Additonal Races, Subraces, and racial feats.

by RangerDman

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Additonal Player Races

Awakened Beast

You are a beast or direct descendant of a beast that was awakened by arcane or divine magic and has been gifted sentience.

With specially crafted armor, a sword grasped in your teeth and shield strapped to your back you make just as fine as any soldier or perhaps a spectral mage hand holding a spell casting focus for use in the arcane arts is more your style.

Awakened Beast Traits

Your animal form, advanced mind, and innate magic means that your beast character stradles the realm of the civilized and the wild.

Ability Score Increase. Your Intelligence or Wisdom score increases by 1.

Age. Due to the magic flowing that flows through your body awakened animals tend to live at least twice as long as the average beast.

Alignment. The love of the wild and freedoms tend to leave a chaotic streak in most beasts. The natural distrust of humanoids and solitary lifestyle of most wild beasts leads to a general sense of neutrality, but personal experience may lead a beast down the path of good or evil.

Size. Beasts vary greatly in size in the natural world and the magic further compounds the size differential. An awakened squirrel can be roughly the size of a small wolf and an awakened grizzly bear can be the size of a koala bear. In general an awakend beast is size small if it originally was small or tiny, and your size is medium if your original size was medium or larger.

Speed. Your base walking speed is 30 feet.

Beast. Your creature type is beast, rather than humanoid.

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

Keen Senses. You have proficiency in the Perception skill.

Natural Weapons. You have deadly antlers, beaks, hooves, claws, talons, or teeth that are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning, slashing or piercing damage equal to 1d4 + your Strength or dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Awakened Magic. You know the Mage Hand cantrip and can use it to take any action a normal hand could make. You also learn the speak with animals spell and can cast it at will without expending a spell slot. You choose either Intelligence or Wisdom as your spellcasting ability for these spells.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Languages. You can speak, read, and write Common.

Subrace. Beasts come in all shapes and sizes choose one of the subraces below.

Apex Hunter Beast

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

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

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

Athletic. You have proficiency in the Athletics skill.

Aquatic Beast

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

Amphibious. You can breathe air and water.

Aquatic Nature. You have a swim speed of 60 feet and have advantage on Athletics (Strength) checks that revolve water or swimming.

Aquatic Magic. You know the shape water cantrip and can cast Create or Destroy water at 1st level at will.

Aviary Beast

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

Flight. You have a flying speed equal to your walking speed.

Flyby. You don't provoke opportunity attacks when you fly out of an enemy's reach.

Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.

Domesticated Beast

Ability Score Increase. Your Charisma score increases by 1 and one other score of your choice increases by 1.

Extra Language. You can speak, read, and write one extra language of your choice.

Charming. You have proficiency in the Deception, Persuasion or Performance skill.

Man's best friend. You learn the friends cantrip or gain proficiency in the Insight skill.

Pack Hunter Beast

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

Alpha. Allies have advantage on melee attacks made against any hostile creature within 5 feet of you provided you are not incapacitated.

Natural Tracker. You have proficiency in the Survival skill..

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Stealth Hunter Beast

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

Pounce. When you use at least half your movement speed straight toward a creature and then hit it with a melee attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, you can make one natural weapons attack against it as a bonus action.

Stealthy. You have proficiency in the Stealth skill.

Superior Darkvision. Your darkvision has a radius of 120 feet.

Swift Beast

Ability Score Increase. Your Dexterity score increases by 2.

Acrobatic. You have proficiency in the Acrobatics skill.

Charge. If you use at least half your movement speed straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 1d6 damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Swift. Your base walking speed is 35 feet and attacks of opporunity are made at disadvantage against you.

Dryad

Dryads are fey nature spirits that live in forests and defened the natural world.

Dryad Traits

Your dryad character has the following racial traits.

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

Age. Dryads tend to live for centuries.

Alignment. Most dryad's favor neutrality preferring the isolation of the forest, but more often than not lean towards the sign of good.

Size. Dryads tend to be taller and more lithe than the average humanoid, standing between 6 and 7 feet tall and usually weighing between 150 to 200 pounds at most. Your size is Medium

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey. Your creature type is fey, rather than humanoid.

Innate Spellcasting. You know the druidcraft cantrip. When you reach 3rd level, you can cast either the entangle or goodberry spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast either the Barkskin or Pass without Trace spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

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

Languages. You can speak, read, and write Common, Elvish, and Sylvan.

Spheroid Constructs Race

The Spheroid race is a new and mostly unknown one. The sphere people came into being when an Arch-Mage experimenting with his ascent into lichdom, offered peasants a taste of immortality in exchange for their labor. Any peasants that agreed to these terms, would have their soul transfered to an expiremental magic gem that powers and controls a spherical construct. These constructs became indentured servants for the Arch-Mage for a period of 50-100 years. The sphere constructs have the ability to summon a spectral holographic body of the soul that inhabits it and can function similarly to a normal body.

After untold years of amassing a small army of Sphere workers, the Arch-Mage was defeated by a band of adventurers, leaving behind hundreds of thousands of newly freed sphere people to discover their place in the world.

Spheroid Traits

Your Spheroid character has the following traits. Consider how these traits reflects the purpose for which your character was built.

Ability Score Increase. Your Constitution score increases by 1, your dexterity score increases by 1 and one other score increases by 1.

Age. Due to their recent appearance, the average Spheroid lifespan remains a mystery; so far, Spheroid typically do not show signs of deterioration due to age, but it is not uncommon for older models inner phylactery to become damaged or unstable. You are immune to magical aging effects.

Alignment. All Spheroids have free will and as such have unique predispotions toward their own alignment.

Size. Your sphere form is small, but while your spectral body is out your size is medium.

Speed. Your base walking speed is 30 feet.

Spectral Resilience. Your spectral body and construct sphere form grant you the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don’t need to sleep, and magic can’t put you to sleep.
  • You have advantage on saving throws against being blinded and have a blind-sight with a radius of 5 feet.

Trance. Spheroids don’t need to sleep. Instead, their spirit rests deeply,remaining semiconscious, for 4 hours a day. (The Common word for this rest is “trance.”) While resting, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Spheroid Form. You can drop your spectral form and assume your sphere form as an action. Until you resume your spectral form, you gain a +2 bonus to AC, your size becomes small, and your movement speed increases by 10 feet. Any equipment you are carrying is stored inside the sphere while you are in this form.

While in your sphere form, you have disadvantage on Wisdom (perception) checks and can not see past a 30 feet radius, you can’t cast spells or make attacks with a range further than 5 feet (except for mage hand), and have disadvantage on attack rolls made while in this state. You can use your bonus action to resume your spectral form.

Languages. You can speak, read, and write Common.

In addition to these racial abilities, choose one of the two features below:

Spectral Copy. You can scan any armor or weapons you are proficient in within 5 feet of you, and can make a spectral copy of them that are then always equipped to your spectral body. While you live, your spectral armor or weapons can’t be removed from your body against your will. You can only have 1 spectral armor and 2 spectral weapons at any time.

Spectral Form Magic. you know the Mage Hand cantrip. When you reach 3rd level, you can cast the Shield spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Mirror Image spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Thri-kreen

Thri-keen are mysterious insect like humanoids with four limbs.

Thri-kreen Traits

Your Thri-kreen character has the following racial traits.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Thri-kreen don't tend to live very long, rarely making it past the age of 50.

Alignment. Almost all Thri-kreen embrace a true neutral alignment, avoiding most other people as a result.

Size. Thri-kreen height and weight vary on their function in their society with common thri-kreen avering around 5-6 feet and warrior thri-kreen often being of 7-8 feet tall. Your size is Medium

Speed. Your base walking speed is 30 feet.

Insectoid Carapace. You gain a +1 bonus to Armor Class and while you are not wearing any armor, your Armor Class equals 12 + your Dexterity modifier or your Constitution modifier. You can use a shield and still gain this benefit.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Natural Camouflage. As an action, you can change the color of your carapace to match the color and texture of your surroundings for 10 minutes. For the duration of this ability, you have advantage on Dexterity (Stealth) checks made to hide. Once you use this trait, you can’t use it again until you finish a short or long rest.

Sleepless. You don’t require sleep and can rest while remaining alert and performing light tasks.

Languages. You can speak, read, and write Common, and Thri-kreen.

Subrace. Choose from either the Psionic or Warrior subrace in the subrace section below.

Tlincalli

Tlincalli or "Scorpion-Folk" as they are colloquially known are like centaurs if centaurs were half giant scorpion and have scorpion person.

Tlincalli Traits

Your Tlincalli character has the following racial traits.

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

Age. Most Scorpion Folk don't live past twenty.

Alignment. Scorpion folk tend to be right bastards and as such lean towards evil, thankfully their isolationist nature leads to neutral stance.

Size. Tlincalli stand between 6 to 8 feet tall, with their lower scorpion bodies reaching about 4 to 6 feet from base to tail. Your size is Medium.

Speed. Your base walking speed is 40 feet.

Insectoid Carapace. You gain a +1 bonus to Armor Class and while you are not wearing any armor, your Armor Class equals 12 + your Dexterity modifier or your Constitution modifier. You can use a shield and still gain this benefit.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

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

In addition, any climb that requires hands and feet is especially difficult for you because of your arachnid legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Stinger strike. As an action, you can make one attack with your stinger against a single target. It deals 1d6 piercing damage and the target must succeed on a DC 14 Constitution saving throw. On a failure the target takes 3d4 poison damage and is paralyzed until the end of your next turn; on a succesful save the target takes half poison damage and is not paralyzed.

Survivor. You gain proficiency in one of the following skills of your choice: Intimidation, Perception, Stealth, or Survival.

Languages. You can speak, read, and write Common, and Tlincalli.

Variant Kobolds

Your Kobold has the following racial traits.

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

Age. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.

Alignment. Kobolds are seen as selfish, with many judging them as evil, but their perceived reliance on the strength of their group makes many assume they trend toward law. In reality the alignment depends on the individual.

Size. Kobolds are anywhere between 1 and 4 feet tall and weigh between 20 and 50 pounds. Your size is Small.

Speed. Your base walking speed is 35 feet.

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

Taunt, Distract, and Annoy. As a bonus action on your turn, you can harass and iratate nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

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

Languages. You can speak, read, and write Common and Draconic.

Additional Player Subraces

Draco-Blood Kobold Subrace

In stark contrast to their underground kin, Draco-Blood Kobolds are much more in tune with their drconic heritage. Often they carry themselves with an air of superiority over other small folk and even taller humanoid and monsters, in the particularly bold. Draco-blooded Kobolds also have greater number of winged urds and spellcasters due to the stronger dragon blood running through their veins.

If your DM allows it, your kobold character can forgo darkvision/sunlight sensitivity to instead take the Draco-blood magic trait.

Draco-Blood Traits

Dragon Blood Magic. You have special draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. The spells you learn are determined by the dragon type, as shown in the table.

Draconic Ancestry
Dragon Type Damage Type Cantrip
Black Acid Acid Splash
Blue Lightning Shocking Grasp
Brass Fire Firebolt
Bronze Lightning Shocking Grasp
Copper Acid Acid Splash
Gold Fire Firebolt
Green Poison Poison Spray
Red Fire Firebolt
Silver Cold Frostbite
White Cold Ray of Frost

You gain a damage resistance to an element and a cantrip based on your chosen draconic ancestor. When you reach 3rd level, you can cast the Dragon's Breath spell at 2nd level (the damage type must be of your draconic ancestor), once with this trait and regain the ability to do so when you finish a long rest. Charisma or Intelligence is your spellcasting ability for these spells.

Lightning Genasi Subrace

The rumble of thunder and flicker of lightning, bring a smile to your face. You tend to come in loud and vibrant, but have a tendency to leave suddenly, without notice like a living storm.

Lightning genasi (often called "storm" genasi) are considred the rarest of all the genasi. Storm genasi often have wild streaks of yellow or blue in their hair that stands on end, perpetually statically charged. A casual brisk walk to them might be considered a speedy jog to most people and at full sprint they might appear as no more than a blur with a fading trail of light. Their skin often is of a light yellow or blue tint and can crackle with visibly radiating electricity during times of stress. Their eyes are flickering and intense, often bright enough to appear like neon in the dark and when they speak, their voice can come out in a rapid fire burst of full sentences crashing against the ears, or a single booming and thunderous shout of intensity.

Lightning Genasi Traits

Ability Score Increase. Your Dexterity score increases by 1.

Gone in a Flash. Your base walking speed is 35 feet and attacks of opportunity are made at disadvantage against you.

Storm Bringer. You know either the Shocking Grasp or Thunderclap cantrip. Once you reach 3rd level, you can cast the Thunderwave spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Storm Resistance. You have resistance against Lightning and Thunder damage.

Ice Genasi Subrace

Insert Mr.Freeze icepuns here.

Ice Genasi Traits

Ability Score Increase. Your Constitution score increases by 1.

Cold Resistance. You have resistance against Cold damage.

Icy Acclimation. You have a climbing speed of 30 feet and icy conditions do need impeed your movement or sight.

Cold Fury. You know either the Frostbite or Ray of Frost cantrip. Once you reach 3rd level, you can cast either the Armor of Agathys or Ice Knife spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. When you reach 5th level, you can cast the Snilloc’s Snowball Swarm spell at 2nd level, once with this trait and regain the ability to do so when you finish a long rest.

Constitution is your spellcasting ability for these spells.

More Half-Elf Subraces

The following are some additional half elf subraces.

Eladrin Half-Elf Traits

Some half-elves have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on your elf parentage.

Fey Step. You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest.

Alternativley, you can choose to gain the Eladrin, "Elf Weapon Training" or Seasonal "Fey Step" ability.

Shadar-kai Half-Elf Traits

Some half-elves have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on your elf parentage.

Necrotic Resistance. You have resistance to necrotic damage.

Alternativley, you can choose to gain the Shdar-kai, "Blessing of the Raven Queen" ability.

Thri-kreen Subraces

The following are thri-kreen subraces.

Psionic thri-kreen Traits

Ability Score Increase. Your Wisdom score increases by 1.

Psionic Shield of the Mind. You have advantage on saving throws against the charmed and frightened conditions. Thri-keen minds are alien and psionic thri-kreen even more so.

Thri-Kreen Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast either the blur or magic weapon spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell (on yourself only) once with this trait, and you regain the ability to do so when you finish a long rest.

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

Minor Telepathy. You have telepathy out to a range of 60 feet. You can telepathically speak to the target and you don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Warrior thri-kreen Traits

Ability Score Increase. Your Strength score increases by 1.

Thri-kreen weapon training. You have proficiency with the special thri-kreen gythka and chatkcha weapons, as well as one martial weapon of your choice. Additionally, when you use your action to make an attack with a weapon you are proficient in, you can make one attack with the gythka or chatkcha weapon as a bonus action.

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

Standing Leap. Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start. You can't expend more feet in a jump than your overall movement speed.

Thri-kreen weaponry

The following are stats for the Special Melee weapons Gythka and Chatka weapons.

  • Gythka a two-handed polearm with a blade at each end that deals 2d4 slashing damage and has the heavy, reach and two-handed property.
  • Chatka a flat, triangular wedge with three serrated blades that deal 1d6 slashing damage. It has the light, thrown (range 30/120) and finesse properties.

Additional Racial Feats

Awakaned Magic

Prerequisite: Awakened Beast Player race.

You can cast animal friendship and beast bond each once with this trait and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast animal messenger and locate animals or plants each once with this trait and regain the ability to do so when you finish a long rest and at 5th level you can cast Conjure Animals at 3rd level once with this trait and regain the ability to do so when you finish a long rest. You choose either Intelligence or Wisdom as your spellcasting ability for these spells.

Chimera

Prerequisite: Awakened Beast Player race.

Choose three traits from any other Awakened Beast Subrace to add to your racial traits.