagebreakNum
## Vixsume \pagebreakNum \pagebreakNum
## Desert Vixsume \pagebreakNum
## Dawn Vixsume \pagebreakNum
## shadow Vixsume \pagebreakNum
## Yuuki Vixsume \pagebreakNum
## Aingeal \pagebreakNum \pagebreakNum
## Leser Aingeal \pagebreakNum
## Greater Aingeal \pagebreakNum
## Holy Aingeal \pagebreakNum
## Fallen Aingeal \pagebreakNum
## Bunbun \pagebreakNum '
'
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